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A PROMOTIONAL SUPPLEMENT FEATURING CAMPAIGNS.

SCENARIOS 6 MORE IN THE WARHA'MMER WORLD



'WRITTEN BY:

Eric SarIi:n 6 Jer.emy "'ctock

- 1 -

CONTENTS

THE GENERAL'S COMPENDIUM

nu

111!:r(,)d~,nroll 3

I'rcflt:c~ to Campalgns

CIiAPTER 1:

LINKED CAM-PAlGNS

Inrroduttinn (,

JJlddcr .. ampalgns 7

'tree (.amra1s",; 1,0

Scouts and 1,;,,1';:1:; Scen<lriq 1"

Hold. the 13tH: ccnarlo 15

Desperatron Defense Sccnnrlo 16

W3I\;.,,11' Grt'tn lII)d 111<, OCf<:MC of

Nuln C::rmpaign 1-

'\i)U \ louse on the Bridge

Roru:1 .li .. renano 19

D d;I)' l:ltLlc~ Scenarto n

11,1: .Brldgt- on {he Riter

tlelk o;CCllllrill 2~

CHAPTER 2:

MAP-BASED CAMPAIGNS

tntrndu ·U.", 26

Camprugn Organizer 17

Starting the Chmpalgn 27

Sl!lc~,ing >1.0 ~IQ 'l'<:rriWI')' 28

Ihnr't!l< 28

Scnlog up Your CamJl'llgll

.'I<.llntd(:s 2.9

Cam palgn Turns '~O

Ordc~ 30

l~a:t.c 31)

Move 3'(

I'lJf1:ify 35

neeovcr 36

Banle (j

:uppotting {I:mn",,. 36

He~r"'" careered "37

und of Campulgn lUrn 3'"'

Map, Q<'U'I'U> 8

AlIl.!;,~ '!t9

,\nll) fl~Hi: Ruli$ ,(('\

So;a'''SUIII}'e£l;\Ldtli ,1<> E.!~>.!'r S;~~ ,) 2

T.t1l5S ()f I IQ l'<:rrhcllitM :Ii!

~,).m;!~ J.hhn: 'Jtl' lIl", t:iAd !..I~

V'lr:rrll''l' 0 '.IIdn'1~a~· '·iJI

l1:'ir"rn G~'1I e t:illt"'f1 i ,j

'-.:mirJ}l "~I U r o"~, M;,p p'li

GIJAP'4'ER 3:

CAMPAlGNJNG IN TIm L4ND 9F TIlE 80RIJERPRINCES

I ntlf.ttb .. ;C1,{)P ~I!

[I1l.ntt'r !il~" -§J?

C:io,;L~-tcr"t)"nd 1'i111S -so

Br~llh; iii 't,hclIamo\\"" SiI' .riil'U 'i~

0timJl or, ~h" 'rrp~ ""I\Y Dr<!5 5~

M'IJ\rp

JhrMlrdk ~

It,,,,o ill AIUlluh ~Cj.

'ifl,: 'ftll'T 'n~ 56

Kl1tikl,1l1'I}'T1 I" <;llt'T1illifn 57

Al;mpSI"~il.k'Rtl.h:" 5li"

'lC1it:un Gtn<>rntlt:lh 59

k:tmy CtlrWliJlll - t.rJ

J'¥!'IPlIllln )Iffl~' cS 61

CH;A:PI:ER4: G MASTEREn CAMPAIGNS !p,~oillJc mn

tlpgi'llr:ilm: WllJ r Plan

.\11 ('l re lJ.,dSioru; for III e CraInes M a.~,et

65

TllmS"<J.u<;:ncI: 118

~riorl1:)' 68

\'tIbrkins a Campaign III Real Ttrne 59 M(""~""~IlL Ttm'aIn

7U -0

Burrle:<

'ombat ~"ppun; Ih[Jg- "','1

fler-Baldr.: A"liOrlS

C"surufii:S!fI'UO'p l1uc1JI'&)1 - 2

Prlsuners 72

Fl.,!!111g fram Cumhar '7~

Uncl'en fjltlties· -.,~

:;"IIUtll1g. 7~

SpcdalP.t:d Army Banner:! 7ij

Ei~gga&e T~,,-ins 75

S,rm'ereri "5

Econemics and Supplies 76

r;lo(jm~"k~ 76

SmndIng l'n,..,,;,; I

Attacking and. S'~llki"g .. Landmark T' PI,,~.iJ.'S'N"w I~ a numarks

& Rc!l'nrfJrc menrs

IHlncion, Even", 76

MagIc. SO

Sccnnrlos III

Sabomgc ~~, eGa re Seen arlo III

Starung Porces 8'1

Smru::l"'Fack"L~ mid Nr.:"'sICl'~11> IN

EI<'pcr1~nCl: "1)<1 Vc",qlfU\.bjJ;ti,,~ S5

~[I1l)g <I,,, 1.0'" 85

Ach'i<;e [0" the Games Muster 85

CHAPTER 5:

COMP'E'nTIVE GAMING

DC·'H_thmnrt:hes 11iddl!n er up

. ~."rlrig I'Wri"tlir:rHtt<ih ''fllQg=V1t.!;I1~

, Ve.n¥Jlctrrred' cen.''lriO SWI1Cbltt~' Stdes-

s~ fr~f<l (M!~;ilj TP!itr;IIIl;'II.<;n!,,>_

'lAPl'ER 6)

FlOS'rl:u:fi: ~ ~IQ~ Your ~, bi'ltr &.,tJicJ~M.rJ"", UlJllP"WMo:Is .Flre(!)d)1I!' 6..,,,,, (illZ

I'.. 'f! S!i!Jl31lft.,

«mto lIi -m~DnJfj, W()M 'l:lw J'imen brln4);

97 '!;\lj!liP ~ J'OO

OlIA.PlER 1:

AU:.TIiS & MUlifI-lll1A:YER GAMES ItJll

IQ$!

nUrw 1lr.'I{p~ II.Uh.llC"'i

0:11 tanees :m'{ S1'r.'lt~grc An,,}, Com,po~itlQll Alliaru; In Map·

Iln;.ed, C:<mprugn., Command Structure Enmlt

MuW,I'I.;'er Sron<tril'IS Mu.hi·Pb,yl!C IlitChcd

Bank "<tfiarto 115

Co,nmurut:m,(on

131:",I,I"I.,wn Scenurio u6,

Vangu:m:! Scenurto 118

'I\_\\i;,t in the Chain of

(;omm,md '<:enorio .1l9

!'itlC~'r ALeld Scr.'nt1.rW 120

l;:t)m'llrtl nil 51 ulld ard eenar! OS II>

Ilo!r"J\!-Nrryer 'C"Q;trlns 12J

1"'0 Bartleftekls Scennrto 122

e')".~=~r\n • C;""rurlo l24

A 'I'rnltm JO 0<11" ~idsl • cenario 12.6

CHAPTER 8:

nOAl'S LN WARliAMMER

Imtod"ct!Cl,' 1211

cl)'pes ()rSlllp 129

Sh.l P S;l',CS 13U

B:i.<ic Sol(1 Rules HO

SaLling Ships I:;,J

Rowed Sbips 13 ..

Srt-.arush lps I H

M~.6>jc Ship> 138

Shooting from 3 Ship l'>9

Sinking 139

I- :wlminii,& l;:'9

Drop J\J1<;h r 142

Adfjfl 142-

.8l>a~ Mm'rnll Cltfthu 1r.1ble l ~,

D".ll<"I['ll&J!~,,;;hrr • .w ~-tZ

Itrulliliitig 1>12

Bm..MJ; 'g \1it1<i1n, 11~

Addi,fl}l'IlJ.i l('IlI~ 14S;'

E<i1slnlilic Boo)' J;lCI!j) I i]

SliJp'il¢riii;{~f1" IIiJS

~.D:R": Sffi§ES 1QUD & CI1Y 'A KI G

III

112

ll3 II-I

-2-

,---- INTRODUCTION

THE GENERAL'S INTRODUCTIO

NodTiog'rol~e the hobby flames Iike-sornerhmg new - a. newarmy to collect. a new opponent n fight. a flew challenge 'to meet. 'J.'heGeH(Jrfl/','\O;;n?rPfkndhrrn is fuel for }70Ul- '\: arharnmer lire with new wa s t link your games, new cenarios to try, and new battlefield to, play 00.

YQU may have pitinred ol:lly one I'Iliol~rtIl'e for \~arhll;rn:mer., 'or mavbe ¥(i)U ·V~ been :a,rou nd since dln was invented and 'yom ~los~!.S,of pafntel:l models spilleth over. \'(/her.lter you've d ne it all er ius~ ~.m~et1 ~o. U,e '~rl1amm r \¥AFId Is a fi\riAg, bre;.thlhg (:)i1t~(' wfth a mul~T[Udc of pOS!.ibUltfes nU!:(glng fron'! 25 yean; worth ()rwl1l'ds. an;, and the bes mlnintures ever produced. T/Jq C(memrs.(J;ompeudil'llJ1 is'lfil about taktng your garne5 deeper mill tbi glorlous hlstOl:y.

10 thls mighty WIll y u will find more enartos, m re rules. :tl1d marc Iltxibllity. ''<tint to, be able (0 Ikjt! a ,\~~t}EH:-dtiveh Sk.'lven tunnellng device? Wa:ne a thance Itl $l.ck the City beyond [be castle walls ~cr a s[l!gl.! game? Want to sec how your armies will fare on the open SC'dS~ 17Je Genera!': .. Compendium css» serve as your guidt' to these unexplored realm .

Tablerop w.tl-giUning can be U ccmperitlve, tighd:y rulestlrn~~n :~ercr~, (lnd, Shl~ll gam >5 t'll.h be highly dnjo)lablc. An el'lI;1re ",UiruJ" has i!nieqsed In and ll.rounU W.'U,hanlOiler teurrtamcne , and dearly, a lot of garners (including ourselves on occasion) enio. these play-to-win hlgreSts.

J Iowever, f01' day,to .. da)' gaming, rile basic rules and army USts don't have to be huerprered as si:rl~tly as they rnust Pt: 'for If, cornpeunve tournameat.Lik jan: musicians improvising around a them Or m (it W3rhammer

players can.get ceeatlvewtrh their games and u ethe published rules as me.rety -a basis far their own h:naglrutttve ideas_lt. oc;;dly doesn't matter if you arc a new I;ecruil to Warhamrmer OJ;' a sage an<;[ I;l,l[de carred vetcml1. ifyoU'l'e.e.Xdtetl b~T i!ill:. pro~~ 0F:getting aIutle inliovadv' lth \~haOlm~ then yO1_! M.· our kind or player, and J he (j(J1U!1,"ui's (Jomp&lldiUI'Tl was, written with vou fm mind.

NOT OPFICIAl

In llhi:s boo -Y00 «dll Ilnd a ureasure ITO\1C rof HI:'" V;'llYS ill I'lnit'l)"'l the \~rblImm«r hobby. bur yotl witl NO't tim ~ offldall'1..1 5 Th 'IX· 1') un"':\VA' ,pitt, 'B

,ci'ul}progn, a ,I' un n:W1U I\lIt . fO your gam ook

$P burn art enemy ctn'.11(ayetS shenld pkk tl~r thl.! pans they wish to lneorporute lnso thclr!§illl1es'aI1cl

(eci:1 fret:" I;_i,) make up t{\eir own new rut . , '"f'1la ~u.et.aP,~ Cr;mYk!fulilllU is 3'JI Mla..,l ~1"11net'lUng wuh I~e"\' ml_· .. t pl~y \X'iarbatnn er :and.hllv\ng ~1Il withIn rIre lil"aSic framewnrk ot the \'('Mhru umer game

This book Is sourre I'il:lleria.! f(·)r dedtcated War:hamm~r playt!rs who are looking to explore their gaming options n Little further, By Imagining an epic 5llga in We )id

\'(1. rid, 'yQ~ OlD pluY,2 number pf di1reJ'em kinds or campaigns from 'Irnplc liOked Qartl~!i to herot . adventures of kingdom building thai stretch acro~ maps and time. YOll make up the story witb . the.scenarios you select.and toe games y u play n the hletbp. This book can ~clp you roam under the eaves of th • dar~t fore t in rhe f,rmpire. do battle (10 the high seas. form an alliance willi a strange and u nfarn Illar army.: .explore the Re:ill'lls of Chaos. and crusb an entire city in your

mailed filSL

While diis be k does ontain nil' til t can be Interpreted 3. hard and fast, our lntendon is toger you thinking about alrernative ways to enjoy the game of \Xfarhammer. We nope you Like Ibe Grneral'$ COlnp(mtltum and 11,. some of the rules and sugge!itioilS t.ontrunet;l herein, I-lmVt:ll{:r, if this hook d ) nothing morethan inspire you to play another kind of game, cry a scenarioof your own design, or co ave n: another model; then it ,,"'ill have done its dut:}~

PREFACE----------, PR FACE TO CAMPAIGNS

What \Xlarhammer General of any renown ha n't heard ~he iren call of campatgns - the elusive beckonlog [0 get Involved Ina eries ofgames that tracks battle after battle, each outcome affecting the war as a whole? A small Skirmish erupts into a full-fledged banle. Supply lines are cur. Alliances are forged and shaetered, Glorious deeds await heroes ihar dare art impt them. But alas, campajgns ace all too often \yi.l1-o'-the wisps. Uke phantoms in an Albion fog, they form and disappear. Wi.thom direction and orgaruzarton, campaigns can bog down or become mired in endless derail . Wf.u·bamrne.· player . need a solid plan and an exdtlrig story to keep campaigns going :1Dd malnraln the interesr and exclrement ofthose Involved.

In facr, ar heart. campaigns are all about smry. The narrative continuity that is estahli bed over a series of game is what makes Warhammer campaigns S(:) exciting. II one-off games of W'<lJ"ham.mer are lik-e short tortes, campaigns are like novels char describe conquest, glory, heroic last stands, diabolical subterfuge, base treachery. and hurruliati ng defear.Jr' great fLI n to see yOIJr army and heroes develop, your realm expand, and your grudges again [ particular armies intensify Co whlre-hot seething levels 'with every betrayal, battle, or mere mennon of their existence. The best cam.pltigns, like the best books, [ell stories that spark the lmaglnailon. However, unlike books, campaign are srod told by

players who aot as both a~lthor and character, provide rnorjvancn for I!heir he-roe' and rank-and-file soldier , and ultimately determtne their uccess or fallure. Tbe Generais C()l1Ip'm~lium 'will give you orne of the tools you need to run fantastic campaigns to bring )l0W' gaming beyond the simple one-off battle and Into the realm of epic aga. s in which mighty heroes

. rruggle :y¢nsr powerful foes PI' full in battle in ignorn.inious defeat'.

TYPES OF CAM£AIGNS

Throughout the next four chapters of tbis tome, you wtll lind out about the many litrles yOu can use for your own campaigns as well as peeilic examples that will allow-you to get started with a minlmurrr of planning and effort. We

tart with ladder carnpaigns, simple series of scenarios in which the outcome of one game can affect the drcumstan es of the next nee JOli get a f~ ladder campaigns under yow: belt, you can cry a more involved tree campaign, in which me scenarios you play are not predetermined bur dictated by who has won and who bas lose If; say, au fail to rake the city gates in the tlrsr game, you won't be able to ITy and sack [he wealthy dry in the second and will have to play a different scenario to, gain access to your foe's [Own.

f-ruln linked gam '. we move en, to The more

eomplicared map-based campaigns. Map-based campaigns olter a wide rnn)k't: of complexity and require difterem levels of player Involvement, Your map can be simply a geographic tracking i}'l>"tem on which markers represendng Warhammcr armtes are moved about. \l(Ihen enemy troops COlle into contact, a game of WruIhammer ts plHyed to determine who has taken the baulefleld and who must retreat, More compiexhy can be added to such campaigns byaddlng rules for. upply centers" u:oop recrunmem, empire management, and special territories that Impose penaltles and bonuse in baule or require special €eoan to be played. tiU more com,plexity and fi:ln car:! be il'l!;r.oduced 1))" llrid:i:ng a Referee Or Games Ma.<;te~ to oversee mil: pr ceedings of'a map-bat ed campaign. The runes Master can help keep track of troop movements (even secret ones so you don't know the locauon of your enemies' ajrnies) create ad hoc rules wh en playe· want ( p"Y Inncvative strategies, and inu'b<:!uce OiXll1~t:r.lces like monster'S rampaging through the coumry ide. Again, the style and complexity of the campaign you ,pla¥ L entirely up to you.

COMMITMENT LEVEL

Before we ger to deep into the details of how to run a WarhMiiner campaign, let's take a. moment to diseuss eomrrrument level. Campaigns can be as simple as a few linked games that could be played out \\ ith onlytwo playet"S over the course of a single day or as eomplex as a Garnes Ma ered Dl~p·b~ed campaign that Involves half a dozen playea; and can take everal months (or even years!) [0 complete. 'l:cm and yam fellow garners need [0 determlne, the level tliat', rigb for you, before you begin. After all, 11'1t M";ts t:a)'t!,A ~. u over a year to collect and paint

your army you- hould be understandably leery abour joining a arnbineus campaign that will require. yOD to double the sizr; your force over the next few months. However, a more structured campaign that follows the course ofyoue exiscng army over a series of battles (ay a heroic defense of your homeland, a raid into a nearb kingdom, or a quest to clttar the dark toresr of oesrwtll be more to your liking. We suggest startlng small. but it's rough advlce to lake. \l7ho want!; to conquer the tiny hamlet at the eros road - when whole world' beckon? Try a lew linked games and see how you llke them - particularly ifyou'te new to Wa:rha1l1mer or have never played a campaign before. 1£ you set your Sights on a campaign with an easily manageable size, you'll finj~h it. EV€ryone will havefun, and you'll be left wanting more. YOll can al"ray_ playa -I;'c@nd campaigi (andthlrd and fourth .. ) when you've finished the first.lfyou aim too high and yow: campaign is tOO large or Involved, it will bog down, and

. our players will 10 e interest.

On the oilier hand, if you ,LOve! to palnt models and create scenery and are looking for Orne inspiration, why nor Jump In and rrya more complex campalgn? A campaign can be a great motivation to Itrush up those last Core units that JUSt wouldn't palnr themsetve ; to crank 0IJL Id terrain 'tiLndardl Ilke hills, forests, Of fences; or to u-y orne truly nutrer-Ievel hobby projecrs like an underground labyrinth, an entire Warhammer cityscape; or a giant ell. monster. Tliough elaborate campaigns will rake a lot of time to prepare and play, there" almost nothing as rewarding to a tabletop gainer than crushing one's foes on a spectacular, custom-built table designed specifically for the grand finale scenario after months of campaign battles and strategy.

Good luck and good carnpalgrungl

FollowUJ8. you will UDd lhe tau nu of 1 Bilf8~a' £rom I sma1IIOD cIccp ~ wilds o( OstborL

Why. )'6tl ~ have fonni'dtd th.i!;-w:retchtd jourmJ a:Joos?lndet:d, rhe i.'olrwallnd hlood,stWloo o.rialDai bas aJmdr I¥Gll ~ arnuad thc_l.fhl~L It hD ~ rc~v the ~~cm¥ \tl AJIQM ud by uptAlO!! I:! put pC Ihclr ~il1g. Tbi,s jJlluI'n:rl b \I.-dJ IoinoWll IQ Witc'h HhQll:rs ~od Pri~ of Sigmu. "Wbf do I ~tQd, Ih~\ fiL:;r&!ut r~ doi.ngs of IIsmill tOlbnyof t(:tdl::sm~ iJld fUitll'l'S?

NO.m4ne:r '07hidi proV1OCJJS you SI:r~'1!. no matter willm. IOIll ttl! duty you. pull. no matter wlial10WD you ail home. tk J:ncmy III QQII~ ~ }I~' .I1W1)'s lOO\liDStsaiD5f ~

L:f litis oprroiI'fuJ ~ ~as wuning. Dono! drop ~8W1t'd.. N~~l:r op:n Ouf hetrt 10 d.ir. Thor ue: ~~ ~th5 b ' wh -111 Ihc tDtlny ~y ~lId, a.nd Ifi>rruttlmJ:s thl:st ro\rtes lir lVuhin cru::h"of lIS..

CHAPTER 1

LINKED CAMPAIGNS

Evcr.~o.nder what happens. aft!:! tht Pt~Gbe~ Ba.tt1.e? WiUl~d t!ll see ho~ GUT tTl;)OPS fare in sUbsequent.conflicts after an IDltial e.ngagement? Lmke:aGarnpaJgns tn walth a series of gaml"S IS pla:ye:d,m~y Qe. the answer. Tilis ~bapfer r:Xp,JjlJDS h9w t() pla,~ Iht' simpiesr ryF 0f caIDwr-!!n -iun for n<!:W recririrs and veterans altke.

U~et t~e bJQ~y carl/age into po!!·~i([fJ ... }l!led 9¢''f-f!(JTlf M6ts_eJ!. His rerJ1tJdef/ Ql1il, cr_ !lI. 4itt/e' monl t.han c,,1!))jS.

L7~fi'ulned fp hall(lhegreat g.Wllllto p(').91tioJi be.hfnd rhe battlfWdlJ!. /Uready. liut c.olJfd /let1l''ltIm sounds 0 ,G({f!!I{')Il fire:.ff~ft' tIle l!iiSt_fm. shore. ':Goom aii~ his greclIski(l5 al'e tryilTffto tl1k~ the. ijd.~e, If ~he!/ breuk oun %tenseS on tbl1 o~hel'" sic/_e (jf tire fllJim tnI!.JJ" WJI! 'lV(),T fin.! us unprepflJed Now; heave! Wffh a filial push the fa({$ mI1.newre'ferJ'tfle emrll(;J1l liiehind,the emplacemem. Jl1&rsef1. :gr:lInfed ''NIJ.IA IOQrJ (J,nti/ prime. " Tlfe. !lun I'!!JJ) fIIsbed to

complllt~ thew OFt!/Jrs and silllf{9led'with ,tIle IlIl('Jrmom; c;;anm:)'(Jod:IL Mo~r tiik1!<J,a fI}ance Mek dJ the city. MaJl!J of its moobitwlt!:.. me/uding /:':"mf!1efGI' Dieter. ha'f.J al. y /f/t.1l';/';J{ilrJ. i(1 h(!)p~ ef e;srtfIpmg ri'i} !,IJru~h ofCr01ilf InerrmlPf1slilg 90blin 1Var6~ A:-.sllI'.lrp CNH;{{ and IJiI/. sQund olan ~.k16$ion snappeiJ Mo.f~·~ ai'tet!ripn {!i'0imd te Ihe ;jail ffTld a/tlte bridge. One.qf the gUllS.on the: other ,"& .. e of the rflle{ liad~I!~p'lbded Already. a pf~ma of bill ,I.. $mo~e:< was c01:!ng late ~he wenillS. air. M. 'orser.s crem .winced us. Self)eril more GiOIld: cJt smoki.! qppeareH an. tlle fm"s,de of t,pe ~ridfle. 'SP!lgf(}ss. omered me, $erfJ~nt. Afmo L Jtm:rw/i4lefy. ,r/ tef~co~ was In his, hand As he [!IIM!{·ed rrt tTie itJ.r end r,;;f the b~idge. N!Qfflet:coMtl sec. m~n jl1mpif/s 0ff Ih.c bridge (13 dl'ihl)st C~r:tai(1 de<!th. A momenllater. wat,cho./'iots chatged /lCf0SS the' brii:1gl:.. MJ5rs~r; n,otr~ed fhatt!te 1i't!J~e;, tflal piJ/fi!.d 0112 chapFot mlJtJl:d whh a ,srrlIJlge loping gqiL No~ 11o~ - ihm1fllrt M~~r - wohu SGQnn/ng to Ns righl. Morsef eQI1Jd. al re Be Orcs 1l:lUlIching (trlccie rafts- tQ

ff)$S rh¢ rt'Uilr· The iwtp"e5 lrtlokeil tiny. but t!.~ ~t [his rJisrlillC{!; fil!:Jcow,Lstte fJ1lOt:r:Jl?US C'1'f!atuFe.5- TT@I!S. must be.thf1ugRl. 'MO:rScr - .~~~~g, infr:; !,{I'e wetter and :oecf!"'.(1lff: li~/e' mor.e thmlr:k;rk shad0Ill';:,un?_er, .the swjae.e., They'l!e. broken !lirolJgfi. /Ie ,t!Jou,gnt. {!lpilflne4, ').fl'/ght m~lI, oel/owciMfers(x. T~l!y te C011lmg:. Stand readg to firel

Thl first chapter of Tbe Genera!'. Com/lq1'ldii:mi

eli cusses what i generally the simple t type of Warbammer campaign. llnked battles. in a Ilaked campaign, two players (sornettmes more) playa series of battles to determine the overall victor of the. war. Players use the same army type btu may Vlli1' their army composition from battle to battle. Thus, if a player starts a campaign with Li2ru!illnen, be wtll ptay Ltzardmen thr ughour, However, he may change his choices of trOQPS and characters from game to, game, and depending 00 me cenario condltinns, he. rna)' be required to make such Change .

