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

Historical Notes

It was during the wee hours of the morning that our outpost was attacked.
The enemy numbers were so great and their advance so swift, that the men at arms could only hastily grab their weapons - there was no time to suit any armor. The assault was a complete surprise!
Our Cattle Riders, claiming the grass to be much greener on the other side of the river, had made camp in the long grass. This tactical blunder would prove our undoing as they would not come to our aid until the Goblins had overrun our position.
Fortunately, one unit of Spear Bearers was able to slip away during the fight and quick-marched to warn the troops upriver.


Pennant Moves 1st

Unknown Goblin Captain

Command level 5

War Council level 1

 


Standard 

Unknown Scottish Knight

Command level 4

War Council level 1

 


Victory Conditions

5 Banners

Control (occupation) of the bridge earns the Pennant camp a Victory banner at the start of his next turn. This Victory banner once gained can not be lost and is kept even if the bridge is later abandoned.
Control (occupation) of a watchtower earns the Pennant camp a Victory banner at the start of his next turn. This Victory banner once gained can not be lost and is kept even if the bridge is later abandoned.
If the Pennant player moves a unit off his opponent's side of the battlefield, he gains one Victory banner. Remove the unit and place its banner on the Victory track.


Briefing

The Standard player starts the adventure with 2 Command cards. Draw two cards after turns 1 and 2. You will have a hand of 4 Command cards for the rest of the adventure.


Special Rules

(A-blue) Hyena Riders.
(B-blue) Cattle Riders
The river is impassable except at the fords and bridges.
Watchtower: Use the stronghold tile hex.
Movement: A foot unit that moves onto a watchtower must stop and move no further on that turn. A mounted unit or creature may not enter a hex with a watchtower.
Combat: A unit entering a watchtower hex may not battle that turn. A unit on a watchtower battles with a maximum of 2 dice and it may ignore 1 flag. When attacked in melee, the watchtower unit will battle first. An enemy unit attacking a unit on a watchtower hex battles with a maximum of 2 dice.
Line of Sight: The watchtower blocks line of sight.