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MMORPGNews - warhammer:Battle by the Loch

warhammer:Battle by the Loch per

by Richard Irvine

Just your normal, run of the mill battle. Two opposing sides charging towards eachother and engaging in bloody mortal combat. Arrows rain down from the skys and the cries of battle fill the air. Then a big monster climbs out of the loch...

Scenery

Hills may be placed anywhere on the table, including in the deployment zones to the 'north' and 'south'. To the 'east', about two inches in, mark out the edge of a lake. (Remember troops cannot flee off this edge of the table- they wouldn't want to flee into a lake!) The the 'west', set up a small forest. Don't use any buildings, although rocks and other obstacles should be used.

Armies

Both players should select armies from the Warhammer Armies army lists to an equal points cost. Both sides should also select 400 points of reinforcements to bring on after the monster has appeared.

Deployment

Each player should deploy their army within 12" of their table edge. Note: Their table edge should NOT be an edge with a lake or a forest...

Turns

Roll a D6.

1-2= 5 turns

3,4,5= 6 turns

6= 7 turns

Who goes first

Roll a D6 to decide who goes first.

The Monster of the Loch

(Well, with a loch, there had to be a monster!) When the game begins, the monster is asleep at bottom of the lake. It will wake up if it hears any noises... Roll 2D6 whenever one of the following occurs.

When a regiment charges- The monter wakes on 11 or more.

When a close combat is fought- The monster wakes on 10 or more.

When a cannon fires- The monster wakes on 7 or more.

When roused, the hungry monster swims quickly ashore. It appears immediately at the water's edge cloest to the noise which disturbed it.

After both players have had their turn, the monster will move. The monster will charge any unit within 15". If it does not charge, it will move D6 + 4 inches.

To determine the direction of movement, roll a D6. On a roll of 1-3 he will move towards the nearest unit. On a roll of 5-6 he will move straight forward. On a roll a 6, roll a scatter dice to determine the direction.

Reinforcements

After the monster has appeared from the Loch, would- be monster hunters will soon appear. Each side should select 400 points of REGIMENTS ONLY to bring on as reinforcements. Two turns after the monster appears, the reinforcements may move on from their table edge, and may fight and shoot as usual.

Victory

The winning side is the side with the most victory points. Victory points should be worked out as usual. In addition, award 4 victory points to the army who slayed the Monster of the Loch. If the other side did inflict one or more wounds on the monster, they should also be given one victory point. If the monster was woken by one side charging or firing a cannon, that side loses a victory point for being so damn noisy!

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