In ladder campaigns, the scenarios me player' will use are predetermined, that is, after the !irst g~, I completed, the econd ga.rne- or the Ilext rung all the ladder ~ is played. Often, [he outcome of the first game will affect how the second game is played, For il'L ranee, tile winner of the firsr scenario could bring additional troops lO the second battle, choose the table side on which be wants to deploy. or take advantage of special

rules to give him an advantage. Alternatively, the loser of the first game may be at a disadvantage in the second. Perhaps he 111\S fewer numbers must ei up in a dtsadvanragecus position, or must [ace opposing troops behind' defended obstacles. Overall .victory and loss of a ladder campaign can be determined ill a number of ways. Each seenado could be worth a certain· munbtt bfVlc,lOI)l' Poinrs, or perhaps overall

Icrory j determirred only by who wi ns the final scenario. ladder campalgns are great options for players Wh0 are jllst starring to play Warhainmer and thOSE who have never played acarnpalgn before. The rules are-generally Ca5Y [0 learn, and 'you can play ladder campaigns with the models and terrain ou most llkely already have in your collection. Ladder campaigns are also a great optlon forveteran \V<u'hammer gamer~ who, plan [0 spend their Saturday playing ome tabletop bartle and want an exciting alrernarrve to a one-off game. The first part ofthi! chapter explains a few different ways eo set up a ladder campaign and gives a few examples of each type.

A" lightly more complex type of 1111ked campaign i::; a tree campalgrr-- so called because, instead (lffol1owing a straight path like the series of scenariosin a ladder campaign. the sertes of games you play follows a lw.iSting path through a flow Chart tha re ernble the branches Of 3 tr e. V, ,t0rpll1d loss in one game will determlne whlch<;ena.rio,is played Q~ .

Por in' ranee, imagine :1 sitlJation in which an ndead horde led by Baron,Giles'de Mortrler, a Vampire from Meu tllon, marches forth [0 attack a neighboring I}reroonian tid: In th . fits battle. the noble Kni<>hrs of Br '[Qnnitl 111dto: fQnb co jntel'Ccpt de M0rtJ'~er" forces and protect uheir borders, F(.)f the fiJ.'st game, the garnets would pillY the Brcaktlll'ot:l&h scenario (from the \~(arhari1.l1ler rulebook, I?J!>\ £01.202), with [he

arnpire .OI!1t1liS 1iIla)'W' a . rum I\Ujl.oker tc}Iing to punru through the Bretcnnian lit~es.lflheVampi.re Counts

in, rbey Gal'\' mw"e n t~ attack the Bretonnian fief in a SIege B(,~llllfio ('Wa.rbarnmer ootebook,J)p. 259-260). Howt:~·tlr, if the Bretonnians win, they.will pursue the d.efeal·d 'Undead and t1)' It? ~Ul olfd1eir retreat and dt:struy Ih('lll uu fly in a Plank A:rtack (W:u:hammer rulebook, pp. 20-·206). tore complexity can be added b} impGSlITg penalties and/or bonuses on the loser and/or winner; respenL1tcly, or by allowing the winner hi" one game a c:JlQkc of s~ennrios 1.0. play for the nat. For Instance, in ,~h~ exampie above, tf the Brercnnians

ton die Ii~ t S 'en!!l'~ ,BF<;:al¢hrougn, the COntrolling player could hoose between Plank.Arrack or Ambu h ('\ nrhamrner rulebook, .pp. 2(')9.210) for the second game. If the Vamp:i.rec Q!ovl'irs ~n the Breakrlirough ·ccmarin. rile)' l!o\Jh.l choose beJweem 9 Siege cenarto or lite DE: penauon Ddeus 'ccnali-io (see p. 16 of

fhi hook).

Trees rhat 011(;[ the VIctor hi'> ehelce of the next scenario add another level of strategy: to [he cam paign. The wtnner of one eClla~"i must consider rhe .relarlve tret1,__~Iu. and wea ne sesof th_e ~IUlcs in the

ampaign am;! ,ch ' se tll(::' next ceaado SO that be has

an advantage. For instance, the VamJ?ire n~nt player mighr &!doe. that, il.\i he has no anllLery;a Siege would be dllficult (or '''i~ al'm~' to Win - so instead, he tiijgnt chaose to play n .·pch;ttiOt~ 1)e.fe.J.lse. AS iri ladder campaign , rbe overall Victor ef n !ire,;, campaign can be decided in mao: ways. Each game played can be- warm a cenam number 0f victory poilus. Of the winner of the final. climactic game c;:oultl be ilie. winne r €If the

entlre eampalgn.

Linked eampalgm IicC'~1 nUl he irnple, b~Il.'lf~lUS-only atTam •. As the last CedOD QC thls hnl\lntt' sh'~' e\feil, a. three-game ladder campaign can Invelve <!:llstom-bullt terrain and ;J number of special rules that s'ilCJl'ild challenge even the mast hardened Witr!iilO-lml:r\1CteriUi. waaaghr Grorn f1hc,llhe D~fcnse of Mulrt [ nil l'I1\··lv~ ladder campaign that pjt5 the I\'rtillery Train of Ntitln, (a specialfzed army llst found in the back of \ 'CllhaJJlIlrujJr,.

rmies. Emp;rll) agJi.lnst an Or('; & Goblin hordeIed by none othe« than Gram the Rfl\Ur'l~ a jpng-iimt: f;J.vot'irc Warharnmet' specl:lI Char>tder. A c~mplete desi:!.rIWl~q of Grom, the campaign rules; and t.h'irl::& l'l'EW s,¢ttnartim that require speclallzed terrain conclude [his 'cha:prcr.

o what arc you waiting for? Them are banle

to be fought and glotr m be WGIl, Muster yom army llIld gel c;unpltigning!

LADDER CAl\1PAIGNS

Here, we discuss the three basic (ypes of ladder campalgns, simple, weighted, and climacric, and give exam ple of each,

SIMPLE LADDER CAMPAIGNS

In a Simple Ladder campaign.the participants command two forees and pL"1f a serres or two or more games.linked together by a narrative or story. Perhaps one force is

in Cling "be land ofan ther: rwo armies are seeking to

control an area f tactical IgniL'icance; or enemy .

warbands are questing after the same, long-losr magic item. Any number of games om be played in a iimple Iaddercampalga, and any cenarlos can be selected as long as ilieyc<mstitute an interesting narrative thread. Detertnining viet· ry in a Simple ladder campaign

is ... well. .. siruplel The-winner of each game is decided per the cenari rules, and each game is worth 1 overall Vlctol)'Po\o.t, .. hich we'll call a arnpaign Victory Point W dlstingulsh it from the Victory Points described on p, 198 of the Wru:hal'runer ruiebook, In ohe event of ii' draw. b0t11 players receive l,Ilof a Campaign Victory Point. Thus, in a four-rung simple ladder campaign, if a Bea .rs of Chaos player woo cenarios 1 and o, a Dark Elf f)J,ayer won scenario 2; and scenarlo 4 was a draw, the core would be 2 l/2 to 1 1/2 in the Beasts of Chaos player's favor, Two examples of simple ladder campaigns follow,

SIMPLE LADDER CAMPAIGN 1: INCURSION This three-rung campaign represents the type of aggression that occurs all-too often in the 'I arhamrner world. One army advances on the lands of another intending to phindru:, to expand its borders, or simply to destroy a bared foe. The. Attacking army must first break through be Defenders' perimeter, then fight off a fex dedicated and powerful officers wh have stayed behind as a delaying ploy; and l'imill meet and defeat the main armyof Defenders .. Armies may be of any size. and the size mayvary Irorn battle CO battle. The winner ofeach battle earns 1 Campaign VlCtOI)' Poim, Rememher that both players must begin and end USing the same amlY wpe, bUL their army camp Hions may w!J7Y from battle to banle.

Gamd: B.rreakthrou.gh Warham.mer f1!lleOf§lok. pp. 2.iIl1-2d2

Gam,!': 2: Sheer Hel10ism Warl'iammer rl!llebook", p.. ;2'13

Qa:m~ 3: PitehedBatt1e Warhammer n.Jlebo&k, pp.199~20o.

= 1 -

WEIGHTED LADDER CAMPAIGNS

\Xfl1ighted ladder campaigns add a small degree of complexity to simple ladder campaigns. In order to belp the campaign build to an exciting finish like any .good tory hould, the number of potential Campaign Victory Points thar can be earned increase from battle to battle. 1'h115. the initial Skirmishes, while significant are not as important as the final battles. In [he event of ties. oppostng players split [he number .of Campaign Victory POints available for the scenarie in quesuen. Generallgthe points value of the armies involved will irtcrease ln size as thecampaign progre ses.

SIMPLE LADDER CAMPAIGN 2:

MAGICAL QlJEST.

In this, Irnple ladder campaign, two powerful Wizards, along with their retinues and apprentices, have heard rum r mat an artifact of great rnystical power bas been dt covered in me area and are advancing to collect the item for themselves. [11 'ht: fus[ scenario a kirmish battle OCCI,I-fS in whlah the apprentices of both Wlzards along with a small bodyguard 'eek out clues, pell componenrs, -and other omens and stgns to help them in their quest for the artifact. In the second battle. the vanguards 01' the Wizard's armies dash -as the- rwo fIDrc;es march to-WArd the reported location of the artifact. in. the final ,bartle, both ·arrnie,,> vie for control of a mystical Cave in \vbich

it is believed the item has been hidden. ill Games '2 and .3, both armies are Led by a Wiz~lrd Lord, The size oftn

kirmlsh game is dictated by the scenarlo rules, Arniies in -arnes 2 and 3 can be 2 000 points or Larger. Remember that the winner of each battle earns 1 Campaign Victory POint.

Qam~ l:Wlzard Dud WB1ihamrrrer: $f«irmilih: p. 34

Game 2: Meeting Engagement Warha.mmer rbilebo0X, pp. 2.03-gtil!4

Gam'C 3: Capture WarfiC\mffl~r rulebook, ,pp. 207-208

ALTERNATIVE VICTORY CONDITIONS FOR SIMPLE LADDER CAMPAIGNS lnstead of II ing the Campaign Vlcrory Point system, players may opt to II e the traditronal Victory Point SYStem de crlbed On p. 198 of the \Xfa[hammer rulebook. AJ5 long as aU the scenarios LI1 your linked campaign are decided by the

trad tuonat Victory Point system. you can usc tim alternative, SImply determine vtcrory and loss as you normally would and keep track of the ViCtory Points scored in each game of your linked campaign, When all campaign game arecomplete, add up each player' Victory Point total from all the campaign game played. The pfu_yet with the highest total is the winner.

WEIGHTED LADDER CAMPAIGN 1; GUERRILLA TACTICS

In this ladder. campaign, the 8.ttackin:g army doe not wanr to risk a full-scale frontal assault On rb€ enemy. Inseead, me Attackers strive to hinder the daily operation of their foes. Cut off or steal upplles, and li.e in ambush r weaken the cacm .

Game I: Baggage Train Warrhammer "3'Kirmish pp, 24-?,?'. Army sizes aret'le.toonimed l;)ysc9Aa:rie rules. ThIs battle is WGrth j Camp-a;jilln VidtGlW F'0JI'1t..

Gam!! 2: Raid

The5ene aI's GampsndllJ,m, ):1. 168. A ~,O@@iPoii1t:

AifaqijifHlI t(;ln~ tapes 1 ,500 points ef Q;efenders. Thi sattle'ls worth :£ Ci!Jiipai§[1 VrIP~0ry P.eirats

Game. 3: Amhush

Wartia'ftJmer ruleoook !'l., 2091 A 2,G00.-1!r"',ir:lt Attaek:il'rg force fares 1 ,51il,Q R0,in~ Qt l)Elelild-efS;

Tfi'ls oafile is. -w0rth B Campaign .Victory P(")in,ts.

WEIGHTED LADDER CAMPAIGN 2:

STORM THE DEFENSES

In this ladder carnpaign"the atl;~ckcr are working their W'!l.y througb the deCef). es of an enemy popularron center, The Artackers' ultimate goal is [0 ack the

Qq' beyond,

Game 1: Storm tlie Barricad~ Warhammer; Skifl'l'listl~ p. 20, Army sizes are determined b¥ scenarie roles. This battle Is wcnth 1 091'rn19::1'\gn Vi0tQily Poili\t-

Game 2: Scale the Walls Warhammer: Skirmish, p. 18. Army slzes are determineGl by s.cel'l-ilrio rules.

This battte is worth 2 CalJll3,?i§T1 VI.~QtY PC1llilts.

Game 3: Sie-g~

Wllrnatmnef (UleIil00k-. pp. 2!59-26U, III 4,5tlO-point Aftack1filg force faces 750 pfllnts·l:lf I)et~17tde1iS'. ThIs bailie is worth 3 Campaign Vlctery Points,

Game 4: Battle in the Streets

The General'S Compend1l.Jm, p, 172. B\l;ItM siJ;les Cl;l11sls\ Qf 2,IilCO pointS-.c~f troops:

This battl~ is 'Wei!lh 5 G~ml'laigr.) \fJ~tbr:Y P0it\ts.

CUM1\C'PIC LADDER CAMPAIGNS

III a cllma Li ladue!' campaign .1 sertes of. mali baule lends up to a clunaotlc grand EiJlale. While winning the earlier g~unes in a c.Li.tnactic ladder Campaign will give your 1U"rny certairt adYl;llltages and/or yOU[ opponent dis:.ulvant:tgcs. In 11, e-t'ld, victory ~ decided only by who WIllS the final game. Thus, i1 is possible to win 'hret.' out of four games but still lose tlle campaign, Them: ar ( ve ba tc typ~s, " r cllmactk ladder

c;lmnalgn "; Q"~ In Nhith lihe eatly battles ~q- only du~ final bartle and another In which each battle affects only the next gamt:- In rhe campaign series. The-rust ladder !.:Itmpllign .elow; SV'rt.b lb Help of Cutthroa . i an elIl.3mpil!' of t1jt: fermer, "111e Two-Day Battle, example as well as the \'(kIilllgbl Gram and the- Defense of Nuln ladder campaign detailed at the end of the chapter are l:Xilmpllts f tI:Ie latt r rype.

CLlM,A.CTrC LADDER CAMPAIGN 1: WllfH THE HELP OF CUTTHROATS

In ltii.s clLmp-<\igrl, lWO relabvcly- poorly uppliecl armies are st:(:kiilg 10 g'ilill lin edge on the enemy by hieing local mercenaries ro JOin them in the climactic bartle.

In Game 1,1:he armies strive to.hlre rome Ogre mercenaries, and in -arne 2, the annie' fight to s cure the funds needed 10 hire other mercenary allles. After these battles. the armies march to war, and rhe, winner of Game 3 may claim victory in the campaign.

GlIme 1: Ogres for Hire Wafhammer Skirm(_sh, p. 36, Play the ~r.tario written, iJ1'le winner may hire a\Jand .of Ogres at Malt their t'IilgiJlat f1)eims eest IQr Game 3.

Game: 2: Capture

Werhammer rule'bodk, PP1 207-209, 5aeJ:1 Side has 1 ,5()(!) points. The objsetwe ts a iliraken~ down, ab-andoneg mereh~s ean een:tainllilg enQugh loot to hire 250 points of, D0gS of War.

Game 3: Meeting Engagement WafACitmmer ru11El000K, pp.l!03-204. Both ~ltJ:jj'es begin wi1h 1 ,750'P<!lintsil'11e ermy that won Game 1 may ir(clude ijI ~and 61 nalf-p'liieea Ogt~. \OVl:\ich ml:l~ be paia for ffom the:. 1 ,7§0-p0int allotment The- army that won Game 2.cwill hall'81m adt!litlQJ1a! 250 points ttll spend on Dogs ef War, far.a 1i1J:ta.IIGlrce (;If 2,000' p.oil'lts,

CLIMACTIC LADDER CAMI'AlGN 2:

TWO-DAY BATTLE

Two forces are truggling to control a pivotal

'trllregi(: p j!1~ and mU-L hold me battlefield at all COSts. Afier[he 111~tial Pitched Battle, a Skirmish battle, Rally Around the Flag is played and then another Pitched Bartle. The re ults of each. barrie will Influence the clrcumstances of the sub:-;eqw_em game (for specillc_ rules see the ff'{J'rrq{ a Ltlr:ger Battle cellon of the Rally Around the Flag scenario in Wt'lr/Ja'PIUner. Skirm£i;;!9). Remember, the 'Vicml: of Game 3 "vU.1 be the.winner of the campaign,

Game l:.Pitched Battle Wa,rhaml:l1!9i' f[jleb_Qqk, pp_; 199-·200: l3eJth sides have 1,50(') p(lJinfS,and mlJst IncluBe:<J Battle $farrll:1tal':€l Be-a,re~.

Game 3: P#ch_t~_d Battle Warnarnmer Fullib'l1>(!)k/ IDP,H19·2_QO. BGt~ sides na",e 2' 000 ~it'1ts pilla 'any bonus m0aels ltiGit eseaflea d1f t!'le;b0aio irn tlia Rally Areuno th"e; Fta§" ~~na:ri€l. 8~e ftte Befor8'the BattiS'Secti011 iA tht! ffiallyAround tl;Je

Flag &:siiaHo rules for damns,

TREE CAMPA1GNS

Tree campaigns acid a bit of complexity TO ladder campaigns. Instead of a predetermined series cif linked

cenarios, garners play au a ertes of game chat follow possible paths along a flow chart or tree. The route the carnpaign follow through tb tree i determined by wins and losses. Let Us consider; by -wa. of example. a very simple [fee campaign.

Gam~ 1: Pitrhcd Battk



Game 2: Rt:1rf Guard

Carne 2: Last StanGl

WHAT'S WITH ALL THESE SKIRMISH GAMES?

Most 0f the campaign examples listed in this chapter include one or two Skirrnish games. WhY'!'\'IIeU, we wanted [0 reflect the fac:t chat major carnpnigns often bcgln with small battles 1n VI'hlch scouts flrst come iota ccnract or . mall vanguards' [esc e:i._tll, O[h~r' res uh(e before the generals €ommit rbcir main forces. Plus, W' love \Vdr/.?(.fI/liIJer; Skf77l1isbI Skirmish games re r a set of tactical skills thal are di('ferenl from those U5c{1 "hen cOlIDn:m·dil1g a _,OO()'pOinI <lmly.1!vcn thosewho have mastered the art of 1111.: Pitdlcd Bartle rna Bad a whole new _l~ of challenges with Warharnmer Gil the small scale. 1'lnyt!.Cll who want [0 become versatlle and masterful mct'Gians must learn how to succeed "yi.th a f~}[(;'" of aA')' size, from a ~(,:Outing p:uw iliac' U) models strong (0 a massive war host of 501) modets (aad e."cryt!1ing in between) ..

Ifi'OU'VI:' n.ever~Laycd a Sklrmlsh game before. linked carnpalgns can be a great-epportuniry rogive them a

rrv, Before vou Stan; make sure to check om the rules 0; pp, 242:246, of the-Warhammc.r rulebook - then dive In Jje~~tl Ilrsl1 The rules are siinpli.:, ami the game play Is fast, Ii" lt. tUn1S om that fUU don't, enjq.y':kirn11Sb game. then, of course, you don't have [tl indlll1.e them in your campaigns. You.cuu-easily d.!!: 'if:p_ avTI:r,xltgns that Include no Skirmish games or swap a Sklrmish scenario Included ill the earnpalgn examples lI·tetl in L11!.

chapter for regular \V;-lrhaLnm,,,,,," scenartos. Por instance, in the l'I-1:agi~a1 Quesr campatgu, you C!!lU Id easily drop the \V;zaro bud kirmlsh scenario ih favor ()f 1l tradhlonal \Varhammer game berween WI) -aU-point t"I)I'C_t's led b}' level-one Wiz.:u:ds. Similarly. [he Baggage Train Skirmish s enano In me Guerrilla 'Iacrles campaign could ea i1y be. replaced by an Ambush scenario wi th 50 a po lnts Gf t\ trackccs ficin g 7,0 P0illLQ of Defen ders.

.'~1)J, we recornrn 'lid indudil18:it Skirmish, same in your Ii nked gam:e . The: s mal:! o~lrlli;,,rh ~ t pre~ecle I the I arger games help generate a sense O.fgp;lduill1y' escalating bO$l.il1ti • :LmJ of rwo forces c mmurlng .increaslng numbers of troops tel the campalgn.

In this tree campaign, players first pja_, a Pitched Batt'le_ U' the Attacker wins the Pltched Battle, the 1,lCXIJ scenarie 'played would be Be.~ Guarcl.Jf the: D~fuJllder -win Gam » 1, the nc. x rt seenarto would be La r 'mnd .

Much like thde ladder campaign counrerparrs. tree campaigns can be simple (each game is worth I Campaign Victory Point). weighted (each game is worth increasing numbers of Campaign Victory Polnts as the campaign progre ses), or climactic (victory is deterrnined Only-by whow ins the final scenario): Tre~ uampaigns offer a fourrhnlternanve as well: vfctcr choice ampaigns. 'uch a campaign was d . cripecllB ,the introductlon [0 this chapter, and its tree is presentedon [he opposite page.

Jl(jcakthfOu.gb M



A"~+i_

~speratiQl'I dense or Siege

~

Q[£Cl\~a v"Ciory

+

Flank Attaci

@t Ambush

Thus, the winner of the fu'Sl sccnado, Breakthrough, has a (!_hoiGe berween IWO scenarins for the next game. \J:> (Hs(:ussed !mye, victor'S choice tree. campaigns add • ~'l addltiOtlal Lta(egi~ €l~n1J!.rll to linked carupaigns. After a victory, a pla.yer mu [weigh hi. army' - trength nnd weaknesees <I&'l'lim;[ [hose of his opponent's fence and. 1~:'tSed en hi assessment, choose a scenario in which he betit'\·{! bi$ army will have-the advantage.

Th!l san~pl . tree campaLi~f1 .thai foI10\\fS, Te.r,lijtodal Dlspure, is both welghred AND vi.t;tor'~ cilOic;;e lind will hopefully inspire em [c" map ou some tree campaigns

fyour wn. Br ombining tb ~terii. ofwcighted ~arnpaign wl.i'h <l l'icMr' chetce Lrct't, even, 1l1.!;lre racrlcal oprions become po!l'ib1e. ~ botLlt;l the ,,1(:(0,r choose ~~ scenario dial is rlifficut[f0l: Ius al'UW' bur awur L more Vi l I')' Paint . 0(' ihoaild be play j,t safe \\,jlh <lJ1 l.'ll.Sicl' !\('C'l'll\lf{O thalllWflrd.~ te~ler? 1fmito~ial Dtspuie includes m'ltn} classtc sc_emadQ, !'fe.tn cl11':

W~U'hammer rulcbooksnd lnrroduces three new ones as well,

f£'REE CAMPAIGN: TERRITORIAL DISPUTE 'the WtU'1:!:unmeJ' World· rif with danger, from rerritedal dfsputes along contested borders to

maO\~l ding armies seeking phi nder all d destruction Thili trc.c cam.naign [racks the gradual escalation of batt! '11 ill Q> army uruggl to claim some filS neigubor's ten-ito along rJ1~ border. This clas ic erles of banies ha , !n .one form or another, taken place (p\JliLLes times across thewar-ravaged countryside of tlu; Old WOJ:lcl as well a in Lu trill. the Southlands, Araby, and el ewhere. This campaign could represent a series of battles bet\vcen :'IJ1 Empire province and an im ,{(ling Chno Horde, between the l.izardrnen 01' the S(ltithl.tnd' and the Tomb Kings of Khernri, between the Skaven and ihe Dogs ofWaJ' in THea, or really between .::my two armies.

Before this tree campaign begins. pla ers must decide " h will bte mt: Aggressor and, .110 will be me

lIomd , cl Perce .. The Aggressor is the a.rmy making a tmry IQIt) the territory of irs neighbor to try and. wrest

co rum I of the 'borderlands. The Homeland Porce, of COLIfSe, i trying to defend its lands and discourage future l('tvasiQn of ns terrirory, Armies may be of any

ill! h'l uns carnpalgn (~~ept in' cenario A: Scouts arid Pickers In which the size is predetermined). However, the campaign will seem more climactic if each game is I~rge~ anq rhus mcretmportaru. Strive for a situaeion In

wlrlch the armies in: Game 3 are about 50% larger than they were in Game 2. f course, as with all linked games, each player lU1L'1t use the same ar:my typeIn all campaign battles but may vary the arilIl'y composuton from game CQ game.

