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Tactical Skirmish Strategy Guide

The document describes a scenario for a skirmish battle. A scouting party led by the player must find and crush an enemy force before it can gather strength. Each army has a swift messenger to call for aid or report the battle. The battle will take place on a 4x4 terrain-filled table using the defender's terrain and weather. Victory will be determined by slaughter, withdrawal, ravaging the enemy, or comparing casualties after the final hour. Each army has a free messenger unit that can alert allies to the enemy and escape the board through the opponent's zones to score points.

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graeme matier
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0% found this document useful (0 votes)
117 views1 page

Tactical Skirmish Strategy Guide

The document describes a scenario for a skirmish battle. A scouting party led by the player must find and crush an enemy force before it can gather strength. Each army has a swift messenger to call for aid or report the battle. The battle will take place on a 4x4 terrain-filled table using the defender's terrain and weather. Victory will be determined by slaughter, withdrawal, ravaging the enemy, or comparing casualties after the final hour. Each army has a free messenger unit that can alert allies to the enemy and escape the board through the opponent's zones to score points.

Uploaded by

graeme matier
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Scenario 1: Scouting Party 

Rumour has reached your ear of an enemy force in the vicinity. Concerned about being discovered by the 
enemy, you have volunteered to lead a small expedition to find this force and crush them, before they are 
able to bring their men to bear! Your force has brought with them a swift‐footed messenger, in order to 
be able to better call for aid and bring your full might to bear! 
 
Recommended Battle size: 499 gold skirmish 
Battlefield: This battle should take place on a 4' x 4' table. Terrain must be placed per 3.3.4: Positioning 
Terrain rules. No Territory roll will be made for this game – the Defending Player's Kindred Terrain will 
be used. The Attacking player and defending player may each place one piece of Kindred Terrain – 
neither knows their opponent is there, and are not choosing their battlefield!  
Weather: This game takes place in the Spring, and the defender's Kindred Weather Modifier will affect 
the Weather roll. 
Battle Start Time: Roll to determine the Time per 3.5.2 – this is a chance engagement. 
Positioning Fields: Both general's Positioning Fields are limited to Battle Line, Advance, Left Corner, 
Right Corner, Left Shoulder, or Right Shoulder. 
Victory Conditions: Determine Victory as normal, using section 4.3.2.1 to determine if one side is 
Slaughtered, Withdraws, is Ravaged, or by comparing the Butcher's Bill after the final hour. 
Scenario Rules:  
Each army will have one free Host Messenger, using the following profile: 
Class  Privilege  Acuity  Ubiquity Hands Unit Size Base Size  Cost
Warchief  Individual  Drilled  ‐‐  2  1  30mm  Free 
Messenger  Pace  Skill  Might Constitution Fortitude Authority  Temper
Host Messenger  6  31  22 8 71 6  4
Weapon  Attack Dice  Weapon +  M+W  Attack Range    Hands  Class 
Stabby Thing  1 | 2 | 3 |  5  27 0”    1  Borne 
Armour    Armour +  C+A      Hands  Class 
Boiled Leather    5  13  0  Worn 
 
This model must be set up within Join Distance of any unit, but  
is not considered Joined to it, and does not count against  
the General's Authority. His goal is to alert his kindred to the  
presence of the enemy! The Messenger may exit the board  
through a table edge in any of his opponent's  
Positioning Ground or Flanking Ground. 
 
Scenario Points: 
Either side earns +1 point for ending the game with  
at least one unit in the opponent's Positioning Ground 
Either side earns +1 point for killing the opponent's  
Messenger. 
Either side earns +1 point if their Messenger escapes  
the board as noted in the Scenario Rules 
 
 
 
   

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