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Your Randomly Generated Scenario :
|Engagement Type :||Meeting Engagement
The two armies close with each other quickly, and must deploy from their column of march to fight. A meeting engagement favours a faster army, or one with a substantial Vanguard.
Special Rules: None.
|Deploy Armies :||
Meeting Engagement: The players roll a D6 (re-rolling ties). The player who rolls highest chooses an entry point to denote where his army is arriving from. He then makes a move onto the table with a unit from his Vanguard, as if it were a normal Movement phase. The unit moves on from within the entry point as if it has pursued an enemy off the table in a previous turn. Therefore, no charges may be declared. All other special movement rules apply (such as random movement distances, activating Night Goblin Fanatics, etc). Note that Orc & Goblin units not on the table do not test for animosity, and Unruly Beastmen units do not have to test either before moving on. Creatures suffering from stupidity must test, and if they become stupid, only move at half their normal speed. Once the first player has moved on a Vanguard unit, the second player repeats this procedure with a unit from his Vanguard from the other entry point. The first player then moves on another Vanguard unit, and so on with the players alternating until all Vanguard units from both armies are on to the table.
Starting with the winning player, the players then alternate moving on their Main Force, moving on one unit at a time, following the rules given above for the Vanguard. They may, if they wish, forego moving on a Main Force unit to instead advance a Vanguard unit already on the table. The Vanguard unit may make another move, as if it were the Movement phase. As before, no charges may be declared. No Vanguard unit may be advanced more than once. The players continue this until all Main Force units have moved on to the table, and all Vanguard units have had the option to advance if the player wishes.
Units in the Rearguard are not deployed, but must move on from the player’s entry point in their first Movement phase, as if they had pursued an enemy off the table in a previous turn.
No units may use special deployment rules (except for hidden models, such as Fanatics and Assassins).
The player that finishes deployment first (including advances with Vanguard units) adds +1 to their dice roll for determining who gets the first turn.
|Length :||6 Turns|