Th winner of each game earns the number of Campaign Vlcrcry Points li ted in parenthese in the rree.charr, On.1y [hose scenarios that have more man .oae number H red in the-chart allow for ties (e.g., Rear Guard.2 1/1). In chese cenarlos, the l'irs,~ number Indlcate the number of Campaign ViCtOLl' Polnts earned' by the victor, the second lWO indicate the number of Vlctory Points earned by both players in the event of a draw If a scenari mat does n r allow for ties lrects you to the Victory Points rules on p. 198 of theWm-ha~nmer rulebook to determine the victor of a game. use the ¥ictOry Petrus Chan as normal but

dlsregard re ults of BFa D). Treat uch re ulrs as

Minor Victories (MV) instead.

uee Campaign Chart £6),( Terrirenal Dispute

A. Seems ~n" Piclier.s.-(I)

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ITORIAL DISPUTE SCENARI

L, Pitched Battle. (\'\llihammer rulebook, PI). [99-200;:2, 1 , 'C.;f)n11''ii.g;I1 'VieraI)' Polrus). l'l'l~ battles uf this Tef.1iwnial Dispuze have beerr indecisive dms far: The t:WO armies.racer 'on the field of battle to dcdde who controls the IJQrtierh:l.lxl~,

M ... i.¢ge_(\Varh;unmer ruJ.t-book,pp, 2"59-260: 4. 2[l Campjlign Victory T'i::iirus), The Aggl'e ors are nowtncving 011 toward ,the Homeland Force's population center and Intend 1,0 I:! ieg<.:,~ a Ii I'titled settlement; PIay a iege scenarIo

with tIl ggresscrs as the As, ault force and the Uomeland [T0roeas the Defendel'li.

The fotlowtng bdef descrlptions.explam the situation behind each scenario and a fe specifics about how to play the scenarios listed in the 'Ierritorial Dispute tree.

Seours and Pickets rrJ:w GI!'I1er(Jt'.~ Cornpandiwn. p. 1, ; 1.

Campaign VI Cl(lr), 'P('iib l), In Ihls "kil'inlsJl seen rlrio. th e Homeland l'oJ'Ce takes the role of me Pickets. l'I1'e A;ggre.."Sors lakl.' I:be role of the Scouts,

..B. Defend the Pass ('l'hf! G(1111:m;I!:~ r:()l:l1reru:li~lm, p, 159; 2 camp:J.igo Vlctory Points). Mi:er.csJayjbg tin: enemy couis, the Homeland Force has rime to sei up ddblsc,; n~.11 key pass leading into Irs lands, The Homeland Forces are the Defenders, "flu: AggroSS01 are the Attackers,

C. Breakthrough (\Varhalllmcr rulcbock, pp, 201·202; 2 Campaign ''''l~rory Poinls). MelT deslil'oylng the J\g,_.grc$si::ir·s Scouts, the Homeland Force has mustered a Iormklable ,11-m}:

The Aggtbt~u,rs muse brenk through the Homeland fol'cc'~ battle Ilnes to BCI ['0 the choice lands i;>cYOl'ld, As such, the AggreSSors are the Att.lCket'li, and the Homeland T'Cit:ces are the Defenders, - -

O. rorm the Watchtower (7J;e Genen.i1'S 'C()I·ilpel'ldlwll. p. 1. - 2; 2. QIn:lpaign' Vlcrory Points). The I\ggn:!!'r. r's SC;t)~1 s have destroyed the enemy Pickers and have alerted thclr

rnmanders to .kcy ~!J:l[tt:gipl)rnt 1.11' theHomeland Force 1; defenses. The Aggressors take the role of the Artackers

trying to destroy or control one of {he Homeland

l~un:c" watchtowers.

E, Raid ('T!.le (;'?Nenl/~~ COII/~)endlulll, p, 163; 2, 1/1 Campaign Victory Points): AJteT defeating the Pickets, rhe Scau.L!.lruoCm thelr eomnmnders of the lccanon of a vulnerable Homeland tnwn, which the Aggressors then pinn to raid, The A!;igressars are the Atta'(;kCffl, and the Homeland Forces an: the Defenders, Should tile game end ina tie, each player wins J ClImpalgo ),Ilcrory Polru, and, as the Homeland Force is more funilliac witI:! the LerriLOry, 111 . controlllng play:!:r may :;eiCCI the .ncxr scenario [Q be played either Rear Guard or Capture),

F. Desperation. Defense (The General's COInprmdfum, p. j 6, -+ Campaign Victory PaiD.k"). After twice defeating the Ag,_gressor.>, the Homelnnd ,Foree 'ends 1'.l1 bulk OUG 'u:01Y to wip" out the AWtsSOI'Se once and for all.

G. Ambush \Wirhammer rufebcok, pi 209; 3 Campaign Vit:10ly POj 11 IS), TIle AggfessQJ'Sllal'ebeeil~weakeil%tI by-two defeats, A small Homeland Poree now waits in Ambush to IT)' to, destroy the Aggressors as they retreat,

H. Sheer Berotsm (W-lIbl'lmmer rulebcck, p, 213'; 2, l(1 Campaign Vicrory Points). After being defeated while Defending the. I~, lhe I"elTiaining officers of l:hc Homeland Force attempt IO defend their lands agninst the overwhelming numbers or th' Aggr(:~:;or. The: Aggressors are the. uackers, and the Homeland officers are the Defenders.

1. Siege (\~'iurhlImmer n.t.lebook, pp, 259-260; 4, 2/2' Campaign Victoq Potnrsj. The Aggressors arc now moving 00 tOw:utl the-Homeland (:Grec's pepuianon centers and Intend to If9',:Sll.;gt: to:t [url,ified sertlemerir, Phlya Sie,ge scenano with the Aggl'CISSorsas the .As.~ault forceandthe Homeland flQra: ll!; the, Oiftmrlersc

J. Desperation Defense (Tbe General'« Om1:!Jel1dimn, P: 16, -1 Cllmpllign, ViCH)f)' 'Points). . .After ,twl~e defeating the Aggressors, the Homeland -orce sends the bulk of its ,arlllY IO wipe ou rhc i\&.~sorS onceand for aU,

K. Flank Auack (Warhammer rulebook, pp_ 205-206; 3, ]

ampaJgn Victory PoinlS). The l10mcland Far~l'<. tajdllg advamagc OfiL~ recent victories over- til' Agg.cesso.rs, now attCrllRlS to oud1ank the would·bi,: i.rJ'YRden; ahd cause massive Cll5llRldcs 10' discou (;)ge fuLU(C invasion<;.

N. L1St Stand. cwa~haJ;nmeJ;" rulebook, p. 210; 3.1/1, Campaign ¥iCI'OryPc:i(n,t5). The Agg.t;eSSOl'li have been

wl$lren eel lJy (.he! r"!'<!i!ed atremp r totake 'the \V'.w::htoWl'lr. ·tim small remaining force of Aggressol'li now fuCli:5 enemies on:aU sides. FIll? me Last Stand scenario with the Aggressor as the Defender and the Homeland F(l')rec as the Atmcker.

O. McetiJlg Engagem.ent (\V1Irh:unmcr rulebook, pp.205· 204,: 3, 1 - ampa.igri Viet r)' PoinlS~. 'the outcome of the "lerritodal.Dispute is in quesnon afh:r:1 win and a loss fi r each side. The two armies march forth to decide once and for 'l~ whe Control jhe borderlands.

p. i~ge (\Th.rhlLmm,er rulebock, pp. 2-9~26Q; 4, za Campaign Vk10l"l.Polru.<;), The Aggres orsare now moving on toward (he H01l.wland Foree's popularlcu centers and.tnrend 10 .I;IY ~l¢ge -to ~ fon:(fit:d sertlernent. jll~l)' :I Sit::ge scenarlo withthe Ag.illl·el;'~Or!i as the Assault Ibrce and tim Homeland force as the Def~uden;,

Q. Hold the Line (/'Ill! (jfJfleml' Cr,mlj:"f!ndfrml, p, 15; 3 Campaign Victory Points). 111c A2Src:s oJ'S hilve establL~hed a foothold in the Homeland ami arc now trying to shore lip the defenses on their new border, The Homeland Fol'te must punch through the Aggr~ors' battle line ro reclaim the land

R Real: Guard (Wdl'hamm~ rulubook, pp, 211.21:2; 2, I Campaign Viccol'Y Pointsj. Aftcr 6.lillog tD raid the Homeland Foree's town su~':;~sSfully, rhe weakened AggrcSS0ra,t'iCmpls to tetrear 1:0 1m own lands (l) regroup. A brave group of Aggressms remalos behind to slow the pursuit of.the HOITIr.;lilnd I'orce. The A£gI'1:.."i;Jors I\fttlie Defenders; the Homeland Porues are 1'I1C Arrackers.

. aprure (\,('arl'lammer rulebook. pp, 207-208; !>. ]j 1 Campaign Vi tory Poin ').i'\,fl t dnvtng off d1<;; r\ggres:;ors afren their unsuccessful raid arrem pt the Homeland Force is trying to keep 11 strategic feature - an important mountain pass. a bridge, Or me llke - out of enemy hands. \t'h eve r COL1If1)1~ me oniemiye will have the decldlng advantage in the Territortal Dlspure.

T. Siege (W'urb;llllille( rulebook, pp. 259·260, 4. 2{2 Campaign ViCtory PbinLS). Tht )!.g_l¥fSSOl'S'a[e DOW lIlo,Vi,hg 011 toward the Homeland Force's population cenrersand intEluci (Q by siege to, a fornfled sertlement. 1:'),;IY ,1 iege.scenario with the Aggrcss.ors lIS [he t\sS3.1I1r foree and. the Et;o(m::larid E01'ce as the Defenders.

U. Hold -the Line (The Genenll's Compendium, p. 15'1 3

. ,anipaign Vit·tQzy POUlts). ~r.fie·Agg,Cl>'$Ors have establi$hed II; r, lOtllOld In the HomeLmd 1ll1d are omV' ttyj.ng to' shon; ,up the defenses on their ne\ bOITler. The Homeland Force '!TIUSt jJwic.lithr.ougtt the J\ggresrors' badle line [0 recJalm we lapd.

Q\MPAIGN RESULTS

Once :lU three games have been played, taU)' up the number ofCasnpalgn Vlcrc;)fY Points earned and consult rhe resulrs below:

Homeland Force wins, by 4 +. The Aggressors have been utterly defeatedand driven from the land. Tilt' few survivors .of the Invading force will return home Wirh I;:\l~1> of the fleece dclCfidct~ of the HorneJanci Fdrce lIuU will deoor any future invasions fer years to come. The Llomeland Force returns borne to brag about its devastating VictOll' over an ambitious but ultimately weak would-be ini\lader.

Homeland Force ~ri:ns bTl-}. Although, eady in the l:Ul11paI8,f'l, the Ag~_eS~01'S milnagetj [0 make seme heau\\ ay into me lill'tdsof thelr nei.~bb.o1'l\, the

I lomeland Force has stal\'\<artly defended its borders and au] return home safe in the knowledge that irs lands are free. The Aggress0r~wiU tlunk twice before ~cc,king to ,t.:Jl;p:tnd ~l:ldr bordt':I'$ ~mn.

Homeland "Force or Aggressors -Will !;Iy 1 or Draw, lbc t:ampaign "'<is a clu~e I"'Un tWn!:. If (~Ither side won h~ a single OtmpalgnVicto,ry P0in~ it has a slight

advantage O\'CJ" the enemy: a small gain In territory forthe Aggressors or reasonably well established defenses along the border fur the Homeland Force. The campaign was far from decisive. however, and future hostilities along the border willlike_Ly continue as the rerrlrory is still. very much in dispute.

Aggressors 'win by 2A. The Aggressors' borders have expanded, and they can look forward [(") a prosperous year ttV'ing off the ['at of me enemy's land. The Homeland Force must retreat, defeated but oat completely beaten, and prepare to take back irs lands Jn some future- year.

Aggressors win by 5+. The Aggressors have completely defeated the borderlands of the Homela.od Foree and have a fum foothold in the lands of the enemy. the Homeland Force, weakened after many defeats. must retreat and. acceptthe faa that It has lost ro what is clearly a superior mllitary foroe. The Aggressors ihay use their newly acquired lands as a launching point for future conquestsof the Homeland Force's rerrirory .

. ! 3·

tU.ay then-set up as much natural terrain (no buildings. \yaHs or fences) as he WiShe_ within .6" of the- board edges, 'the rest of the board is devoid of rerraln.

SCOUTS AND PICKETS

OBJECTIVES

Both sides knowexactly what is at stake and are determined to destroy their enemies. 111e ide thatdestroys or rours the ower will be the wilmer of me scenario.

DEPLOYMENT

The, COtHS deplo first 'in a 12" quare In the center of the table. 'Ille Pickets set lip next within 6" of the board edges. An. number of Pickets may begin tile game in HMtnp, (see Warha:rnmer rulebook. p. 243) if the

c urrolling player wishes.

WHO GOES FIRST?

As the Pickets am springing :t trap, they get the t.st rum.

SPECIAL RULES

k.innisb._ This barrie is II kirmish game. AU the kirmish rule On pp. 2·12·2 "of the Warbanuner rulebook apply,

PART OF A LARGER BATTLE

rf thi scenario i. being played as part of the Territorial Dispute Tree Campaign, The winner f this cenarlo rna .letr the next scenario that will be played, see 1S~ Campaign Chart on p. U.

rr this seenarlo is not being played a pan of a Territorial Dispute earnpalgn but ls being played prior [0 a game of War hammer, the winner 0.( chi . cenarto mav select the side of the board on whi h his force will be deployed and lDay choose whether La gofu' I or second. Note that this rule doe. NOT appl)' 10 'c!?e 'Ierrirortal Dispute Tree Campaign.

~ 14 .

,(SKIRMISH .BATTLE)

OVERVIEW

;\Ji a precur or to inva 'ion. the Aggress.ot' cents have been rcconnotrertng rhe borderlandsof a neighboring nation and have gained valuable intelligence about the enemy'. numbers, posttions, and deferu es, Unfortunately for the couts, the. have been spotted by some Homeland Force's Pickets, who have doggedly pur rued the Scouts to prevent theru Irom reporting hack to their commanders. The outnumbered Pickets now lie rn ambu h and walt io pring a trap on the unsuspecting couts. Ifthe Pickets can destroy !'he enemy Scouts and prevenr them from rejoining their army. [he I Iorneland Force will have more rime co

re pond to the enemythreat and prepare its defenses. If the Scouts survive the trap, t1Jey can return to theil' can manders with their tntelligeace (0(,. in the ca e 0f Orcs. "Da skinny On da pyin'.abom"),an.d the Aggressors wLlI have an advantage when the full- cale inva ion i launched.

MODELS NEEDED

.Aggroes ors' Scents?

• Up ro 11'5 points of Core choices Homeland Force's Pickets':'

• Up co 125 points of Gore choices

'. 0 mcdel.may have an armor save bcuer than 5 +. No magic items may be selected. Models that-can normally Skirmls/) anof6r have the 'GOuts special rule may be purchased lor 1 polnt less than their normal COSL Each ,,It)e may lnclude a single unit Champiotl.

BATTLEFIELD

Though outnumbered. the Pickets have tho. en the sire or their attack wisely and have fit a trap in ideal terrain. Mark off a 36" x 36" area, The Pickets player

D~'T 1fT

'ZONll

WHO GOES FIRST?

The Homeland Force player may choose \l heth r to take the I SL or 2 ad turn.

HOLD THE LINE

OVERVIEW

Aft 'r ~ ucccssfl.llly invading the. Homeland Perce's terrilory, thee ggre sor [1 'IV attempts to hold 1 . newly expanded border ~ralllSt the Homeland Force, which is tl1'ing 1.0 regain, i lost land ..

ARMIES

Both armt 's ar . ohas n (]t0m the Warllartlmer Al'miej; lists to agreed polau values, The Aggte-ssor have '50% more points than the Homeland Foree. For example, a I ,~()O'I't(:ltnt Homelltncl, f'Ofe;;€' WOl!1c:1 face 2.250 polnts worLIi F Aggrtis '(il('~.

BATTLEFIELD

Set up [he terrain in any mutuall agreeable manner.

DEPLOYMENT

I Both players f'oll a D(). The higbtrr- cering pJayer may "Ieel the side of th table GIn :wh1~ he wW :deploY'"

I1J s forces

2. The A~[css@r player begins' deploying fu L b.y jiladng one unit ill hi Deployment Z0I'lC'.

3 raking it in turns, pJ-.zyets deploy-one .unit at a rime III thdr respectIVe Deployment Zones.

4. All war !TIll htn " in a player's arm are d,ep!<Wed in the iurue Lime, thlilugh they ~n I e dePloyed in different parts of the battlefield.

5 hampion are deployed with theiI' units. All neher characters ar . deployed after all other unlrs, all at the

:trill' tune

6. 'if outs :lre not deployed wlth the re t h"~ u nif" s, Instead. [her are placed on the I:fible after all LlIliIS in both annie hare been deployed as descdhm.d in the rule for SWlIl •.

LENGTH Of GAME The .game la Is 6 turns,

VICTORY CONDITIONS

TfieAggn~ssor mu r keep the Homeland Force out of irs newly expanded terrirorj; while rhe Homeland Force must a-y [0 reclaim some-of its lands by breaking

chr ugh the ggre .. or's battle Hoe. The Homeland

Fore wins if it ends me game with twa or more uni

'(!If nit Strength 10 or more on the Aggre or's half of the Board. Any other result i,s an Aggressor victory.

WHO GOES FIRST?

Both players mil a D6. The player who finished deployment first ~(lQ[ including ScOL"IS) may add -+ j [0 hi die roll, The higher-scoring player m.ay choose whether [0 take the Ist or 2nd rum.

DESPERATION DEFENSE

After defeattng the Aggres:>ors ill the early battles, ch~ Homeland FOn:e i . now mustering irs endre army to slaughter' the enemy 1iO the man,

ARMJES

B [h armies are chosen fro In the WhrbammC!r Annie.'i Ii to an agreed pomrs value:

BATrLEFlELD

Set lip the terrain ln any mutually agreeable manner;

DEPLOYMENT

1. Both players roll a U6. The-l:righe.r-scoring pmyer may 'elect the 'ide Qf the table On wnich be Will deploy hls forces.

2. Both players roll another D6. Tne highep-scoril'lg player may choose whether to srarr deploying first or second,

3. laking it in turns each pJayer deploys One ualt ar a time, at least 2"" from the opposing

Deployment ZOne.

4. AU war machines in a player's army are deployed at til same time, though they can be deployed in different pam> of the battlefield

5. Champions are deployed v.itb their units. All other characters are deployed afier all other units, aU at the same. time,

6. )couts are nor deployed ",'tII the rest of the units.

Instead, they arc placed on the table after all unns in both armtes have been deployed. as described in the rules for Scouts.

TOcfiy w;g 1M cclclmtioo qf my QIh jbr as Ruf&Ulll~1SICC of Nortlstcim. Ypuln S1 i'Wit haclthc cnrirc-garuSQO Qr,,~ march dlltmgb. Iht s~s.;rod there '<I!iS qUlle ~ [ejJ:l:iraHtnJlI Iht Red WOlf Inn.

My I~ttsllmp:rw &poJ1S off to Ahdol'f in full of raging su~c~ (aU !me). It IIlQ~cdHm omil rhe: 1ttGciti6s that reaDily OCLlJrlii;! (In the !,!ul!lkirnro!

10"'0. then r hopc-$i8~ qn forgi e me. tilL.how

does rhe b\l.llllll8 of ~ (tw 0II14yingrtltUges oompan:

-with in~ ilf J!I'P~~li~D 1/lel tIl'S!!!;?

WheD 1 w:as fir..! posted here, it "'ll!! j~ ~ C['i!S:>--rm4s ana a cleating In thdeftsl_ Now ~'C ~e I propc!' ~pwn. ,A, !lingle inciclool of sPm~.Dau..,.;aad some. blIraed bousts mil)' a arm 1bJ: IOGI$ bill r dOll'l \v.IDl UU. lDformuion p:JS:I<d ~ IlITthcr up the <l-lWn.

Still_ lhit =i~ 11)1: '0 ptl,t up nOtlta: Rum0wtlm tke villagers' hodl~ I\'I!R: bill-catdi a.ud savij~d ur. ~ Dor nv,c:.· Mils' n:n1Gmbet to ask lhc good ~PI1W S~ ,,:uelry wtiu hi:lhmks.did bappctt rg tho: BOitl~

Ifbm U!'e Joorna4 of Rnrgc:riin;jsUlI' N~u," Year.p. D.11 I

LENGTH OF GAME

The game lasts9ruros_

SPECIAL RULES

Coundess Numbers. The Homeland Force seems infinitely vas particularly to the Aggressors. However, not all of i s troops are available for deployment at [he illilbltum of the game and will arrive only after hostilities begin. To represedr the huge size of the Homeland Force, the Homeland player may "recycle" some. of his units after they are, destroyed, are .fleeing. Or, have fled off the table, Uecycled u nits are brought bad, Inro _play 10 r-epresent the almost limitle 'S supply

of reinforcemeats,

Any Core or pecial choice (and OT Rare choices or characters) that i \· ... tped our or has fled off the board rna. be recycled and will move onto the board at irs inirial strcngth via the Homeland Force' board edge or either of the short table .edges at the beginn i ng of the nexr Homeland Force MovementPbasc. Such units may not charge but may mo e, shooi. cast spells, and otherwise act normally n the tum they enter the b0ijltd. These units begtn their move off-the board, and as sueh, they are not -wtt:h in 8" cf the enemy and thus may rrfattih as they enter: play (unless, OfCOUfSe. they are troops uch as Cbartors or Skeleton that cannot normally do 0).

Core and Special units that are born fleeing and at j _ . [han balf of their initial Bnlt Strength mar be remoVI«:! from the ba~defi<;:ld ar rhe Attacking player' disc:.r«tUGll iroriledlatrl), after they have fled so that they can be recycled at the starr of the Attacker Movement Phase-as described above.

VICTORY CONDITIONS

Ifuhe Aggressor has any troops lefr on th board mill aren't fleelng at the ad of 9 tu ms, he is vicrortous, If all the ggressors have been killed, have fled off the bb_aI'Q, and/or are fleeing at the end of the game, the HOlT)ehlnd Foree.wius.

WAAAGH! GROM AND THE DEFENSE OF NULN

Ar@.!lnd lmperif/l Year21J!(), u y~lJIJfJ CoMir named Grom w IO'llXlS bofh strong tIruJ 10.11 (fer a. CGbli~)l1ntered and WQiI orllfl:.ac!I};~ed e~l;n!lCQI)ieS'In wlffgh'lil!, tonSUI;neifws( amQunt,;; 0/,/"1)'<1), troH ttl35li if1e-'fact UW'[ he WQR the I:ci)lire.~r l:ier:ame Q mitJi!d ~fessiJl9 for Crf)/'fl. ~callSt! rlleTrfj'fl flesh ~ntfnul!.d to rege.lIeratejrr,hiHromacn. i1lt~Oll9h Crom' :9YStW'i adjuste4 a/ld roll/t! /,pl:eiy keep IIp wlth the CO/l$,lpnt growt/1 of fhe T rolf fle.vh. be s_tiffer;erl from lIDllstalft indl9a.sClQII and nn ·ontro/fablejlatu1Mcf. Over che geam. Groms borfy assumed ilOme TrQlI·bke -tra,it$.lJJir;!

tJ}ll.(llually. til! It!liS mpa.ble oJ i"11!Jcm:ra rjllY ttJO/11Jds- 111 udh like D 'FrolL

The mcrl!(lsinylyebese.Cml1l 6e€ume dIrt {eorkr ('£} che Bf"(!Jken .Al'e- -CohfilU!, a 9fY!£nskJII' trilDe that mude i hom~ urol/nd the el1$teml!nd r4 MadDOIj Puss. UnJuGre11l "sleaden1hjp. the Goblin oJ t1r_~ lJrokenAx_e. t;_]11,uj.;/y OOIIfJueredaf! of th~ fOC(/I green 'kin tfif$$ mtne artill1S k~1 (1$ f}10Sa aroUJId ThuT!d~l: MeuntlIliu,Many of rheCOblin~'defl!l1red'by'Grnm"allU f!.CK1Rr:d 10 his l;ia,mlU' .. Wtll1ag1_l! Gl'0m !1<1< 4f;m,.

