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21.

The Chase Warbands


Fleeing Force
Summary 200 pts. This should represent the loss of order and the wounded men
trying to escape. Half the total number of models may be mounted.
The scene at the end of the battle when all discipline has broken and the
victors give chase. Choose your total number of models carefully. Fewer models means
fewer to get off the board, but it also makes it easier to be reduced to
50% of your total warband.
Can they escape before they are wiped out completely?

Chasing Force
Description Make a warband using the standard rules in SBH (300 pts).
This scenario could describe any situation where a weaker force is on Only half the total number of models may be mounted (round down).
the run from a stronger force dedicated to wiping them out. Are the
fleeing forces refugees, soldiers of a lost battle, a group of highwaymen
chased by the miliary, monks of a heretical religion, etc.

Deployment
Fleeing Force
The Fleeing side sets up all their models first.

Up to half the Fleeing models may be placed within Short of the center of
the table. This group may not include any cavalry models.

The remainder of the force starts anywhere on the southern table edge.

Chasing Force
Who Goes First? The Pursuing side sets up all their models last.
The Fleeing Troops get the first move. Two models are deployed anywhere on the northern table edge. The
remainder are deployed evenly along the other three edges. Models that
start on the southern edge actually start just off the table edge and enter
in the Pursuer’s first turn.

No Pursuing model may be deployed with Medium of a Fleeing model.

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Battlefield Objectives
This scenario requires an area 24” x 24”. The Pursuing forces must capture or slay as many of the fleeing troops as
The terrain is open, with only a few trees, rocky outcroppings, and hills to possible - the orders are “take no prisoners.”
block line of sight. The Pursuers win if they destroy more than 50% of the Fleeing forces.

Players should take turns placing these on the table, but NOT within Me- The Fleeing side must try to escape off the northern table edge with as
dium distance of each other. many troops as possible. They win if 50% or more of their models make it
off the northern table edge.
As the sun is rapidly setting, the Pursuing forces have 8 turns to wipeout
as many of the Fleeing force as possible. After 8 turns any Fleeing models
not engaged in combat but still on the board are considered to have made
it off the battlefield, slinking away under the cover of darkness.

Options/Variations
Try a cramped city setting, forcing the fleeing forces to charge down alleys
and into dead ends in a scramble to escape.
Special Rules
Time Limit
8 Turns.

Morale Checks
The Fleeing army makes morale checks
as normal, but cannot be removed
from the scenario due to failed rolls.
Map Layout They will always flee North if possible.

The Chasing army makes morale


checks as usual. Any check due to lost
number of models, if failed, results in
an instant loss - it’s not worth the casu-
alities to slaughter the survivors.

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