Arcane Mindfield

The Unit sent before us has taken back our tower, but at a cost. The few that remain are helplessly caught inside some Arcane Trap set by our enemies. They bravely hold the Tower, but each passing minute brings about another chance of death. This "Arcane MindField" sporadically unleashes a MindBlast that temporarily turns our soldiers against one another. Our own Arcane Masters have found a way to shut down these Arcane MindFields. With this knowledge, we must now traverse a much larger Arcane Mindfield and reach what is left of our defenders before it is too late. The Mindfield that lies before us stretches across the battlefield as far as the eye can see. It will take more than some vile Arcane Magic to stop us from saving our warriors-- and the day.

Battle Size

7000 points, plus one sortie with no green-circle figures. The sortie may be a base unit or it may be a custom unit with no more than 4 figures. This sortie starts out trapped in the control terrain on your opponent's side of the board. It may not be attacked and may not be given orders until it is released from the trap. 8 order points per turn. No ambush turn. 21 victory points to win.

Victory Points


Terrain Setup

Battlefield is set up as shown in the diagram. No additional terrain is placed.

Special Rules for this Combat

ARCANE MINDFIELD The band horizontally crossing the playfield between the two home terrains (including the terrains themselves) is the Arcane Mindfield. Any unit crossing this field must roll 1d6. On a roll of 6 there is no effect; otherwise, the unit must down two figures. To cross the field safely, the unit must spend 2 extra order points. Mark the area crossed with a base of the appropriate size. From that point forward, the area is considered disarmed and may be crossed safely.
ARCANE MINDFIELD TRAP The extra sortie begins adjacent to the tower on the control terrain, where it is caught in the mindfield trap. At the beginning of your turn, roll 1d6. On a result of 6, nothing happens; otherwise, you must down two figures from the trapped sortie. If the sortie is killed, your opponent is immediately awared 3 victory points and is considered to own the control terrain until it is contested.
RESCUE If you base your trapped sortie while it is still alive, you can spend 2 order points to disarm the trap. You immediately get 3 victory points and the trapped sortie becomes part of your army.

Terrain Items

Tower Acts as control terrain for both players. Units can move through this terrain. Snapping is optional. The red portion of the tower acts as blocking terrain, preventing movement and blocking line-of-sight. Units must snap to this blocking terrain.
Blocking2 Units cannot move through this terrain and must snap to it, ending movement. Terrain blocks line-of-sight.
HomeA Acts as home terrain for player A (red). Units can move through this terrain. Snapping is optional.
HomeB Acts as home terrain for player B (blue). Units can move through this terrain. Snapping is optional.