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Battle Scenarios

Battle for the Brewery

By Tom McCafferty

A multi-player game for 4 players. The objective is to occupy and hold the brewery which is in the centre of the board, whilst preventing the other 3 players from doing the same. The game can be played as either a last-man-standing wins, or with victory resulting from the number of turns a players unit occupies the brewery.

Played on a standard 2 x 2 foot play area. Terrain can be as much or as little as you like - but minimal terrain seems to work best. Armies do not have to be historical opponents, and do not need baggage. In the centre of the table is a 40mm x 40mm baggage element. This is the brewery.

Game set-up and sequence of play.

Set any terrain on the board, and position the brewery in the centre.

To start, players roll a die. Highest score chooses a side of the board to be his base edge. Next highest score chooses his base edge next, and so on. If two or more players tie, the tied players roll again to decide who goes first.

Players then roll to determine the order in which the armies will be placed. Lowest score places first. Armies are placed up to 300p in from the base edge, and each player places two elements at a time. The sequence of placing is followed till each player has all 12 elements of his army on the table.

Players then roll to determine the order in which they play a turn. Lowest score goes first. Each player then rolls a PIP die as normal and takes his turn. After all 4 players have taken their turn, they roll again to determine the order of play for the next game turn. In this way, no-one can ever be sure of the order of play in a game turn.

Notes and Special Rules.

The brewery element is regarded as bad going. Like a camp element, the brewery has no flanks, and can be overlapped only by bows.

The brewery is defended by workers (camp followers) with a combat factor of +1. They get an additional +2 for defending the brewery. If forced to recoil, the workers are destroyed. All other troops get +1 if they are defending the brewery.

Only one element can occupy the brewery at a time, but it can fight with its combat factor to all 4 sides. If forced to recoil or flee, it recoils/flees away from its attacker, and any recoil must take the troop element completely out of contact with the brewery. If an attacking element wins a combat against trooops or workers defending the brewery, the attacking element may immediately advance to occupy the brewery (the usual nutty-boys - knights, warband and scythed chariots, must advance).

Artillery can fire once per game turn, but can fire in any one of its opponents turns. The owning player simply declares he is firing. Bows and War Wagons fire according to the rules.

If any element attacking or defending the brewery rolls a 6 for their combat die roll, they have damaged some barrels of ale. One element of the owning players army will immediately desert in disgust at the incompetence of the general in allowing such a thing to happen. Choose an element randomly and remove it from the table. If the generals element is chosen, simply allocate the general to another element.

If an army loses 4 elements or its general, and has lost more elements than the enemy which caused the last loss, remove all its elements from the table.

An alternative is to have a losing army flee in its own turn. Each element flees its normal move distance plus another 100p unless the owning general pays 2 pips to move or hold the element or group. Elements of a fleeing army fight with an additional -2 to their tactical factors.


There are two separate ways of deteriming victory. Use whichever one suits, according to your groups playing style, or the time you have available.

  1. Last man standing: Players battle it out according to the standard victory conditions, until their army is the only one left, and they occupy the brewery.

  2. Turns occupying the brewery: If a player occupies the brewery at the end of his player turn, he rolls a die. On his first turn of occupation he wins the game on a roll of 1, on his second consecutive turn of occupation, he wins the game on a roll of 1 or 2, on his third consecutive turn, on a roll of 1,2 or 3, and so on.

And that's it. The objective is to have fun, and not to take the competitive side too seriously. The last time our group played, I captured the brewery for a turn with my Selucid elephant. The mental image of an elephant in a brewery is a surreal delight.

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Last Updated: May 24, 1999

My thanks to Tom McCafferty for sending along this scenario. Questions, comments, and feedback are welcome. Sent them to my attention at IamFanaticus@gmail.com.