D&D Miniatures02/10/2005

Temple Raid
D&D Miniatures Skirmish Scenario

Legendary, mythological deities demand more from their followers than loyalty and faith. Rivalry among the gods is intense. They demand action against their rivals, and the more bloodthirsty the god, the bloodier the reprisals. This often means armed raids against defended temples in order to deface sacred objects and slay opposing believers.

This skirmish scenario reflects one such raid in an effort to destroy another deity's icons. In terms of rationalizing the action, it makes most sense if a CE band is pitted against an LE band, but any factions can be used.

Number of Players: Two

Warbands: Players decide who will be the defender and who the attacker. The defender builds a 100-point warband as normal. The attacker also builds a warband following the usual rules but spending only 75 points.

Terrain Setup: The defender sets up all of the terrain. The Ancient Temple terrain tile is placed so that at least one square of it overlaps the center of the battle grid. The defender then chooses four entry tiles and places them on the four corners of the mat. With the Ancient Temple and entry tiles in place, the defender selects five other terrain tiles and places them according to normal placement rules. Then the defender sets up his warband, placing one figure per terrain tile (not entry tiles). No tile can have two figures until all have one, and none can have three until all have two. Finally, the attacker sets up his warband on one or more of the entry tiles.

Victory: The attacker wins by destroying either of the statues on the Ancient Temple tile. The statues' attributes are:

AC: 16

HP: 100

Special Abilities: DR 5; SR; Resist 5 acid, cold, electricity; immune fire, poison, critical hits; ranged attacks inflict half damage, rounded down.

Because the statues are immobile, melee attacks against them hit automatically and cause normal damage. Ranged attacks have +4 to hit but cause half damage, rounded down. The attackers treat statues as enemy figures for purposes of determining legal targets. Statues can be charged or rushed.

Players' Notes: Destroying one statue isn't awfully hard if the attacking force includes a figure that can dish out at least 25 points of damage per turn. More, of course, is better. The problem is that the defenders are stronger than the attackers and can fight them to a standstill if they get their force concentrated. The defender's difficulty is concentrating the force. Defending figures are spread across the battle grid when the assault begins and many of them are likely to be out of command. The attacker needs to choose his route of advance carefully and then move as fast as possible toward the objective. Stopping to fight the defending force is usually a bad idea. Keep in mind that it doesn't matter how many attackers survive as long as a statue is destroyed.

About the Author

Steve Winter is a writer, game designer, and web producer living in the Seattle area. He's been involved with publishing D&D in one form or another since 1981. Tiny people and monsters made of plastic and lead are among his favorite obsessions.

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