Total Plays: 0
Top Army (0%)
Bottom Army (0%)

Historical Notes

 


Pennant

 

Command level 4

War Council level 5

 


Standard

 

Command level 5

War Council level 5

Moves 1st


Victory Conditions

7 Banners

Victory points are scored for eliminated units and holding the opponent's marked landmarks.


Briefing

The heretics are invading, protect the gate! Don't let their giant destroy the walls!


Special Rules

River hexes are not fordable, as normal.

Archers on top of walls and hills can shoot over forest tiles.

The Hill Giant's liar is already placed in play, from there the Hill Giant can throw stones at the walls (maximum two dice, as normal). Units on walls take damage as normal, but a lore rolled on this attack destroys the wall, if a unit is on the wall it must take a casualty and retreat (cannot be ignored) for each lore rolled; normal damage applies for other die results.

Only foot units and the Hill Giant can storm (make attacks into) the wall, only foot units can move into the wall and must stop all movement when doing so, units CANNOT RETREAT INTO a wall hex. The commander tower represents the gate, but all normal rules apply for it (Any unit can move into it).