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The Orcs arrive en mass at the coast of Nordland, ordered by Warlord Grashnak The Maimer to bring back the largest collection of slaves the Orcs have ever captured to fund his final and decisive invasion of the Empire. Realising the threat, the Coastal State of Nordland having been battered by the last few months of Norscan raids call on help from there allies, raising the large army to come to the aid of there allies is an army from Averland led by Baron Marius Steyr to protect the people from slavery and death. Campaign Rules. Characters die - When a general or special named character is killed, they can not return again anytime during the campaign AND the opponent steals their magic items to be used in future battles (can be used but at the price count and special rules apply), meaning the original owner will not be able to use those magic items again in the campaign. The killed generals replacement in the next battle (and whole campaign) has to be a different type of troop (e.g. if he was on foot, he next has to be someone on a mount or on a chariot. This is to show a completely different character has turned up to fight differently). Campaign Game 2 - AMBUSH TO RESCUE SLAVES FROM TEMPLE After their defeat at the temple monastary, what remains of their Averland force decides to go after the Orc reserves that stole away the children for slaves, instead of attacking the larger force nearby. They catch up to them in a nearby forest. Army size: 1500 points. Special Rules: Both armies deploy in turn as normal but the defending force must all face in one direction (north or south) as if marching in a column. In the centre of the Orc army is a horse and cart containing the children. Attackers are immune to psychology. They see this as a suicide mission to rescue the children and are desperate to get them back (the Averland fore includes relatives of the slaves) so the Averland force are immune to psychology (but not unbreakable - they may see the fight as unwinnable and flee to ‘fight another day’). Victory conditions: There are 3 ways to find victory 1) The winners are the army with the largest remaining unit strength on the table - the other army realises it is a lost cause to continue to either attack or defend and flees. 2) The attackers can win by freeing the slaves - victory is realised if there is an UNENGAGED attacking unit within 2” of the cart in the centre of the battlefield at the end of 2 close combat phases (after any break or panic tests are taken). Attacking units may declare charges against the cart as if they were an enemy unit to get close. Units in contact with objective cart do not count as engaged so can still fire / cast magic. It takes 2 turns to free them due to them having to break the thick locks of the cage within the cart holding the children. 3) The attackers can also win by stealing and escaping with the cart - Instead of breaking the cart / cage, a character (general, hero or magician only) can STEAL the cart and make for the edge of the table. The character can steal the cart if unengaged and within the cart by 2” by the end of a close combat phase. The character can then drive the cart as if it were a chariot their next movement phase (all chariot rules apply). If the cart leaves the edge of the table before each player has had 6 turns the cart gets away, the rest of the force withdraw after getting what they came for and they are victorious! Attacker goes first. Length of Game: Six turns Source of campaign Dave Warhammer https://www.talesfromtheoldworld.com/ Discount on all Old World Models upto 15% off RRP https://www.blackdragonminiatures.com...