Our Scouts have returned with even more disturbing news. The same unearthly mist that changed everything we know has created a new menace. We are now trapped in the middle of a gorge with our enemy before us and a ghostly mist devouring the earth behind us. The steep stone walls of this canyon leave us only one way to advance. Looking back I can see the ghastly sight of the earth unfairly disappearing beneath the brave men that I have fought next to so many times. The mist seems to be swallowing the very ground that we just marched across. The only good news in all of this is a reliable report of a hidden valley located just ahead of our position. The bad news is that our enemy also knows of this passageway. We have to reach it before them…and before the earth swallows us from below. Remember if we do fall, whether to our enemy or to this mystic erosion…that we did fight to the very last. We could have just fled, but no, we will fight on. We will keep the enemy from reaching you. With the mist and screams behind us…we bravely charge ahead.
7000 points. 8 order points per turn. No ambush turn. 21 victory points to win.
Battlefield is set up as shown in the diagram. No additional terrain is placed.
| EROSION | The battlefield is divided into sections indicated by the marker terrains. Each zone extends the whole width of the field and stops at the outside edge of the marker terrains with the indicated number. So, section 1 is the entire battlefield, section 2 is everything but the deployment zones, section 3 is the two-thirds of the field delimited by the large blocking terrains, and section 4 is the stripe surrounding the center. Every 4 turns the field shrinks to a successively smaller section. When the battlefield shrinks, any unit that has half its base or more outside the field is swallowed up and eliminated without victory points. At the beginning of the game, place a die set to 5 on a marker 1 terrain. At the end of each player's turn, reduce the die by 1. When it gets to 1, the battlefield shrinks to section 2. Remove the marker 1 terrains, eliminate any units swallowed by the earth, and put the die on a marker 2 terrain set to 5. Repeat the process until the die ends up on a marker 4 terrain. Important Note: you have exactly 16 order points before each zone drops away. Any units that cannot get to the next zone in that time will be lost. Design your army accordingly. |
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| ESCAPE | A unit may leave the game by moving off the battlefield from the control terrain. This gians 1 victory point for the player who escapes and subtracts 1 victory point from the opposing player. |
| LEADERSHIP | During setup, each unit with a commander must be in front of a unit without a commander. Column formation units are not subject to this rule (for obvious reasons). |
| Control1 | ![]() | Acts as control terrain for both players. Units can move through this terrain. Snapping is optional. |
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| Blocking1 | ![]() | Units cannot move through this terrain and must snap to it, ending movement. Terrain blocks line-of-sight. |
| Blocking2 | ![]() | Units cannot move through this terrain and must snap to it, ending movement. Terrain blocks line-of-sight. |
| Mark1 | ![]() | Unit movement is not affected by this terrain. This terrain marks a specific point on the battlefield. |
| Mark2 | ![]() | Unit movement is not affected by this terrain. This terrain marks a specific point on the battlefield. |
| Mark3 | ![]() | Unit movement is not affected by this terrain. This terrain marks a specific point on the battlefield. |
| Mark4 | ![]() | Unit movement is not affected by this terrain. This terrain marks a specific point on the battlefield. |