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How about this;
Springtime in Valhalla;
The Hordes Return
It was a long and difficult winter. Despite the hardships and losses to starvation and cold, it was a relative respite from the long summer of constant bloodshed. Spring has brought with it warmth and growth and the promise of survival.
The feeling of renewed life will not last. As the ice and snow retreat from the northern continent the Hordes return. Hopefully the Rushing River, swollen with the spring thaw, will slow their advance.
The Castle will be defended by up to 24 units valued at no more than 520 pts. There are no army cards with any ‘flying’ (including stealth flying) special ability allowed in the defender’s army. Start Zone consists of 4 spaces on the East and West towers and the first two rows at the Northern edge of the map, (within but not on the castle walls).
The attacking Hordes will consist of up to 32 units valued at no more than 720* pts. Consider squad cards of 50 pts or less to be valued at 5 pts less, (Marro warriors would cost you 45*ps instead of the usual 50 but the Armoc Vipers would remain 65 pts.).
The Hordes attack from the south across the rushing river, possibly attempting to hop across the ice flows as they crash downstream. Start Zone consists of the first two rows at the Southern edge of the map.
Special Initiative Rule;
The attacker wins initiative every round until any of the attacker’s figures become engaged with defender’s figures. From that point on initiative is determined normally.
Rushing river special terrain rules;
When a figure ends its move on a water space it must move 2 spaces down stream (West, or to your left if you are facing the castle). If the figure is on the edge of the map it is removed from the game. If both down stream spaces are vacant water spaces the controlling player may choose which space to move to. If there is only 1 vacant water space the figure must move there. If there are no vacant water spaces the figure does not move.
Ice Flows special terrain rules;
Moving onto a snow tile costs 2 extra movement points.
Winning conditions:
Defender – Defeat all attacking figures or survive 24 rounds.
Attacker – Defeat all defending figures or, at the end of a turn the attacker has at least one figure within or on the castle walls and the defender has none.
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- Edited Sun May 8, 2011 2:07 am
Posted Sat May 7, 2011 7:29 pm
















Does the attacker have the same restrictions as the defender regarding flying?
I think it will take a few rounds before any battle is fought, if there’s no glyphs to control. What about placing a glyph between the bridges (+ range), one south (+ movement) and one to the north (+ defence)?