Walls Of Parravon

In his arrogance the Sun King had abandoned the walls of Parravon to meet the Revolutionary threat head on outside the gates. He was dressed in gilded armour from the finest forges of Bretonnia and rode on one of the Chargers that the legends say the blood of elven steeds runs through its veins.

Despite his sumptious arms and armour, this was the first actual battle the despot had even been in, but he was trained in the arts of swordplay and was skilled at controlling his horse.

On one side of the battlefield stood mobs of men armed with pitchforks, mattocks and scythes. This force of wronged men was led by a grizzled veteran Knight. On the other side of the battlefield was a massed army of trained men who were being payed to butcher their fellows, this army was led by the Sun King himself.

Who would win the day? Only time will tell...


This game is not skirmish, it's a full blown Warhammer game! Agree beforehand with your opponent if this will be a 1,000, 1,500, 2,000 or whatever point value fight.

What you will need:
- At least 2,000 pts of Bretonnians, the more the merrier, however.
- Two players.
- A normal sized board. (I can't really tell exactly, but much bigger than anything used in the skirmishes before)

Here is what troops the Revolutionary player may take:
- May take Men-At-Arms, Squires, Mounted Squires and Foresters may be taken as normal.
- If the Raid The Armoury scenario was won, 0-1 Knights Of The Realm and as many Knights Errant as you want may be taken. If the Raid The Armoury scanrio is lost, only 0-1 Knights Errant and 0-1 Knights Of The Realm may be taken.
- If the Liberate Chalons scenario was won, a free unit of 20 Peasants with command is given. If the Liberate Chalons scanrio is lost, Peasants and Militia may not be taken.
- If all of the scenarios are won, 0-1 Grail Knights and 0-1 Questing Knights may be taken, they flock to your side as tales of your victories are told!

The Revolutionary Army:
- The agreed points value in troops and. These troops depend on how the last scenarios had gone (see above).
- One Paladin with Knight's Virtue, Lance, Shield, Barded Warhorse, Hand Weapon and Shield. May take one magic item worth up to 25 pts if the Collecting The Taxes scenario was won by the Revolutionaries. This character is the Revolutionary Character and army General.
- One Paladin BSB with normal equipment (may be given any extra equipment possible). May take a magic banner unless the Collecting The Taxes scanrio was lost by the Revolutionaries. Note: These two characters' point cost still counts towards the army's total point value.
- May take more Paladins up to the normal Character limit if the Raid The Armoury scenario was won.
- May take Damsels if the Onward! scenario was won. Also get one free Damsel if the Onward! scenario was won.

The Sun King's Army:
- The agreed points value in troops, can have any troops except KotR, Questing Knights and Grail Knights.
- One Paladin with Lance, No Virtue, Shield, Heavy Armour, Barded Warhorse and Hand Weapon, may take magic items as normal. This is the Sun King and is the army General.
- One Paladin BSB with normal equipment (may be given any extra equipment possible). May take a magic banner but no other magic items. Note: These two characters' point cost still counts towards the army's total point value.
- May take any characters as normal.

THE BATTLEFIELD:
Mostly grassy plains and maybe a hill or two, or use the Random Terrain Generator in the Warhammer Rulebook. It is really up to the players.

DELPOYMENT:
Use the normal way of choosing table edges for the Warhammer game.

WHO GOES FIRST?
Use the normal way of deciding who goes first and who sets up first. The Blessing may not be taken by the Sun King player, but the Revolutionary player can take it.

OBJECTIVES:
The Revolutionary objectives are simple, kill the Sun King, if at any time the Sun King model is slain, the campaign and game end in victory for tje Revolutionaries, they have done it! The Sun King's army surrenders and all ends well.
However, some sneaky individuals or plain unlucky people will have their Sun King flee off the board, continue playing the game as normal. If a draw or victory for the Revolutionaries is scored with Victory Points at the end of the battle after the Sun King flees, the campaign ends in victory Revolutionaries.

The Sun King player must survive and win, if the game ends with the Sun King model alive and on the board and the Sun King player wins or draws by Victory points, the campaign ends in victory for the Sun King.

If none of these conditions are met then whoever has more Victory Points wins, if it is an exact draw (what a game!) then the game ends in a draw.

SPECIAL RULES:
Bitter Rivals: The Sun King and Revolutionary character and any unit they are with hate each other. For example, if the Revolutionary character is in a unit of Men-At-Arms or whatever, the unit he is with and he himself hates the Sun King and any unit he is with, and visa versa. If the characters are not inside a unit they still hate the opposing character and any unit he is with. (The rules for hate are in the Warhammer Rulebook)

Rightous Fury: The Sun King and Revolutionary character must charge each other if they are within charge range. They will not leave a unit to charge though, so if the Revolutionary are in a Men-At-Arms unit and the Sun King is, say, 12" away (within the Revolutionary Character's charge range but not within the Men-At-Arm's charge range) the Revolutionary character IS NOT forced to charge.

A Slain Hero: If the Revolutionary Character is killed, all Revolutionary units within 12" must make a panic test or flee, with a -2 to their Leadership for any attempts to rally.

WHAT HAPPENS IF THE REVOLUTIONARIES WIN?
With the Sun King slain, captured or just running for his life, order returns to the land of Bretonnia and peace rules once more! Valour, chivalry and the good of the commonfolk return to being important. The Lady's blessing is truly upon Bretonnia once more...

That's the end of the campaign, I hope you and your opponent enjoyed playing it as much as I enjoyed making it! Look around my site later, I may have another campaign coming up later! Thank you for playing!

WHAT HAPPENS IF THE SUN KING WINS?
All of that effort was for nought and the SunKing retains his rule, many years pass of horrible reign until the Sun King finally dies, but that is a long, long time away...

That's the end of the campaign, I hope you and your opponent enjoyed playing it as much as I enjoyed making it! Look around my site later, I may have another campaign coming up later! Thank you for playing!

PLAYING THIS AS A STAND ALONE GAME:
You could always just jump ahead and ignore all the other scenarios and just treat it as if the Revolutionaries won all of the previous scenarios. That would make the campaign much shorter but not as fun.

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