Tuesday, January 21, 2025

Scenario - Hour of The Horde

 Hello, once again!

It took a bit, but here I am, cranking out an idea.  The core concept is simple:  A player, or better, a group of players with relatively small armies try to stave off a growing horde of Mage Spawn under the control of another player.  The challenge here is to keep things somewhat balanced and keeping things to stuff in a Mage Knight player's toolbox (sticking to d6s and standard terrain types) so the scenario rules themselves will be bare-bones.

Mage Knight Scenario:
Hour of the Horde

So this may be it.  The Commander sent our squad out here to help out the locals with a small Spawn problem.  But the problem is not so small after all.  The bad news is that we smacked a hornet nest and they're pissed and swarming.  The good news is that another squad came to back us up, and the rest of the Raiders are coming.  We're to hold our ground, and hope to live long enough to collect our pay...

Rules:  Mage Knight Vintage, Kill Points see Special Rules.
Army Size: 300+, see Special Rules
Actions: 3 actions per turn except for the Hordemaster, see Special Rules
Time Limit: 90 minutes.

Special Rules:

Hordemaster: One player is designated the Hordemaster.   The Hordemaster's army is limited to Mage Spawn figures, and the Hordemaster's starting army may not contain a figure with a point value above 50 points.  (NOTE: this is so we can have a horde of all sorts of nasty little gribblies to start off, instead of a souped-up unique Spawn with some ablative meat.)  The Hordemaster has 4 actions per turn, plus 1 action for each regular player after the first 2.  

All players except the Hordemaster are friendly to each other, and Hordemaster is opposed to all other players for the purposes of abilities and effects (Healing, Defend, etc.)  The Necromancy special ability may return a figure from a friendly player to the field, but it will be under the original player's control.

Each non-Hordemaster player has a army size of 300 points, while the Hordemaster has 500 points to build their starting army; for every non-Hordemaster player after the first 2, the Hordemaster may add 100 points to his starting build total (for example, if there are 3 regular players the Hordemaster has a starting total of 600 points.)    No army may contain Titans, castle pieces, or mutiple-dial figures.

Reinforcement Pool:  Create a pool of Mage Spawn figures.   There is no limit on the point value of the pool or on individual figures in the pool, but the pool is limited to Mage Spawn figures.  At the beginning of the Hordemaster's command phase, the Hordemaster may roll a six-figured die and multiply the result by five.  The Hordemaster adds figures of the result's value in points to his army, the added figures start in the Hordemaster's starting area or in base contact with any of the Hordemaster's figures but not within 6 inches of an opposing figure.  The Hordemaster's eliminated figures are returned to the pool.  Any of the Hordemaster's figures with the Summon special ability may summon figures from the pool.

Heroic Surge:  When a regular player's army eliminates 100 points of the Hordemaster's figures, they may heal one of their figures back to their starting marker.  This repeats every time that player eliminates 100 points of the Hordemaster's figures (i.e. at 200 points, 300 points, etc.).

Escalation:  After each player has had five (5) complete turns, the Hordemaster rolls two six-sided dice instead of one, still multiplying the result by five, and adds figures from the reinforcement pool per the result/ (NOTE: it's Boss time!)

Victory Conditions:  Each player counts victory points equaling the point value of each figure in their army that survived the whole game, plus victory points equaling the points of each opposing figure that player eliminated.  If the allied players' victory points combine exceed the total victory points of the Hordemaster, they win.  If the Hordemaster's victory points exceed the total combined points of the allied players, the Hordemaster wins.  If the allied players' armies are all eliminated, the Hordemaster wins.