Narrative Scenario – Make a Run for it!

Elements of a Narrative Scenario

There are several key elements that separate a narrative scenario from a regular scenario. The only mandatory element is that there is a story behind the battle, including a clear motivation for all participants. This story can be generic enough to be applied to any army, or it could be written with specific armies in mind. The rest of the elements are optional. When crafting a narrative scenario, it’s best to focus on a few elements rather than get carried away trying to include them all.

  1. The terrain layout is predetermined and/or tied to a specific location in Pannithor.
  2. There are special rules for the terrain.
  3. The points-level is determined in the scenario and might be different for each player.
  4. The deployment zones are non-standard.
  5. The number of turns is non-standard.
  6. The victory conditions are different for each player.
  7. Special magic artefacts are available to each player.
  8. Special spells are available to each player.
  9. There are more than two players involved in the battle.
  10. There is a specific amount of time on the clock for the battle.

Essentially, a narrative scenario prioritizes story-telling over balance. It’s important not to move too far away from balance, as a heavily one-sided battle isn’t particularly fun for either player.

I plan to update this article series on an irregular basis, whenever a new idea strikes me. I welcome readers to play through and/or edit my narrative scenarios as they see fit. I also strongly encourage readers to create their own narrative scenarios. If you want me to publish your narrative scenario on -/28 for the rest of the community to enjoy, please send it to me at persongrl@gmail.com.

All entries in this series can be found here.

Make a Run for It!

Throughout Pannithor, battles commonly play out between two evenly matched forces meeting across the field, vying for the same objective. However, war is often messy, and Generals will seek out alternative tactics to attain their goals when the opportunity arises.

On the eve before a pitched battle, one General has decided to do just that. Under the cover of darkness, they send a small force into enemy territory in order to steal a valuable treasure. Little do they know the enemy’s spies have infiltrated their ranks! With the treasure in hand, the clandestine force heads back to camp. But as the sun peaks over the horizon, they find the enemy army laying in ambush. Outnumbered and outflanked, they must make a run for it with the treasure before the jaws of the enemy snap shut.

Before writing army lists, determine which player will be the Attacker and which will be the Defender, and agree upon the points values. The Attacker’s army list may only contain 75% of the points value of the Defender’s army list. For example, if the Defender fields 2,000 points, the Attacker may only field 1,500 points.

Next, the Attacker must secretly nominate one of their scoring units to carry the treasure, making a note of it on their army list. 

Arrange the terrain in an agreed upon manner, reflecting the Defender’s territory.

Note the alternate deployment zones for each player.

The Defender begins by deploying their entire army, dividing it between the two deployment zones however they see fit. The Attacker then deploys their entire army.

The Attacker takes the first turn.

The Defender’s spies have managed to infiltrate the Attacker’s army. At the beginning of each of their Player Turns, the Defender selects one scoring unit in the Attacker’s army. The Attacker must reveal whether or not that unit is carrying the treasure. 

Victory Conditions

  • If the unit carrying the treasure is Routed, the game immediately ends and the Defender wins.
  • At the end of the fifth turn, if the unit carrying the treasure has any part of its footprint within 6” of the long table edge on the Defender’s side, the game immediately ends and the Attacker wins. If not, continue on to a sixth and final turn.
  • At the end of the sixth turn, if the unit carrying the treasure has any part of its footprint within 6” of the long table edge on the Defender’s side, the Attacker wins. If not, the Defender wins.

About Greg

Greg is an avid Kings of War hobbyist, gamer, and podcast host from the Northeastern United States. On -/28 he'll be providing you with a range of different articles, mostly focused on the hobby and narrative sides of Kings of War.

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