Campaign friends and I are doing. I am providing all models -_- so I had to set up the whole thing. Please review it, and give me criticism and suggestions as I am sure this is flawed.
The good wish to hold Antioch- ruins of a once great city. The evil want to overrun it, and use it as a staging point for the fall of Middle Earth. Antioch is a strategic masterpiece; in position to strike out against Lothlorien and cross over the Misty Mountains; able to reach Rhovaion and Erebor, Isengard and Rohan, Gondor and to an extent, Mordor and the east and south, Dol Guldur and Mirkwood, and anything in between. If evil holds this, all of Middle Earth is jeopardized. If good holds it, evil can be thwarted from advancing.
Terrain: Grassy-woodland with city ruins in middle. Walls outside Antioch can be scattered a bit, but not much.
Points: 1700
Deployment: Good gets to send force into Antioch, and get 2 siege ladders to enter. However, all other good models must wait 3 turns before deploying, and even then must reach Antioch from in between 2 corners. Evil is same.
Goals: Good wins if they survive 15 turns in control of Antioch. If they do, they can survive longer for bonus. Evil wins if they survive 15 turns in control of Antioch. If they do, the can survive longer for bonus. A tie is if neither side can control Antioch.
Special Rules: Flag of Antioch In the middle of the ruined city, a flag of the now defunct kingdom still stands. If two models from the same side are within a 3" range of the flag, Antioch is theirs. If models from both sides are in range it is neutral, as if no one is in it. If it is neutral or evil, that turn doesn't count for good victory. If only one model from either side are left, Antioch can't be controlled and the game is a tie. Whatever side controls Antioch can move freely through either gate. If neutral, ladders must be used to enter. Siege of Antioch Ruined gates and walls can still be of use to the side that controls Antioch. The game is considered a siege. The Tides of Battle If either side is reduced to a quarter size, all models on that side must take courage tests. Prideful Warbands: Each side nominate a warband to extend to 18 troops. Also, special troops can take command of Warbands
Forces:
Good
Battlecry Regiment
Swords of Justice Boromir 12 Warriors of Minas Tirith
Swords of Punishment Faramir Damrod 3 Osgiliath Vets 8 Guards of the Fountain Court
Iron Company
Skirmishers of Erebor Captain of Erebor 12 Warriors of Erebor
Fist of Erebor (Prideful warband) Grim Hammer Captain 12 Grim Hammers 6 Khazad Guard
King's Vanguard King's Champion 2 Heralds 4 Iron Guard 3 Vault Team
Vault Team Delta Shieldbearer 3 Vault Team
Gimli's Kin Gimli 12 Dwarf Rangers
Prince's Outriders
Prince's Guard Theodred 3 Royal Guard
Alpha Division Mounted Banner Bearer 12 Warriors of Rohan
Beta Division Banner Bearer 12 Warriors of Rohan
Evil
Saruman's Hammer
Sappers of the White Hand Uruk Captain Uruk Siege Force 2 Berserkers
Enforcers of the White Hand Mahur 6 Uruk Scouts
Vanguard of the White Hand Ugluk 6 Uruk Scouts
Wrath of the White Hand (Proud Warband) Uruk Shaman 6 Feral Uruk 6 Uruk Berserkers 2 Isengard Troll 3 Wildmen 1 Uruk Banner Bearer
Battalion of Blood Lurtz 10 Uruk Warriors
Battalion of Suffering Vrasku 8 Uruk Crossbow
Goblin Raiding Party
Marauders of the Misty Mountains Goblin Captain 9 Goblins
Bringers of Chaos Goblin Captain 9 Goblins
Harbingers of Torment Moria Goblin Captain 12 Moria Warriors
The Dark Lord's Ravagers
Narzug 12 Hunter Orcs
Gundubad General 12 Orcs of Dol Guldor
Mordor Orc Shaman 6 Mordor Orcs 2 Black Guard
Shagrat 6 Mordor Orcs 2 Black Guard
_________________ "Hey Echo!" "Stop calling me that!" "Stop repeating every order!" -Clone Cadets Echo and Droidbait
Last edited by N00bie_Boy on Sun Feb 02, 2014 3:53 pm, edited 1 time in total.
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