Escape from Goblin Town Campaign Mk. 2
I have played through the campaign once and the dwarves got beaten in four of the five scenarios. With three of the scenarios playing out as completely one-sided affairs. In particular the third scenario seems completely unwinnable for the dwarves without the goblin player choosing to let them win.
So, after a bit of thought, I have drafted up some changes
and will play through the campaign again.
Rules for Escape from Goblin Town Campaign Mk. 2
Thorin, Gandalf
& Bilbo can only be used in their assigned scenario.
Other dwarves
can be used in any combination for the scenarios.
The other
dwarves may be used in more than one scenario but start the game with their
remaining wounds from the previous scenario but Might, Will and Fate may be
recovered before the battle on a roll of 5+ per point.
NB: This makes
Oin particularly useful as he can recover wounds.
Scenario 1 – The Breakthrough
- Any four dwarves.
- Additional walkway.
Scenario 2 – Rescue the Baggage
- Any four dwarves.
- New deployment zones and additional walkways.
Scenario 3 – Brothers in Arms
- Any five dwarves.
- New deployment zones and randomised arrival points for goblin reinforcements.
Scenario 4 – Guard the Crossing
- Thorin and any three dwarves.
Scenario 5 – The wizard and the Burglar
- Bilbo and Gandalf.
- New deployment zones and randomised arrival points for goblin reinforcements.
Scenario 6 – Escape from Goblin Town
All remaining
minis from the Company. Any minis that have between killed in previous
scenarios may start the game on a 4+ and with one wound. Roll to recover Might,
Will & Fate as above.
I will need to
work out goblin forces, but the victory conditions will be something like: Get
half the company to safety including Thorin.