Winter 2021 Conquest Eternal Scenario Contest Submission. Author: David “FragEmAll” Richardson. Modified from original submission for clarity or balance.
Fluff: “…War had come to the Province of Sotonia. The Great Plague had ravaged the countryside all Summer and resources were scarce. Armies were assembled by the various Kingdoms of Man and those too small to march themselves swore oaths of fealty to their larger neighbours and combined their forces to better pillage and plunder their adversaries.
The plague had not just affected the world of Men. Sotonia was home to several Dweghom Holds and bordered a fearsome Spire tower complex to the West. Neither races had been left unscathed by the ravages of the plague and all were prepared to fight for the meagre materials that were available, though for vastly different reasons. Dweghom need to eat, just like any living being, and their normally self-sufficient holds had become contaminated. Though distasteful, surface-dweller food was preferable to nothing, and there was no Aghm to be gained from starving to death. In contrast, The Spire desperately needed to replenish lost stocks of bio matter that has been ruined by the plague.
Even as the protagonists began to clash, word spread of Nord raiding fleets appearing in the wide rivers that characterised the area. It seemed that the Northmen were also on the hunt for spoils of war.
The Sotonian Conflagration would be characterised by lightning raids of small forces aiming to punch through enemy lines swiftly and taking their stores and baggage trains. Killing the enemy became secondary to looting supplied. To some commanders at least…..”
Reinforcements: Own table edge, plus the neutral edges as your reinforcement line advances
Rounds: 10 turns maximum
Win Conditions: First to reach 10 victory points
Scoring: “Victory points are awarded for the following:
- 1 victory point per regiment/character killed
- 1 victory point if you slay the enemy Warlord (This is in addition to the VP for killing a character)
- 1 victory point for controlling the “No-Mans Land” objective in the middle of the battlefield at the end of any game turn.
- 2 victory points for controlling the “enemy” objective nearest the opposing sides table edge
*Important! You do not score any VPs for holding your “home” objective, but of course you want to keep the enemy away from it to deny them.
We will play for a maximum of 10 turns or until one side reaches 10 victory points. If you totally wipe out the opposition then you win!
Special Rules: The Battle zone is dominated by a size 2 hill, upon which stands a size 3 Watchtower. This tower is garrison terrain with a capacity of 6 models. As it is fortified, not only does an occupying regiment get +1 to their defence, but regiments targeting occupying regiments suffer -1 penalty to their volley and clash!
Notes: “The objectives are set in the open running up through the middle of the table. You have a home objective nearest to your own deployment zone, a neutral “No-Man’s Land” objective, and an enemy objective near to your opponents deployment zone. Of course player 1’s home objective is player 2’s enemy objective.
The idea is not just to kill the enemy. Your forces need to secure a route towards the enemy baggage trains where all the much needed loot will be!
This scenario is enhanced by having a decent amount of terrain. I recommend the following.
4 x forests, one to each side of each player’s home objective about 6″ to the side. These count as obscuring and hindering terrain, so provide cover from enemy ranged attacks, and a little defence against incoming medium and heavy regiments.
A lake to one side of the central objective is simply a water feature. You may cross without penalty, but fighting with half or more of your regiments standing in the water (even just slightly!) will result in -1 to your clash.
The Battle zone is dominated by a size 2 hill to the other side of the central objective, Upon which stands a size 3 Watchtower. This tower is garrison terrain with a capacity of 6 models. As it is fortified, not only does an occupying regiment get +1 to their defence, but regiments targeting occupying regiments suffer -1 penalty to their volley and clash!