In 1110. Cram ~ c110l:mQlll; Dmz!! aJtrrokJJd and defeated a !lumber of Dt()(JlfeJ1holc{s. Tire green host ltIet l11e. DliXir{s of KaFak li&l'lI in ILk! ""'Quid Daroml! km:t!_uJTI 11$ ,"~ i1~ (Ie of Irli'in Gate. The enetmaus Geblin armyf@ught the fesliJhJ ttl DiJxJife(l-fome. anG n0 f{f®lmd 1r.V.~ lo~l qr gained Tl!~ Dwarfs. boli~.eli. '~FJilfi t@ [o.'/IJ, (he War of attrition. Gram seemed te have {<lidless, Itw110ers,of G061ins, wbile rite lMJi/ell rlum~ U\'I~ INnlling ~lliGk(!f

1111! Dworfi. $i;nt ItIi!s$l!ngefl> II!! f1i Eo lftiFI:. of Man (r) requ,B,.'fI. wa.. UriforluTJa1e1g, for; the Dwmrfo ~ ami the. Empire as ltJefl- Dieter. N. fi;xmeriy,EllX.for C(/)un! Q/ Srit:trnrri ti,\:is. sittiflg on t(!e tbri!J!Ie. Dieter ~S_,frer7l.aps tlie mosUneffoGlive and'seJf-.seruinIJ,EmpfllFGr eier to hold th! oflicr.lnstcadofchcI'fFIlejfQ9 the ('I!q~ a/fjre Emflir-e into&mintaining a s_tro1Jg army urui st.'artif1g other j'll.lblicprojects to btntfil rite people. J)ietow Inrested hetmily in die '~fffijjrjfiGatioTJ of Nuln. iuhil1n. at tfle time. lli(7 Ille oojlita{ 'Of the Jimpite.JMar6/e

bui/d/lliF' ornate [oUfltuillS. oml a ~(}lace 0.1 CG!~'~ CO'lls!rUcted. -ollctgr_ 'tIu! Glory; pi Em~r D{er~r rv. Qieter.reftiSt;11 to Iie1p rhe

IAilrJl. (lnd mot;~d IllS anut 10 rI (tdO/i10 put hUl/self iwrt/rer /rpm the~diJnJJf!I: p0Sed by- GFCilm and hIS ami!!.

For ~ pom Wfllaktld'llalKX rfu,'oug/!ou t the mOUirtcins. but VII! stalwart Dw?irfi oj fVIIITlk Vqtn llitld trang, Their A·tep.ne~r te(l. ~ Crow gaiiw.d 111 s!l:e.'l1q.fh. hQI()eool: (lllef el,lelltllally marched u)e5twatri fntt-i 'the Empire, where Ihe grewlt;Jili~ defiloU!f/ army rifler 1I_~I""'3;iltId gaitlid ~ 1!!l7'itory, c:;ronl,sl1r:mg,e1)t!7Jtl.laIlY fought its way to Nufn alld sackad the dry. AII0f Di'¢t£rs m1il'bll!i buJtq[iilg;>, u.e Pa1al% of CAJr:{ IllI!ru rfli~lro!led. ElJe!lwrififl, Grorl't flluage.d more land unrillie came te tire sw 'wher:e bismassil_,'e flot;1lJ:r~1!! sail

'fw:>Afuien~ atfC/ tile rut is hi$to:; WlIIJt? Y!!1!{ don ~ knC'J_ltJ Y01l.r Golibci hist.Ory? Well .: oheik out fhe Latel'HlstfJf'!j 0/ Grom the "_on p.l8 (II" dt«1c (lll( httP')Ji~lJjlJig(J1 e.:;·J!X!f't1iIi~gp,romlW!.{(hr!"lTrll~rw.1rli!l/1~ifra;n.m2lir!(!)rcSlgrom.litmf0r m~re Info;

Grom's Inlrlal assault on uln ls where eur campaign begin:;. Can the forces or Nuln, weakened by a negllgt;nt and :n anclous Bmperor, hOold .OLJ[ againsr the

'c,ningl: U'lStoppabl 'I{aaagfl! Grr;>m. er Will. a

hlstorv tells us. the liobUns Litke arrd burn the capit;u Of the Empire yt:l <tg.1.inr

The ladder campaign bl:_gin with a scenario ill . hieh dtsgutsed Goblin attemp' ~ sneak P!.I ·t some R' af! Wardell! ofthe Empire (0 SC()iJl out Lhe Lands "r(!iuIL1d

uln The remaining two battles ace fccused on the glUt bridge over the River Rcik. whichwtLl pFov:i:deGlOm I'on:es acce to Nuln and tlie western t'e~jQns of the Empire. A ladder explllinii1g ~he ol'tie'I"@f the

eenarios follows.

'/1Ii< <fI.lsrom-CWTU(!rled m6dtt/ "IfCmtll Ihl! l'fIliflfb does baat« wi/b a i N,,-, ,tftbt· Ell/lItre II 'Ix> /l!as_{f)Q/i~b tI/JliIllRb ilJ i.<:<Uf! a dJt:ill(ft'g<!

Campaign Rules. Grom will Dot parncipare in the first 'kinnlsh bUl must lead the Orcs & Goblins in Scenario 21M'1a,. ~f he survives. cenario 3 as well. The forces.of i~tHn are. nor selected from the standard Empire list but frornrhc ')trtiilery Train of uln Ii l on p, 78 of wm"bttlumer An}lies: -EJ:lIph'e. As Null) is,hOme to the Imperial Gunnery Schoof where the guns are cast and arttllerymen learn [he arts of balltsdcs, the city ha a vasr batterY of war t:na;cbine:s to bring to bear against

its en!,:!mf.es.

Later History oj Gn:lln Il.1ePaunch, Afler Geom sacked Nul?1 a~'ld destroyed the gtfetii bWfd.ings and/ountaim; (har IJie~er nr had canstru ted in /jis 011 lit bonot; '(be enure b"tnpil"e became an enormoustsatsegrouna. Dieter did no/hing to aid bts scattered ami outnumbered farces Event/lit/ly, Wilbelln., .!Jerl Prinoe of Altdolj; rtl/I'e(i em elfin;)', rode

N.iblit ride in a massive (bariot jJulled hy tbl'ee WfQ{ues, Grom. wields bis mighty. axe ElfEi/rtf" in battle. Your ann)' must includ« at least one urm of common GOblins if It is led b,r; Grom. Orom is tbe most /amOl{S 0/ tl../e '/11(,/l1y Goblin Warlords arid (l/S(;) tbe_{alle.'it. Retakes up a Lord choice and a-nero cboice as well. He must be Fe-lded exacl(v 'as presented here, a nd no eara eqy ipmen: 01' magic items -CI1'1 be hQught/or bim The cosl of f.l;s ~ic items, Cbartor, and Nibltl is rncluded ill J1i'.~

total cost.

Po:l.nts: 3r (195 lor Grom, T for NibUL and 6S for the Chariot)

Weapons: Grom carries Elf-niter, ill 0 ~alJed the Axe of Gram. Niblit is armed with a hand weapon.

,ArmO.I": 'J'Iom wears light armor.

Monnt: Grem and .Nlbllt ride a Wolf Chariot

fr;;rlh; and successfu/~y defentted [be R,eiklw\t1, .Ql'it'1itl oJ[ Imt/arifrom dele6~te.d, G:ront instructed "is lootde t(}) construe: a buge Qattl,eflee( IVf,{/P UJhidJ,/;eplanneCiro .attac~~ Ma,ri.enbufg,[ln!orru,nutely for 'begt:ee!lskir~ u :>lor~?'1 blew 1X'aaagb! Grom toesttoard; Tile Orcs {} O(Jblin eventually made land/alt .in ,(Jlthucm, tl,7e ·;·ea!rn. GjJJlgb Blues, iobere tbey were defeated at Tor Yuresse

GROM THE PAUNCH
OF MISTY MOUNTAIN
M ws BS S T W Ld
Gram -4 5 3 4 -4 J 8
Niblit 4 3 2 3 3 1 6
Chariot 5 4 3
Wolf 9 3 ,3 The Ore M Goblin a171t]1 will be ted bl' Grt)'1n the Paunch in Scenarios j and a[ b.€! su i'vives) .3 of this ladder cmnp(Jign, Gram, acts as the General r:.Jj'tDe Ore &- Goblin anny and is accompanied 4J11:n:S Goblin assistant Nib tit I/Iho (.rl,soca1'i"Ies tbearniy's belt/Ie banner. Niblit replaces. tbe normal battle' slcmdard bearer option in. tbean'n,v list. Grant cl11d

SPECIAL RULES

Regenerate. Ever since his famous meal of raw, Troll meat, Gram has been able to Reglf'neratf! Wounds (see p. 113 of the Warbamp.l~ rulebook).

G.rOfll'S Chariot Gram's Chariot is a normal Wolf Chariot wlt:h one extra Wolf, for a total of three instead of the usual two.

Goblin_ retlt.."nll. Gram would never follow anyone else. Thus. be must be your General, regardless of [he Leadership of any other characters. In addition, because you must take Gram in this campaign. you must also include at least one unit of common Goblms in yOUI' army.

Baelle Standard Bearer. Niblit is Gram's trusty banner waver and cames the army banner with bim at all time. Obviously, you cannot take another Battle randard Bearer in

the a'rmy.

MAGIC

The Axe of Grom/Elf-BiteJ:. This large and foreboding axe requires born hand to u e, but blows struck by if are ~OSt alway faral, Arracks made 'With the Ax:e of Grom count as being made with me Killing Blow special ability. In addition, no armor saves may be made against Wounds from the axe. Against Blves, Grorn's Axe will cau e it Ki{[ing Blow n a 5 + instead of the normal 6+,

Lucky Banner. Nihlit carries this old andtatm.reQ banner to battle as a good luck sign .. Actually, it really is good Luck. Each Close Combat Phase, both Grom and ibJit can eacl» reroll one of tlreir r lls to hit or one of their rolls to wound. The e rerolls canna' be used to reroll rhe Chariot" impact hits the olves' attacks, etc.

Gn;1II Illl! it'llmdi [s'!'tf<,'n here mmmlf!(/ IiI i;is Illlil/e'G'/:}"riol ",lib I!J~

m'."1' (<1)'111 (a.' 'o,l'ul as (J "ob/h, CLl" blJ) Mn{ll)r /I'{WlJr NiMIl hp /)I.!; silfe

SCENARIO 1

TOLL HOUSE ON THE BRIDGE ROAD

Tn jill, SId'ritt1~h lfGCru,lri(), l\ gi'f:lI.!P of Dly.0pit,R(Jrti:I '~ens ll; U(OJpying a small [(')11 house near a SInal I bridge a1on~ one of the mad~ th~ leruJ to the greatbridge over the Re,lk. The Road Wardens' prin13ry missirm is to guard the road and prevenr InYlldcr<. ij'orh (:fI[~ thererrirory around we capital of the Empire. HoWGYCr, ill, '~'dens have grown a bit lackliclaiS:ical In thcl~ du~·. 1\ gtl!)up of GobUns have donned disguises to cry and sneak past the IWad "Wrurle:os and ceut out the $IT\tory fllr (irum. ,1.l<:'11 i ~h\; tal Wad rd' runfling that be wishes (0 pre:!iCl'\'IJ me clement of sU!1p"dse. bdQI'!! launchmg the all-out ass:;tult. -Iltic more. 6 bli,n \harart'l i1Ihle to sneak: through, the more tcnitO'1' lh«)' will be able to coo,('and rhus, the mere lfOOpli they will be aL'lle m .field in €enario 2.

MODELS NE&DED

Empire lillad Warduns

• 6 Free <:omp;mie5

• 6 Arcliu:fI) Disguilsed G(}blj!l.\

2':){>t:bJj~ armed i[h hand weapons and shield (RI:fo:\Jlar Gobljn lTrlodcil. ,are tine, bur a few models converted with disguisml are even berter.)

• I ()obUn Big ~ lllWed-wiol band weapon

and shield

BATILEPIELD

se a U' x il~ board fq.r this stef!l1lS:0. 1m nning dlago[llI.Uy across the board, IIDm one corner II' the op[X)sitl',' comer, i a II01;Il1 rnw. a U'ihl,ltary or Ihe I\~ Afo"ng tile opposite diagonal Is the bridge road, (me rome that evenp,mlly leads to the. great brld~ lit Nuln, A small hriclg~ lIjr.;.nt; die rlver; and a toll house or tower, wh1clT hUUSl; . the R fAd '\~'3Fden.!l ho COlleCL til

toIb adj:ll:Cnl ttl the bti<1g~. '!'he lJ;:::lt 0hhe battlefield ls

I;ugcl) open.bin a fl'\\ In.'l'!\, Sl:ti;i1I 1'Illls, (,lll'rooky outcropptogs add a litdc: coler 10 the Clblctop.

OBJEC11VES

The Goblins disgul!ic thl'lll,'kl\>" s as old Ladl~. children, or Dw.u& - a sbamd"ul ttl. " but for Crealll['t!.'l"who car a steadv diet oCfungUs and roasted &jL\lge!!h~e ilmQt ni1 issue. The c:li!Isulile(l Gohbp·~ mllst "'PSS the hclclge. p [he toll. andexit 1hr: board via the n)l!,d in the w ·~'tem I<OI"A ' r, They mus: ~ to do 50 ~ithnut !wing detected by the Road Warde.!1S, 'l'bc,RoadJ Warden. s, ~)1'Cd with tfu'rr hiJl1'l~ clll~ ami ~)eimg _~_ neal' ighred, must atrempl to-sec through the

~and pn."Itl'It them fnun t::!Olpihg nff the comer. The Gob.lins win ifth~y gL,{ eighl or more of Iheir number off th . blblt" vtI the .... '{$t \;()1'f14aL d the 'Hmpire wu.slf II prevrnts the Goblins from aohi '~m,g this gt'Jal

UIII~,U~IIJJlI dt.'P1uy :lO)'\'o here tJl1 the hndge o~ 0n the cas~ side Frr:c Companies, known 111!00Imc."1· as the 1bll _nt.;an: dt.10111vt:t1 .11 either ["tlrner of lhc ,YbtCIi1 €;fI;Q of the 'lnl1%'un::ner.. an: depJQ}1.'ii1 in the: toll house and may ~l~:::;:,,~',;::_:dLii.'11dc.'t1 positk1l1 when h!"StlNElc~ b\;'gin,. THe

"._'_ ... ,.-_. __ • tlllOpS 1lrC' deplo)!c:M anywhere orr the

riVer.

battle is it Skinni,'h ~me.l\lJ the kInni b rulles I:~Wl~4() of Ihr \1(My.unl11~ rulcl¥.lOk apph'.

Dereliction ofDm;y. The Road Wardens are not.particul .. lrly rnlndful of'thetr duties as.guards, Whj]ethe I'clt lake.rs arehalfheartedly minding [he bridge, many ofthe Road W<lrdcns are wanderargaround and n.otpa)<ingrilucli attenrien tothe passers-by During the Empire Compulsory Movement Phase, roll a eatrer die fur each Road \fuden, except those in me toll house and. the ToU Iltkers. Move each model D6" in the direction Indieated. Rood \X-aooens will St0P if !hey touch the ,oVerI)3nk board edge, or another piece of terrain as Eh . Y move. Aside from these compulsory moves, ne 1~9ad \lIlardcn may move tmtU the alarm is sounded .. However, their sense of duty remms witO the. utmcsr urgency as soon ru the alarm,

is sounded,

ne-akin", 'Ill Goblins must try lO sneak pasl rhe Empire

troops and exitthe board 'Via the western table comet. Before the alarm issounded, the Goblin p1'lyer'ri'lay mC"1V1;: up to tour Gohllns into base contaet witb tile Thll 'takers each turn. ther GOblltl may move around on the eastern sid of the river and on the bridge. However [hey may QO[ curer the western ide of the table until they have. paid the roll, because doing sowould cause the alarm to sound Immediately At the end of each

oblin Movement Phase, ro1l2D6 f(~r each Goblin in base coruacr v,.rITt one of the ToU 'lakers, On a result of2 or 3, the 'IollIakers have seen through the Goblins' ruse and will -(lund the alarm, Tho se Goblins in base contact with the Toll 'I'"Jk.ers will immedlarciy enter haad-to-haad combat wirh them (though no one will COlU1[ <IS charging, and .attacks are made in Initlative order).

Alarm, Until the alarm sounds, the Cobllns mav nJ~ve normally after they have paid their toll and may anemptro moee ()if the' board bythe western corner,

Opec the alarm bas sounded, all ol()(ldS on both sides mar rneve and attack normally No model may arrack.belore the alarm 1" sounded,

USING ALTERNATE FORCES

Select up to 80 points of Core .inf.mn:y troops 10 represent the Road \Xfu-dens, Select lip to 80 points of Core inEultry, whicl1 may include either a unit champion 01" a hero. [Q represent the disguised enemies,

PART OF A LARGER BATTLE.

If ou're pbl ing this scenario as pal1 of the \'(iIla..'lgh! Grom and the Defense of Nuln Campaign, keep track of the number of Goblins", bo escape off the western comer. ThL" nu mber will determine the size of the Ore & Goblin horde in Scenario 2.

- 111 .

"T'hesc pictures d~ail fin: ~~~, 1 sct:Dcry used for the

'1 Delay Tactics and The Bridge

on the: River Reik scenarios, Also shown an: aaditiona.J shots 011 he rahle used in the Toll H0USE: on the Bridge: Road Skirmish seenario.

SC SHO

y CASE

BRIDGES OF THE WAllHAMMER WORLD

- 20-

SCENARIO 2 DELAY TACTICS

OVERVIEW

Aside from being the-capital of The .Empire at thetime of this campaign, .Nuln i and bas long been the focus of the entire economy of the southern Reikland, The city I'()rn1S a natural meeungpotnr for traders moving east to west, and the city's great brtdge allows travelers 10 CrOSS the River Retk easily. North of Nuln, the ri~r is fur tOO ~, ide to bridge. The bridge on [he River Reik i the largest in the Empire and one of the great engineering marvels of the Old Wodd. It facilirates the commerce of (he Empire as well as the rnovemenu of

military. As such, Nuln i a site of enormous tactical importance.

If Grorn's army manages to take the btiqge before the defen ive drawbridge at j s center ls raised the Orc..<;'& Goblins will ha e unrestrlcted access not only to rb

city of Nuln but to the western reaches of the Brnpire and the rich Iands beyond. As Grom'sforces gather 111 til "r masses to the ea ( of the River Reik, a greenskin vanguard Jed by rom himself advances to secure [he bridge. Meanwhile, the Nuln army has deployed a . mall tactical force on the east end of the bridge to delay Gram' advance, while the city' engineer rush to raise the massive drawbridge. an the sm.'lli force hold off the Orcs & Goblins long enough for the drawbridge 10 be raised, or will Grom storm forward quickly CRough ro II e the bridge to advance on th 'ity?

ARMIES

The Empire fore is ch Sen from the Anillel_'Y Train of Nuln army lisr on ,p. 18 of \\'farbummer Armies: Empire to .1 value of 1.250 points. The Ore & TobHn force is chosen from the standard list in Vfarhamm.el' AI"I:llies:

Orcs {i- GobI/liS and mu t be led by Gram the Paunch. Til . size of the rc & • oblin ann. is determined by the results of Scenario 1: 0-2 Goblins escaped th board In Scenario L 2,100 points: 3- Goblins escaped, 2,200 point; 8·12 Goblins escaped, 2,-400 points; 13+

Gt blins escaped, 2,500 poin s ( r 2,300 poin sit-you're playing [his scenario as a stand .. alone game). N e ither

side may take any Ilyers, .

BATTLEFIELD

The hartlefiekl, hieh mea tires roughly 4' x 8', represents me. eastern end of the great bridge 011 the River Reik. Half the board represents the eastern shore of the River Relk where rhe waters art! very d ep. The river is thu I mpassable Terrain in this scenart . The rest of the banleflekl is largely empty, 1;11,l~ )'01:1 should add a fe, tree'. 1'0 'ky outcreppings. or other small rerrain features.

DEPLOYMENT

1. Pirst, {he uln rtillery Train .ets up it forces on the bridge withln 18" of the western board edge,

2. The Ore & Goblin player ~C[S up his forces next In 11 is Deployment Zone within 12" of the cas tern board edge.

3. Scauss are 110t deployed with the rest of the units.

instead, they are placed on the table after all units in both armies have een deploy d, as described ill the rules for SC01ih'.

WHO GOES FIRST?

The -mpir pL"iYl':f takes the Ist turn.

LENGTH OF GAME

The gam La ts until. one side is completely wiped o u t (no models left on the board).

SPECIAL RULES

Dcsptc:nue SilLlaLion. The Nuln troops are expecting to die and are thus immune to Panic.

Delav Tactics, The Longer rhe brave men of Nuln can delay Gram's forces, the more rime the Empire. -:'l).Dl), wUI, have to raise [he drawhridgc, Keep track dfli6w many turns the game lasts. 1£ the Nuln player can d€!H~} Gram's fo.Q!es- long enough. he will have it decided advantage in the next scenario, If the Orcs & oblln can wipe out the forces of the Empire in a short time, tne.greensklns will be better able to advance on the lrltv of 1 uln

_Bridge. The bridge on the River Reik is an enormous and sturdy constructton. 0 attacks On the bridge, be [hey magical or mundane in nature, will have any effect. Rcgardle of bow YOLI con mice yOUF br;Jdgf,: model, treat it as though it were flat. rt does not act:1 a hill, and troops may nor fire Over models In front,of them. wh lle on the bridge nor do the}' gain the +1 combat resolution bOMS for fighting on 111gh . Ground,

- 22 .

VICTOR.Y CONDITIONS

Gl'OOl'S forces will likely kill the: r -uln troops [0 the man in this scenario. However. the Empire player, can still claim victory if he manages to deja r Ihe 'JI' '& Goblins for (5 a r more turns or if, agai fl. t the .QQd + he manages to wipe om the Ore & Goblin army. Play should continue even if the. Empire has . eCl.jt~d . because the. length of the game will determine bQW Orcs & Goblins deploy In.the next game. 'fhe game is tie ifrhe Empire player manages [Q dela, the 01' &:

Goblins for 5 rums. The Orcs & GobU:o.wi.n if ~bey, wipe Out the Nuln force in 4- or fewer tarns.

2. The winnerof Scenario 2 may decide whether to begin deploying first or second. Dice off if Scenario _ was a tie.

SCENARIO 3

THE BRIDGE ON THE RIVER REIK

OVERVIEW

Grom's lorccs now mass to artack I uLn. The greenskla army no" cr es Via the bridge' and b rafts on [he walt.T. If [ht: Orc &. GObUo!i defeat the Defender on the western shore, theywnl S"d.ck Nu1n and win

me campaign

ARMIES

The Empire force It. ch SCl'l from the Artillery Train of

um army list on p. 8 r Wa,r",cltn mer A rmies- Empire to a value of 2,000 polnrs. Tl:ie Ore &: Goblin. force is chosen from [he standard list in WftJl'J'1ammer Armies:

Orcs c GoMil1," to a value- of 2,500 points, If Grom survived cenario 2, he wHI.leM rhe,On2 & Goblin !Orce; otbcrwl!!e. an)' Goblin ciliru-a~t~ rna lead the ~nsklns Ihe Or€ & .oblin player may also purchase nits on which his troops can cress the river (see

al Ru/t!;) below). N~lhl;ll' .Iile may ake any Jlyers.

BATl'LEFIELD

The hanldMd is ~slientl:dly the s-ame as In cenario 2, but the (.U.1. .. 1 .rn ant! we tern sidBs are revered, as the game fakes place on ilia oppostte.end of me bridge.

D PLOYMENT

!l. Bdore the game begins, censultjhe following chart "~.1:ICUlnninc bow r.ftc number f lu 1'0 played in '_!iftlI:1'i1ll2 will affect depl ymcl1t 1lHd army size.

Re..tlll

('mm s fl'llUl5 '11,I1~k1}: ll.vro\fotilinffi' the deWying troops ",Ill Ir.Id '"l'lpla rime co ¢fOSS ut",bridge am) m:d,e r~tlli ful t:he nS!;Jf1,ll on Nuln, The Ore &;Goblin plll\w mJl~ '~phjy aN mail)' irtltlps'rul he wiShes orr theblial;!: (tlf:l-' nln'l1j{ a, will AI In Lb ·hodg\! Ocplo mcm 7,nw:) In tldlllrH\, 'h mIl) nlk':; ilin!<: hifu; ftlN'" polnr s clIlIJ .\Inr: r-.1l,1!\ ClI!l",hc rru"lI1:'l~~'d"" l\fJ011\tt.

TIlt On! & Il,;blin pllt}'t!r milY; tleplo as ":>lIlly [(QoPS as h" \vW1'" en rhe bfldte ((}nlS mlt1ly,a., w.iII fit in the Oet1ltJYtlH!OI I.<>n\l)

The: aty; engl!l""I1> rn ll!I<:4.IQ r.iJs" Lh • dr-.Iwlldllgl! just lII(,rnnuln~r~:II liWoeffl,,,,,o{ril brtdge_Ar",,, oflhc: ~l'l;t !!IrES lWal .ale 1;0 make-h.ncross just as the di'JiwbI1dg<: v.F.I), ~ 'J1h" (~tI' 8< G"I,Jj:n player fIlay dtplayllptnlw,l "nJ~ J ng wid"Gl:'olILth~ Paunch's UwIIIC ilr N1 "II'IIiwd 11,,, Ilt~l .~'U\lftll Un rhi,: tindge.

