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Defence of Gemelwald
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Small towns and villages are easily overrun by the advance of hostile armies, driving refugees into larger towns and cities and ceding land to the enemy. In Axe Bite Pass, whilst armies mustered at Helmgart in preparation for a great and glorious battle, Captain Weisgerber led his bold company in the defence of Gemelwald, slowing the Orc advance and liberating the villagers.

Attacker & Defender

To best represent the events that unfolded in Axe Bite Pass, the attacker should field Waaagh! Dragog and the defender should field the Helmgart Wardens. Alternatively, the players may use a different example muster list, or they may write their own using armies of their choosing.

Set-up

Place terrain as described. In addition, place a cluster of up to five buildings, each measuring no more than 6' at its widest point, within the defender's half of the battlefield, similar to the cluster shown on the map below. Should the players wish, a number of fences (low linear obstacles) can be placed down the centre of the battlefield, representing the perimeter of the village.

Deployment

The defender deploys their entire army first, within their deployment zone, as shown on the map. Once complete, the attacker deploys their entire army within their deployment zone.

06-defence-of-gemelward

First Turn

In this scenario, the attacker takes the first turn.

Game Length

The battle will last for six rounds, or until one side concedes.

Victory!

Once the battle has ended, use Victory Points to determine the winner. In addition, each building can be controlled as described on page 25. At the end of each player's turn, players win a bonus of 25 Victory Points for each building they control.

Scenario Special Rules

"Hold Fast!": Whilst controlling a building, defending units may re-roll any failed Panic tests.

"Ours for the Taking!": Whilst controlling a building, attacking units may re-roll any rolls To Wound of a natural 1.

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