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Old January 26th, 2012, 09:10 AM
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The Giant Grove of Utgar!

Well met!

I had some time on my hands yesterday . . .


The Giant Grove of Utgar!

In the wake of the devastation wrought by the invaders in The Lost City of Ashra!, most notably by the giant Hydras and the traitorous Jotun, Warriors from the far reaches of the Land have banded together seeking vengeance. And, at last, it seems they shall have it, as they have found a Grove sacred to Utgar, defended by Giants (although not the same Giants ). But even the Warriors of Ashra are not immune to greed . . .



The Map.




















There is a Glyph of Rannweig, under Shurrak.







There are 5 Treasure Glyphs: 1 under Mimring,




1 each under the 2 Warhulks,




and 1 each under the 2 Pulverizers.




There is an Outcrop, the hexes around which serve as Zap Zones (name contributed by Shedim Kabal) where the Treasure Glyphs are "zapped" out of existence (awarding Victory Points ("VPs")), just outside the entrance to the Grove.




The Elven Armies.

4 players (the Gang of Four, naturally ) in 2 teams, with pre-made armies (the Elven Armies) of 500 points apiece (including no Marvel or customs, official or not, and no large/huge Utgar units) (teammates to be determined after army creation), each player's army to fill no more than 10 spaces, placed in 2 Start Zones (in this case, the 2 Dungeon 24-hexers and/or their attached Dungeon 7-hexers), totaling 31 hexes each..





Each team will have, in addition, 2 squads of Warriors of Ashra, and may not include any additional WoA. Each player may place 1 (and only 1) Order Marker (OM) on the team's WoA each turn. Each turn, as usual for Gang of Four team games, each team rolls for initiative, and then each team decides for itself (based on the situation) which member goes first. Thus, the order of play is: Initiative winning team - player 1, other team - player 2, Initiative winning team - player 3, and other team - player 4.


The Warriors Have Bows.

The range for the Warriors of Ashra is increased to 5 for this scenario.


The Giants.


Each team will have a placeholder army card, upon which each player may place one, and only one, of his Order Markers (which will allow that player to move 1 (and only 1) unit, of his/her choice, from among Mimring, Shurrak, the Warhulks and the Pulverizers (the Giants).


1. The Giants cannot be moved in such a way that they would risk falling damage, nor may they be moved onto Molten Lava or Lava Field hexes (except for Shurrak);


2. Giants may never attack Giants, Great Evergreens or Evergreens;


3. Giants may not risk Leaving Engagement Attacks, for which purpose all Elven Armies are considered "enemies," even those Elven Armies on the team of the player controlling them (which otherwise would be considered "friendly"); thus, you may not move Giants out of engagement with any Elven Armies' units, even your own;


except when Mindshackled, Blood Frenzied, Enslaved, etc.


Thus each player could conceivably have 1 OM on the Giants, 1 OM on his/her team's WoA, and 1 OM on some other unit(s) in his/her Elven Army, in any given turn.



Falling Trees.




The C3G Christmas Special Falling Trees will be used in this scenario.


The Victory Conditions.


The team with the most Victory Points after 12 rounds wins. VPs are awarded to each team as follows:


12 = 2 VP for each Giant killed;


4 = 2 VP for destroying each of the 2 Great Evergreens;


4 = 1 VP for destroying each of the 4 Evergreens (other than the Great Evergreen); and



5 = 1 VP for the each of the 5 Treasure Glyphs carried back to the Zap Zones (the hexes adjacent to the Outcrop).


12 + 4 + 4 + 5 = 25 Total VPs.


The Treasure Glyphs (face down, normally trapped) are Brandar's Chest, Bracers of Teleportation, Potion of Healing, Ring of Protection, and Belt of Giant Strength. When used, the Temporary Treasure Glyphs are transforned/converted to Brandar's Chests, rather than destroyed, and may still be carried to the Zap Zones for VPs.
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