The dr11 ... ;IJ~ ,y-JS !lI~jj;<l ;tl:tQAq,Qf the 111,fu, (nrce of (.lft!t &- lioblin.", Ollt)' one un.ip;dbnll wul)! (lmm the PawIcb'. fihorlnl lir he ,1Irvm.'(.\_"·tbc l~it s~=o) mn~ be~ on The btlrlp

Tbt: ~tmtl&<; "'ilJ> rll:,tij ('I.I!I~ldit: ~ o( the. 0,a;!: ~~ 0 (lIQ, .1tVl! C'\mt tl\,~ !~"'_Ul1cti ~iJ)\"t:fl' (if""__ flUrvkd ('1iUI1~ 2), mlly III: (\~p~ pn Ihe.bti<lIU.

The dl'awbrldll'l ",,-, ~'i:I wei) 1I11<.>a:tl (If the Oft

~ !<Io()re<;, \1: mm the l'~u"cb ~ m·r')' be ~ 0911Jc btiI)~ In «cld~lll". till: ·~"fiLr'l<\l-'IrC ~$Q rqu(h lime I!h,L 1'l:rnr(;m~.'n1J,r. .. I"'>t: I'liriWd. 10 bdp t$cfr.nd Nl,Il,). rhe Rmlllrc- pt\lytlf fT1iiY ;<J;~~t'~11 1IIm)'.:ott;l50 &x»nt;l.I"-"I.ClUd I>fow: <II"Z.I.IIIQ. Gmlll mao be depIn)'tld \j1'I !lw hndl(t! or un u nttt"With th~J'elij; af blI~ If It" Wn'DI"d G:fIl1c!'2

~tW"'~m:III dr.at tilt- Nul'1 Cl'ltct: .... 'IPtl\1 <.1111 "U' ~ 'm; & "1h~1l!SlIII.

3. A number of Ore & Goblin units (see chart) may be deployed on the bridge within 18" of the eastern table edge. Any Ore & Goblin unit, model, or character may also be. depleyed .OIl rafts touching the eastern board edge on the river. Giants and Rlver Trolls may be deployed in the water Itself with the back edge f their base or unrr touching the eastern board edge, Empire troops may be cleploye<l anywhere on the western

n rver bank.

. players take it. in rums to deploy one unhat a rime. 5. All war machines are deployed at the same time, though they can be deployed In different parts of

the. table.

6. 'Champions <Ire deployed With thetr units. All other charac ers are deployed after all other units, all at the same time.

7. tout and other units with special depioyrneru rules are deployed 'with the rest of me forces and may not take advantage of rheir special lWes for deployment,

WHO GOES FIRST?

The player who w.oo Scenario 2 may choosewhether to go first or second, Dice off if Scenario 2 was a ie.

LENGTH OF GAME.

The-game lasts 8 turns.

SPEClAL RULES

Rafts aud the River. The Ore & Goblins must cross the rivet via the bridge or .on rafts, and all the ru les for Rafts and lbe Ri1Jer apply to this scenario (see p. 24).

Bridge. The bridge OJl the River Reik: is an enormous and sturdy eonstrucrtoa. No attacks on the bridge, be they magical or mundane in. nature, will have-any effect. Regardless of how you. construct your bridge model. treat it as hough ir were Ilar, It doe not act as a hill, and troops may not fire over models 10 (r nr of them 'While on the bridge nor db they gain the + 1 combat re olutien bonus forfighdng on High Ground.

VICTORY CONDITIONS

Arthe end of the game, each model or unit in Grorn's army on ChI! western hore is worth its current points value in \lictdry Points. Units that are tleeing and units still 011 rafts touching the west bank do nor count towards this .total. No other V[c.tory Points are used, The Ore & Gohlia player wins if be can score a number of Victory Polnts equal to a third or more of ills starring pobits value. Aliy other result is :j. victory foe the .Artillery train Of uln, TIle victor in this final scenario is the winner of the campaign,

RAFTS AND THE RIVER

• R:I!b; CO~1 10 flOil1ts a piece. Each raft: can .carry one unit, one Charior, OT one war machtne. Cl'i3J'acter , except those mounted in Cl:Iario[s 'may squeeze 01l1l11Y mil with a unit, QwiQI. or war machine. Giants are wiry tall and strong, and Rlver Troll.s are ill their natural element: rhus, bothmay move llhrough the river without penalty. G1ants aad [Uver 'rtolJ may I~tke adwomge of selfl cover from mlssile fire when in the WRreI.

• Ram bearing war machines may be anchored at the start of the game ar the Ore & Goblin player's discretion. If anchored the raft cannot. move at all ar any point in the game, Altemativcl,y, (afl. bearing \ ar machines may move like a normal raft, in which case the war machine cannot sham until it reaches the western shore,

• At the stan of [he Ore & Goblin Compulsory Movement Phase. roll a D6 for each ·r.ut that is not anchored and apply the corrcspondlng result listed below. A raft that carrie a character model may reroll the result, but you must abide by the second roll.

1 The II nit has lost control of the rafr (Gram 1 • forces are notork 'U lv bad sailors: ee Later I lis/my of Grom. [be ltmnch) and will drfft 2D6" downsrream (rowa"rd.~he northern table edge). 1£ any raft drift off the board, the troops on it are lost and may no longer paruclpare in the game.

2 The [aft moves up [0 4" tn a dtreeuon nominated by the- Ore & Goblin player,

3-5 The rafl moves up to 8" in a direction nominated DY the arc & G hlin player.

6 The raft moves up to 8+D3." in a dlrecnon

nominated by the Ore & Goblin player,

• Units 00 rafts are immune [0 A11'il~los/~ll. They are' too bus, fIghting [0 control the rafts to figh with one another.

• Aside from the movement of tah'S, all troops that must make compulsory move (e.g., Night G bLin Panari s when within.S' of enemj, Loose Squigs, an,1 tr ops subject to fi"lm2jt) do not do so While on rafts, ./\.S SOOD as such troops reach dey land, their normal movement rules apply.

• 1£ a unit on.a raft. hould Pani , It dCJJe' not.Ilee. Rather the unlr immediately drifts ~D6" coward we northern table edge. ]J it mwes,tbe raft will move as norrnal during the ompulsory Movement Phase. Otherwise, it will continue to ddf1, downstream 2D6".

• If a unit. on a raft falls a Stupidity rest ignore the normal. results. The unit drifts downstream 2D6".

• Raft-borne roops U1;;"'lY be attacked with mtsslle weapons and spella. Most missile. \veapous (e.g., bows, crossbow . and handgu as) and Jlft1gtc Missiles (e.g., Fireballs and Dark Hands of-Death) will affect only the troops OJ] tile raft. However; Cannon as weil as spells and artillery that. use templates may damage. or destroy the raft iL'idf. Rafts are always hit In templates that touch them (do not roll to' see if the raft is hit). If any raft-born e troop are hit by a cannonball, the I'ill'! will also be hit. Cannonballs will skip on [he water and rhus bounce n (Jiln ally. Rafu~ have a Toughness of 6 and 3 WmJnds. Rafts may not be attacked in close combat,

• If a raft carrying a unit is destroyed, the 111en:ibCI"S of we unit must try [0 S\Yim ft'lr iL [fa raft: canTing a WM machtne, or Chariot L s destroye-d. tile war rnachlne or Chariot is lost, though the crew may attempt to swim, Swlmming model immediately abandoa' tandards. Swimming, UPllS and models move eluting the C()Jll,pulory Movemenr Phase and cannot charge. Roll a n6 far each swimming unlr and consult the chart below. Subrracl 1 from the die .roll if the unit ha ao armor Save of 4+ nr berter,

l The writ treads water and does.ncr move this turn, Ha.ll' of theunit drowns (round down). Remove th model, as casualties,

2 The unrt may swim fl6" 0Ut loses a quarter of its number' ,(round down). Remove the models as casualties.

3-6 The unit rna}' swim D6" and takes no casualties.

wimming units i.Jrunedia'eJ~. ad0p.t a Skirmish formanorr and may take advantage of soft covel' from missile, fire.

Once one or more member' of the, untt arc in base contact With the horeline. the entire unit may wade

and .moves as if in VtlJ"y Dlfflcult 'Ierrain, .

Character models always swlrn. D6t1 edo not ·1'0]1 on the chart above), may take advantage of soft cover from rru .s'ile fire when in the water, and may swim Lo and climb aboard other rafts if they end their move ill base conracr with One.

• Rafr-borne troops-with missile weapons may fire and. do not nffer the penalty lot moving. Raft-borne war machines mav nor fire ULl.Ic,:SS the raft was anchored at rhe begfnnJng.of the garne or until they land and reform all. -theshorellne.

• Wlwn ra£~'l?0m,~ troops approach. the west bank. roll for their movement .. 'IS normal. The Ore & Goblin player may declare a charge against troops pm:umat ro the shoreline if he wishes. Measwc the distance to' the shoreline. Arw rernalning rnovemenr distance may be used [0 move [he models off the rafr and onto rheshore and perhaps in,to contaer withenemy troops (if a charge was declared) If the charged Empire unit is Iined IIp exactly on the shoreline the are .& obllns . may figh r a eornbat while on the .... aft: however, the Orcs & Goblins wUI gain noadvantage for- charging from the raft, and any Empire. unir so charged ;lC.L a' though it was '[he one ihatcharged instead. Units may pursue and wrap around from a raft as normal. If a Unit .oa a ralr breaks or panics while in com bat, do nor make a tlee move as normal, Instead, tbe raft drlft:s D3" lrcrn the shoreline and. 2D6" d wnstream, Under these cir ximstances, Empire troops wtll nor pur LIe hUl-00rne troops into The river and will hold on tilt: shoreline.

• Units on the shore may move, flee .. and pursue into the river as normal (though l1r<npitc tr ops will 110.t ptu'$leIe raft-berne troops mat have fled . Wi;tb the ,exception of GIants. and River Trolls, who may move i).onnal1y .iI'1 theriver per the scenarlo rule , units in the river .are considered to be in VeJy Dffftcuft Terrain until the,at' back OI"l dry Iltnd.

lJSING AlTERNATE ARMIES

'tou can pl' y rh • ~ .langh! GF '01 and the Defens ' of

uln Campaign wirh other armi as well. Obviously; "u will have to oh,lnge. the special character used and the gr.:ognJphif:I1J se~(ing, bur otherwise, all tht: 'I.eo:ui()s \ .. ~II work willi ally other armies, Imagine PI;I}ll1~ our the 'e games with a Horde of Chaos led

by Crom the Conqueror laying lege to Praag, a Dark Elf army led by Malus Darkblade attacking a ciry in

. lrhuan, or a Skaven force led by Grey Seer Thanquol storming a Dwarfen stronghold. Any twO armies can participate In this Iaelder campaign!

CHAPTER 2

MAP-BASED CAMPAIGNS

Looking-to rule th~ lands be:Y0_nd the heriz('iIit Wanf to crush tM known worln undt,rlollr hd:!? A inap~ based csmpaign nuy be the answer; Map-based camp!4s1;lS ~re- mot.c tt:1):11R:l~x than Jjriked ca~pjligns and ate ~ good intkrm'ediat~ stop ill your campaigning €-lLl'ttr_ But ecware - tile: O'@WD af a warlord Im'ler rests easy-

Nc""(!. (I """p-Iw.,'i/,1(J (;(IJI/pulgn i5.$l1()li'/1111 /lrog1p$$. Jr.!", 11i1l,1""~ 'Till/m (i{l/i.</.It' ot'<!IIJ!(tIJ IY!flpiilKlk/Ii;: th" II!fMJCI' Gi"ltlp .wcrrOIl.5 I'LICh p!a:L'('rmIIllJ,ls fM~lTllmJ!S the I,llJeI~1111ize 0//$ i/I·uwilJi:m:1J5. 'L11ichaTT! l,wketlllP In/iJ t/in><('Irls ca//ed'barm"", 1!4t:b.IX.llllltTrt,pI,lNllltia'lt!ld/lllmMf (mil;!, &l'ltlVf'$l1Yt! mtllii!W.iJJ1!iJ m'Uwld lb!' ""1/1 Ir1 ile[lUllJ and ",rpt:ll,tilllt' fWJIIII.<. WiJ('JI/IWt1/(lj 'pftw(J tlIJfi!TCIiI """fllls rome 11110 anuac: III/he >WIIB "'''plSlItillqp. ,t If{lI'klll!mL>r/mti/1' lsftmgiJ.' (~ (W1I:,.mfl/~ wQo IlJIlf(X,rllrtJi JlJiftJ,l,,·iIPn' inljllesJfDr~

This chapter explain, the mechanics of running a map-based campaign and sugge5[S ideas. hobby proj~clS, and battleBeI<;I sceneryfor the Warbamri1er games you will play over the tOw-se ofsuch a cam paign, Chapter 3 details a readY-Lo-play map-based campaign ~I in the Border Princes, a rugged land of petly:fici's, cutthroat brigands, Mel col0[]izing forces of :,~I kinds. You can enjor this cnmpalgn with <l minimum of preparadon time. However. :yt'lu may wantto design your own map-based campaign lor your gaming group's own madcap schemes, and me guidelines included in this chaprer will show-you how.

WHAT IS A MAP-BASED CAMPAIGN?

Uke a ladder or tree campaign, a map-based campaign enable you 10 pia)' linked games ofwarbiituner but adds the challengES ofcompeting against additional play I., defending and expsnding your realm, and fighting,!(i) control.ker l:tcricalareas on a map, By c mroJUng it1Cl"casing amounts 0 terdtory fi)rniing alliances, ~UlU most imponancty, defeanng enemy armies, playe!;'S strive 10 dominate the corner of th world delinearod on the map. The ability ro.see 111eBig Picture alllk,es map-based campaigning an ,(tractive option for man pl:!yel .

All map-based campaigns lnvolve some type ofmap, whlch L~ divided into Sections. each representing a particular geographic region, an anponam landmark, a EacticaJ feature, or 'imply a number of square miles; The sizes and shapes of the map. sections will differ from campaign to cam()lugn. S me map. will usc hexagons or SqUlUl!S designate the MOllS sections, Other maps, like [he on included with thi book for the Border Princes campaign, use irregular map sections, which I'"ill"Y in sizeand shape [0 (Teate Interesting taericaloptions and challcoges,

A map-based campaign can be nothfng more than a geographical cracking system for organlzing a sertes ofW<lrlWJJlmer gai:m;s. However. most players pl"~r to play in lrn evocative, narrativedriven world wlrh a pe;rsonility of its OWTh By naming 'Your map sections. banners, and realms, you add 'character to your world

today. At da1I'lI e\lt:ryeJll: couJd 'see the pall ci{ SIIl.okc haqgfllg over tbt DOl'lhcrn woo<k If.dtrsw.crC$eliIOll.1 atid I'dUrIIcd witb.ncws that rlK wOOl:lsmaJ's t0tfagcs up in NurthEUtlio8li-wq:~ ~li8h! :bUt smo1dtnll8 win.

EvaJ IWOrSI:.lltcr iDVIlSIigalint!~lb a p;l.trci ~ptU!) s:~ b~5- returned, and D.QW: I:Ytah~ is 1c1ltng f11~~ .1IIrl discussing ~~faid:d l-vmne'd hiiQ Qot to !oJlew such a course, but the men had .l.1(g!i)\ b~!f It. tfooFprilltlilD themucfiJldwJ - DO~

Nr.>{tistciIJ1 m!l,y...be Qnl~!;', bcrdmr - in I 111. we em] tie: a, \;)~Lill fA~ wiI&, WI!,m;l' ~ u~d!:rfha "cry

i~Vj:S Gf )he P01'CSI of SIu®ws. bUI thlll-~ ate u1c$ of ;n:ffff~ttilr en - just stillr1i:S II) )iQtC children. Nt>\'I' ig ~e{cigo ofK.tiJ Prani'!, (or igmarill;ikol

Slill. tperc ~ 110 i:lissua:di9g tht ~pW11,A mOll"tiftd p.;u;ly ,left ~ldy 10 m\'tl the, crpaclsliDd w:!ttl fi"~~nd 1hc'-sou1bP1i vilJ.i8G.bcifdl't: rr;porlingln to the-Osti'Oft. If rhis g:(l:lup shtiUltI ron: Into a I~d~ ilatm~ tlmll.ill mtWt'lrk irldd'fanS'"WiU be pur back j~c.i'i'S.lhnJy they'd !eIJDebll'm&:thil!gsmy Wiy.

fibni the lou'!ll3111f BflfgcrmclStcr N.um 'k'aruDlYZl

and make it a ,more enj<:l)'3ble place In \vhim to set Y0ur game . ·LilWgiJle being able to boast rhar Lrkfung Ceobnutz's Green ide ddi:."'aI~d Tungsten lronthcme'slrondzd Mihers at the "ijaUle of Thunder 1llver. 'the tales of urn herotes will.be recowit¢(j around the campfire or a pint of Bugman's finest for m;my a yeru1

THE CAMPAIGN ORGANIZER

Ik:lfl~ (he campaign begins. yOu may find Ir useful TO nppoinr one pl:tyer the campaiga organizer. This individual I!' nOt a n; rree Qr @llmes .Master per se but simply me person LO whom playen. 01,0 'ubmit their. moves and whQ urd.u~ ~Ind malnrains the campaigt1 map. Any rules di~pUlt::. mu I h)€ resi:llvcQ bc~en thc·pJaieis. The Cm1pn.lgn organizer ;,pl;lliid .nQ1 have any !l:l1rberizy O~r rull'~ disagreements.

'rbtl nt?t.'tl no: appuim a caIn paign Ofgll1'1iZer if your group ml'Cl~ regularl) .Ulc:llf . ouantldrr.l(~ ~d1 Campaign Turn la.'>rlng a fixc~l pct1(j(1 of Lime. HO\ ver, most map-based campalgn.'i. ert thus!; FUrl!:))' clubs with a regular meeting schedule, \\i11 run much more n1(llelbtywith a campaign urg:tntl.er to make ure turns arc CXtt.!ltcd PJ:O,Pedy.

nIt: that, if th > ctunpaign u~ i ahloa Wfi1:idpant in IJ1C can1J1:tigtl, he must "'\!tire his orders eaeh turn BEFORE he reads any orders from other; pll\yep;;.

Games Ma'ner Optl(}o. or course, if you wish, yeur map· based CillTIpaigl1 tall 00 orga~d and, run by a Game Master who does nnr participate as a player in the campaign Tile Game ,'daster can be simply a campaign orgaruzer or Gill plapl creative role In the campaign by mtrodurtng random eeerus and making ad hoc rules, See Chapter -I tor many rome de.talb: about how to .run a mapbased cnmpaign \\~ih a Grube! ~.ast:er.

STARTING THE CAMPAIGN 'fuu WIll need:

• Your map, 'lou m~' use the map of the Border Prmces prm'ided with thi book {II' create vourUWll .

• Control counters to desiwlale wltit'h n. .. alrn conrmls 'WhlclJ map ~-'CtlOOl"

HQ counters to inc.lica.rt:l

where (j""J.Ch CttiJmls

hc!adquarleni is l(lt.'ated.

looJf/call()1l counters to ind.icate which map sections n,lve

been fo,.tiftiXl.

·Ilazfd COUOlt:rS [L) iodicllce-whicb map sections hOI, . been Razed.

Banner markers 0 lndic:ue whert your armies are 1.rh.'tUed on the It1:lP

• Copies of the Order C;w:l 00 p, 30 of thi:; book (or :.;(l111C ser" p pap.m:).

can make your own counters out !If oolor~tl iWmstJ;.uctioo paper or dllWflload copies from '·i'\"'w'8a.(lles·WQrKsliQP.~ __ ~tnlpendiUm,ta{ltl print them But, Bapn~.ean,Qe

represented by colored pin." I:oio!., I' l'Q~I'I[trs. t pellet" yet,

can WiC mOOd: frt)tn ~'OW'-army <;oU·Ction. 1.'11'11£ pla.yeJ.'S lit our oun~ at the liS SJI.lclio \\ re t:J,O;l.J~lru !'I.e Cl1')(j)wgn ~ tbc:lr 0W1i sPc.:cbll~ markc;!Is from tilt: ~adlen,l ~ ran~ and Ilthl:'f It.~)I':tll1ent.'i of hi~ CSt' . icletdat;). mta effort wem :l lONg v.~J~' Itl :uldlj1g III the fun,

·27 -

Dains's "'3<11111 CUlllri,'ts <l1.,b; "i(iIP set'lio".' rpdlbll' highliRlu.~,. To detormtne how ",am' banners hi" realm alii ""1'1'0'-1, bl; <-hack, the Banner Ta/J/,'. fl., he IS pitl\'III.~ in a CfJIII/Il.lI{lJ! will! {hie participants; be m{.l)'field three btTmWI:L bis siantng banner plus (,WI;) addirlcmctl /wHlwrs!ar .:;omroNf'~ si» map seatons (Iii.. map sectto, IS. dil'ir/lll'i Ii" three equals uoobauners),

III !Im sam« ,'mn{lai!{ll. jDhn's realm inr:hl(/w,"e":!/!~n "wII s.~'CI;r,'"" (b(,,~ b(~hligbls) J lis !<,rger,/Ti(,!m calljr~ldfo"r banners. IJf.u/(II1illg banner 1'/"" II;H!~ addition a! ban ners /0'- con r,-,,/lmg ul<"'<Jfl rmlf! S':CIIQI!.< (ali" ,W' II/afl.~-vclfo",. dlJJtd2d by th~ee 'equals ibre« .batlHel'l' (1ft er rOIlIll;II"15 danm}.

SELECTING AN HQ TERRITORY

To .tart. the campajgQ, .;_am'player must elect it single map section In which his or her realm will begin. l'his Olap section, ,called an HQ territory,

represen a mali capital do/. It camp for an enormous Ore W-taagh, <I ertes 0f Chao ~ ga1:t: " a great Necropolis that spawns Undead Warriors, an rumy base camp, or something of the'kind Hadl playc.rroUs ID6 (dice offro enle [U1f des) co determine thearder m :;r.'hid~ play'C)rS select where 1l1eir realmswill begin {h1gheb't score pJcks first), Where you can place your lIQ is determined by how many gamers.you have in your-carnpalgn. If the players have created r,heir wn map for tile campaign and Il L~ particularly large or small, you may MUll ro adjust the TIQ set up rules. therwt e, the fall wing guidelines will work for most maps and are certainly LO be used when gaming on [he Border Prince map tneluded with this book.

• For campaigns with five or more partlclpanrs, each pl~ takes it in rum ro choose a map section 00 tae edge of

the map. .

• For camJYdlgm; with four parneipants. players may select a map secucn anywhere on the map arteast one map section a_-M1Y from the edge.

• For campaigns with L"i 0 or three participants, players may select a map section anywhere on the map at least l'>VO map ecnons av- . y from the edge.

No maner the number of participants, playel'li Ill:"tl.y not select a riverbank, marsh, road, bridge, Or special map section as their HQ territory, nor m .. 1.y they select an HQ territory adjacent to another HQ territory. :P,taCe a control counter, an H.Q counter, arid a ~ingle banner in each player's HQ territory.

The first ractical decisions of the campaign 'wiU be maple when you elect your HQ ter'ritory. 'hoLlld you' choose a map section close ro rivers or roads to speed lip the ruovemenr of your banners, or should you choose a map 'edl n closer to one controlled by a playerwithwhomyou 're likely to form an

BANNER TABLE

'(# OF PIA\'ERS IF OF BANNERS (ROUND DOwN)

2

Doe additional banner for every six map section

'Onesadditional banner for I':YCt}' Ih e p1.llp seepeD:!

One additional banner for every four map ections .

One: adm~ihr;jill. banner, !oreffi1' th ree mtlJi) section,

alliance? Selecdng an HQ territery dose to one or more

pedal map "ect:it;ms may give your realm an edge as tile campaign progresses_ We also recommend making your selection based on th.e character and background of your rum)' of choi~.EO.r Instance, a player with It Dwarf army

hould select an HQ tesruory in the mountains. The armyspecific rules (see pp. 4b J) will also encourage players to select approptiate HQ terdtorfes, Pbr instance, ~, unlike most armi ) are not Penalized for moeing through [be mountains. Thu • Dwarf players may want to elect a mountainous map-section as [heir HQ territory because [he topography of their realm will help defend h.ft m invasion,

BANNERS

Each realm supports a large armed force. This force is broken lip into fighting divisions called banners, each of which is represented em the ruap with some- type of marker that stands for a \'Vru:hrunmcr army. Throughour the campaign, troops are moved, reassigned, killed. and transferred from region roregien, New recruits are hired, and existing armies are holstered by new additions to their force , As such, each banner' COID,pO iti n will nor be the

arne from battle' r battle. Each banner repres nts a

,. ,.

.""",~"'f""",._·_r- _

_ .... i'll

\.

