The Necromancer's Tower
On the edge of the Great Kaishar, where a bleak moor shades into the foothills of the northern mountains, an abandoned Hawkshold tower marks the site of an ancient battle. In recent months found itself a new owner, in the shape of a foul Necromancer. Within this tower he gathered his arcane energies, ready to raise an unconquerable army of the dead! Unfortunately for him keen-eyed Ravenwood hunters spied his skeletal guards and rushed to warn their Tribe. Soon a force of Kaishir Kin and Centaurs was bearing down on the tower ... but could they kill the Necromancer before his army could be raised?
This uneven battle pits a 1500pt Wood Elf army against an 800pt Undead force defending a Necromancer's Tower, from which new units are constantly being raised. Can the Wood Elves defeat the defenders and destroy the tower before the Undead overwhelm them? (Note, you can easily play this battle with any attacking force, but the defenders should almost certainly be Undead).
I have tried this scenario and written it up on the YMG forums
Setup
The battlefield is set up as below
The Undead start with a deployment zone two units deep (except at the back) surrounding a Necromancer's Tower, while the Elves have a normal sized deployment zone the standard 15" away, and 5" deep. The Undead win if all the Elves are wiped out, while the Elves win if the Tower is destroyed. The scenario as written doesn't involve any terrain other than the Necromancer's Tower, and, although you could add some, it wouldn't really enhance the game.
Both armies get 3 command actions a turn, and the Undead force gets the first turn (with 1 command action as normal). The starting armies must obey all normal restrictions on Core and Elite units.
Necromancer's Tower
The Necromancer's Tower is a unique unit. It looks like this
The Necromancer's tower cannot move, cannot be entered by any unit, and cannot attack. It has 1/3 defence (and gets +0/+1 vs. ranged attacks), and may play command cards in defence against attacks. It counts as a Colossal unit for purposes of ranged attacks. It cannot be regenerated.
At the end of each Undead player's turn the tower accumulates 100 points, which may be spent immediately (in whole or in part) to bring new Undead units into play in contact with a side of the tower. New units come into play with the order of the Undead player's choice, and can have their long or short sides in contact with the chosen tower side, so long as they do not enter play engaged, or overlapping another unit. If there is no room to bring a unit into play, no unit may be brought into play. Points not spent in a given turn are carried forward to the next turn. New units may be of any type, but Elite units must follow the usual restrictions based on total army points (including the 800 starting points). e.g. the Undead player may only bring out one abomination per full 1000 points, so he may bring out an abomination from his second turn onwards.
For example : On the Undead player's first turn the tower accumulates 100 points. On the Undead player's second turn the tower accumulates another 100 points, making 200 points available. The Undead player spends 150pts to bring a unit of Skeleton Archers into play on Hold orders, and has 50pts left to carry to the next turn. The Undead army is now 1000pts in total for Elite unit restrictions.
Notes
It is important for the Undead force to deploy with sufficient space for new units to appear, which will normally mean starting at the front edge of their deployment zone. It's also vital to delay the Elves as long as possible, making Abominations and other high health units a perfect choice.
It is vital for the Elf force to reach the tower as quickly as possible, since every turn gives the Undead another 100 points, which means units with higher than S move (such as Wolfkin, Stags, Centaurs and Wolves) are a must. However low strength units will have a hard time damaging the tower even if they reach it.