The Revolutionary Character clashes with the Captain Of The Guard, who will win?

Raid The Armoury


Day and night the anvils of the Armoury were worked. Hammered and forged by burly men who designed weapons of war for the Sun King. Halberds, spears, swords, lances and many other weapons were made from cold iron into hard steel.

These reasons made it a great choice for the Revolutionaries to strike. If it was taken over, then not only did the enemy lose a key place for the making and storage of weapons, but the Revolutionaries would gain one. Without a place to build quality armour and equipment, the uprising would almost certainly fail, and that can not be allowed to happen.


What Will You Need:
- A 24" x 24" or 36" x 36" board, either will do.
- Some Bretonnian Men-At-Arms, Bowmen and maybe some Peasants
- Two Players

The Revolutionary Forces:
- Revolutionary Character, has Paladin's stats and the Knight's Virtue. Has Heavy Armour, Shield, Barded Warhorse, Lance and Hand Weapon.
- 75 points worth of troops, can consist of Bowmen, Men-At-Arms, Peasants and Militia. (Note that some restrictions apply if Collecting The Taxes scenario was lost by the Revolutionaries.)

The Armoury Guard (The Sun King plays as this side):
- Captain Of The Guard, has Paladin's stats but no Knightly Virtue. Has same equipment as the Revolutionary Character.
- 50 points of troops, can take Bowmen, Men-At-Arms, Squires and Mounted Squires.

THE BATTLEFIELD:
One side of the board should have a few houses and other things to make it look like an armoury. Anvils and racks of weapons could mae it a it more characterful but a couple of houses will do. The Sun King player can set up d6+1 walls or hedges up to 4" long around the armoury.

The rest of the board could be anything from deep forest to open plain, whatever you and your opponent agree on will do just fine.

DEPLOYMENT:
The Sun King sets up his men in the housed armoury area and up to 2" outside of it.

The Revolutionary player can set up anywhere that is at least 8" away from the armoury.

OBJECTIVES:
The Revolutionary player must take over the Armoury, if at the end of any Sun King turn there are no Sun King models in the Armoury area and there is at least one Revolutionary model, then the the Revolutionaries win. The Revolutionaries also win if the Sun King's forces fail a Rout test.

The Sun King will win if the Revolutionary Character is slain. The Sun King will also win if the Revolutionary player fails a Rout test or if 10 turns pass without the Revolutionary player winning.

WHO GOES FIRST?

The normal way of determining who goes first is used, except that yet again the Revolutionary player gets a +1 to his roll.

SPECIAL RULES:

Knight's Charge: If The Captain Of The Guard hits the Revolutionary Character with a charging attack, or if the Revolutionary Character hits The Captain Of The Guard with a charging attack, then the attacked knight can be knocked off his horse by the powerful charge. This rule does not apply for knights who charge but are on foot.

Roll a d6 before the charged knight strikes back and add a +1 to the roll if the hit did not wound, do not add the +1 if the hit wounded but was saved by armour or ward. On a 1-3 the wounded knight is dismounted and placed on foot next to his mount, leave the horse where it is as it can be re-mounted later on. On a 4-6 the wounded knight keeps his balance but still must suffer the wound if one was caused. The dismounted Knight is knocked out of the combat and cannot strike back in that combat round.

A Knight can re-mount his horse by moving into base countact with it, he will then miss the rest of his turn but may still fight back if charged. If the horse is left alone, it will wander d6" in a random direction each turn. Note: Feel free to ignore this rule if you have no Foot Knight or KotR On Foot models.

WHAT HAPPENS IF THE REVOLUTIONARIES WIN?

If the Revolutionaries win then a major victory has gone their way and they now have the equipment to fight real fights against the Sun King, if the Revolutionary player wins the following effects happen:
- The Revolutionary player may take Knights Errant in the Liberate Chalons scenario. The armoury has many suits of fine armour that your men can wear.
- The Revolutionary player may take as many Paladins the army size will allow in the final battle. Heroes flock to his banner now you have a real chance!
- The Revolutionary player may take 0-1 Knights Of The Realm and as many Knights Errant as he wishes in the final battle, but no Grail or Questing Knights unless all of the scenarios are won by the Revolutionary player.

Aided by the arms and armour of the armoury, the Revolutionaries push ahead and are going to Liberate Chalons!

WHAT HAPPENS IF THE SUN KING WINS?

If the Sun King's men win then a huge advantage has been lost to the Revolutionaries and the situation looks grim, with nowhere to make weapons the uprising will soon fail if nothing is done!
- If the Collecting The Taxes scenario was won by the Sun King and this scenario is won by the Sun King, the game ends in a Sun King victory. With no money and no weapons, the uprising turns into a small-scale revolt that is doomed to failure.
- The Revolutionary player can't take Knights Errant in the Liberate Chalons scenario, there isn't any armour to give them!
- The Revolutionary player may not take additional Paladins besides the Battle Standard Bearer and General in the final battle. Many heroes are still uncertain if joining the revolution.
- The Revolutionary player may only take 0-1 KotR and 0-1 Knights Errant in the final battle.

The Revolutionaries have lost their chance to get good weaponry but regardless the revolution must continue, it's time to Liberate Chalons!

USING THIS BATTLE AS A STAND ALONE GAME:
You could always change the forces around, it could be Orcs verses Empire or anyone raiding anyone else who would have an armoury. You could also change the location around, imagine a Lizardman temple of ornate gold being attacked by Dark Elves or Dwarfs defending a major mining operation from a Goblin horde!

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