Liberate Chalons

Chalons is a small town where the whole uprising began, most of the men in the revolutionary force have homes here. It is time to use the equipment gathered from the last two missions and liberate Chalons!

Captain Jean Luc looked out the window of the barracks he was inhabiting. It was almost pitch black on this moonless night. With two moons this did not occur often and when it did the light-hating forces of evil usually staged attacks. Jean Luc did not have any worries at this time though, because he was celebrating the hanging of an Empire "spy" who had come into town declaring that he was a merchant, selling goods from far off lands. All of the hanged man's possesions now belonged to the guards of course.

Minutes before midnight the attack began...

What you will need:
- Any size board, 36" x 36" or 24" x 24" are ideal though.
- Peasant, Militia models and lots of Men-At-Arms and Bowmen.
- Two players
The Revolutionary Force:
- 125 points of troops that may consist of Men-At-Arms, Peasants, Militia, Bowmen and Knights Errant (No Knights Errant if the Raid The Armoury scenario was lost)
- A single Paladin to represent the Captain Of The Guard with Knight's Virtue, Heavy Armour, Shield, Barded Warhorse, Lance and Hand Weapon. This is the Revolutionary Character.

Chalon's Guardsmen (Sun King plays as this side):
- 125 points of troops that may consist of Men-At-Arms, Bowmen, Squires and Mounted Squires.
- A single Paladin with no Virtues. Has all the equipment that thw Revolutionary Character does.

THE BATTLEFIELD:
The board is set up like a town, with many houses. All houses must be spaced 1" from each other though, to allow passage of models in between. Some of the houses should have doors and removable roofs.

In the centre of the board should be a nifty feature like a gallows, guardhouse or something good like that.

DEPLOYMENT:
The Sun King can set up his men anywhere within 10" of the central feature. He may also place up to 4 models (But not the Paladin) anywhere. These 4 models are patrolling guards.

The Revolutionary player may pick any board edge as the side he is attacking from AFTER the Sun King has set up and then the Revolutionary player may set up his force within 4" of that table edge.

OBJECTIVES:
Normal Skirmish rules objectives apply, the first side to Rout or completely destroy the other side wins. The Sun King also will win(Not just the game though, the entire campaign) if the Revoluitonary Character is slain.

WHO GOES FIRST?
The Revolutionary Force goes first. The have surprised their foes and are using the confusion to their advantage.

SPECIAL RULES:

Joust: (optional), see Raid The Armoury.

Night Attack: A model armed with a ranged weapon may shoot at a target that is 10" or less away from him without penalty. If a model wants to shoot at a model beyond 10" away from him, he will need a 6 to hit. If the model trying to shoot at the enemy model that is more than 10" away already needs a 6 or greater to hit, then the shot automatically misses. The darkness hinders sight.

WHAT HAPPENS IF THE REVOLUTIONARIES WIN?
A major victory is made if the Revolutionaries win, with an entire town of people at their side the small-scale revolt turns into a major rebellion!

The following effect also takes effect:
- One free unit of 20 Peasants is given to the Revolutionary player in the final battle. May be given a command group but the player will have to pay the points for the upgrades. May have troops added to it but the player will have to pay the points for the new troops.

With the town now under their control, the revolutionary forces set their sights on a nearby but much larger town, it is time to move Onward!

WHAT HAPPENS IF THE SUN KING WINS?
The first big step the revolution takes is brutally thrown back if the Sun King's men win. The average people who once flocked to the Revolutionary banner now have had their homes burnt to the ground after being identified after the combat and are being hunted down by bounty hunters.

The following effects also take effect:
- If the Raid The Armoury scenario was lost by the Revolutionary player and this scenario was lost by the Revolutionary player as well then the revolt falls apart and the Sun King wins the entire campagin. With no weapons left and all of the money they had spent on a failed raid, the revolt fails!
- In the following missions, both Skirmish scenarios and the Final Battle, the Revolutionary player may not take Peasants or Militia.

Failing to Liberate Chalons, the Revolutionaries have but one choice, to move Onward!

PLAYING THIS BATTLE AS A STAND ALONE GAME:
This game can really be played between any forces since it is just a town raid at night. Use your imagination!

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