Another scenario for you to enjoy, especially if you have a Stormcast Eternal force. As always let me know what you think.
BATTLEPLAN GHAL MARAZ
During the Age of Chaos, Sigmar was at the forefront of the fight against the Dark Gods; smashing aside countless hordes with his mighty hammer, Ghal Maraz. No matter how many he crushed followers of the Ruinous Powers were beyond count and even Sigmar was forced to retreat to the Celestial Realm. It was during the retreat that his hammer was lost and for countless millennia has been hidden from the forces of Order.
ARMIES
Players decide amongst themselves who will be the army of the Keeper and who is the Army of Recovery. Players can choose which ever units they desire but if a player has 33% more models they must be the Keeper. The general of the defending army has a unique command ability, shown below, in addition to any others they have.
Army of the Keeper
Fortified Position At the start of the game choose one terrain feature to be a fortified position in addition to normal terrain rules. Whilst a unit is fully on this terrain then enemy attacks can only do 1 damage per attack and armour saves can be taken against mortal wounds.
SET-UP
Set up the board as per Warhammer: Age of Sigmar rules. The player who is the defender must place three playing cards face down (2 jacks and a king) anywhere in their territory but at least 12 apart. These cards represent the possible location of Ghal Maraz.
FIRST TURN
First turn is given to the Army of Recovery.
THE BATTLE
If the attacking player gets a unit to within 3 of a playing card then they can turn it over to see if they have found Sigmars Hammer. The hammer can only be picked up by a unit with the Keyword HERO and they must belong to the attacking army. If a unit does pick up the hammer they drop the weapons on their warscroll and must use the weapon detailed below:
GHAL MARAZ
With the coming of the Age of Chaos, this holy relic has grown in power and will imbue the user with the power of Sigmar himself.
Range 2 Attacks 5 To Hit 4+ To Wound 2+ Rend -2 Damage 3
Ability The wielder my recover 1 wound at the start of the combat phase
Abilty The wielder always hits first even if the combat was chosen by the opponent
Ability The wielder must move towards the nearest enemy unit
Victory Conditions
If at the end of turn 6 a HERO of the attacking army holds Ghal Maraz then they have won a major victory. If the defending player kills all HEROES then they have won victory or if time runs out then they win a minor victory.
Hints and Tips
The defender will want to stop the attacker from getting hold of Ghal Maraz as they will be harder to kill. Think about placement of the cards and also about bluffing or double bluffing your opponent. The attacker might like to take a band of heroes to represent a fellowship sent on a quest to recover the artefact.