THE RAID A Warmaster scenario by Rick Wynn, inspired by the long defense of Imperial Rome Ground: Long axis of 6'x4' (180cm x 120cm) table is WE. A lime (border wall) runs NS, 30cm from eastern edge. It consists of wall sections and tower sections, with a gated wall section in the center which has another gated wall section behind it, connected by two walls and two towers (thus forming a barbican). W of the wall, but further than 30cm from the W edge, are a number of villages, creeks, hills, etc. There are no woods. Forces: Orc Raiders: Orc General, Orc Hero, Goblin Hero, Goblin Shaman 4xGoblins, 2xOrcs 3xBoar Riders, 3xWolf Chariots 2 uncovered rams Imperial Forces: In the limes: 2 units Crossbows (1 stand in each tower), 2 units Halberds, Hero. The center of each wall section is considered to have Boiling Oil Relief: General, Wizard w/Ring of Magic 3 units Knights, 2 units Pistoliers Special Rules: (a) The two units of crossbows begin deployed as individual stands in the six towers; this counts as an irregular formation. (b) As usual, if a breach is opened in a wall section with a ram then cavalry may pass through the breach (if disputed, infantry count the breach as defended terrain), but chariots (and the loot wagons) cannot pass through this breach but instead must pass through the limes gates. (c) Looting villages: If a O&G unit begins a turn in or adjacent to a village, they may "loot" it and create a wagon unit (1 stand), placed anywhere adjacent to the creating unit (but in the open ground). This unit moves at infantry speed, but with chariot terrain restrictions. It cannot be attacked or destroyed; it is considered to belong to the side which last was in lone contact with it. The owning side moves it. It is driven back in melee along with its escorts. It cannot charge on initiative, but may evade. (d) The O&G infantry have ladders. A gate is considered controlled by the last side to be in lone contact with it. Deployment and Reinforcement: The six stands of crossbows are deployed in the six towers. Then the entire O&G force is deployed, anywhere within 6cm of the eastern edge. The two halberd units and the barbican commander (Hero) are then deployed (the approach of the orcs was spotted by lookouts, and the local commander has responded). The orcs then get first turn. At the start of each of his turns, the Empire player throws a d6; on 1-4 he gets no reinforcement, on a 5 he gets one unit (knights or pistoliers), and on a 6 gets two. These units appear in the NW or SW corners, and may be given orders on the turn of their arrival. The Empire general enters with the first reinforcement unit, the wizard with the third. Victory Conditions: Empire gets double VP for O&G units destroyed or reduced to one stand. O&G get regular VP, plus 250 points per wagon (loot) successfully evacuated off the eastern edge. The O&G lose 100 points if they do not loot at least one village (whether or not they get away with the loot). Neither side will withdraw. There is no time limit per se; the game ends when either all of the Imperial forces (not counting crossbowmen in towers) have been eliminated, or when all O&G units have been eliminated or have exited the east edge.