,

\ i

-2&~

~rOWing" fi H'Ce wfth :1 A.. x ed number of points. Even if a banner takes h(''a~1 casushie; or i. eomplerelywiped out in :I battle II em lus~l. II)') n:t:m'J.L !-egrol.lp, andgain new lroo~ from rruitmenr and Rlassl~elil arid will have a full complcnu nt I If points to nC"ld ill the next battle. This

.' illS not nL't'e . ary to ktxp €OmpJel(:: army li ts for each banner In yuur n .. alrn, n r i.,o; it ne _ ary to keep track of O15UllItics and recovery for each banner.

Bear In mind I.hou~ t11.1l any anny tan be defeated. Lf your realm'~ torees tUM: [DO man:' tmttll';$, you «1Il1ose ~ your realm will nOI be able tosupport a large Ilml) and ilic number r~f bann 'I/li :yolJl'..J:e:l.lm rna field will d ~asc. At",), if your banner il Massacred In a tabletop grunt! ofWarbammer (!lee p .. 1.9S of the Warhanuner rulcboC)k it will become cqU(fl'eN. Scattered banners are discussed later in thl'l chapter.

Bt'fore the campaign hegins, players must agree on the

pciI ~al~ of each "annel' 'Phi ize will remain the arne throughoUt the l'ampaign 1)layl!.t'5 should ta.Ig- into account die number of model» they hase at their disposal and the amounl of time they wish w dedicate fO plfrying [he marry

hatdrs they will have to fight over the COUrse of the paign. Gcncrnll " pl:tyt:.l'S should €I cide ro field

of 1500 to 3.00() (lQlnrs. R~ru~rtJber d1llC the iz.e banncl1>, once deternuned at d1C' outset of the ~ will remain t:Qflhl:'WIlt f0f!'he durancn,

realm bcgtns With 1\ single Harmltr and y;rjll add ~ banners by gaining more rerritory, onsult the 1lIbk to determine the ntllI)Der; of banner a realm field In a gIVen nrrn, Remember ~t the Banlle;r lists the number of ADDIDONAL banners you

8dd be)'OI)d )''Out .sL'u1:ing baIfuer. 'rhu , In a. threecampalgn, a roalm With [en map !iecUons ceuld .-rjIl1PI."'''' tbrtt: banners; the-starting banner plus two

•• ~lbanners for the- (tlrriteties oomroUeO.

cantiways fMd a rnlninium of 00' baaaer as long c:omrul at least a single map su.'tlon. n: ar the end ,IQI~y'Ciamlpaigl'l1\tm. a realm does r;101 contJx;Jl any map

r.~.lt I$l.lneriy annihiltlt.L'(l and the oontl't:lurng pla:yeJ' ~ longl.'f participate in the can'J;l;{ign.

g;l.Xld Idea [0 give yoUr nannlT.> cllat'4~tf4l ~ "",,"._,I~ .Maximilian von Schli.def5 Defenders of the

"Ratn:lsh's Scn.iaming Vehnfn liol"de." Such !liI1ne:)

add color to the campaign, and you should feel free to heap scorn on anyone who can come up with names no rn.oreevocative. than "Banner 2."

SETTING UP YOUR CAMPAIGN & BATTLES Play is divided uno Campaign Turns during which aU l~layers gel a chance 1:0 move .their banners on th· map, When. opposing banners meet ill a map te.t:ritory, the action switches to the tahlerop, and a full-scale Warhmnnicr Parae is fought, It . Is tbis dynamic between broad map-based moves and tabletop wargammg that decides the outcome of the wcrall action of the map-based campaign, Therein also lies one of the marry hurdles any campaign must overcome ~ the map-based moves are quick and e-,lsy, but settlog lip and playing a entire W:u:hammcr game will probably take the better part of an evening.

Thus, it is essential to establish some agreement about how often you will make map moves and how long in real time you will pause in between them to allow ~aml!J:ign participants to play the WaJ"hammcr battles. Each gaming gr<o)Up. club, or tore's different, but generally you will find a few days LO 2 weeks if enough. In Our epic struggles in the US Smdlo, we played a. Campaign Tum each Thursday and had the following week to fimsh up any necessary banles, This period was long enough for tabletop barnes to be arranged and played bUL hort enough for us to maintain interest in the campaign,

It may be possible to get a few Campaign Turns completed in a shan amount of real time as long as [here are no battles [0 be Iought. This situation OCCUL"'i mosr often during the opening moves of the campaign, when Ill. S[ players ~I be bu grabbing up territory and no battles will need to be scheduled. ,'\Lier each realm gains a foorhol~l, battles invllr:iably ensue, and you'll need co allow more !1rile in between Campaign Turns so that the players can complete 'their'battles. If bo banles present thernselve after banner are moved, yOl! r group may well decid t complete a4dlti01lru map turns umll you are halted by

a lrar:cl~.

·29 -

HOW CAMPAIGN TURNS WORK Each Campaign Tum is organizedlnro rhe fall wingphase .

• Execute rders

• Pighr Bartles

• RetL'ea 'carter

• End of Turn

ORDERS

10 each Campaign Turn, bann rs may be given one of the orders listed below Yau UUl use the Banner Orders Card' included below to submit yow: orders to. the campaign organizer or simply write them ·11 a scrap or pape.;.

Po,' ihle orders include the fall, wing.

• Roze and Hold

• Raze and Moue

• MOlle

• rort1[J!

• Recover

• Hold

Some armies may have special rules.for movement, PlayerS h uld lndlcare an unusual orders when rheywrhe rhclr orders (e.g., when an Ore & Goblin banner moves, it may use irs spedalFOf'l':ed March ability).

SUBMITrlNG ORDERS

AU players move imultaneously and must write complete orders at the stan of each Campaign Turn, Players may either secretly write their orders a tile table andIllp them over simultaneously or suhrnit thelr wdrten orders to. the campaign otgaruzer befor each Campaign Tum.The campaign organizer can set a deadline for subraltnng

ord rs ahead of time, and perhaps even use e-mall to receive the players' orders. Remember that if the cam pruf,'l1 organizer is also playing ia tll.~ campaign, he muse write his

orders before reattil'lg':aoy from other pla.:yers. If a playel; fails to ubmir orders by the deadline all of his banners act as .though they received Hold orders. After all orders are mnned in, :i:hC), arethen executed in tIJ foil, wing order:

• Raze·

• AiIoue

• .Fort!!y

• RJJao'vel'

The results of these ord¢'J:5 are. !,iestrlhed bel0W. Baze, ~ banner given 1?£lZI! orders will bum crops AAd

ettlemenrs, salrrhe. earth, 10m ali 11 ~ ~ro'p~-ry, and -generally ruin the map section for armies who mlght seek to COOlI" I i1 When arbanner is,givenJ?Cli1i16rde..:s. place a Razed counter in the m'ap ecuon. D pending on the banner' orders, ltwill ei,tlie:r Hold after &lZil7g, 041 attempt 'to Move, if the banner attempts to MOlle after Razing, roll a D6. On a result of3"1- . the banner maYJiiove as normal after making;1ny Dffficull1;brrarn Jests (s~ rules uQdt;r l.heJ1l(ove section} or any ether peeisl tests required. 0& a result of 1-2; me.Raze order has wen too long to execute. and the. banner may R0t Move this tum.

Razed map sections may be controlled as normal, but do not add to clie number of banners d~.a;c a realm may field. Fat example, a ,reali:m composed .of 12 map seCtions in a 6- lJeL1ion campaiga can nornY.illy control - banners, However, if 1 of those map secriens is &JZ..ed, only H of the map sections count towarrl banner upport, Thus, rll_e realm may conrrol only 4 banners,

When II speeial map section is Razed, none of its spedal. nlles apply (unless noted otherwise in me spc:Gial. map section's descriptioo), 1.l11d of course, me Sp~llJl map seeuon does O(iJ! COunL toward i:h~ number of banners tI;lat a tejutll may field. Whtm a RCJzed'spedial map section is Recouered all of irs spcci~t1 rule:; applyas fiocri'laL

Banners may J«t.'r.e ? map secuon oru: If Lhey have been given orders [0 do' so,

willl

-----~

ORDERC:ARD

___ Rtt0vcr map,sea:1f0n r:~if)' map st€ti0D _

___ fhze map, s.e:-~t-iob an~ lio1clibry to mGvClinfo map,' se"cti()o _

Bannor Nam~_ [circle.one]

Move inta mal" sicfioll Hold ill map ~tiQO

Banncr Name': (t::ircle em:)

MQVC (nte map Stl!.'tiOIl:

HoM in map s~~1iC1ln:

~ __ RI!~OVefJ1lil.i,~ct:ti~n_~_.FOr:·rify map seeti!i;ln~ __

___ Raze ntap, se:cti(;)J) ang b:~{dI try; tCi .f1'I0\lC'-lDt0'ma.p. S&fJ.,en

Reto~ map Si4t1'10D F. e':tttfy pJ,3.FI stEtfutn

___ R:tzt; ma~ s~tl.0]l ancl1lo1V1t}I to !lf9veinto map se::ttiQ.D

BannSI' Namc~ (£.ircJt! one)

MQve intQ map sti:.tio:n Held in .th~p SC,cfi9lL

will

STRATEGlC EXAMPLE OF RAZING

Mmre .. II:} general, you may move a banner mto a ~ingte adjacent map section. Banners may be mcved into any adjacent map . clion no martel" how small its border (even comer-to-corner map sections are considered adlaeenr). if there are no enemy banners in rhe map section, you may place a control marker therein [0 indi~te that you nov control the map section. Some armies have special rules for movement (see A1"tn.JI~Sj)ecific Rules on pp, 40-41). Mountams, rivers, and

pedal terrain fearur may also restrict movement. Remember [hat banners may Moue oilly iftbe.y have receiVed orders [0 do so.

Difficult l~rrain. Rivers, marshes, and mountains can unpede th movement of armies, WbeL't a banner arremprs to move into a map secnon that contains a monntaln or marsh feature or to cross a river (l.e., move frO!11 one bank of a river to the opposite bank without the help of abridge), th conrrolllng player must make a Dtffieult Terrain Test by rolling a D6. A result of 1 or 2 indlcares that the banner is halted and cannot move, as troops have railed to liu(l a are ford, route, or passage, Treat the banner as though it had been given Hold orders instead. The banner rna attempt to move again in the next Campaign TUJII_ \Vltb results ot3·6, the banner may move as normal. Some special rules (discussed later) may apply [0 movement through Difficult Terrain..

Don't Pass in the Nigbt. Wbtm.eilemy banners are in adjacent map ecrions and both receive orders to Move into the enemy banner's map section. [he Don't Pass in lhe Night rule applies. To amid the unlikely situation of banners passing each other and exchanging map

sc;:ccion withour eonfltct, both players roll a D6. The htgher-scoring player banner may rna e as normal; the lower-scoring player's banner remains 1~ltioru'lJy. A battle i$ fought for control of the map section occupied by the lower-scoring pla.yer's banner.

It is assumed dlatdle blgher-s oring player's banner has moved lightly faster than lIS enemy, gets the jump on its 1Dl'!S, and is able to execute troop movements. The general of [he loweoscoring player's banner, after bearing the reports of enemy movemeru from hi cours, changes the orders he received and prepares for barrie in his cnrrent position,

An exception to rhis rule is made when the higher-

s oring p1aycrfuils a Difficult Ierrain Tes: and cannot move. In dIiS'CI!'lC, the lower-scoring player moves, and a banle f6.r cornrol ofl'he higher-scoringplayec's map

ecdon Is fuught. If both players fall aD(Uicult Terra;I·/ Test, neither banner moves, and no battle is fought. living off the Land. Each map section can. support only one banner, as your troops need food, lodging. campground , and supplies, which they will take from the countryside and J cal ettlemeats. Thus, it is not possible for more than one friendly banner (i.e., more than one banner h;orti the same realm or frorn allied realms) to eccupy a single map section.

The only time h 0 bannm can oceup a stngle map section is when twO enemy banners are fighting a battle,

For more detalls eft bow th1s rule can alfectthe rnevemenr of-banners in complicated circumstances, ·ee th_e I~Pd-rrded I.iililtg Off (be Land rules on p. 43. We reeommend waiting until you have dlgested the rest of rhe map-based campaigns chapter before you read. these role. The siruarions described by these rules C0f11e up infrequenrly; d1US, it is Qat necessary tc!) understand tI:i!illJ co m,pJ ei:!!ly to begm_play.

Hen: are twa sttpcby-step guides for crtatin8 razed terrain.. When banneJ:s

do battle in it razed map section. slJch terrain pieces will add clmIiac1er and realism to your battlefield and remind t'he pb.y¢fS tha:t they art figbting over ruined territory,

SCENE Y WORKSHOP

RAZED FARMHOUSE

1

~I"P I 'Illf8111 /.(1' <1,~t"!,bI"W "~lIr tJl).<J/'ed $1171,11111/ and ,ytp.,1J. 4111 1'1:11'.111\ :if Ill/' nm·.'/wl AI,lly/l>Ml'tl WI' t!t<'I/I!!i1 ,rhl fm"l'IttWWI.:fr'a!l' jC!mlll:tJl". J!QrJ(bdlll l!1(~fI(r; /lfl." JI"~~ 1J,/ l"d.\~llnJtlff (lilt! 1Jrf,\~lt!li~tJI mill" ilml!ml. 'F/k 'bdl Gil II'bleb IhjI bI:;,W riOts ,,"u'II!.!/' jiln'Ol/·.< for Ipr- em, u',"i' IlIilll" firml fo<J(1/

(llIfl ~'III~I/JL'd <Jill "'ilb lrp)."IJ'#iJlbi ql(tcl,!rbrg.ebllip<II"rd

Re'H~!I1bi:,. /!:wt liio"",,(dlJ. t"l!;;lJiJ.hllr!l(n~ lIlU1"1! tlJl.rlku", l",'t qf.1fJI/ gl1/~' (f!;rr:. ,If.! ~J.(if'l1lf (J Im!e, ¢~rfiT'l't. dJl(I/I1~ (JrtiSW/(HfIfJll mill r.t~!d (r M c~f iIJrJrrt(1j'T «nd rI/!I.nllll",a IIlIl"l,I1Ces tile ."iJdrIJlldipl< r.{ 11Ji! ~

"II1Ji!lI.<h It!.~ R(~ aJlJifJ··rm 11/1.,,10: /,j/~.I.M.. ~"§m'I/l~1 ~'tW PIl,,4,~Wlme ;;1""< R!'<(,<.,/tIIi> iI ~ IQ ll.tf! I>"'WIII gN~ I.rrtlll1l(j,IYfJ ff.<{{<1O(qll.t

bWI1~ti ,,'I!Ii.i.!:/(lr fI"4ltd !'frIIISlfl r'/;t,~ blts'l;,~ ""/ ,~d,,[rolll ~W" I~ l"iI!,&,fo/I{t~~ r{lIflc},n!d rJ1idii fl !¥'11 !41(1! 1Mp' (111(1 '.$JIII,.iel/" ',)1 IfSIJJ!l Ili nirlll'l¢1, /J!tItJ;d w,71h /;li1d' I""III!

. 32-

Slo'p L SimU Will ~Ii"'l (1m. 'rl fJJ "'" pa IJ/I!.<i!!.hq.f"'lo(,ll}1pI<I(I, ",,11;1 dQ:bJ"rlslJed wlrtN<'f/dr,' film ~JltIJ.i!l!tfOU,..gmIl1}I;l,\"'ifflue. 1:11" rpsk5 w~ '{:fUIJ>I&:l. dark

gl~I' cm(;i ditrP)'ulJiid 1.11' flikll'~fJ waif!! to 10: ,. U'fQl_' rt> ~rnv$ lliI!':.e

l'l"fl/rlIlIllJ. 'P)'Qyl~l b,I'Jwn. cilll1 Ll$!?lIfiJ1!!d:!JIllllreu"b U'r!lJ~'ll«fJ /iOa= ftJlfn.tI,I'I Slili'JIi II') lbef), wIll, (l1;IrI~)i[lf"'iiw' 'MIdi Ilk fill/age I(ljJUJ'1l!ly iTI pl~'1iA flhl11'tIl5 toer« fi1ilfxyMJl1(:lJ. mtlJ 15f/lI'I.!i./i>t1J5p IfNz1I.rflfd'lhv/<t{IS! .Wmtl bad trrNJ'ii}IJl/iiJ ftJll!'trQ.\

S[ilj)'l If>f/IJ1$Jj ," /l'ff.ce. "pii'l'~'l/e I,d,it4Jj!f/, to (Qe~mh'l,d l'.JJsh:SUI'IW 5(cJt1C ~}U.;; {HI¢! II lrl' liuMe 1/1' I ~ nud m!}'I1/iITtIIII' fP.'«$S ow ,1flll}litJ d~1P W "h1>/l!I.mtsd J:>I!ilf ~f /};.: jflvc. ,W ~~I ~'V" '1'<!;ftIlI,'I/),I!11, IZlttQfflJlI' fig"" #J.F<ry <#itHttl1l! l'al'lIl.rfj:Mfl Mpiil!lJ/ /JJ< ,</lUfr gPl/l>"I11/ c/JIJ,t/ IIJ) I It ,pler~ctI'ld fI"'lji!lif )'OIlI' c/'.th!)iIf J'itli,}t/lltf,

- 33-

Simultanoous Mevem.ent. Ancr orders are submitted, all moverneru occurs simultaneously. Thus, it is possible for (lilt' of your banners to vacate a particular map section,

Inch will then be occupied by another banner from.your realm or one fr m Mother player's army (see [he

diaw~m on the rigbt Iirr an explanation). J~ remember not [0 brt'llk theErm.'l Pass tn tbe Night rule (see p. 31), ,\g;tin, ill'J;>' bnRtl~ that lind rhemselves in the same I1l4P :.caron after mc:>vllmBn.t Is complered ",III fight a battle.

FiUkd Mqves-. Remember that each map section can.only

• UPP9rt a iJlgle IY4l1DeI: at a time and mal all movement till1t ''vPLild bri.ng more than 011e friendly banner Into a ingle map. ,"'CO n is 1brbidden. If a banner cannot

l:.I'/.'t:UlC its movemenr orders (becan e of a IailedDifficult Tl.'trai,n Test r because of the Don't Pass in the 19h!

rul ). then G)thel' banners cannot move into what was to bt dle \'Mated map secdon. Such banners act asthough tht'Y had been given Hold orders instead.

Fortify. II a banner is given Fortify orders and is not brougbt ro banle, then it spends rime increasing the

dt:ti.:I'(l j,'C rupadty of its map section. Fortification could mcillde coming out the high ground, conscri pung local vilb~en; into service, and/or building hasty defensive positions like walls and barricades or even a warehtower. Piller a Fcmtifjl counter in tJ e map section when a banner ~ S~'etl vrtify orders and is not brought to battle.

Banners snacked in alhrt.ified map section may add 200 polrns of additional troops to their army list, In addition, armies in F(jrtf;fied map sections may t:~ke advantage of Dt:fl!l'ldeu ObSlacles (See below). Any map section - even lnad: , btitlges, rj:Yerb:illks,and special map sections - may he: Ivrttfi/!il, 1I11Je_s pedfied otherwise. It is possible for a ~t1f1t:r tC!,l R~rlif:Y ~ map section controlled by an ally. RiJ;W(I mil p ections cannot be Ponified unless they have been R{!(fJ ·'i!rlfti first, Mark the taCt that [he map ectioo h.l. .. IXieO RJrttjied on the map wid) a counter.

All F(}rfiflr:(,fl#~h bon uses are lost when the Fortifying b;mncr moves ;j.\ViIy from the Fortified map section and/or when colltmJ()flhe map secnec changes. Remove ther'Orti/}' C(llilltC!l' when any of these things occur. Wben l~mifU!d defenses are not maintained and supervised, ltrnp()r.uywalls will collapse; trenches will fill with rain and mud, aud the local population will make off with U5Cfu1 kerns for firewood and building L upplres

Banner.; ml1Y nor-Jlorf.i/:JI a map section if they are fighting a battlc.lfa banner gi enFarti.f:V orders is brought to battle, it ads as though it W'<IS given Hold orders instead. Hemember char banners truly only Fortify a map secnon if ther have-been ~n orders to do so.

Defendc..'t:I Obstacles .. When a banner is defending a Fortified map section in battle, generate and place rerram a.J; nomlill, After ill terrain features .have been placed ana OeplOymt':nt Zone have been chosen but bdhre ;Ul)' tmQ.p 3.1.'1: placed, the Defending player may l'erolWC: any nt; pie~€ Of terrain from anywber on the bQard. C. Ifill,. this Riece ,ViI] be 3 terrain feature thar beodi~ his QP~neru. In addition, the Defending pJayer: may ~U once 01} the Uefeoded Obstacles Table to generate an adclidiilna:l [em:alJil feature .. which he may

phu.: . an~'\"here Qj'I fa!! rnbl",

I'lgw-eA 1li!l'l'_l/J)tj Dumrf banners I'OCiliL'!,' orders- tcJ nuns: Banner ~~ 1I10l.!(!S into a,11 11>J('("m'OlIed iuap ,,(! uon, uhtle banner B IIIOJ!&.' into tbe "W/) seaton tba: banner ,.\ oc·cl<pl~l.

FI!l\,n: R1n tbt» ptcture: the Empire barmo!' backs au/a: jl'D/IJ fbe DW(II! "<11m/!" n. .. Empire banner TilOlJl1S back from mtrp seaton G7 and tbo.Duuuf banner 111("'8$ {1II0 {l}.1d lak~s cCl"/ITJI of 07 No brittle - I$/ollgbr.

Ei,,>ureC. tn.tbe 1lIM! tljiBI' tbe. 011" sbOIl'TJ. III Figure Bib" Empire bonner uias g'I'Im r lold orders tnsseaa q( ~o~e arne}'';. Tbe tncarfbanner uas gtren orders

to Move inta G6 IIIbwl!.lW l!mj):mt f;"'Ir/ill" Is tocatod. nl(: fil.7lpire /)UII,er .raJ'S pI! I, and tbe bwmi banner moues 111/0 fltlar:k. A battl« mus: ~u fOllgh/ j", crmlml I)f lOIap seaton (i(J._

MgurO! D. /17 IbIS example: hotb Dwmi and fill/pir:€' banners It"''''' Kil·"," orders 10 1110,·" 1/110 em UI/Conlrvlled //lap so I/o" 11or/;! uarmors moue into 11.1f! map section, and a battle .{'(II Q"frlllgbi to determine control

Figure ~ Tbis e:xmnple illw;tfme.\ (he El(",·, p. ... 'I! m Ibe ~/ghf ""Ifl. Here. " IJWt;J:I/ all4 E'Tlplm/>6I1lW,l,-I"'Jjln tb« rum (,1 adj"~""1 711J;I{l"')C'timl.< &1115 recoire ordUr> to /lim· ... III/(l tJle adjacenlmup Sc'CIIQIIII> (mIre;' llie en/'ffll' banner Do rOT lIIaH! I/ie Im/il/lIt'> ;:iu;b rhal Ihey $/JJ(IP prl:~J(OJl.' h,,, 111{; Don't l~ III dte Nigin rule, boll) pkn'lJr], rolla D6_ 7'ljiJ £mpfFC t,IQ)'«f' rolls (I ,i. I1w tbe Duiar] pk,yurrolls a 6. The hip/}8r •. \.:ormE lJU:Wj!;gul!Q(!Jlml{l (l11 rl1<'jiJfLt:$ ,,(fpe IIli/pi", am! rw,;J.t·~ 11110 the f!mp1I'1!·.< IIUIP sectton T/.I" E")jlir~ hl,wler renin Ills s/(ilfo.rlmJ· A fxllllltji'Jr I:olflmll;lj eli/pi""'" II/{/p s ectk» I L~ /t;1If,'/,111

F'.gum F J.1J31f!.'$ tm example o/II,>/XI! co,,'" /xIPP"'! :shollid onu orWw-I/(Xlmf!JSjali If) execute {Is ;,10)'1: Qo:r.rr;~ Banner A. wa.<;gjl'l.tn an:I=lo 1TI1lt" into rlJl! "",,,,,, .. "IlIjJ';(!I.·lirJt~ OIld !XliiI/fir fj 1/'(J.'gi.'t'I1 Ol'llelSI"l1laitl Inn» 11,,,, mtlps«iIIlIlIYIL'(Ill'd 0'IlUllti fI' A Tbit fXmlro//("gplt~. !I' 11111,'11 I'oll (I DlfllCul! 'I!!rffil!l T8Ui:Jr br1I11WI' A IV (!J" rlbe ma""" mop ",idfm'l.lIf!ttJiM (1,1 (;fJldj4'klfli/J tllSf, FM}lIIe~ ,'1 canno: IJltJ£.'/J and (.ICIS as. if it had been KI~'(!}t Bold 01'(./Jp~. SlII/IIa/hl barmer fj cmml</. ."'~1!'J1, /;u<'(I1L'(1.1/ cannr« sb<ilr~ (l map, s_toll ,m'th fl(.trJ,u;r.'\. fJr·l1m("r 8a/w illlllt,lins ,Y(fIiWI{lry (JI If) ac/l'i IJ,t if II /).(1(;1 ",,*,1 i:t.'.'ffi Hold o)ril!i'$.

