Timetable:
Spil 1: 9-12 Spil 2: 13-16 Spil 3: 16.15-19.15 Øl, hygge og røverhistorier: 19.15

Missions:
Scenario 1: Rumble in the Jungle There is an ancient Cuatl treasure hidden within the jungle. Search the lost valley for the artefacts but beware of the jungle plants and the stripy-looking vines... Classic deployment. To find the Cuatl treasure you must search the Jungle. However, safety is in numbers. The jungle flora and fauna does not take kindly to intruders. It could be risky to search of the treasure alone! Objective: Find the lost treasure! To find the treasure units much search the terrain. To search the terrain, a scoring unit must move into or through a piece of terrain with at least 1 model in the remaining moves phase. Each piece of terrain on the battlefield can be searched once by each player. To win the scenario a player must have searched at least two more pieces of terrain than their opponent. Impassable terrain cannot be searched. E.g. If one player has searched 5 pieces of terrain and their opponent has searched 3, the player who has searched 5 will be the winner. If their opponent has managed to search 4, the scenario will be a draw. Furthermore, when non-scoring units enter terrain a different effect applies. A non-scoring unit will suffer D3 wounds with armour piercing (6). Take dangerous terrain tests as normal. Dangerous terrain tests happen before the D3 hits. Models that are not scoring but placed within units do not suffer hits so long as the unit has 1 rank. Sylvan elves non-scoring units do not suffer hits When Moving through Woods. Scenario 2: Conquest Push the opponent from the field of battle! Destroy his army and gain glory! Deployment: Split the table equally into 4 quarters (see diagram). Roll off to decide who chooses which quarter to deploy in. The opponent will then deploy in the opposite quarter. Deployment sequence as normal. Units must be placed 9” away from the middle. Secondary Objective: The winner is the player who has the most scenario points. Win scenario points by having more scoring units in the relevant table quarter. Units within 9” of the centre cannot be scoring. Scoring units with their footprint in two quarters can only count as scoring in 1 quarter (you decide). Opponents deployment quarter - 3 scenario points. Your own deployment quarter - 1 scenario points. The two adjacent quarters - 2 scenario points. Scenario 3. Capture You are required to take a key strategic position. If you can hold a strong offensive line all along the battlefield, the enemy can be defeated and driven off. Classic deployment. Before deployment, the person who chose which side to deploy places an objective marker. Place the marker anywhere on the board, outside your own deployment zone and more than 18” from the short edges/sides of the board. The other player then places their own objective marker. This must be placed exactly 30” from the opponent’s marker (this can be in you own deployment zone). A third objective is placed in the middle of the two markers (15” from either). Markers cannot be placed on impassible terrain. If placing the second objective means that the third will be placed on impassible terrain, it must be placed again in a legal position. Starting from the second player's second turn, if either player at the end of any player turn controls all three markers, that player immediately wins the secondary Objective. If all three markers are not controlled by any player at the end of any player turn during the game, the player who at the end of the game controls the most markers is the winner. A marker is controlled by the player with the most Scoring Units within 6" of the marker. If a unit is within 6” of two markers, it only counts as within 6” of the marker which is closest to its centre (You may choose which objective if both markers are equally close).

Army selection:
5000 pts 9th. Age