WM Eurogt

      ok checkt das bitte...wobei die

      counter 1
      1.Dice for sides
      2.Take it in turns to place objectives each on the table outside of your own deployment zone ? each objective piece must be 30cm away from all other objective and no closer than 20cm to your own deployment area. They are worth 250vps at the end of the game if held by non-flying troops and not disputed by any enemy. Troops must be in contact with the objective to claim it.
      3.Set up your armies in 3 columns / deployments in your deployment zone ? each deployment must contain at least 2 units and if possible 1 character (but not if not in your list). There must be a clear gap of at least 20cm between each column that contains no troops or characters.

      For Short games encounter 1 use 1600pts and 2 objective each ? army deployment separation is 60cm.
      For Long games the encounter 1 use 2000pts and 3 objective each ? army deployment separation is 70cm.

      Encounter 2
      1.Dice for sides
      2.Troops on the defend order deploy in 2 camps at least 30cm apart with at least 3 units in a camp ? no restrictions on characters.
      3.Barracked troops deploy in 3 camps 30cm apart ? at least 2 units in each camp.
      4.Deploy objectives as per encounter 1
      5.Armies on defend may deploy 24cm of linear obstacles (defended walls) in their deployment zone.

      For short games in encounter 2 use 1200pt armies and 2 objectives each ? separation is 60cm
      For long games use 1600pts. And 3 objectives each. Army separation is 70cm

      Encounter 3
      1.This uses the same rules for encounter 1 except the objectives may be moved by an army on Forage orders when a non-flying unit has uncontested control. Objectives are moved with the controlling unit on a command ? or optionally on initiative without needing to be within 20cm of enemy. Initiative moves with loot must be directly towards your own board edge. Loot that is removed from the board is worth 100vps. Loot owned but not off the board is worth 50vps.
      2.Each loot item removed from the board may gain a magic item for the team.
      3.Armies on Foarge orders have 10cm deeper deployment zone ? explorers do not.

      For short games in encounter 3 use 1200pt armies ? 2 0bjective each ?For long games use 1600pts if on forage orders, 2000pts if on explore orders -3 objectives each.

      Column of march
      The Exploring Army has come across an Attacking Force snaking its way across the land as it strategically advances.
      1.Draw a line across the centre of the board short side to short side, the attacking force deploys his army so that, for all non missile troops each stand is in contact with the central line ? either side of it ? so that they are in double column of march. The column has one unit in contact with a board edge and all other units must form a contiguous formation. Non ? artillery Missile troops may be deployed in line formation up to 20cm away from the central line as a screen.
      2.The exploring army now deploys against any and all board edges not contacted by the attacking army and can take positions as close as 60cm to the enemy.
      3.From this point on a pitch battle ensues with the exploring army moving first.

      Short games use 1200 pts for the attacker and 1200pts for the explorer. - Long games use 2000pts each.


      Ambushes
      This time the exploring army has been wrong footed by well prepared defences.
      OR if the defender was on Barrack orders then it is he who is bushwhacked for being such a laggard.

      Ambush 1
      1.Explorer sets up in 2 scouting deployments ? 2 or more units in each and at least on character ? separation of 30cm between each deployment.
      2.In addition 1 party of 2 units and a character must deploy as a vanguard 30-25cm ahead of the main deployment zone.
      3.Then the defender gets to place his forces and defences. 1 banner of 400pts may deploy anywhere on the battle field up to 35 cm away from enemy troops. The rest must be at least 60cm away.
      4.The defender moves 1st.

      Short games ? 1200pts each - Long games ? 2000pts each

      Ambush 2.
      1.The laggard camping army is caught napping.
      2.Deploy defenders in 3 camps anywhere on own side of table ? no closer than 30cm to each other ? at least 2 units in each camp. (camp means cluster of troops)
      3.Deploy exploring troops anywhere on the table but no closer that 45cm to enemy camps. Explorer moves first.

      Short games ? barracked army has 1600pt explorer just 1200pt each
      Long games ? Barracked player has 2000pts ? must place 4 or more units in each camp. Explorer only has 1600pts.

      Defend the Wagons
      The foragers were caught on the hop -
      1.Deploy foraging army in a line 2 touching columns either side of the central line stretching away from the tables centre point to a short board edge. The army is attempting to exit the table with its loot intact on the other short side.
      2.Place 3 objective with the army each assigned to one foot or cavalry unit.
      3.Foragers may deploy up to 4 missile or cav units as a screen 20cm away from the line.
      4.Deploy attackers against either or both long board edges. Up to 10cm in
      For each objective moved off the table the foragers gain 100VP. Units controlling loot may only move 1 command per turn but with a +1 to command.

      Short games foragers have 1200 pts Attackers 1600 - Long games foragers have 1600pts Attackers 2000


      Pitch Battle ? is what it is
      Dice for sides ? deploy ? dice for start ? game on.
      2000 pts in long games ? deployment zones are 70cm apart.
      1200 in short games. No objectives ? just destroy the enemy army. ? deployment zones are 60cm apart

      defend the waggons ist eher a kas..

      Sia
      Hoffnungsloser Fluffgamer, Jack of all Trades- Master of None
      Erfinder der ÖMS und des Charity.