AN UNSAFE PASS War is plenty of small battles, the enemy can unexpectedly appear during marching, withdraw or flee of an army. A Taisho is setting an ambush over his enemy but the rapid march of the rival army is very fast and the place selected to charge over the enemy is not the best one. The ambushers must act coordinately to succeed.These battle scenarios are part of a series of not tested scenarios (NTS) which we want to share with the community in order to test new options and game modes. Let us a comment here with any critic/suggestion that you have. I hope you like it!
What the attacker taisho does not expect is the enemy army is transporting a really value cargo and those men will fight to the end in order to defend it.
The attacker must block and destroy the as many as defender's army troops as possible. The defender must reach the other side of the table to escape with most of his/her units and defend the high value cargo that transport.
Players must use a game area of 120x90 cm.
A 15 cm width path must start at the center of one of the shorter table sides. The path split in two at 40 cm of that side and there is not any obstacle in it.
The rest of the table is considered a forest area (difficult and covering area, common rules must be followed) where the attacker will deploy hidden. Within the forest area you can include elements that modified the ground like hills, rocks, etc.
The defender's high value cargo is hidden until it is discovered (this will explained in the special rules). When it is discovered put a marker or any scenery element (a miniature of a noble, a caravan, etc.) This element does not affect the game, it is just a decorative element.
Deployment and escape areas
Defender army's deployment area is placed over the path, from the edge where the path starts up to 40 cm. (where the bifurcation starts).
The escape area is placed in the opposite side of the deployment area and it is 30 cm. Width. A defender's troop escape and its miniatures are removed from the table if, during the Maintenance Phase of any turn, it is completely inside that area (a unit must have all its miniatures within the area) and it is not engaged in any hand to hand combat.
The attacker's army deployment is the rest of the table (50 cm. width) but he/she cannot deploy over the paths.
The attacker player deploys all his/her army first, using the "Hidden deployment" described in the special rules section.
When the attacker finish the deployment, the defender player must secretly write down in a paper which path (A or B) is going to take when reach the bifurcation. This player must, also secretly, write down the unit (cannot be a solitary leader) which will carry the high value cargo. Must place these papers with the information in a visible place to every player and will be unveiled at the right time.
Afterwards the defender will deploy all his/her army along the path, placing a queue of units in the defender's deployment area. Defender's troops cannot be further 10 cm. each other and only an army leader can be placed at the flank of an unit when deploying as solitary troop instead of in front or behind other troop.
The defender army is marching so its units must be deployed as "columns": their front cannot have more than 3 miniatures width. Those units cannot change the formation until the ambush is discovered.
Light armies: Neither the defender army nor the attacker can add artillery to their army list.
Hidden deployment: The player that uses this type of deployment (in this case the attacker player) must use 10x10 cm. pieces of paper, as much as the double of the troops enlisted in his/her army list. This papers will be named as "Deployment card".
The attacker must write secretly, in one of the sides of the deployment card, the name of his/her army list's troop that represent that card. Doing this, the player only will fill half of the available cards. The attacker must leave the rest of the cards empty. These empty cards represent small groups of explorers with the mission of observe and distract the enemy but will not act in combat.
When a deployment card is deployed, it must be placed upside down (hiding the name/empty name) in order to the opponent do not know the troop represented.
Active ambush: The ambush is considered active while no not-empty deployment card is discovered (if an empty card is discovered the ambush is still active) or the attacker order attack due the ambush is a success.
The turn sequence is modified while the ambush is active. Follow this sequence: The defender player move first every unit following the "Defender's movement" special rule. Then the attackers must move every deployment card using the "Attacker's movement" special rule. When the attacker ends its movements the turn ends and a new one starts.
The ambush is discovered when a not-empty deployment card is discovered (failed ambush) or when the attacker order attack if he/she is allowed to do it (succeed ambush). Read those special rules below to know how continue depending on the case.
Defender's movements: While the ambush is active, every troop of the defender player only receive one order (Do not perform any Order Roll) and must move obligatory the troop's movement attribute +1D6 cm. (roll 1D6 for each troop, this troop can be modified by Command cards). Also these troops cannot change their formation (they were deployed in columns), leave the path or trespass each other.
The defender army is bound to follow the path and, reached the bifurcation, take the way chosen during the deployment phase. When the first of the player troops come into that path, the paper with that information must be checked and see it is the correct path.
When the ambush is discovered (for any reason), the turn sequence returns to the common rules (order rolls, activations, etc.) and the defender troops can change their formation and move freely by the whole game table (they can leave the path if needed).
Attacker's movements: While the ambush is active, the deployment cards can only receive the "Move" order and they can only move up to 10 cm. no matter which troop the card represents or is empty. These cards cannot step or cross the path and also cannot leave the attacker's deployment area.
When a card is discovered and its miniatures placed on the table, these acts in the common way (Order roll, can move freely of the table, etc.).
Impulsive attacker troops: Attacker's troops are anxious to charge but if they cannot restrain themselves the ambush may fail. When a deployment card is within 20 cm of any enemy troop during the Maintenance Phase, the attacker player must roll 1D6 and add the player's Commander Level in order to know if his/her troop attack before getting the order. With a result of less than 4 (1-3) turn the card and check if it is an empty card. If the card reference an actual troop, place the miniatures corresponding on the card's position and the unit perform a full charge movement in that moment. This troop do not received a Used Unit marker and can be used during that turn's activation phase. The ambush is considered unsucced, read the "Failed Ambush" special rule to know how to proceed during that turn.
This roll can be modified with Command cards.
Failed ambush: When any troop fails the impulsive roll and it is not an empty card, the ambush is discovered and fails. Turn and discover all empty deployment card and keep upside down the one that referenced a troop. Then the defender player can perform an extra run movement, following the path and still trespassing each other (if there is space to do so), with all his/her troops which are not engaged in hand to hand combat. This happens during the Maintenance phase, so no troop receive any Unit Used marker and cam be used during the Activation Phase.
From this moment on follow the normal turn sequence but the attacker must spend 1 order to discover the active Deployment card and put the miniatures of that card over the table. (ie: if a card get two orders in its Order Roll, could be discover with the first order and place the miniatures and then move normally using the second order at the right time).
Succeed ambush: If during any turn's Maintenance Phase there is a deployment card within 20 cm from the head of the defensor's army and there is another one within 20 cm from the tail of the defender, the ambush success, the attacker's troop keep waiting to the right moment. The attacker player can order the attack during that Maintenance Phase or any one later. When he/her do so, turn and discover every deployment card and place the miniatures on the table. Then, all those attacker's troops can perform a charge movement but they do not receive any Used Unit marker (this happen again during the Maintenance phase). Then, the activation phase starts and the attacker player owns the initiative automatically. From that moment on follow the normal turn sequence.
High value cargo: The defender player must keep in secret what troop is carrying the cargo until that troop is destroyed, flee or withdraw at any moment of the game. In that moment must take the paper when that information was written and tell his/her opponent that he/her lost the cargo.
- 4 points for the attacker player if no enemy troop exit by the Escape Area.
- 1 point to the attacker player for every defender's troop (solitary leader or unit) destroyed or fleeing at the end of the game.
- 1 point to the attacker player if he/her eliminates the defender's commander.
- 1 point to the attacker player if he/her discovers which enemy troop is carrying the cargo.
- 4 points to the defender player if the unit which carry the high value cargo leaves the table by the Escape Area.
- 2 points to the defender player if the high value cargo keep secret at the end of the game.
- 1 point to the defender player for every allied troop that leaves the table by the Escape area.
- 1 point to the player which has less troops engaged in hand to hand combat at the end of the game.