The final game will see whoever has the most victory points in possession of Castle Scabies AND the treasure inside. The remaining players will be then be arrayed against the castle to fight out a siege battle to claim the treasure.  

Defender: 2,500 point army + bonuses

Attacker: 1,000 point army per player + bonuses 

No special characters may be used. 

Set up: the defender places the castle and terrain in any way they wish across a 4×6 board.  The defender then sets up all troops outside of the castle and on the battlements.  The defender must use the long board edge as their starting position. The attackers then set up on the opposite board edge, each army at a time (roll to decide, highest goes first).

First turn: the attackers get first turn, each army at a time (roll to decide, highest goes first). In the magic phase there is 1 pool die a player each phase, to both sides.   

Capturing the treasure: the treasure can only be used by a character.  However a unit can capture the treasure and then pass this to another character who joins the unit.

The enemy of my enemy might be my friend: just because you are all attackers does not mean you are friends… Each army is a separate entity and may do as it’s commander wishes/hopes on the battlefield.  This means feel free to charge another player’s units from behind, shoot along a flank, drop a terror causing unit in the middle of the board, etc. There are a few exceptions to these rules:

  • Fanatics can not be triggered by another attacker.  These are exceptionally controlled (for a goblin) fanatics that a player can set off when they wish or be triggered by the defender.
  • Frenzied or additional movement: any unit that for any reason moves forward and impacts another players units and the effect is as a fresh charge, count as charging that unit.  This includes WAAARGHs, frenzied troops, chasing down a broken unit.  Feel free to say “I got carried away” whenever this happens.
  • Spells that travel a distance before hitting something, will count another players units as the something.
  • Scattering from spells, war machines, etc counts if it lands on another player.
  • Other players units do block your line of site and movement (including running away).  On the plus side they don’t cause panic tests when broken or fleeing (if anything they encourage your troops.  Feel free to make appropriate noises).

Winning: whoever holds the castle’s treasure at the end of a set time limit is the winner.  If a unit is holding the treasure at the end of the game, the unit owner has won the game, but may not use the item in future games, the unit quickly break the treasure to pieces to share the wealth.  Attackers cannot count another attacker winning as any form of victory, even moral. You have lost as much as the original defender.  Whoever has a character physically holding the treasure at the end of the game, is the winner of the campaign and may then always use the treasure for free (by that character only) in any game of Warhammer fantasy we play.  And you may gloat.

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