Narrative Scenario – The Great Hunt

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.

The Great Hunt

The Frozen North of Pannithor is a treacherous place where only the desperate make their home. It is a land of monsters and madness. Though several of these beasts have been tamed and trained over the years, there remain a great many whose wills can never be broken.

The Woolly Mammoth is one such creature, cousin to the Mammoth goaded into battle by the Ogre tribes, but bigger, nastier, and more violent in every way. These Titans have been known to single-handedly lay ruin to entire villages, and their prodigious appetite for destruction is seldom satisfied.

It is little surprise that armies have built an age-old tradition around the hunting of the Woolly Mammoths, as conflict and glory are like air and water to the peoples of Pannithor. Slaying a Woolly Mammoth not only brings prestige to the soldiers but also fills their purse. The Frozen Heart of a Woolly Mammoth is the most sought-after treasure in all of Pannithor, and they fetch unimaginable prices as various nobles, be they Human, Dwarf, Elf, or otherwise, are eager to attain them.

When news of a Woolly Mammoth sighting spreads, generals quickly assemble hunting parties and make haste to the battlefield. The first two generals to arrive stake their claim, with any latecomers being forced to return home empty-handed. The ensuing battle is played out according to an ancient code of honor, which is followed with strict reverence.

The Great Hunt is designed for armies of 1000 points and is played upon a 4×4’ battlefield. Arrange the terrain in an agreed upon manner, reflecting the foothills of the Ice Mountains. Frozen lakes, rocky outcroppings, and coniferous forests are appropriate. The center of the board should remain free of terrain. Place the Wounded Woolly Mammoth in the exact center of the table.

An example of how you might arrange the terrain for this scenario.

The Wounded Woolly Mammoth counts as an enemy unit for both players but does not take a turn of its own. See the associated unit profile and Special Rules below.

If you can’t read my chicken scratch, here are the important stats: Titan (Cht), Ht 6, De 5+, Ne -/24, Immobilized, Thrashing Wildly, Inspiring (Self only)

Special Rules

Frozen Heart

Ice runs through the veins of a Woolly Mammoth, pumped by its massive Frozen Heart. This is a prize beyond all others, which the hunting parties are anxious to claim. The Frozen Heart is treated as a Loot Counter in all respects. When Routed in Melee, automatically distribute the Frozen Heart to one of your units in contact with the Wounded Woolly Mammoth before it is removed. The unit which receives the Frozen Heart is ineligible to make a Regroup action, as it is too busy carving through the carcass to harvest its prize.

The Honor of the Hunt

The Great Hunt is a sacred tradition, and all participants respect the code of honor. To begin, the Woolly Mammoth is assaulted from afar by the various ranged weapons of both parties. Once immobilized, however, targeting it with further ranged attacks is strictly prohibited. Therefore, players may only deal damage to the Wounded Woolly Mammoth in Melee.

Immobilized

The Wounded Woolly Mammoth has suffered a grievous leg injury and cannot move.

Thrashing Wildly

The Wounded Woolly Mammoth is enraged, flailing about with tusks, trunk, and limbs with reckless abandon. Units in Melee never double/triple their attacks. Additionally, units that deal damage to the Wounded Woolly Mammoth in Melee immediately receive half as much damage in return, rounding up. Note that damage taken in this way does not trigger a Nerve test.

Victory Conditions

  • At the end of the game, the player controlling the Frozen Heart is the winner.
  • If no player controls the Frozen Heart, both players are considered to have lost. There is no acceptable outcome for the hunting parties other than returning home with the prize in hand!

Note – Feel free to substitute out the Wooly Mammoth for whatever type of nasty beast you or your opponent have in your model collection!

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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