Fantasy Scenarios

WHF Scenario 1: In the Shadow of the Moon
The greatest battles are not always fought during the day, but rather at night, where the cover of darkness gives the boldest general the advantage. Time to face your fears and go out in the night. You’re not afraid of the dark are you?
Battlefield:
All Forests are considered to be Mysterious Forests and follow all rules outlined in the main rulebook (pg. 119). The remaining pieces of terrain are considered to be normal ones of its type. You must use all of the terrain provided.
Deployment: Dawn Attack
Both players will set up and deploy their armies as outlined in the Dawn Attack scenario in the main rulebook (pg.145) and follow the Dawn Attack scenario’s special rules in addition to those provided below. After deployment, the player that set up second rolls a dice. On a roll of 6 he can choose who has the first turn. On a roll of 1-5 the player that set up first chooses who has first turn.
Game Length:
The game will last 6 (six) turns or until time is called in the round. Do not begin another game turn if both you and your opponent cannot complete both of your turns in the time remaining on the clock.
Special Rules:
Shots in the Dark: During the first game turn, all shooting attacks suffer an additional -2 penalty to hit. Shooting attacks that do not require a roll to hit must roll a 4+ before shooting in order to shoot. Shooting indirectly with stone throwers is not allowed during the first turn. During the second game turn, all shooting attacks suffer an additional -1 penalty to hit. Shooting attacks that do not require a roll to hit must roll a 3+ before shooting in order to shoot. In addition, if a character or unit has the Flaming Attacks special rule it may be shot at with no penalty and do not need to roll if they do not require a roll to hit.
Victory Conditions:
Standard Victory Points per the main rulebook (pg. 143) will be used. If you score 100 or more Victory Points than your opponent, you are the victor. If the difference is 99 Victory Points or less, the game is considered a draw.
Battle Result Battle Points
Victory 15
Draw 10
Loss 5
Conceding: If you concede the game, your opponent will receive the maximum allowed Objective Points and whatever Bonus Battle Points they earned during the game. You will receive the amount of Bonus Battle Points that you earned in the game, but will not receive any Objective Points.
Bonus Battle Points:
+2 points: The enemy General is dead or fled off the table at the end of the game.
+2 points: You have captured the enemy Battle Standard (automatic if they do not have one).
+1 point: You have captured more Standards than your opponent as long as you began the game with at least one (automatic if they do not have any).
Bonus Objective Points:
+1 point: You have a non-fleeing unit inside your opponent’s Centre deployment zone per the Dawn Attack Scenario at the end of the game.
+2 points: You have a non-fleeing unit inside your opponent’s Right Flank deployment zone per the Dawn Attack Scenario at the end of the game.
+2 points: You have a non-fleeing unit inside your opponent’s Left Flank deployment zone per the Dawn Attack Scenario at the end of the game.

WHF Scenario 2: When a Cold Wind Blows
When a cold wind blows, it chills you to the bone. When the Winds of Magic blow cold, the only thing that anyone is sure of is that Chaos reigns and that magic might be a little more uncontrollable.

Battlefield:
All Forests are considered to be Mysterious Forests and follow all rules outlined in the main rulebook (pg. 119). The remaining pieces of terrain are considered to be normal ones of its type. You must use all of the terrain provided.
Deployment:
Both players will set up and deploy their armies as outlined in the Battleline scenario in the main rulebook (p. 144) and follow the Battleline scenario’s special rules in addition to those provided below.
Who Goes First:
Roll off after deployment to see which player takes the first turn. The player that finished deploying his army first adds +1 to his roll.
Game Length:
The game will last 6 (six) turns or until time is called in the round. Do not begin another game turn if both you and your opponent cannot complete both of your turns in the time remaining on the clock.
Special Rules:
Favored Winds: At the beginning of each Magic phase, after dice are generated and channeled, each player rolls a D3. The player that wins the roll may add the difference between the results rolled to their respective pool, up to the normal maximum number of 12. If there is a tie, no additional dice are added.
Victory Conditions:
Standard Victory Points per the main rulebook (pg. 143) will be used. If you score 100 or more Victory Points than your opponent, you are the victor. If the difference is 99 Victory Points or less, the game is considered a draw.
Battle Result Battle Points
Victory 15
Draw 10
Loss 5
Conceding: If you concede the game, your opponent will receive the maximum allowed Objective Points and whatever Bonus Battle Points they earned during the game. You will receive the amount of Bonus Battle Points that you earned in the game, but will not receive any Objective Points.
Bonus Battle Points:
+2 points: You have killed an enemy Wizard or model/unit that generates Power or Dispel Dice (automatic if your opponent does not have one).
+2 points: You have killed all enemy characters.
+1 point: You have captured more Standards than your opponent as long as you began the game with at least one (automatic if they do not have any).
Bonus Objective Points:
+2 points: You have killed an enemy model or unit that has a Bound item or spell.
+2 points: You have a non-fleeing unit in the enemy deployment zone.
+1 point: There are no non-fleeing enemy units in your deployment zone.