DEFENDED OBSTAcLES TABLE (D6)

1 A large uu

2 A wall, fence, .earthworks, or hedge 6·12" in length 3 hill with an impa sable slope

4 A building no larger than two stories and with a 1'0Qtprint no larger than 8" x SH

5 A large hill with fences or artillery emplacements atop it

6 A wat-chtower

Recover. Banners oecupyingR.azed mal? seenens may attempt to Recot.>-ei· them by rebuilding destroyed structures and settlements, transporting farmers and laborers back into the area. and generally trying to repair all the-damage that hMI been done. If a banner is given Recover orders and is not brought [0 battle by an enemy banner, roll a D6. On the result of 4 +, the map section Reeouers. For each subsequent rum the banner attempts 1t Recover the map- section, the controlling player may add 1 [0 til§:: die roll. A roll of 1 before modification always fails. Once a map ecrion Recooers, remove til Razed counter; the map ection will now contribute to a realm's supplies and may be F<Or'/;ifieti as normal, Banners may not attempt to Recoue« it map section if they are fighting a battle. Banners may attempt LO Recooer a map section only if tbe,l have been given orders to do o.

Rold. A banner given Hold orders remaim in place and does uothing, A banner may wish [0 HoM 1:0 defend a particular map section, to occupy a Fortified mapseouon, or to hold ground when the comrolling plaser sees no tactical adva mage In moving the banner. When a banner has nor been given orders during a ampaign Then, ~t will Hold by default.

BATTLE

AfrerOI:GeJ.1! at-e executed, banners that find them elves ln map section with another banner will fight a battle. All battles must be fumghtW'ith the normal WMbammer rule before orders are due for the next Campaign Tum. Llnl , ' "the battle takes place in special map section that b.1.S special scenario rules, all battles are Pitched Battles (see pp, 199·200 of the 'Warhammer rulebook), The winner keeps his banner in the map section and places one of hili control markers therein. The loser m1.JStRetmat Inro an adjacent map 'emon that he or One of his allies controls

( ee Ret.Teat/Scattered below). If the losing baJ]1Jf'L' was N[assa.creci in the Warbammer game (see the Victory P.oim!i rules on p. 198 oftbeWarha.mmer rulebook), it is (00 dlsol'ganized to make an orderly Retreat and '1'\111 IX'

cauered instead. In. die event of a dr:lW, each player must move his banner Int an adjaceor map section that he 01" one of his allies controls. and the map section inwhtch til battle W<lS fought does not exchange hand (i.e., the map section remains neutral. if no one controlled it prior io thi! Campaign Turn or remains in the .original conrrelling player'~ posse: sian).

Supporting Banners, All battles are fought between two banaers 0nlY. Because of the Living ojf the Land rule. it Is impossible to bring more than one banner to bear On a single enemy banner at a time .. However, it is possible fu:r frie!1dly banners in map iecnons adjacent (0 the one 111 which the battle is being fought-co support their [riend~ 1 battle. A banner may increase its points size by 200 for ev~ friendly banner uppornng ir, Thus. a 2,2Jv-vv",., banner supported by two friendly ban oers would intre;1l!!!

~IUllj.2;Ci50 DOi[ntS for' the dlltati(3n of the battle enty; .A. support n single-combat, In GaS where COJnPal'>gling on If! adjacelU te.TJitGrieS l~~)Wr.g playcr must cheese which one his. banner M!$IJIPPOI't. A banner m'f_ nor oJkr .suppert if Jt is £igbf'iDg battle of lIS own BotJ1 bsnners invol\led in al;:)!'lttle may ttCdve support from any number of adjacent banners. ~ do not need 10 !'~Yt: ordel'S t fjffer sapport to Dit!ndly banners and mi1-Y l'll.kf Qrho- actiOo~ during the Ounpaign Turn (i.e .. rhel may hfj:~ Moved, FOrtified, RJamJ, Held, or Ret'm;ered) Remember thar each

bInaer may only suppon one adjacent banner-and tbal banners fnvolyed in baIDes themselves may not o&r pport at all_

often barto rs "ill be supported by ther banners from tbclr own realms. However, it Is po lble for allies ro support ne another (see 111'/1'4$). 'When this OCClli"S, the alIk.-d player.; hm: rwo UptiG.ms:

1 The player whose banner is engaged in battle chooses 20(1 polrus of IIf.:1dl001'J'll.IIT(Q01)S'.fr.6ro his ewn anny

2 The .ill~ pl:lycr maybrilil.8 200 points worth ofCore ~ from his own forces, which be will command blmliclf.lo lend 'UPP0rt;,tDthe allied banner, Witb the second option. iQtere.slillg battles Invol ing three or more armies' troops and three or mare players may be fought,

RettcatlScaucred- After attles are completed, banners lhlal han: lo..~1 r tied muSt R(!.fil'eaJ. into an. adjacent friendly map secuon (OUl' that the banner's realm or one of its ~ l~)mml,), No/)fjftcull Terra:tn Test is required [Q RetN!lIl [f:l RQttealiitg banaer has no friendly adjacent map SL'Ction in whldl to Retreat orif [he banner W"d5 Mas$lIcm/ln the ~lfHammer battle (see p. 198 of (he Wathammer ruld~ool$'), me banner is ·(Xltl'ered.caltel'ed banners are reO:1&.,~d from the board until the end of the campalgn Tum.1Erbe realm remains large enough to ooonnue uppon ofthe Scattered banner. then "the cOIllrolling f:lmrer may reform the banner in me HQ

temt n II i. ~ I\ltDed that the cattered troop: fall back and 10m other banners, that personnel throughout the realm' fore - are reas lgned, and that a new banner: is IOI'tllt'd il1 th I I terriIoIy from surplus troops, If the realm iii no longer large enough to support me Scattered Ixu1flt;!r, rOOt'll! IJ; (lissolved and remains out of play.

If the only 1i'1c:ll.d1r lldjacell[ map ecuon or sections are occupied by n friendly banner (a banner from the

Rl!Irt'tlUug bIlJ11'lCf:'S realm or an allied banner), that banner 1! di.~p~lced lora anomer friendly adjacent map, ecrion. It

I~ jlOMIble Ibr . everlil banners ro be displaced in this wa .

~OIC thal !1l1$etrealillg, just like movement, occurs ~lmuIIJAt.~u~ly; Thu , two or more Retreating banners cmnoi Net.ll!nt m the. same map section. When only one frlt:ntlh- n1'.lp ectioa is available for two or more

ReIYIWiillg banners, one banner Retreats as normal; the l1lher banner ur bsnners are Scattered.

END OF GAMPAIGN TURN

Mll'r 111 u(;'t.iol1S In the turn have been resolved, each player counts the numberofmap sections in his C:011[r01 arid consults [he- Banner 'lable (see p. 28). Arealm may have exp'tlndl..'u em ugh to add an additional banner (or even

'" ) or more clurl.a r a spectacular turn . ~Jmilarly, other rralm ITlllY have fa r map secdon , thus necessitating the dooulion of one or more banners. Scattered banners are db lved oot. Otherwise, the controlling player 013y dc.'(jl~le'\ hicl1 banner( ,) to dissolve and remove from p)ay. fJcattere« banners that do not need to be dissolved may be rtfrunncd ~uitng the End of Campaign Thrn Phase.

Newly furm¢ banners.and banners that were Scattered and J'erormed are deployed at the End. of CatnP~ 'fum phase in the HQ territoty. lftheHQ tenitol1' i occupied and/or more than one new at reformed banner has to be deployed, banners may also be deployed in. map sections adjacent to the HQ. If both the HQ rernrory and some or all of the adjacent map sections are occupied by friendly banners and/or controlled by enemy realms, players may not be. able to deploy some OJ" any of their new or re ormed banners in a given:.tUffi, Wheothese map sections become unoccupied and/o!' become .friendly in: II. subsequent turn, new and reformed banners may then be deplnyed in them during theEnd f Campaign Tum 'Phase. ote thar no new or reformed banners nilly be deployed at all.if the controlling player' BQ territory is controlled by another pL.~r (see LossofHQ Ierruories On p. 42).

F;I',\lfr;:ct\ "n;!! I>illm'(ballu,,," hilS IWIlIi deftu:uM hI' ,h" E.nf/(ro fklf"''''' and 1111451 IU:treat tnto ou« of IQe II/V frl1nf11~V //lap secttans £1(41" ",if

::;JiS~~~~ I<J tile QIIe ill JJ.lbi~·b tbe /.;mile. wOJi/ou!!/J1.

EXAMPLES Of RETREAJ1ING AFTER A BATTLE

Eilll-Ift! 13 nf" Duiar] banner b,,_, be'1II dif{eace.d mu;f muss Retreat. bur 1/1" onl, araiiable frtolUl~" maj.1~OCI;(jl1lnrf/ whfch it 1/1('.1' H rren is (KC/f/lf"d ''.I' lI:1Iolbel'I)Wa,:(haftll<d, ul/Jtcb 11'(1$ i!!17diI18 SI1PPOrf 10 rlilt 1>(111/': 'fbI! rlej<'mea haumrr RCtn:~I' illlo I/;!.~ $/!,-/,',,,, 0'<111(.111' arroie« anti/he. >lWpmlillJ,J IxllllWr 1.1" rli.<J,luCt!d 11110 (lllI'I/hi."'/I'I"lld(l 1//(>/, ';f!CliCm (<Jill! rjllb~ .';f!CIlt)''''· h,(/lt'all!i( b:v lilw/ (;Irlml's)

Mgl)r~ r: 'f1J1J DI1""j'li111I1ler }J1z> /}I'eh tkjitllll'll bu: htl.s '0 j'-ilNlell;lt map ",.'JirJ1Js inus which 10 R",I'rL'3l _ t< ~'<iu catl 5;rB. all mfjtu:enl ))/uP seatons a, .. , ,-ull/IVI/ltd tJ}, tbe Er),pire, 0,.:, (~ GO[J/fll,\: I)"~ T /'-~b Fk/!.'_ nlJL~.lbi!DlL'tII1 banner Is 1.CIItrCn.-d and is l'wntll'<!d from plav 101.1'111/1);(' Elld "1 fbt}

Co mpa 1f!1'I Turn Pbase

I:tgur~ D. ihxJD'l>(lrj 1J[17""~fS are d~fi'tII~(/ hilI hut'<f rm!I' <HlI' {1l(faCl:III,M~"d(\' //IIIP s(,afrl/l ii, wl.1(dJ to Rt:t~ 0"" <1!f!)/;, Inuar] /JfIJl11Cr& tlcm,,". as normal, tbe otber ts ~lmtrc'L

MAP SECTIONS

The.JiJllowin_g rules apply [0 moeemem in and occupation of the map sections, Renlember that movement imP meuntainous r marsh map sections

and aer 0'11CtS ~uii'es a Df/ftcult,;ren'?/ill 1est ~see p_

1), Note that: this lise-is not exhau iri:'9'e, For map-based campaigns mat you design, you could add rules fOf dunes, volcanoes. iq.· plains, and ,the 11ke (set! Chapter '6 foe ideas)

Bridges. Bridges constitute small map sections unto themselves and allow armies tu cross rivers without making a Difficult 'krrahl Test, If - Rttzecl, bridges ase usele - s. and aDif!icull' Jen-ail'l- '/est must be made- as normal to CJ,"Oss ~he river,When bridge map ecnons ar_e Ra;zeti, make sure to position occupying' banners in the map section

ueh that it' clear which side of the river they're on, as a Difficult Terrain. Test will be required to cross the rWIT into map e tion on rhe opp0Sile ide. Razed bridges may be Recouered (Le, the blidge will be rebuilt by your troops) just like 3J,1}' ether. map section. A brldges tend to be areas of high tactical i:;lgrniftcanee. !l10St p)aye.Ri will make an effort to defend them well (or desiro- them).

,r ....

I I

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,

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"

Plains. Banners om move into plains map sections without penalt . Plains map secnons call contain farms,

mall towns, hllls, and the like. Th e small terrain features do not affect movement, pedal map sections Should be considered plains unless, specified otherwtse in (heir description.

Forests. Poresred.map sections are treated as plains f'Or purp . es f rnovemenr. However, certain armies. such as ood Elves; may be able to take advantage of

p~c1aj_ rules in wooded areas. Use more trees than you normally would when -generating terraia fur battles fought in these areas.

Roads. There are no pedal niles fi _ r roads. However, it'! campaigns that use irregularly shaped map ecdons, road seonon - tend to I~ very king and rJ1US ulcUitate rapid movement of banners.

Rivers and 'Riverbanks. In campaigns that use irregularl shaped map sections riverbanks rend to be very and thus facilitate rapid . movement, as U'00_P, may march along [he clear beaches or take barges and other small craft cg sail up and down the shores. Crossing the river (i_e., moving an annyfrorn one bank to ill> oppdsit'e bank) necessitates aDifficult Terrain: 1ijst.

Marshes. Marsh map secnons contain so&.~ ground which it is difficult to maneuver armies. Marshes can often be found where two or more rtvers join. You must make a Difficult Ten:t:lin_.1l!st for each of your banners attempting to enter a map section that conzalns a marsh, Note thar no [est is required "when a banner t:Xits a marsh rnap secuon '(unless the banner is leaving one marsh map ecuon and entering another' .

Mountains )'(:)u must make a Diffi:cult Terrain Test for each of your ban ners attefnptingtn enter a map ection that contains mountains. Note. thai no test is required wben a banner exits a mounrainous map section (uole. s s the banner L') lef;lvlqg Doe mounrainous map section entering.another). .

.rnap sections, etc.). However, banners thar control HQ rerrltorie always count as beingl;o,-tiji'ed when fighting in the map tenon eonrahnng the HQ. In addition. the

c nrrolllng player may roll three times all me Defend~d Obstacles Table.Jnstead of the usualone or fighting U; a Fortified map ecti n. Adclitiou,.'llFo1'tijicaUon ofHQ ternrones has no effect, Simply mark your HQ rerrltozy with an apprepriate counter or impressive 30 model, I:-1Q counter pictured above am be downloaded from th~ Garnes Woikshop, web site.

SpecialMap Sections. Each campaign will have a few special map sections with a particular settlement,

tructure, or point of The e map coon could bestow advantages or disadvantages to t.heanniesthar control and/or attack them, such as adding

addItional u'OOl s nece IWing §Pedal tests, pn>vjding defen I\'C posinons, and the like. everal examples of spt.-dal U);IP 'ic('1tion are ioclutle.c.f:i,n rhe Border Prince C;nnp:tign chapter. nod glIidelines f r designiag your own sfll'UiIl map secuons can be round on p. 6. Unless noted otherwise, speoal map secdoas should be treated as plains '>Cl1ion fur purp0M:S of movement,

AllIES

In !he \~'admnuner world, alliances are almost always tentative :Ufa:lrs. Nonetheless. [hey can be useful tools dUriflg }'fIur realm's expansion. Ar best alliances are ntUTla..l!· ~(convenience; at worst, the:y are weapons with ~hi~h 10 marnpulate an ostensibly friendly 11 eighbor and maneuver him Into a vulnerable position. As one young Prif1(t' ofSaI7.eElmund once quipped while learning the fim: aft of (tlpl~macy; '~Uiarttes are bettor honored In.the breach tb:Ul'tbe. observance." Even so. long-term alliances between neighboring realms have been known to OCCl.U·. Fill in~l,wre, rhe Empire has rnaintalned tentative l1JJ\~W;lt1res. or at least stares of peaceful coexistence, with I\1l'«Jl1nlll. Klslev, and Tilea for many year .

Phl)'Cts n~y declare an alliance at any time, and allies should nlercrhe-rest of the campaign players (and the lImaniw if t.htl1t ts one) that they have formed a pact. flI:l.Y"~ m:ty ally with as many players as tbeywisb as l.@JJg ;til [he alIirulcc.1s penni:tred by the Allies 'Iahle onp. 109.

l nllke mathematical quantities, allegiances are not J'I(."CtS:;;qily lra.tiS~tive (whith is a fancyepants way of saying, rfDw;utj lfllyWii:b the Empire, and the Empire allies with BJ'l'tllnni:I, iheo Dwarfs are nor necessarily allied with Bretonnia). Lit met. [he Allies 'Iahle see p. 1(9) may

pR.'\II..'flt 'uch a three-way alliance from existing, d pending on the jlmli lrwolved, or course, where the Allie Table al1e\\ .three or more players may choose to ally with

one another.

There Is no tmc:d length of time an alliance must last, altll<llIgh ~nIJj;'y players rna y waer to :pur their trea ty in wrlUng and ~, a rolillmum amoun of time. In the end, even with a written agreement, allies can stab one another in the back ar any time. Having it on paper does aIfurd the PelJ"<\yed player great propaganda and damning C!'\idcnre against the mmcoar, however.

~ loog a.~ an 1ll!ance is in place- allle may take advantage of the rollowing-1'Ules.

• Banners may move through their allies' map s':~tioru. Witlloul contl'blof the map sections d1anging Aan9s.

• Banner may defend their allies' mai1l ecnons by Aghting banles therein, If a banner Is victorious in an ally's map section, the losing

nemvbanner musrRi?tr:ealor caiter as normal.

and comrol Of, me map section does not change hands ~.e., the viciortou banner's ally maintains control of the map section).

• Banners may Retre(lf into allled mllp seenonswtthoor being cattered. When barillersi?el'reat in this manner, control of the map section does not change hands.

• Banners may support adjacent allied banners ill battle.

Alliances may be broken by employing one of the following m thods.

• Announcement . During the End of Campaign Turn, a player can announce that an alliance is broken (though only a fooltsh Bretonnian would honor an alliance and m~. the chance to stab a' ocn'mcr friend in the back). Dudng the next Campaign 'Iura. the- rules for allies will cease to apply for the two realms in question.

• Invasion. A banner can end an alliance by taking coritrol of one Or more of an ally's map sections. The backsrabbing player' decision to do 56 must be n ted in hi orders. Otherwise, the campaign organizer should assume that banners moving through allied map sections do DO[ Intend to take' COHere I of

those secuons.

• Raze. A banner can end an alliance by Razing an ally's map section rhar it occupies: By Razing the map section in this W".ty, me banner rus(J ntkJl:.s conrrol of the secnon.

• Withdraw of Support. The final and rnOSL insidious \V,t break an alliance is to do '0 in the midst of battle, ~ hen one of your banners is upponing an allied banner in banle, and you have opted to command 20.0. points of-your own Core trt ops to lend support to your so n-to .. be-former aUy, you may 'withdraw upport ill the middle or the game. Thi trick can be I~articu!ady devastating as, say. a flank, form!trly believed to be held by-stalwart allies, not only

becomes vulnerable, but becomes the site: of a.

surprise attack.

lb wtthdraw support In the midst. of battle, wait until it is yOW" and your soon .. to-pe-former ally' • tum. The surprise withdraw of support will occur durtng the Movemenr.Phase when all charges have been declared, but no chargers have been moved yet. You must then announce that-your troops are withdrawing support. None of yourtroops may do anything during your erstwhile ally's rum, after which your troops will act (i.e., UlOVl:;, use magic, shoot, etc.) on your former opponent's turn. 'rbur former ally muse follow through on any charges be declared, but remaining moves may he made to respond [Orne new threat your tro ps pose to his forces.

The withdraw of upport is partlcularly devastating when the opponent of your fortner all)' coordinates with yQUT attack. It is permissible to rganlze Y9ur back stab with [his player beforehand (e.g., "On Turn 3, I'll announce that I'm withdrawing support and n:y to take out hi war rnachio€s.~) or.bywlnks, nods, and wWsp¢nl as thegame develops ..

