Victory Results:
 0 %
Record a victory for BOTTOM ARMY  0 %

Background

https://boardgamegeek.com/thread/1469111/new-scenario-when-snow-becomes-ash 

Starks running to the South of Westeros, Lannisters take their chance and sank in the North Lands, bypassing the frontline.
Tywin launches his elit troops across the Moat Cailin country, marching to Winterfell. Surprised by this sudden incursion, Eddard calls his faithful vassals, the Omble House, to stand before the Lions. This incursion could destabilize the North Lands, then would isolate Robb's army.
Lord Jon Omble sends all his men to cut the Lanniters progression, and he decides to stop them on the high plains of South Winterfel, hoping that the old Stronghold becomes a cage for Lions.
But Tywin continues his run to the North, without taking time to sack the country, and bypassing Moat Cailin. Surprise : the best strategy for Tywin. He hopes to crush the ennemy in his ten.
Lord Jon Omble has to face the Red wave, coming to overwhelm South Winterfel.

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Victory

details

 

THE BATTLE :

Like a skirmish battle, count VP for each army.
Lannisters can also win the battle this way : To capture the Stronghold, by having at least one unit in at the end of a round : immediate victory.

1VP per destroyed unit.
2VP per destroyed Commander unit.

- 7 Rounds
- 10 Order tokens
- 10 Commander tokens
- 11 Commander cards
- Moral track "11" for Lannisters.
- Moral track on "deroute" side for Starks.
- Advantage token for Lannisters.
- All commanders are BLUE units.

Special rule :

The Stronghold gives keyword Cover 1. The bowmen in can fire their arrows from it, wherever they are in the 3 hexes castle. Add +1 hex for their range attack.
Use normal rules for melee attacks, but an engaged unit set in the stronghold does not lose the keyword Cover 1.
The units in cannot retreat, they suffer hits instead.

The line of sight of all the range units is not blocked by other units. However, if a ranged attack is launched on engaged units, roll normal dices to hit the ennemy unit, then roll 1 more dice to apply the hit to the engaged friendly unit. Ignore the retreat from this dice.

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