General Rules
The Man of Intrigue (MoI):
The man of intrigue is a token model, similar in idea to a crew model on
a warmachine. It’s really just a
way of picking a unit at the beginning of the game for some special purpose,
and doesn’t itself do anything in the game. The model itself can be most anything you like, though no
larger than a 50mm base can be used.
In a fortitude setting, the unit chosen always generates an additional
fortitude equal to the rank bonus of the unit, up to a bonus of +3. NOTE: this
rule doesn’t help me, and I’m hoping to use the phoenix to quickly remove this
advantage from my opponent.
Controlling Terrain: There
is a note in the rule set about controlling terrain. It should be noted that none of the missions specifically
refer to this rule. WaaaghPACA!
has table specific terrain rules, and I expect that this rule will provide 100
bonus points for holding a specific forest on a specific table and will be very
much subject to the randomness of table pairings. Anyways, terrain can be claimed by having a model touching
the terrain with no enemy model also touching the piece. If the piece is impassible, its “area”
is a 3” bubble around the piece.
NOTE: the very fast core will be responsible for this grab late in the
game.
Round 1
Deployment: Dawn Attack
In addition, the
player who has traveled the farthest decides who pick sides (and who deploys
first) and the person who deploys first also decides who goes first.
Man of Intrigue: The chosen core unit does not roll to deploy.
Scenario Points:
4
Points – Win by 100 points
3
points – Tie (within 100 points)
2
Points – Lose by less than 300 points
1
point – Lost by more than 300 points
Objective (1 points): Your MoI unit is in your opponent’s deployment
zone, without theirs being in your deployment zone.
As I will likely be the farthest, I’m not sure how I’ll choose. I can see the advantage of letting them
move up and no losing a turn with the phoenix. I suppose this will come down to how many warmachines they
have. I might want to have them
start the game with my fast cavalry already dancing behind their deployment and
trying to roll 6s to wound warmachines.
Round 2
Deployment: Meeting Engagement
In addition, the
youngest player decides who choses table sides (and who deploys first) and the
person who deploys first also decides who goes first.
Man of Intrigue: Opponent choses who gets the MoI. If you have 3 or more core units than
they must choose a core unit, otherwise they can choose either core or
special. Opponent also deploys the
MoI unit, who does not roll for reserves, must be at least 6” from the table
edge and gains vanguard as if fast cavalry (one would imagine to prevent it
from being faced the wrong way).
Scenario Points:
4
Points – Win by 100 points
3
points – Tie (within 100 points)
2
Points – Lose by less than 300 points
1
point – Lost by more than 300 points
0
points – Lost by more than 1,000 points
Objective (1 points): Killing your opponent’s MoI without losing your
own.
I’m not worried about the special rules for this mission. I already have vanguard after all. I’ll probably just place their unit in
the corner, as I’m sure most will, which is why they gave the unit vanguard to
undo it.
Round 3
Deployment: Blood and Glory
In addition, the
player with the least facial hair deploys first and the game ends should either
army reach the breaking point of 2.
Man of Intrigue: Remember the fortitude generation listed above. A wizard in the MoI unit may enhance a
cast or dispel by singing during the roll (enhanced changes all rolls of 1 to
6, which can cause irresistible force, roll twice and apply both results). Singing must be 15 seconds or more and
cannot be used on bound spells.
Should you have no wizard, the MoI’s unit can cast a signature spell
from any of the 8 lores as if a level 1 wizard, but must sing to cast it and
any irresistible force causes the unit to take d6, S10 its instead of
miscasting.
Scenario Points:
4
Points – Your opponent’s fortitude was broken
3
points – Win by 100 points
2
Points – Tie (within 100 points)
1
point – Lost by more than 100 points
0
points – You were broken
Objective (1 points): Sing exactly three times.
Here is a tough mission for me.
I won’t have a wizard in the MoI unit so I can’t enhance a casting. Once my wizard dies though I will be
able to sing to cast. The only way
I get this bonus point is if my caster dies before turn 4 so that my MoI unit
can cast the last three turns. As
my wizard doesn’t deal with fortitude (but does for points), I may be willing
to sacrifice him off the top of the dragon (after I’ve used my scroll of course). I have a breaking point of 7, so I’ll
have to be pretty turn before I reach my breaking point… though if they are
able to kill my core they only need to do 28 wounds on T3. Good thing high elves have 30” bows and
I already expect them to do nothing.
This is one of those missions where the phoenix will be tasked with
nuking the MoI’s unit.
Round 4
Deployment: Battleline
Man of Intrigue: Generates Fortitude per rule above only.
Scenario Points:
4
Points – Win by 100 points
3
points – Tie (within 100 points)
2
Points – Lose by less than 300 points
1
point – Lost by more than 300 points
0
points – Lost by more than 1,000 points
Objective (1 points): Capture more table quarters by having the most fortitude
in the quarter.
This is just a straight up fight, with fortitude counting as they bonus
so I’m not that worried. I can
have something in each, so I really only need to block my opponent out of 1
quarter. Pushing hard and fast
will defiantly discourage them from advancing, or at least that has been my
experience. If my opponent does
decide to push up, it only makes it easier for me to reach him as I like.
This is one of those missions where the phoenix will be tasked with
nuking the MoI’s unit.
Round 5
Deployment: Battleline
Man of Intrigue: Generates Fortitude per rule above only.
Scenario Points:
4
Points – Win by 100 points
3
points – Tie (within 100 points)
2
Points – Lose by less than 300 points
1
point – Lost by more than 300 points
0
points – Lost by more than 1,000 points
Objective (1 points): Have more fortitude within 12”of the center of
the table at the end of the game.
Just like the last mission.
They push in the center, makes it easier for me to reach them with the
Phoenix.
This is one of those missions where the phoenix will be tasked with
nuking the MoI’s unit.
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