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!
A TOO LONG SIEGE
A very long siege is decimating the troops and resources of both armies, but the fortress seems impregnable by brute force. An infiltration under the dark night in order to open the gates of the first compound from inside seems the only solution. A few men commando is getting ready to attack.
However, the defenders are ready to any eventuality and guards are well trained.
This battle scenario uses the new game mode Raid, which players enlist a group of small units in order to accomplish smaller missions than a great battle but bigger than a band fighting. This new mode uses the same Kensei's rules but adding some modifications and few extra rules.
In the official kensei's forum, rules section, is all the information needed to play this game mode.
The attacker must try to open the gates of the fortress, the defender must prevent it.
In the center of the table, touching one side one of the borders of the table, the compound must be placed. It is a square area surrounded by walls. The main gate is in the closer wall to the defender deployment. The secondary gate (smaller) is in a lateral wall.
These walls, no matter the escenery element size, are considered 10 cm. high.
Outside the walls there are an empty space of 20 cm. In the border of those areas the attacker must place 3 + 1D3 wooden parapets which simulate small cover that the attacker place there to protect the troops during the wall assaults. These parapets are considered volume 3 (see the kensei's rulebook) and cannot be wider than 5 cm.
It is recommended put at least 5 scenery elements Inside the compound in order to have some cover. These elements must be at least 5 cm width (barrels, weaponry, well, flags, small stands, etc.). These elements should be placed alternatively by players.
The rest of the table can be decorated in any way (forests, peasant houses, etc.).
The defender player deploy first 5 extra miniatures which simulate guards (see Special rule "Guards"). They can deployed at any place inside or outside the walls within 5 cm of it.
When guards are deployed, follow the normal deployment sequence. The defender troops must deploy inside the compound and the attackers troops at any place of the table outside the compound and separated from the walls at least 20 cm.
Guards: There are some guards around the walls seeking any intruder. Besides the troops included in your army list, the defender player can deploy up to 5 extra guards within 5 cm. of the walls (outside or inside). These guards must be warriors that could be enlist by your army.
Guards must be activated first during the Activation Phase, before any attacker or defender troop. As long as no attacker troop is discovered and the warning cry is not raised the guards only can receive a single move order and displace up to 10 cm, remaining next to the wall, and receiving a Used Unit marker (no matter if they move, they all will have a Used Unit marker before any normal troop is activated).
Besides the movement, guards can try to discover an enemy troop outside or inside the walls which have at least half of the miniatures inside mid-distance (within 40 cm.) of the guard. To do so, raising the warning cry automatically, the miniature must perform a successful Interact Roll (1D6 + INI) modify by next parameters:
- -2 if the guard looks from inside the walls
- -1 if the guard looks from outside the walls (it is close night)
- -1 if the attacker troopo is behind cover
A guard can be attacked as any other miniature. They are considered individual troops. The attackers apply -2 to their Shoot Roll if they shoot from outside against a guard inside the walls (it is considered that there are small windows in the wall where a lucky projectile can trespass).
If any attacker troop is discovered, the warning cry is raised immediately. Apply the rule described next.
Warning cry: When an attacker unit is discovered a warning cry is discovered. It can happen due one of these situations:
- A guard discovers a attacker troop inside or outside the walls.
- An attacker troop is within 20 cm. of a guard or a defender troop.
- When one of the defender troops inside the walls (ignore guards for this) receive the first wound.
When the warning cry is raised next happens:
- The turn sequence and activations follow the common Kensei rules.
- The guards must be activated in first place as before and they can only receive one order (each guard receive its own order), but now they can use any other order (charge, combat, etc.).
- Guards outside the walls can climb the walls with a single movement (they got ladders and robes hiddens in the perimeter).
Opening a gate: The gates of the compound can be only opened from inside. An attacker troop can open it by an "Interact" order. A door cannot be close after opening it.
Climbing the walls: Infantry attacker troops are equiped with climbing tools. They can climb the walls (perform a vertical movement) without any penalty to the movement. The defender troops, but the guards, uses the common kensei rools.
Although the attacker troops have those climbing tools, they still cannot use the "run" order to climb.
Falling and Leap into the void: You must use the rules described in the new game mode Raid. Find these new rule adaptation in the kensei official forum.
- 4 points for the attacker if the main gate is opened.
- 2 points for the attacker if the secondary gate is opened.
- 2 points if the attacker's multiple miniatures units come into the compound (touching the ground, not over the wall) before turns 1, 2 or 3.
- 2 points for the attacker if it eliminates all guards.
- 1 point for the attacker if burn down a scenery element inside the compound.
- 4 points for the defender if no gate is opened.
- 3 points for the defender if at the end of the game all attacker units have been eliminated or are fleeing.
- 2 points for the defender if the main gate remains closed.
- 2 points for the defender if the warning cry is raised during turns 1 or 2.
- 2 points if one of your troops os out of the line of sight of every enemy's troops.