RED ELF

SCENARIO ONE
The Mists Recoil

A battery of war machines has been set up in a dominant position on a rocky promontory, covering one of the few accessible tracts of Albion's shoreline.

An assault team is attacking the position in a daring dawn assault, in preparation for the arrival of the main force.

This scenario is played using the Skirmish rules on page 242-246 of the Warhammer rulebook.

Dark Emissaries and Truthsayers cannot be used in this scenario.

DEFENDING ARMIES

The Defender has three war machines and a defence force.

The War Machines:

Empire:
Any combination of three cannons/mortars. One of the three can be a Helblaster Volley Gun.
Orcs & Goblins:
Any combination of three Rock Lobbers/Spear Chukkas. One of the three machines can be a Doom Diver.
Dwarfs:
Any combination of three cannons/ bolt/stone throwers (no runes allowed). One of the three can be a Flame Cannon or an Organ Gun.
Vampire Counts:
Any combination of three normal bolt/stone throwers (see rules on page 120-125 of the Warhammer rulebook), each crewed by two/three Skeletons equipped with light armour and hand weapons.
High Elves & Dark Elves:
Three Repeater Bolt Throwers.
Skaven:
Three units of five Jezzails.
Chaos Warriors:
Any combination of three normal bolt/stone throwers (see rules on page 120-125 of the Warhammer rulebook), each crewed by two/three Marauders equipped with hand weapons.
Khemri:
Three Screaming Skull Catapults.
Lizardmen:
Three Salamanders with Skink crew.
Beastmen:
Any combination of three normal bolt/stone throwers (see rules on page 120-125 of the Warhammer rulebook), each crewed by two/three Ungors equipped with hand weapons.
Wood Elves:
Three normal bolt throwers (see pages 124-125 of the Warhammer rulebook), each crewed by two Glade Guards equipped with hand weapons.
Chaos Dwarfs:
Any combination of three Death Rockets/Hobgoblin bolt throwers. One of the three machines can be an Earthshaker.

Daemons and Bretonnians cannot play as the Defender, they will always be the Attacker.

The Defence Force: This has 50 points of infantry models chosen from the Core units. One model can take the Champion upgrade. No Standards or Musicians are allowed.

ATTACKING ARMIES

The Assault Force: The attacking force has 500 points. It must include one Hero level character on foot who can select his equipment/magic items as normal. The character cannot be a Wizard. The rest of the force must be infantry models chosen from the Core units as normal. Four models can take the Champion upgrade. No Standards or Musicians are allowed.

BATTLEFIELD

The battlefield must be laid out to represent the scenario map opposite as closely as possible.

DEPLOYMENT

  1. The Defender deploys first on the central hill.
  2. The Attacker's units are not deployed and will enter the table on Turn 1, making use of any number of landing boats (see special rules).
  3. Scouting units do not get to use their special deployment rules.

WHO GOES FIRST?

The Attacker moves first.

LENGTH OF GAME

The game lasts until the Attacker achieves the victory conditions or one player concedes defeat.

VICTORY CONDITIONS

The Attacker wins by disabling all the war machines. Rout tests are not taken during this desperate assault.

SPECIAL RULES

Hits from war machines: A model that is hit by a war machine and loses its last wound because of the hit is automatically removed from the game (no need to roll on the Injury table).

Disabling war machines: War machines can be disabled by two unengaged Attackers spending an entire turn (or a single unengaged Attacker spending two entire turns) in base contact with the machine and doing nothing else.

M WS BS S T W I A Ld
Boat
2d6 - - - 7 3 - - -

A landing boat and its crew are treated as a chariot for gaming purposes, with the following exceptions:

Landing boats can transport as many warriors as you can fit the bases in. Warriors transported in a landing boat are packed in a narrow space, so models must be ranked up exactly like in a unit, becoming much more vulnerable to war machine fire (especially to bolt throwers) than when they are moving on their own.

When shot at by war machines that do not use Ballistic Skill (cannons, stone throwers, etc) both the boat and the transported troops are hit - work out any hits on the transported warriors first and then on the boat itself. Cannonballs cannot bounce on the sea or on boats, but remember that a wounding hit with Strength 7 or more will automatically destroy a boat.

While in the boats, characters and Champions can make use of the 'Look out Sir!' rule.

For shooting that makes use of Ballistic Skill, roll to hit the boat as normal (which is a Large Target) and then randomise all hits as follows: 1-3 hit the boat, 4-6 hit the transported troops. Landing boats and the models which they are transporting are considered to be Unbreakable.

Landing boats move in from the Attackers own table edge and move like chariots (transporting all the models inside them). Transported models can shoot, but they always count as moving that turn. Landing boats move 2D6" and cannot move on the beach. If you roll any double, the boat moves normally and then hits a sand bank, becoming stuck there for the rest of the game.

Models can abandon a landing boat by moving out in their next Movement phase and starting to swim while they are in the sea area. They will also start to swim if the boat carrying them is destroyed. A swimming model moves 1D6" per turn and, if you roll a 1, it drowns - the model is then removed from the game. Models with an armour save of 5+ or better have a -1 modifier to the Swimming roll, which makes them slower and more likely to drown. Models knocked out or stunned while swimming will drown and are removed. If the roll is enough for the model to reach the beach, move the model onto it for the entire distance rolled. From the next turn, the model may move normally. Swimming models cannot shoot.