Il semblerai que le scénario doit recevoir quelque ajustement. Le but du scénario est de faire rentrer son escorte dans Pharos avant son adversaire.
Here is the first Scenario for the month of April. We'll be posting more later this month, but this scenario should be played first.
Duel at the Gates of Pharos
By Clarke Payne
Rumors have come to you that the last location of the Golden Fleece is recorded on one of the many scrolls within the Great Library of Pharos. Warbands from around the ancient world are now closing in on the city, eager to be the first to discover the prize. Your warband is one of them.
The journey was long and perilous, but guided by the great fiery beacon of the Lighthouse, your men have arrived safely at Pharos. As you approach the gates, another warband comes into view. As you draw ever closer, you realize that you both share the same goal - the gate to the city, and the scrolls of the Great Library within. Tensions are high, and both warbands array themselves for battle to decide who will enter Pharos first!
Set Up:
Standard deployment. On one of the neutral table edges should be the wall of the city of Pharos, and the Gate is located in the middle-point of the table edge. No units may deploy within 15" of the Gate. A Subplot is to be used with this Scenario, rolled randomly from the list on page 242 of the WarGods of Ægyptus rulebook.
Special Rules:
A unit of Heru City Guards is guarding the gate. They are 10 Heru warriors with pole arm, large shield, medium armor, Standard and Musician, led by a Champion equipped in the same manner. The City Guards will not become involved in the battle unless a foreign (non-gyptian) unit or any Typhon character or unit comes within 10" of the city gate. If this occurs, they are immediately given a Charge Command Counter, and must be played on the opposing player's next Activation Phase. The unit of City Guard will remain under the control of the other Harbinger for the rest of the battle.
Victory and Rewards:
To win, a player must get his entire warband through the city gate, or control the field by the end of turn 10.