Source: Warhammer Fantasy: 5th Edition

Scenario 9 - Treasure Hunt
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This is an unusual scenario which takes place in a wild, inhospitable place such as the Badlands, the Northern Wastes, Troll Country, Dark Lands and so on. Both armies are heading for a newly discovered ruin or some such place containing a treasure hoard. In order to reach the goal before its rival each side must press forward as fast as possible, force marching its troops in order to reach the objective first. However, the faster the troops march the more will fall by the wayside, and the fewer will be available to fight off the enemy when they eventually catch up with you. In the game the side which travels fastest starts off with the treasure it has plundered, whilst the enemy must attempt to wrest it from them.

Armies

Armies are chosen from the Warhammer Armies army lists to a points value agreed before the game.

Race To The Treasure

To determine which side reaches the treasure first both players declare how fast they will attempt to march by nominating a number of between 2 (slowest) and 11 (fastest). The player who nominates the fastest speed automatically reaches the treasure first and captures it. If both players reach the treasure at the same time roll a dice to decide who gets there first. The difference in the armies' speeds determines how the forces set up, so make a note of each army's speed before working out stragglers.

Stragglers

The faster you march the more troops will fall by the wayside, die of exhaustion, desert, get lost, or fall prey to wild animals and bandits. Each player makes a list of his troops unit by unit. Roll 2D6 for each unit. If the score is greater than the army's march speed the unit has arrived safely. If the score is equal or less than the army's march speed the entire unit has gone missing and may not take part in the battle.

Roll for each character model separately, except for champions which remain part of their unit and either arrive or go missing with their regiment. Roll for war machines and large monsters separately or as units of the same type - as you wish. There is no need to roll for the army's general because he is made of sterner stuff than the rest of the army and will always arrive no matter how fast the army marches.

Deployment

Once both armies have removed stragglers the two forces are ready to deploy. Of course, it is unlikely that the two armies are now exactly the same size. Each will probably have lost some units or characters, possibly important units or war machines. Because of the random way troops are removed from the army a Treasure Hunt won't necessarily be even and players may find themselves handicapped by the loss of important units. Whilst occasionally very frustrating indeed this is what makes the battle such an interesting game to fight.

The battle itself is fought either as a Meeting Engagement, a Pitched Battle, or an Ambush, depending on the difference between the two army's marching speeds.

Difference

Type of Battle

0-1

The two armies arrive almost at the same time - the armies deploy as for a Meeting Engagement starting with the army which has the treasure. The side which does not have the treasure takes the first turn.

2-3

The faster army arrives early enough to capture the treasure and take up a fighting position. The armies deploy as for a Pitched Battle starting with the side which has the treasure. The side which does not have the treasure takes the first turn.

4+

The faster army is convinced it has shaken off its rival and has begun to march home with the treasure. Meanwhile the enemy lies in wait! The armies deploy as for an Ambush, The player with the treasure deploys his entire army in column and then his opponent deploys his army to ambush it. The side which does not have the treasure takes the first turn.

Special Deployment Rules

Apply the appropriate special deployment rules for the scenario played.

Scenery

The scenery can be set up in any mutually agreeable manner. In the case of a Meeting Engagement the battlefield is also assumed to be the treasure site. Therefore, if you are using the Scenery Generator to lay out the terrain the player who has the treasure can place a ruined village, ruined temple, or ruined palace as his first item of scenery (assuming the players have a suitable piece of scenery).

Turns

The players elect to play for an agreed fixed number of turns or, alternatively, roll a D6 to dice how many turns to play. A score of 1-2 = 4 turns, 3-4 = 5 turns, 5-6 = 6 turns. The game continues until each side has taken the number of turns indicated, or until one player concedes.

Special Treasure Rules

The treasure is assumed to be carried by or on behalf of the general of the army that reaches it first. The treasure can be represented by a counter if you wish, or if you have a suitable model wagon or pack mule so much the better. Whatever you use, the model or counter always moves with the general and does not fight or take part in the battle. Whilst he retains possession of the treasure the general may charge at only his normal move rate and may not march or fly at all. The same penalty applies to a unit he is with. In effect his movement is capped at his normal rate, although he will pursue and flee as normal.

If the general flees or is slain the treasure remains where it is and can be picked up by the first character or regiment to reach it. The bearer will then suffer the movement restrictions described above. If the bearer is slain/destroyed in hand-to-hand combat, or if the bearer flees from hand-to-hand fighting, the treasure is automatically picked up by the closest unit or character that has won the combat. Otherwise, the treasure cannot be passed from one unit or character to another but must be carried (jealously) by its bearer.

The treasure itself is partially immune to the effects of magic. Neither the treasure nor its bearer can be moved or frozen in place by magic. A magic item or spell which would make it impossible to capture, reach or move the treasure simply will not work. This is a broad principle intended to stop a player simply using magic to make it impossible for the enemy to take the treasure.

Victory

Unless one player concedes beforehand the winner is the player who has accumulated the most victory points at the end of the game. Victory Points are awarded as normal except that no account is made for occupied table quarters. Instead, the side which is in possession of the treasure at the end of the game earns double points - multiply its entire Victory Points score by 2.

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