WHF Scenario 3: If You Want To Step Up
There comes a time to step up or you will get knocked down. It’s your turn to knock the other guy down.
Battlefield:
All Forests are considered to be Mysterious Forests and follow all rules outlined in the main rulebook (pg. 119). The remaining pieces of terrain are considered to be normal ones of its type. You must use all of the terrain provided.
Deployment: Meeting Engagement
Both players will set-up and deploy their armies as outlined in the Meeting Engagement scenario in the main rulebook (pg. 149) and follow the Meeting Engagement scenario’s special rules.
After deployment, the player that set up second rolls a dice. On a roll of 6 they can choose who has first turn. On a roll of 1-5 the player that set up first chooses who has first turn.

Game Length:
The game will last 6 (six) turns or until time is called in the round. Do not begin another game turn if both you and your opponent cannot complete both of your turns in the time remaining on the clock.
Special Rules:
Reserves (per Meeting Engagement scenario, page 149)
Lead From the Front: Your General will automatically start on the table instead of rolling to see if they come in from reserves.
Victory Conditions:
Standard Victory Points per the main rulebook (pg. 143) will be used. If you score 100 or more Victory Points than your opponent, you are the victor. If the difference is 99 Victory Points or less, the game is considered a draw.
Battle Result Battle Points
Victory 15
Draw 10
Loss 5
Conceding: If you concede the game, your opponent will receive the maximum allowed Objective Points and whatever Bonus Battle Points they earned during the game. You will receive the amount of Bonus Battle Points that you earned in the game, but will not receive any Objective Points.
Bonus Battle Points:
+2 points: You have destroyed all enemy Core units or they have fled off the table at the end of the game.
+2 points: You have destroyed all enemy Special units or they have fled off the table at the end of the game (automatic if opponent has none).
+1 point: You have destroyed all enemy Rare units or they have fled off the table at the end of the game (automatic if opponent has none).
Bonus Objective Points:
+3 points: Your General or unit your General is in kills the enemy General (running down from combat does not count for these points).
+2 points: Your General is still alive and not fleeing at the end of the game.

WHF Scenario 4: No Guts, No Glory
There are times that require unparalleled amounts of either bravery or stupidity (or perhaps both) to emerge victorious. This is one of those times. For honor, for blood, and for glory!
Battlefield:
All Forests are considered to be Mysterious Forests and follow all rules outlined in the main rulebook (pg. 119). The remaining pieces of terrain are considered to be normal ones of its type. You must use all of the terrain provided.
Deployment: Blood and Glory
Both players will set-up and deploy their armies as outlined in the Blood and Glory scenario in the main rulebook (pg. 148) and follow the Blood and Glory scenario’s special rules in addition to those provided.
Roll off after deployment to see which player takes the first turn. The player that finished deploying his army first adds +1 to his roll.
Game Length:
The game will last until one side reaches its Breaking Point as defined in the Blood and Glory scenario, until 6 (six) turns, or until time is called in the round. Do not begin another game turn if both you and your opponent cannot complete both of your turns in the time remaining on the clock.
Special Rules:
Breaking Point, Fortitude (per Blood & Glory scenario, page 148)
Victory Conditions:
If neither side reaches its Breaking Point as defined in the Blood and Glory scenario, then the game will be declared a draw, regardless of Victory Points scored.
Battle Result Battle Points
Victory 15
Draw 10
Loss 5
Conceding: If you concede the game, your opponent will receive the maximum allowed Objective Points and whatever Bonus Battle Points they earned during the game. You will receive the amount of Bonus Battle Points that you earned in the game, but will not receive any Objective Points.
Bonus Battle Points:
+2 points: You have destroyed all enemy Core units or they have fled off the table at the end of the game.
+2 points: You have destroyed all enemy Special units or they have fled off the table at the end of the game (automatic if opponent has none).
+1 point: You have destroyed all enemy Rare units or they have fled off the table at the end of the game (automatic if opponent has none).
Bonus Objective Points:
+3 points: Your General or unit your General is in kills the enemy General (running down from combat does not count for these points).
+2 points: Your General is still alive and not fleeing at the end of the game.