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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). SCENARIO 1- Landing on Nordland coast - Raid on Monastery of Mann After landing on the west coast of Nordland, the Orcs send out a force to capture slaves from a nearby Temple of Mann, who’s monks are housing and educating hundreds of orphans. Hearing of the raid from a captured Goblin spy, the Averland force scrambles and rushes to its protection. In this scenario, the defenders must stop the attacker (Orcs) from breaching their lines (the temple lies right behind them). Army size: 2000 points. Special Rules: In the victory zone are 2 buildings, each housing half the hiding children and monks. They are captured as slaves if there is an UNENGAGED attacking unit within 2” of it at the end of any close combat phase (after any break or panic tests are taken). Attacking units may declare charges against the buildings as if they were an enemy unit. Units in contact with objective building do not count as engaged so can still fire / cast magic. It only takes 1 turn to capture - the unit can move on in the next phase (they have called in reinforcements to take away the slaves). Victory conditions: The defender scores victory points as normal. The attacker scores 1000 victory points for every building reached and its residents captured. Terrain: Terrain is set for the 2 central 18” zones before the game (The defenders deployment zone and the centre line). Then roll a D6 to decide which side is the victory one and which is the attackers deployment zone. The defenders deployment zone will obviously be n the side of the victory zone which will also have the 2 buildings now inside (ideally another building in centre of the field representing the temple) Attacker deploys first in the deployment zone in the map. Defender goes first. Length of Game: Six turns max or until all slaves are captured (the Orcs then withdraw as they have what they came for) or until Orcs are wiped out. Source of campaign Dave Warhammer https://www.talesfromtheoldworld.com/ Discount on all Old World Models upto 15% off RRP https://www.blackdragonminiatures.com...