Post by mcmurraymaniac on Jul 19, 2011 12:54:52 GMT -7
Here is the first mission:
Game 1: Truce Gone Wrong
In hopes to avoid a long and drawn out battle your general, along with token honor guard, has marched out to meet the enemy leader to work out a truce. As agreed the rest of your armies has been left behind, but as the talks start it quickly becomes apparent there will be no truce, and in an instant war is upon you and frantic signals are sent out to reinforce the general as the honor guards fight it out.
Players roll off for sides and then both players deploy one core unit along with their general, locked in combat, in the very center of the board (player that picked sides places first). Note that the general may hide in the second rank (much like a slann), the unit may use his leadership even if a challenge is declined, the unit is unbreakable (undead units don’t crumble), and the general is allowed to leave the unit in their own movement phase even if still locked in combat. Roll for first turn, and the remainder of your army will be allowed to march on from your long board edge at the start of the movement phase of your first turn. The game will last 7 turns.
Objectives: - Kill the enemy general. - Kill the enemy honor guard. - In a turn that your general’s unit isn’t in combat, spend one turn doing completely nothing with him, during which time it yells and swears and basically voices their anger at the betrayal. - Destroy your opponent’s most expensive unit that isn’t the general or honor guard. - Have no friendly units within 12 inches of your own long board edge at the end of the game.