Temple on the Hill
by Jamie O'connor
22 Jan 1997

Table Setup:
4' x 6+' table
lvl 3 hill in center with some buildings/columns/tower to represent Temple.
Various terrain representing urban terrain around it with distinct avenues leading to the center/temple;

Attacker: 750pts in three deployment zones, 250pts each 18" wide x 6" deep on three edges of table.

Defender: 1000pts total in three groups: defensive force - 500pts; place first, 1/2+ must be within 4" of the temple.
Remainder of forces anywhere but must be 6" from attacker's deployment zones.
Relief forces - 250pts, enters 1d2+1 rounds after the first round on table edge not used by attacker.
The last 250pts enters the round after.

Attacker's Goals:

  1. Wipe out defender's initial force: 10 VP
  2. Hold temple (no enemy models w/in 2") for 3 consecutive turns: 15VP
  3. Destroy temple (have one model(at a time) spend a total of 6 actions
    while inside the temple area to set satchel charges; charges go off on the following
    round. DAM 17(x4) to anything within the temple): 10VP

Defender's Goals:

  1. No enemy models get inside the temple: 15VP
  2. No enemy models get within 4" of temple : 20VP
  3. Attacker driven off without completing any goals: 10VP

There are some little details that will of course have to be worked out by whomever decides to play this out, but that's half the fun! (Most of them center around the satchel charges - whether or not several models can spend the actions, is there a specific model that has the charges, etc...)

We've played this one several times before, with several variations, but this scenario basically portrays a quick raid designed to harass the enemy, perhaps in preparation for a follow-on attack or whatever...

Any comments or ideas would be appreciated.

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