Ahoy Sailors! As you know I am most and foremost a passionate hobbyist. That being said I am also a pirate, a scoundrel and a fanatical enthusiast of Mantic Games Kings of War: Armada – a naval strategy game set in a rich world of Pannithor, pitting multiple wonderfully crafted and strongly themed factions against one another. In this article I present to you a new, fan made, “Hellish Trident” Scenario.

Armada Scenario: Hellish Trident
Three Islands in this area are believed to be the cursed tips of a Hellish Trident. Every now and then the Islands resonate creating waves of vast magnitude, dealing massive damage to nearby ships. Most fleets avoid the area, but on this very day the orders were given to gain control of this cursed place…

Setup
In addition to any terrain, players place three small Islands, representing the tips of the Hellish Trident, on the table in the following configuration:
● 1 Objective Marker in the center of the table.
● 1 Objective Marker, 8” from the left side and 8” from the top side of the board.
● 1 Objective Marker, 8” from the right side and 8” from the bottom side of the board.
Each player’s deployment zones are 24″x24″ triangles at the opposite sides of the board.
Roll a D6, on a 1-3, the Wind starts from the West, on a 4-6, it starts from the East.
Victory Conditions
The game lasts 6 turns.
Each player scores VP at the end of the turn, as follows:
● 1VP for the player who controls more Islands.
Additionally, at the end of the game players score VP as follows:
● 2VP for the player who controls more Islands.
The player with the most VPs at the end of the game is the winner.
Scenario Rules
From the second turn onwards, one Island will start to Resonate. Any ship that ends its Activation within/partially within 8” from the Resonating Island must pass a Skill Test. If the test fails the ship will suffer D6 Damage. If the Skill Test fails on a natural roll of “1” the ship will suffer an additional Critical Hit (Critical Hit Table p.26 Rulebook).
During the last game Turn all Skill Tests made by ships within 8″ from the Resonating Islands suffer a -1 modifier and each Damage Roll suffered as a result of Resonating Islands are automatic Critical Hits (Critical Hit Table p.26 Rulebook).
● Second Turn: Players roll-off, the winner selects the Island to resonate this turn.
● Third Turn: The opposing player selects a different Island to resonate this turn.
● Fourth Turn: The last Island is the one to resonate this turn.
● Fifth Turn: No Islands resonate this turn.
● Sixth Turn: All Islands resonate this turn.
Each player scores VP at the end of the turn, as follows:
● 1VP for the player who controls more Islands.
Additionally, at the end of the game players score VP as follows:
● 2VP for the player who controls more Islands.
The player with the most VPs at the end of the game is the winner.
Controlling Islands
Tally up the CS of non Surrendered friendly ships within 6″ from an Island for both players. The side with greater CS within the area Controls the Island. The majority of the ship’s base must be within the area to count towards the tally.



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