assault on doom gate, a DEvsHE scenario
Posted: Wed Aug 06, 2008 2:46 am
Ive decided to create a mini scenario to play, something i used to do often and had quite a bit of success with. This ones called Assault on Doom Gate, and is based around a high elf army stumbling upon the entrance to the underworld sea which enters Clar Karond at the Doom Gate. Reference to the Doom Gate is 7th edition army book, page 39, very last paragraph.
Scenario - Assault on Doom Gate
Doom Gate is one of the entrances to the underworld sea through which the druchii can go out to see unnoticed by the high elf navy. The gate is guarded by seven wild hydras and his hidden amongst the trees of the black forest. It is this entrance tunnel that Asiran of the Asur stumbled across as a way into the Druchii realm unnoticed, however with seven five-headed fire breathing monstours on the other end, he may have got more than he bargained for. A small band of Druchii led by the sorceress Lilaea was passing at the time, and were quick to move against their hated foe.
The Armies
High Elves
the high elves count as the attackers and have the first turn. They have an army of up to 2000 points limit, which must contain at least one block of spearmen, archers and a commander or prince representing Asiran. They may only pick one other character, who may be a wizard.
Dark Elves
the dark elves who came to intercept the invading Asur, hopefully avoiding the hydras whilst doing so, are led by Lilaea. She is a lvl 2 sorceress who can have wargear and mounts as usual. She is accompanied by up to 500 points of dark elves, and no other characters may be selected.
Seven Hydra Guardians
there are seven hydras in the game, these have no beastmasters and therefore do not have monsters and handlers as a special rule. They act independantly as described here.
Each turn roll a D6 for each hydra:
1-2 = the hydra must move towards the closest dark elf/high elf unit, charging if possible, if combat engaged the oposite player takes control of dice rolls etc, and can also make use of shooting the breath weapon.
3-4 = the high elf player takes control of the hydra this turn.
5-6 = the dark elf player takes control of the hydra this turn
Deployment
Here is a map of deployment:
Board is 6'x4'.
Red dots mark the hydras deployment positions.
Green marks forest/wood areas.
Black marks the Doom Gate.
the dark elves must deploy within 12" of the top table edge, on the right hand side.
the high elves must deploy within 12" of the Gate.
Winning the Game
the dark elves win a massacre if the high elves are completely annihalated by either their own hands or the hydras hands, and they have at least one model surviving including Lilaea, however if she is dead this is only a minor victory. the high elves win a massacre if they kill all the dark elves and hydras on the board with at least one model surviving. If either all the hydras are dead or all the dark elves are dead, but not both, this is a minor victory. Any other result is a tie.
Scenario - Assault on Doom Gate
Doom Gate is one of the entrances to the underworld sea through which the druchii can go out to see unnoticed by the high elf navy. The gate is guarded by seven wild hydras and his hidden amongst the trees of the black forest. It is this entrance tunnel that Asiran of the Asur stumbled across as a way into the Druchii realm unnoticed, however with seven five-headed fire breathing monstours on the other end, he may have got more than he bargained for. A small band of Druchii led by the sorceress Lilaea was passing at the time, and were quick to move against their hated foe.
The Armies
High Elves
the high elves count as the attackers and have the first turn. They have an army of up to 2000 points limit, which must contain at least one block of spearmen, archers and a commander or prince representing Asiran. They may only pick one other character, who may be a wizard.
Dark Elves
the dark elves who came to intercept the invading Asur, hopefully avoiding the hydras whilst doing so, are led by Lilaea. She is a lvl 2 sorceress who can have wargear and mounts as usual. She is accompanied by up to 500 points of dark elves, and no other characters may be selected.
Seven Hydra Guardians
there are seven hydras in the game, these have no beastmasters and therefore do not have monsters and handlers as a special rule. They act independantly as described here.
Each turn roll a D6 for each hydra:
1-2 = the hydra must move towards the closest dark elf/high elf unit, charging if possible, if combat engaged the oposite player takes control of dice rolls etc, and can also make use of shooting the breath weapon.
3-4 = the high elf player takes control of the hydra this turn.
5-6 = the dark elf player takes control of the hydra this turn
Deployment
Here is a map of deployment:
Board is 6'x4'.
Red dots mark the hydras deployment positions.
Green marks forest/wood areas.
Black marks the Doom Gate.
the dark elves must deploy within 12" of the top table edge, on the right hand side.
the high elves must deploy within 12" of the Gate.
Winning the Game
the dark elves win a massacre if the high elves are completely annihalated by either their own hands or the hydras hands, and they have at least one model surviving including Lilaea, however if she is dead this is only a minor victory. the high elves win a massacre if they kill all the dark elves and hydras on the board with at least one model surviving. If either all the hydras are dead or all the dark elves are dead, but not both, this is a minor victory. Any other result is a tie.