Will this madness ever end? We will soon be in position to take and control our objective, which along with our enemy, lies directly ahead. We had just started advancing when it started. Massive tremors and fissures erupting all around the battlefield! Could this be another lovely gift from the Mists? Now we face two enemies; the one before us and the one below. We will not let this stop us from what we came here to do…But I wonder, how can we fight at our best when the very ground beneath our feet joins in the attack? We can do this. We must do this. Cautiously, we move ahead. Again I ask, will this madness ever end?
7000 points. 8 order points per turn. 4 order points for the ambush turn. 21 victory points to win.
Battlefield is set up as shown in the diagram. No additional terrain is placed.
| EARTHQUAKE | At the beginning of each turn, roll 1d6. Draw an imaginary line between the center dots on the markers with the number rolled. All units crossed by the line are subject to the TREMORS effect. Note that if you roll a 6, there are four imaginary lines drawn. It is recommended you bring a 6-foot string or tape measure to help visualize the imaginary lines. |
|---|---|
| TREMORS | A unit caught on an earthquake fault line that goes off must move backwards one sortie length, stopping if it comes into contact with other Units or Terrain. If the Unit cannot move back, it would then move to the left first, then to the right if left is not possible, and then forward if the previous moves are not possible. No Unit can move onto Control Terrain. If a Unit is on Control Terrain and caught in a Fault Line, it would move one Sortie Length away from the Control Terrain in any allowable direction and would not be awarded Victory Points for that turn. If for any reason a Unit cannot move, then it must down one white circle figure. A unit affected by tremors rolls two fewer dice (red or blue) when attacking during the turn in which it was affected. |
| Control1 | ![]() | Acts as control terrain for both players. Units can move through this terrain. Snapping is optional. |
|---|---|---|
| Blocking2 | ![]() | Units cannot move through this terrain and must snap to it, ending movement. Terrain blocks line-of-sight. |
| Hindering1 | ![]() | Units cannot move through this terrain and must snap to it, ending movement. Terrain hinders 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. |
| Mark5 | ![]() | Unit movement is not affected by this terrain. This terrain marks a specific point on the battlefield. |
| Mark6 | ![]() | Unit movement is not affected by this terrain. This terrain marks a specific point on the battlefield. |