Oma skenaario isoon WHFB matsiin
Lähetetty: To 16.06.2011 09:40
Tämmöistä hahmotelmaa olisi tarkoitus kokeilla kentillä parin viikon päästä. Pistetään kommentoitavaksi, notta saadaan
pelistä vieläkin toimivampi. Skenaarion ideana on saada isoon fabamatsiin liikettä kentälle, eikä ainoastaan yhtä pirun isoa
mättöä keskelle kenttää. Kaikenlaisia objektipohjaisia isoja matseja on pelattu, ja toimiihan ne. Tässä on haettu myös
roolia vähän paitsioon jääneille kevyemmille yksiköille, kuten nopealle ratsuväelle ja lentäville hirviöille.
Warppi tokenit joka gatewaylle (eri värinen per GW) on tarkoitus tehdä valmiiksi, jolloin ne kulkevat näppärästi aina yksikön mukana.
Tämän kokoisissa peleissä peliaika on aina oleellinen ongelma, siksi piilodeployment (lakana peittona). Samoin ekan kierroksen
ammunta- ja taikomisedulle on hyvä yrittää tehdä jotain.
Englanti vaan tuli vahingossa valittua kieleksi, enkä jaksa enää päivittää tuota suomeksi...
+++++++++++++++++++++++++++++++++++++++
Battle of the Legends
The ancient war-ground is full of magical gateways, each sprouting ever more powerful tokens of the Warp.
These tokens guarantee victory for the most powerful of the ancient races.
One unit is only ever able to handle one token from one of the eight gateways. After that it has better head for a new gateway,
or ensure that it’s precious is safe. A unit can collect several tokens, but only one from each gateway. If a unit carrying tokens is
destroyed, so are the tokens. The exploding tokens cause hits to all units within 2D6’’ of the destroyed unit, with strength
2+value of the destroyed tokens in total. Amount of hits is determined by token value of D6 dice.
The gateways strengthen as time goes on, the power is one in first game round, and increases each time a token is taken from
a gateway. Tokens are taken from a gateway by the closest unit within 2D6’’ of the gateways at the end of each players movement phase -
only one range roll per player turn at the end of movement phase. Units already having a token from that gateway don’t count.
Unit can take its tokens to safety by running over the enemy’s table edge, but such cowardly hidden tokens lose half of their value.
A killed or runaway general grants 3 kill points to the enemy, no other kill points are available.
Game is for a team game of largish armies, approximately 10 000 points per side ( a team of 2 * 5000 points) .
Deployment is done as a hidden deployment with 30 minute to set up the armies. Time allowance for each movement phase is 15 minutes.
It is highly recommended to take a lot of legendary heros, lords and monsters on board, but at the same time all kinds of rules abuses
and spamming of overly effective units and broken combos are recommended to be left home. It is recommended that each side only
take two dispel scrolls or comparable items on board, and other such offensive and defensive magic boost is kept in a gentlemanly level.
Named characters are allowed, except for mr Teclis, who is busy practising use of his mighty sword in supervision of his brother Tyrion.
Power scroll is not allowed, and Slann users shall use discretion.
First turn is determined by dice roll off. During the starter’s first turn, maximum range for shooting and magic is 6D6’’.
Game length is 4- 6 turns, within 10 hours. Winner is the team with the most warp tokens and kill points total.
Game board is double the normal size.

pelistä vieläkin toimivampi. Skenaarion ideana on saada isoon fabamatsiin liikettä kentälle, eikä ainoastaan yhtä pirun isoa
mättöä keskelle kenttää. Kaikenlaisia objektipohjaisia isoja matseja on pelattu, ja toimiihan ne. Tässä on haettu myös
roolia vähän paitsioon jääneille kevyemmille yksiköille, kuten nopealle ratsuväelle ja lentäville hirviöille.
Warppi tokenit joka gatewaylle (eri värinen per GW) on tarkoitus tehdä valmiiksi, jolloin ne kulkevat näppärästi aina yksikön mukana.
Tämän kokoisissa peleissä peliaika on aina oleellinen ongelma, siksi piilodeployment (lakana peittona). Samoin ekan kierroksen
ammunta- ja taikomisedulle on hyvä yrittää tehdä jotain.
Englanti vaan tuli vahingossa valittua kieleksi, enkä jaksa enää päivittää tuota suomeksi...
+++++++++++++++++++++++++++++++++++++++
Battle of the Legends
The ancient war-ground is full of magical gateways, each sprouting ever more powerful tokens of the Warp.
These tokens guarantee victory for the most powerful of the ancient races.
One unit is only ever able to handle one token from one of the eight gateways. After that it has better head for a new gateway,
or ensure that it’s precious is safe. A unit can collect several tokens, but only one from each gateway. If a unit carrying tokens is
destroyed, so are the tokens. The exploding tokens cause hits to all units within 2D6’’ of the destroyed unit, with strength
2+value of the destroyed tokens in total. Amount of hits is determined by token value of D6 dice.
The gateways strengthen as time goes on, the power is one in first game round, and increases each time a token is taken from
a gateway. Tokens are taken from a gateway by the closest unit within 2D6’’ of the gateways at the end of each players movement phase -
only one range roll per player turn at the end of movement phase. Units already having a token from that gateway don’t count.
Unit can take its tokens to safety by running over the enemy’s table edge, but such cowardly hidden tokens lose half of their value.
A killed or runaway general grants 3 kill points to the enemy, no other kill points are available.
Game is for a team game of largish armies, approximately 10 000 points per side ( a team of 2 * 5000 points) .
Deployment is done as a hidden deployment with 30 minute to set up the armies. Time allowance for each movement phase is 15 minutes.
It is highly recommended to take a lot of legendary heros, lords and monsters on board, but at the same time all kinds of rules abuses
and spamming of overly effective units and broken combos are recommended to be left home. It is recommended that each side only
take two dispel scrolls or comparable items on board, and other such offensive and defensive magic boost is kept in a gentlemanly level.
Named characters are allowed, except for mr Teclis, who is busy practising use of his mighty sword in supervision of his brother Tyrion.
Power scroll is not allowed, and Slann users shall use discretion.
First turn is determined by dice roll off. During the starter’s first turn, maximum range for shooting and magic is 6D6’’.
Game length is 4- 6 turns, within 10 hours. Winner is the team with the most warp tokens and kill points total.
Game board is double the normal size.







