Scenario 6: An unexpected visit
Description:
On one day Balin decided to look into Mirrormere like Durin did many years ago. He walked into the Dimrill Dale and watch over the shiny water. But suddenly, flying arrows all around him. Where does these arrows come from and who’s that stout assassin? Will Balin be lucky enough to tell the tale?
Historical participants:
Good Start force:
Balin with Durin’s axe
Good reinforcement:
Óin with heavy armor
Ori with heavy armor and The book of Mazarbul
Frár with heavy armor
Lóni with heavy armor
Náli with heavy armor
1 Dwarf warrior with banner
8 Dwarf warriors with shield
8 Dwarf warriors with bow
8 Dwarf warriors with two-handed weapon
6 Khazâd Guards
4 Dwarf rangesr with dwarven longbow
4 Dwarf rangers with throwing axes
4 Dwarf rangers with two-handed weapon
Evil Start force:
2 Goblin captains with bow
3 Goblin warriors with bow
Evil reinforcement:
1 Orc captain on a warg
2 Warg riders
2 Warg riders with bow
2 Warg riders with throwing axe
2 Cave trolls with troll-chain
2 Goblin captains
2 Goblin shaman
16 Goblins with bow
16 Goblins with shield
16 Goblins with spear
Lay-out & Deployment:
The battle takes place in Dimrill Dale on a 112 by 112 cm board. In the rightupper corner is a lake placed. This lake represents Mirromere(counts as difficult terrain). Furthermore there’s one big rock on the side of mirromere. Behind this rock is the evil deployment zone. Evil deploys 2 goblin captains with bow and 3 goblins warriors with bow. Good deploys Balin with Durin’s axe. The rest of the forces are kept aside as reinforcements(see special rules).
Objectives:
The good side needs to reduce 50% of the total evil force.
The evil side needs to kill Balin.
If both happens in the same turn it is a draw.
Special rules:
Unaware: At first Balin is unaware of the dangerous archers behind the rock and is looking into Mirromere. To represent this the player with priority moves Balin untill the alarm is raised.
Alarm: If Balin gets within 14cm of an evil creature, he raises the alarm. If Balin gets hit by an arrow he raises the alarm. The next turn after the alarm is been raised, the good and evil reinforcements arrive.
Point match:
Select 100 points as starter forces and 700 points as reinforcements. The evil player selects this from the Moria and dwellers below list. The good player selects this from the Moria expedition list.
eurah, another scenario, just a few to go with this campaign, and then i'm going to work on the others