Any scenario may be played by consensus. The ones in the following table are from the Battle Companies section of the GW site or may be found by linking from the table below. They may be used as Special Tactics.
A single player can apply a Special Tactic to a coming battle by listing it with an army’s turn and expending three Battle Points (players collect 1 BP per battle fought in the campaign). If a battle does NOT take place (because the would-be opponent is not there), the points are lost. Otherwise, the opponent may either accept the scenario or pay two BPs to force a tactic roll.
A tactic roll is a single D6 rolled to see if a player succeeds with his Special Tactic. On an unmodified roll of 6, the Special Tactic scenario must be played. On an unmodified 1, it may not be played (unless the other player has specified the same scenario, but in his favor—see below). For any other result, both players write down how many BPs they wish to expend to influence the roll up or down. If the modified roll meets the requirement specified in the table below, the Special Tactic scenario is played.
If BOTH players have specified Special Tactics, priority in attempts goes first to the attacker, then by difficulty of Special Tactic (e.g., Hold the Line takes precedence over Night Raid). Beyond that, flip a quarter!
E.g. 1, Gondor expects Mordor to attack Osgiliath and spends three BPs to force Ambushed!. Mordor, however, sneakily chooses to assassinate Faramir through the Kidnap tactic and also spends three BPs.
At the battle, Mordor gets priority as attacker. Gondor thinks it worthwhile to avoid the assassination attempt and spends another two BPs to force a Tactic Roll. Mordor rolls a 4. Since it is not a 1 or 6, both players write down how many BPs they wish to apply to influence the roll. Both players put all of their remaining BP into the effort, which for Mordor is three and for Gondor is two. Net influence is an increase on the roll to only 5, so Mordor fails to make a Kidnap attempt after spending six BPs.
Since Mordor’s Special Tactic failed, Gondor Ambushed! may be considered. Mordor has no BP left to oppose, so the scenario is played. Gondor spent seven BP in all to select his Special Tactic and oppose Mordor’s.
E.g. 2, Gondor and Mordor attack one another and both attempt the Surprised! Special Tactic. If Mordor succeeds, the scenario is played with Mordor as attacker and Gondor defending. If Gondor succeeds, the same scenario is played, but with the roles reversed. If both fail to implement the tactic, a standard battle is played.
As usual for all battles in the current campaign, all scenarios are played until one side is completely removed from the field (although victory is determined at the specified point).
|
Special Tactic |
Requirements |
Tactic Roll |
Special Considerations |
|
Attacker wishes to capture or kill unbesieged enemy hero. |
6 |
The defender’s top hero is placed at the center of the table with two other models. If this hero is not a recruit, s/he cannot be assassinated. The attacker must retreat, and defender remain, regardless of outcome. |
|
|
Attacker wishes to rescue captured hero in unfortified
hex. |
5+ |
The attacker must retreat, and defender remain, regardless of outcome. |
|
|
Attacker wants to break through or out of a hex. |
3+ |
If attacker moves 33% of models off opposite table edge (i.e., wins), the force MUST move to a further hex. If the further hex is occupied, the attacker must fight there in the condition the force was in leaving the first battle. Losing defender does not retreat. If the attacker was besieged, the besieger uses ONE battle group of his choice to try to prevent the defender from escaping. |
|
|
A defender that occupied the hex at start of turn may
attempt to ambush. |
4+ |
If defender is fortified, battle takes place in the field (no fortifications). |
|
|
Attacker who wishes to Surprise is attacking unfortified
and occupied hex. |
4+ |
Use “Take the Watchtower” for surprise attack on fortifications. |
|
|
Defender has siege engine and is not fortified. |
5+ |
Both attacker and defender use ONE battle group (besides the siege engine’s complement). Attacker does not gain control of the hex through this Special Tactic, but must retreat or remain besieged regardless of outcome. |
|
|
Attacker is besieged. |
4+ |
Both attacker and defender use ONE battle group. If successful, attacker gains income and recruits as if he still owned the hex. Recruits must have been purchased at the start of turn. If attacker fails, 2/3 of those purchased recruits may appear at the nearest controlled base. The other 1/3 is lost (round UP). Attacker remains besieged regardless of outcome. |
|
|
|
2+ |
The defender is limited to one BG in the center of the board. Any others may enter opposite the attackers on the first turn. |
|
|
Defender occupies fortifications in hex but is not
besieged. |
4+ |
Sub in “all defender’s fortifications” for “watchtower.” Terrain determined as usual. No Extra Attackers. No siege engines or flying models (this is a surprise attack!). Other siege equipment must be carried so as to move at full speed. |
Considerations for applying scenarios: