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
- The Defender deploys first on the central hill.
- 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).
- 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.