Onward!

The small town of Chalons offered shelter, fresh troops and a small selection of arms and armour. However, for a full scale assault even more warriors and weaponry will be needed. A small city nearby has all of the goods needed and also has a prison in which many revolutionary heroes are kept, one being a spell-casting Damsel Of The Lady.

The town guards were in charge of this town and kept the people in check with an iron fist. They thought their town was invunerable from small raids due to the walls they constructed around the city. The Revolutionaries are going to try to prove them wrong tonight, though...


What you will need:
- A 36" x 36" board.
- Two players.
- Any Bretonnian models you can get your hands on.

The Revolutionary Forces:
- 250 points of troops that can consist of Knights Errant (But not if the Raid The Armoury scenario was lost), Men-At-Arms, Peasants, Militia (No Peasants or Militia if the Liberate Chalons scenario was lost), Bowmen and Knights Of The Realm (But only if all of the previous scenarios have been won).
- Paladin with Hand Weapon, Knight's Virtue, Heavy Armour, Shield, Lance and Barded Warhorse. This character is the Revolutionary Character.
- 4 ladders and 1 log ram OR 6 ladders OR 2 ladders and 2 log rams.

The City Guard (Sun King plays as this side):
- 200 points of troops that can consist of Men-At-Arms, Bowmen, Knights Errant (They don't have Virtues, these ones are bad!), Squires and Mounted Squires.
- Paladin with Hand Weapon, No Virtues, Heavy Armour, Shield, Lance and Barded Warhorse. This is The Captain Of The Guard, again. (by the way, these Captains Of The Guard are not the one person, they are different people, if you were wondering.)

THE BATTLEFIELD:
16" of the board should be grasslands with no difficult terrain but maybe one or two trees (These don't count as woodlands though, it's just a tree). A wall or wooden palisade should be going right through the middle of the board from one table edge to the other. In the middle of the wall/palisade should be a gate with big wooden doors and a guard tower next to it.

The walls should be high and have a walkway behind them, these count as Walls as in Warhammer Seige.

Behind the walls should be a town setting with houses and stuff, and a building to represent the prison. Finally, a dirt road should be leading up to the gate from the grasslands.

The grasslands are in front of the walls while the town is behind the walls.

DEPLOYMENT:
The Revolutionaries may set up in the grasslands anywhere that is at least 8" away from the walls and gate.

The Town Guard can set up on the walls/palisade, in the town and can have up to 3 non-cavalry models in the tower.

OBJECTIVES:
The Revolutionaries must take the town. The Town Guard must hold off the attack for as long as they can.

The Revolutionaries win if at the end of 10 turns they have more models in the town or on the walls than the Town Guard. The Town Guard must hold off the raiding forces for 10 turns to win, if they do have more models on the walls and in the town then th Revolutionaries then reinforcements arrive and throw back the Revolutionaries.

The game lasts for 10 turns.

WHO GOES FIRST?
The Revolutionaries go first.

SPECIAL RULES:
Prisoners: If a Revolutionary model ends its Movement phase in base contact with the prison and is not in combat then it is assumed he frees the prisoners. The following forces are placed within 2" of the prison, they cannot move, shoot or cast spells until next turn:
- 1 Level 1 Damsel with Heavens Magic and a random spell.
- d6+2 Peasants
- d3 Bowmen

The Tower and Walls: Any models, Revolutionary or Town Guard, who is in the guard tower counts as being armed with Rocks (See the seige section in the Warhammer Rulebook). Any model in base countact with the tower can enter it on their turn and any model inside the tower may leave it on its turn. Cavalry cannot enter the tower though.

Any Town Guard model on the walls also counts as being equipt with Rocks.

No Routing: The attackers are determined to win and the guards have no way to run, both sides will fight to the death!

WHAT HAPPENS IF THE REVOLUTIONARIES WIN?
With a minor city under their control and all of the prisoners now free, including the Damsel, the Revolutionaries now stand a real chance of overthrowing the government of the Sun King.

The following effect also takes effect in the next battle:
- The Revolutionary army may include one Damsel with any upgrades or equipment the player wants, any upgrades and equipment must be payed for in points but the Damsel is free.

The Revolutionaries are now as prepared as they are going to get and have one chance to take down the Sun King, it's time to go to war at the Walls Of Parravon!

WHAT HAPPENS IF THE SUN KING WINS?
Throwing back the attack could be a decisive blow against the uprising and will hinder the Revolutionaries greatly. The following effects take effect in the next battle:

- No Damsels may be taken in the Revolutionary army, the abandonment of one of their sisters makes them lose faith in the Revolutionarie's skill.
- If the Liberate Chalons scenario was lost by the Revolutionaries and this scenario was lost as well, then the campaign ends in victory for the Sun King. With two failed raids, all of the equipment and money previously gained is spent and most of the Revolutionary troops are dead. It is the end of the uprising!

The city is still in enemy hands but one last, desperate attempt at overthrowing the Sun King is underway, the final battle will take place at the Walls Of Parravon!

USING THIS BATTLE AS A STAND ALONE GAME:
This is really a modified Scale The Walls! scenario with a prison and tougher Defender forces. As I said before, your imagination will probably give you dozens of ideas.

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