.. 39-

ARMY-SPEC1FIC RULES

E.~ry, anny in the ~Jttrbammer woeld deploys, Jn0m, ami :fightS differentlw - even 0n a gr~fnd acsle, The folloWing rules tt'q)1ii.if1 how these cIlItereOi;!es:are represented in a map-based campaign, The Ib!lowing rules apply to-all map-based campaigns, Additional army-spe'Cific rules may apply to some armies iii partl~lar campillgns. For instance, dunpaigns set itt Khe'rnd may add army-spetJ1kwacer consumption rules, to which Ibmb Kin~, Vampire Counts, -and Daemon banners are immune. Or perhaps a campaign set in a completely wil(l andunseuled regic:)O WOtLl4 adGl army·speCific rilles for 5UPPUes, subststence, arid baggage. See me Border Prince Campaign detailed in Chapter 3 for adler examples.

~~~""'-"'-

BEASTS of Cfu\OS

'Beasts of (,JllIQS' arcaecustcmed 10 llvingIn the wlldem(:S!; and deruin"g with liiu:sh terrain. As, such, "hey mar reroll any raJled ntfflcrllt 7;Jr!"lm Test».

BRETONNIANS

Bretonnlan KnIght's value horror and chivalry above all else, Th",), may only break-an a.lIiar;\d: oy announcing their Intention ru ,10 so and not iby jn'V-<lding, R=ing, or withdrawing support. In addition, if an all.), of a Brerennlanrealm breaks 311: alliance with rhe Bretonnlnns by aoy of these dtshonorable means, the Koighrs of the Breton nlan realm (nor the commoners) will H(/!e all rhe

tu rncoat t!"OopS, ,u1d the Bretorinian realm mny om enrer Into alliances wlth the tralmr subsequeutly,

CHAOS. DWARFS

Chaos Dwarf banners may IDOve ia to mountalnous mup sections without making aJ)I[ftC_/ll! lill',"(liil Test. As Chaos ])\\o;u:ji;. m~ thelrhomes In the mouruains. they are accustomed lO the steep rerraln andhave 00 [rouble finding safe passes,

D:.u:k Elves are masters. of torture :ir1d sacrifice, practices tI,.:y engage in both for rellgious reasons and for pUtt: sadlstlc pleasure. \Vlll:n a Dark Elf banner Forttfies it map secuon, instead of taktng ~O() pnlrns "r additional troops and making a .-oIl on the f)efended Ohstll.el~s Table, the banner may Opt to sacrifice the 'Intllgf.'D()ll~ populace tnstead, The banner gains no addll.kmaJ troops from tJlii~_F()rfffllM/ map section, 111.'I1t:ilu the army gatns 03+ 1 rerolls thar the cnntrulling pT,,>yer may use [0 reroll an.y DC, result in tile game. 'Kbaln!:! !\ll1.iI(:son rhose who shed I110nel in his nnrne, Dnrk rur n arm en; l1l11y also dlrl(l~c to PonifJ'-a map secdon ;1S other banners do.

DOGS OF WAR

Dogs .ofWar armies are expert at hiring and clilnsel'Jpting frciol'lsErt,im [he local populace. As sucb, [\leW; ~tlmtll>rd lm;nn er sll>:e Is -L1}()' _po inrs lal1gtr than that n'[Othel' realms .ill the- eampalgn, Thll.,\. In n ClIlll?.t!1gh In which I.he" standard banner !;"i'leis ?,OOD p.:l[nt,. .. , DQAA pf:l_\lu_. 'bao.!len>'Wl'1uld 'be :2.100 points (before hm\ll!il;$ cgl\d pe~atlC:.\i fm·l1(;tl:ifti!.atiO'!1J, 5Up:pOli.etc. were

lncltlded). l'n. ndd1tion. IYngsofWar are roth1ess rnerceaaries: w1th.11h:fe itare for ,""hOlD rMy '!;Ighl:!!S long as theIr pe'tki::t$

- a refuU. DOg5_of\Xlli may aHywllh any other UITI).)'iin mapb,lS<W campitil.¢s.

DWARF-51

Dwarf banners may move into rnounralnous rna sections v.1t:hOllt making aDfjftcutl. Ter"at.l7 nol Ste.trp 1l10J.l-ntWns are where .Dw".rrfstr,adirjonaIJl1 make thejr homes and so they are at enseln~"\l~ cnvlrcnmentsand h:aw n:('jlTGublc lindi;hg safe passage.

.. ~

EMPIRE

~ The Engim,:t:ts of the empire are e>i:pcn:s at makioS_batl'ldield defenses and equipment, WhUn.d.cfenilirtg. 'ii_Fortified map secuon, Eniptd noop~ ma}'.add 250 points uf addltionaJ .tl'OO~ (Instead of the normal 200-poim bonus). Also, the Ernplre j[lIa.}'tf make an. n.ddlotii'm'!.J rofc 00 the Defended Obstacles "J111Jle":md placeth': object sc, nornlnated when: he WiSJll':1i.

O:rdJruu:ily, ilIi Emjilie banner will placetwo objects tnstead Qf'Q all 11 f"oi;t;i/ied Imuleft;_eldundt:r Its control. However, sped~1 clrcumstanceseould, apl~.Iy. For Instance, and EmpiEI': bann-er will roll [Of llfld pl;lce ClJur objeClSillst&tl of three on :i baril01eIJ.lll HQ territory that it controls. dthe(spccla.1 rules mar apply in FOl'Iiifted special mapseorions. Wham~Tcr [he case, always assum ilia t EinpJni banners figlltin·g Ii'! map sections til'll r lhey h aye Forrified. wii.l always have -an addlnonal defended obstacle,

H1GH ELVES

High El,,""tl'S are masters (;)'f quick deploymelll all precise raerics, l:Ilgb Elves automarienfly "';n

I DoH 'I Pass :In' the Nl§bt rolls. If a slruarlon ariS",

-- - to "'hjth .1'#0 en~n)' High Elf banners are rryiD

to artackoneanorher, bod] bannersmake Don'; Pass til the.i"'Jg rolls as norma],

~

HORDES~

Daemons. ·lik.e tile w'in_ds: of Cba05, are highl)! unsrable, Instead of deployingnew or reformed SI:.'(]ttere,t banners in the BQ t<lrri[bry (or map sections adjacent "to the HQ). Daemon banners appear in ;1 random ~-.=r;lmry. Whef\ :l new or reformed banner 11 ttl be deployed, the Chaos player must nomtunte sh: adfru:clllm sections in hls realm (or fewer map scctlons If he controls fewer than stx map sections) and J"oU ~. D6 to determine whtl~ thebanner appears.

~

HORDES OF ClM.OS (MOft1Al,)

~

NL'lllY ·Ol.'l9Samilb; are mare t"0nu_p;i_--d wJtb_ d~.\._'1ian. [".tiding. and murderthan !heJ' are con ir011lng and n:raint:liflins a successful realm. Wi)t:n(.·lil;'t a mortal '0ia0S an:ny k~ vjctotiou., mav~netnPt (0. press Lhe aUlu:!k and foUl)'" imo the imp !feLti(!I!l'

deie.lll;(i 'banner RtJtrr:alwl, RliiJ a btl ·for each ~ b_arul\'flll;U=ll1fI.1ll~. t:m= the il,lmck. On-a rull of 5+, ibe banner mil}' press the "L~''--''-''L''.'''''''' makea su='fJ:JJ..B-ijJkult1i?1·"Qjl1 ~t-!o do so if the !emrln the Chacs 1)l\JID('I· ~ lb press [111.\ ai:W.'k, bbl~ banners I-lJC,",",'W'_<.·!'II thl;: IlfXI.01mpalgn 'Iurn.and "IVI1lBgru:a \;laIlkpec u;,'e~ WdJ.lJiILW'II' .. and mli:p-bru;ed Glil1{XIJgn rules. M}acrpt·banner.; lilly SlIppGn"ru; (=o1Jb<::r that mcvemeruhappeasbelore battle;), and-any other bonuses und flI':I:utl ties .apply tJ1:lnS 1,,1:I1f\Cffi may not press the ;:u:mcl.' ,1ga1!i~ bannl$-[h:11.~ l),"mSt."t1lfrpM.

"40 -

\ n .. CJ>IIO.< IHnrlll!l-dIiJiN/~< /IJeDII'{/lfbll1l11 'r.·tmd 100 l ((Iqrj'/l.,m, " Iltc:t,.,:j[ ~l~lr~ a Tbc DII~/ljlxlll'/I!j' rMr~I" into till fl(iftl "II/WP 9!aIWI , " It \li{ 1IJ(IIIIJeDtuujPmJlilerf)asRcrre.Uf!1:J in", tl1ll()jllllahibJ~< mal)

. lulU ~II'U~ l/{fl.YWI(l~W qj'll;{> £)$111111 7lJn'(ii~l, Il.mdl. '''II- DlI!JUfpflljf'r 1'1/1 (n""'lmllf;e Cbt/hl.' htmll""jirm! p,'esJ:ing IbiJ ,lIIac/.c Figure r:. 11»

<&J\"r 'IlIJ(i{JI<> If) IJno§: lilt> ,mild,. mtllfco a .<ucC<!JSj!J! PMi~ the Alf:1d< ll"t h,v • I/!, "1II1 (I l.X\ 4ml >JUltkm !'l !;Jii::c8SSjl II Diflit ul t lhrnh'j 1es{ to (miff!" 1M

" 'Ii' MliKJIiSliIOIHdt'tio)' l'JJlun~ 0, TimOx!W'plt:ly&71IV/"I!siJlsbi:mnl.l1' 1,,/0 100

• uf/J,'l!/lIvrl<lilll/J,w.lr,;//()i1, rll fbI! IIoJj:l OtilJ/>"il!}! '1I!h~ Imlb 1';11'11101'8 JlII.1SI lie

'J t IT h I tfWft!j~ill,H It'll! }io/JUI banteper. tbe nonndl' ruks, 11 is {x»,:viblt./Oi:

,,,. btllm.>tt IrJ I/Icmfl uuo adjt<i!X'Jlfl JlUp secuons. /0 support al/bro' bum ier:

LlZARDMEN

Liznrdmen banners may cross I'i:VtTS \ViLhouf making Difficult Terrain Tests. S~ are t..'I(ccilent swimmers and have no uouhle n~vlga!lflg inland waterway und finding safe fords f, 11 their lru'llcr brethren.

ORCS AND GOBLThlS

'though Elves and 'bvcn ace faster than The greensktns, ,m )st 'Xi'ilmo~ ses care little (clr'lhe heallh and well being of III Individuals in their army and think nothing of driving them through 11"1 'IIng dll~'>!tmJcnight treks, Each rum, a SlJ'l'GLE banner from an (Iff 8.: ~,j)bl!n realm may m,ake :J Farced Mol'ci) to move through [II lR!l[l seorions, The conrrolllag player must note which single l..anner Will b~ atn:ll'Ig-ring a Iorced. Mm'eb when be submfrs

hI> ,'roel'll,

Mer ~ r.otcfJd Man:l, order is submitted, the Ore & G(lb] in player' mUM 1'011 1111 lit..: (lh~j'r below and apply the results. oie that cllhcr IJr beth moves of. the Forced 1~larcb Inn)' be subject LO mlfft'lllt 7I!/'/,{lbl Thsls If Ihc terrain warrants. If a Difficu I! Iamb) 1l>lf I filII ,tt i?dort: UIC fir: 'I' k~ of a Forced Marcil, the banner Is halted nrrd cannot move at all, Tegardle~ of [he result roiled on

FORCED MARCH TABLE n6

RuU R 'stilt

Mllliny ThB troops.refuse to obey the gel'llllt;)l'-Q~ders to march through the night, 'I'he. hnnner does nor move at all ellis rnrn and ala:;, tom,lgh, it bad receivecj.Ho/d

orders Instead,

2-) fatigue, The banner presses on a be t it call, blH eshau non overtakes me U' )OPS; The banner can move uno one map section ooly.

4-6 ()reed March, The banner complete' a

su.cc:essfulF@1'(ledMardb. Move the baonet: two mall' e&:tI0rn.s,

the 'Forced ""Ir:wcb Table, ILd){/jicul}. 1/.'1'1'/:1;11. Test is hUed before the e end kg QC 3 Forc,!d iI1m'cb, the banner mo:;"e' 9nl one SqUiW,> and then tops, regardl 'S of the result rolled 011 the P(JI'<!ea Mm'ch Table.

Forced Marchirlg Q" & Gl:lQlin banners will fight battle . onl')' if! the mItp secucn where the.y' end their move. They cannot be broughr [G battle-as Uley move through the Ilr..i of two 'map secnons during ~l SIJC(TI,~uJ Forced MaTch, AJ$O. Don't p~ss in the N~ht rolls apply only to the final leg' of a Iorced March. Note ibm an Ore 8: Goblln banner m~y take cORJrOi of two map sectlonsm it single Campaign Tu rn by executing 3. Forceel Marc". " Forced Ma.rcbtl1B banner cannot return to the map sectlon where Il bega,o the rum. While it mRy be t:tQ!~calli' round co do so under certain circumstances, Ore Watbosses get frustratedIf they don't fcd as though they're "makin" ·cad'W.iJ,,"

SKAVEN

A~ "'" .

111C Skavcn are always expanding their Ouder'Empire, and a Skaven player rna}' upt to move one or more of lits banners through the underground tunnel Should the Sk:aven player' take this nptlon, be must submit MOlJe (jlUiergmwui orders for the banner ln quesrlon. Instead of specifying a particular map secnon, the SkavCfl player sl101I!d imply sped!)' that he is moving underground, 'rhe bannt:r is removed from the map and placed aside, The banner does notbing else in the tum it is given MUlie

nde);g1"owl(J orders and nothing else in the subsequent turn, On the 3rd turn, the Skavcn player roll a D6, 1! the result u 3+, the conrrolllng player may place the banner inAN Ra.zed section on the map, This map 1iccdon could b!,' om .. in the Skavcn realm; an occupied enemy one, 0 wb.i!.::h C3 e n battle would be roughl for conrrol: or an unoccupied enemy B'l1IP secrron, ill which ease me Skaven player wou ld assume control or 11_ However, if Ill!;" result i~ 1·2, or if there are no Razed map secuons at the starr of the 3rrl tum, the banner serums-to rh« mal' section where tr began its underground movement or to the Skaven H (Skaven player's

dl crerlon) and acts as though lt recetved Hold orders Instead

TOMB KINGS

Ihe relentless nature of the 'lomb King: make!t diffi~ul! to pursue and dt:5lroy thelr banners, k! urh, lbmb King p'lnne!li are seldom Scat/et'l!d, If M{l~lIa",d. 'lomb ,Kinl}'l hmnen; 'TiRy Re1r(!{1/ jl,~ normal and are n(Jl ~clJI.lei'i1t1 III addnion, to «vuld IJ,dng Scattered when there are no frlendl), I1IRp :it:l!:!i'lil lnto

Vi hich tt) Reuea!, ]1Jmh Kin~ ilannm. 1l13Y RWfYlat 000 WlOCCU pied CD cmy or LIIlCI)riLrnlkcl inn£! scc&llms:lfid willlmmt:dlatdyu,\l>'lImc contl'lll Qrdw map sectlcn, I[omb KJngs mflf only make ltri~~p<:Clill R~t:n:lll mo'i'l.: if th"" .. ,u): 'lil. ad)aCU111 fric:ntlly m:Jp seetlons IlvnIlnbJ~ for Retreat. If there arc no adj~ctJJt IrfeodJy !Uo1["1 sections AND nil unorrupied omei11Y map ~e;:tIllIl.~ lntu whlch the Tomb Kings may Retreat, then [he banner Is Scattered x; nornul,

Vampire Counts can mise me corpses or tlldr enemies to bolster their ranks. E:l(;h time a Vm;npjn: Count banner is vicrorinus. it may-add 250 points to Its size in the 11= rurn, lbis bonus Is lost .i.E the hanner 1~ dissolved prior to the start of the nC","1: rurn orIf the banner does nor fight II. barrie rn the next tum. (Thereafter, theextrs a troops are (ll~1TibU[ed thrnughnut the banners of the realm.) Place a marker on the banner wlien iJ is eltglble for roll; bonus aud remove II what) tile next rurn is over,

- 41 -

When Wood Elf banners fight tl brittle In :\ forest 1nap s~c JOIl, they may add 1O() adcllrional points of !;TOOPS !O Uleir Banner siz~. M WQ,od EI\If1S are expertS a1 mQltLtlg, flgll tlr}g , !1l1.d hiding In we \Vnod~~ thl:y arC' al«taysable ro b.ring:a gre:,ter llum ber or for,res to i;ca:r in ,tlieir I'm'orlre env:ir-oL'll'l1cnt,

:BONUSES AND PENALTIES to BANNER SIZE

N()~ that when banners increase or decrease ill Ize,a.~ 1I resulr of FQrfif;cQ(.wTl, supporting adjacent banners, rules for special map secdons, aarty-spedlk

ITt les, Or aft)' otber reason, the arQ1Y you field must sfiU obey normal army llsr restrictions for number of characters, minimum number of Core choices, and maxnnum number of Special and Rare choices. 111 short, you must Held a "legal" army llst for (he point value you are allowed to bring for each barrie.

Remember that supporting If()OP from allied banners that are controlled by other players are Core-only troops, These allied troop do NOT count toward the minimum number of Core units the main banner must field.

As you have probably figured UL1t, tactical maneuvers in map-based campaigns can result if) some uneven battles. IJ an unsupported banner attacks an-enemy banner in a Portified map ecn n, the attacking banner will be ournurnhcred by 200 points. If the defending banner is supported, the arracklng banner could he outnumbered by <iOO, 600, or more. polnrs, These number.' liRl.'l be further adjusted by army-s peciflc rule :tl;'Idl()r, pecral map eenon rules. These in 'qualities in banner size are Integral to map-based campaigns, and players I1Ci:C9 to take these bonuses and penalties into account when making strategic declslons, The most unning general: always try to fighr battles only when they have a numerical advantage.

Ler's consider me lnaJ'!}, bonu.~es/penaltjes [hat could

i1pply to armies involved in a battle. Take a Look at the figures and captions below. Ole rhar in Ibis "ample campaign,'udl banner represents a 2.000-poim army:

A Ch(J()s P/"'il'lJf't1 • .:fill'l<'" II)' '0 UJke (",uTpl q[/IIIl<,(j(1Cli,,1 "'(lP .-,,-Uflill 0<<.7'1li",1 1'1' a iJII'wi 11t/1II,m; "11~' OIlJt~. /1/ay£'I' Wl1it!$ M"\'~ ",-der.;_{Qr llimn",.,.! 'f7J1! (J/.(,Wf I,/Eliiir. f1IllldlKIII'ng <lie/) lIT! flltar:k, ')/11 .• /() (';:'7/1' H"ILi·cml/!,,·II> 11.:1II'l11r'R as ts« ~ws a/JWlliv 11111!11"d 11 ... ·I!IIJIJSsN::llv" (1,«" t:vJllm! ('£/rIll/ill' m1Tr/.w(J FfDl' I\'wlill""l) «lid .v/I/I_¢I)I a 1~"I1L<p)J /)111"''1-1. dt.)t;/J v JII add/Ill!". 1m: DII~("IIIlI"'I' Illl'ife.s .Mt,"t: Ol"U/m.!tlJ' banners (" and. I j /JJ 11It»1C Im:m tnto m/-lllfJlVmg JJ(~\'fIIrI'L~

,llfrwIC""ml ()(; lin; ~ a,a,);' pl,,;y«,. mo. ,tLI hts banner 11J'(I/I(lCJ,:., lbe Dwarf r'I(~~'IJ" mclvlII!-lJo/i'lllfno C ,md I J into mpP"riin/l)lrl!/iJirms. /:knlJltT fj Hrlld:'fD I"",,, tl11lJ(IJUl1gl? "'llloe FtJ 111I\c;nilim.>

in this example, [he Chaos player' would field onley 2,000 p'C)jnt.~ of tr00PS in the battle to come. The Dwarf player, however, could field 2,600 poilus of [f00PS Le., 2,000· point tarring size, plus 2.00 points for lJgbLing in 11 Fortified map SeCIT0n, plus 200 points each from two supporting banners). The Chaos player Will either come ttl [he conclusion that rhis attack \V"dS ill-advised, or he will make a mighty offertng to Khome, rhe dark god of battle. and- bloodshed, andhope for the best. As you can see, il p~r)" to plck your fights to a map-based campaign.

Nore thar, as beth armies are between 2,000 and 2,999· points, both would include up La four cham ters (one of which could be ~I Lord), at leas!' three Core chotces. up to four SpeCi41 cbotees, and up to lWG Rare chokes.

LOSS OF HQ tERRITORIES

Ob iou ly, die HQ rerritory is of critical Importance to each realm, and j)Layt:;I'S mu t ensure that their J;;IQs 00 n 1 falltnto enemy hands. Wilen a player loses control of his HQ rernrory; he may netrher reform 'careered banners Qflr form new banners until he retakes hi HQ territory: lf eves a player has no banners on rbe map and no HQ tCrl'i~rx ,Iii which to reform diem. his forces have been destroyed and dispersed. anD he may no longer partlcipatein the campaign. W!Jlcn a _player lose control of his HQ rerrttorj; he has three ampaign Turn in 'which L'() regatn c ntrol . r lt, If he fails w do 0, his forces '\ U disperse and he may 00 longer paruclparc in the campaign. Wll.en you lose yQu HQ tc.rri!O.fy,it's ,I good time to make some allies who can run [0 yOLU" aid fa! t!

EXPANDED LIVING OFF THE LAND

The /'\1!11Hdc(1 Living off the Land se tlon detail the varmus ramifications or how the Living off the Land [Ute (sec p. ~ n CUI affect the m0vcroent of your troops. As the ~ltu:Jlums described in this section corae up tnfrequentlj; \\1.: rccnmmcnd thar you skip this sectlon if you're reading Iht~sl: rliles 10r the first time. Later, )lOll can come back and n:au [hi ~t!etll1n when you have a betrer feel for the rules.

IL ~ posslalc for !Wo or more friendly banners 10 be gi'ven 41rlkr:. (() mnve j):j~(') the same map section. Perhaps allied pl.IVl'T' did not coordlnate their ~ftorts well and

ml~l11kcnly dtkfted orders to move two banners In the

same rnsp ecnen. Or perhaps a cunning player

dlilllct;t(ei wrote orders 10 move two banners Inio the ~;tm!: milp ·coli· n if,a.y. a Difficult Terrain Test-was rcqUlrcu tel enter rhar map section and me player wanted to impfOv.tt l'iiJIod(!5 (if eornplering (he move successfully \\l~ltC cr the cause, after mak:ing any DiffiCUlt Terrain le,~t~. whenever t:wo or more Iriendlv banners attempt ro IDOV( inca the slime map section, roll a D6 for each

banner. Th b:lnllc:r with the highest re lilt may move; lower.scorias banners remain stationary and act as though 111U~ 1I~1l blll;m given Hold orders instead.

fI I, II (.llll'JI.' banner' (lOP) bas ml.'fllI control (Jj <I momrminou;; '/'H' 11,.. liw"rrc plu.ver has ordered limb ojlhlS VWl1"",,, ;11 IIJI/ (lrea UlIQ /Ip. ",rmIlIMlllO,,"' mnp.''1'!fi:tl t. m .I1al.ifl[l," Difllculr 'lerram 'rb', for PIII(''''- ,J)~ /j'mpllv pi'9'f!f dL"iel7p!'iPl~,< I/;)CII OIl/)' <;II'It! of bls btnmers am ," l'II'U~ '///tI1 1;;,111Id I~'" " .. ,-/",1' n:ll/in~ (/ .! (Ivfl) 1'''''''''11$ $'l<UIOT/<lT)1

./ ''''Slfi' '1(I'1tJf11 .m/he Off/". m oues. 10 attactx: 7'!;1~ hanner tbat /.,(1,,1'1 , 1hnm ,~ W((i' then :"'h/l.Qrll~p" a<I/(JC<'1u bannor ln /;mlll:. find nlPlt~ 11<1m1<ln> /'<lgfll'/ JI •. ,! Dlfficu)t T~rr.,I~ 'r~:>t lip,! l':m/J/rc' plr • .I"'r IrollW I '# 11 I" .. '" ,1I'IFI;/"/I(('ItI<!r IIn"l~d (1II1i 1I1/'/Ci:l rf1/11ai/!e~/.\l<IlimNirY

J r,lt ~ IJfJlI/IlIf.m/il'blll'<! rematned '''(If;(1I''I/'Y

~im.lla:rty. three-or more enemy banners (rhree et mc;ire banners from three or more onallfed realm ) canner 0~CUli>Y t118 same map sef:liOo (,110 banle between three or more armiesare p,pssibk,), Whenever orders ace writtenthat would bring three or more enemy banners into the: same map section and after making any DiffiouLt Te-rrain Tests and Don't Pass in ibe Nfgbr roils, roll a D6 ter each MOV.ING banner. tf th€: target map secttnn is unoccupied, the two hlghest-scortng banners move as o{'i.r:m.ru;. Iowee-seorlng banners remain st:aUonart' and act as though they had been gIvcn Hold orders instead (see Figure U), If the target map sccnon IS occupied, only the banner wirh the highest result may [110Ve; lower coring banners ace as U10Ugb they had been

given Hold orders instead (see Fi.gJJr ).

t

,

Fig,!r.· C AlIIX' ~I({r( ,1 111~ 111m, I/.(I' Itf:lfx.i ('I!.e.~ rlcqrp), tr!l711<1fJ' 'o' Ibl! nll'milr len1r(,,} ~. ();I1(1., /11,.,,1/(111' 3: <lml tll~ {il/lf~lfI; fllt!'/IQrJ' 't. NI'JI!t! rif II~,," /,<p",,,",,,, "re (lIIIIJ'/-' tfl~ li'II'~~ are 8'()0!1I Qrd.I!I':< /0 fII,,'1e iJllf> terruor. 2- ":./1 r.11'"r M/iIlL>ri«IN glrt'll onter« III move ill/a lifni/my I ('11'SI, II)ij {:!If'lIirl DWilI! )]/".111.>1$ lI1t1kl! {J [)(m', 11J.'~ lrIU1,' i'll.:h, , .. >1' '/1w J)1I1Ei~(I; Wi'll, ;mit It,,! l"i4,irrfJ r1/11.~' ,/ni>l ""III(JII1 <llliiojl</rJC 11)~ fili'/Iin, Quw,.., ("!tlDllltlltf*I"'Pr~ /JIIIS' ,)<>Iu dtce '!lIra ,r.t. UlOId! "/JIM ..... I. 'III ",VI 'Il, T1)1! EIII/lilt' Ii/lm:r o;r .. "j\O IllJi,I/1$! mid mooe« ill 16 am,,:/.! Ibl! 1!Jl'I!~ 'l/oc'(Jbtiw ollllllll'ur! btnllil,m' re"lOlil .~ltItl4irrm·)r (md "i!:IIL< ,brJl'/Ub 'h~11 n!<:i!iz.'l.'£/l J, .111 tmlen; insll!Jul

Fig,,,,, 11. H("jJ ls 11.1(1 sauu: sitnatton ~l">II'" in C, ux':''1'' tb« IVotldH!f/Jf1"IIt'" WI", 100 Dr",', f)",~, In III" NI!,h! ,',,/I; the l)wtr;lj~ remnln S/allm1(JIJ' W!(j tbe E1<'I!t< mow IV (Jllar:~' II)~III 'roO! limplro {ilia Osaos WJI/IIIJI-. IIP!J/.'~ (III,. liNt;,' Ifrrg.'! "1<.1/) secttun '/Ild /I/lf/Pif,!jlll Elf/1l1e/or ,'Ol/In,' ,)/i/,

THE EXPANDED liVING OFF THE LAND RULES SUMMARIZED

In sum, any movement that would bring two or more friend1y banners Into the same map ection is prohibited. Any movement that would bring three or more enemy banner (three or more bann (s From three or mare unallied realms) into the same.map section is also prohibited. The ani time two banners rum occupy the same map section is wb 0 a battle i

to be fought between them. Three or more banners can never ()CCllpy [be same map sectlou under

any circumstances.

VICTORY CONDITIONS

The "i~tOr:v C{lI1d1rioos for each C!lUlipalgR must b¢ St;l before fpc ClUnpaigt'l beglas, Campaigns withcur dear vktory condluens seem dlrecuonlcSs and will

not generate sl,lffiGienl lnrerest over the long haul to keep lhe campaign moving at a good pace.

Standan1 Victorv Conditions. Pick a. number ef Campaign Turns, after which it is assumed some 'vent brings me age of expllO~iOIl to an end; the Second Coming of Sih'lll.1£" is at hand; the hurricane eason comes to Lustria; a twin-railed comet treak across the sky and signals the. end of the world; or what have you. We recommend 1)·25 turns. The number of turn you hould play depends on the size of your map and the number of parttclpanrs in the campaign. Larg " maps an or few players will both require more turns to reach a satisfying conclusion. A good rille of thumb j lO cou nt the number 01 secrlorts On your map and divide by 4. The resulting quotient is approximately the number of Campaign Turns you should play before the carnpaign ends. The player who controls the most map sections at the end of pLay is the winner. Razed map fie tion don't count, nod. all special map SOCtiOllS count as five regular map sections.

Optional Victory Conditions. There are many other ways to determine the winner of a map-based campaign. The winner could be determined bywh.o i theIlrst player to control 40% of the sections on the map or by retal conque t of-all map sections. Below are a few uggested victory conditions. As always. fee! free to tailor meso rules to the needs of YOLir partleular map-based campaign.

• Play out a campaign per the Standard Viotory Conditions, However, instead of using a llxed number of Campaign Turn ., play until a speclfled real-world date. Most map-based campaign will Lake at lea .( 3 months [0 complete, bur you mav wam to add more lime if your pl:~rers have

bu~' schedules. .

• Play until one p.layer conrrols a predetermined number 0f map ecnons. That player Is declared the winner, for Instance, the 11m player [0 COnlrel;30 map seeuons wins .the campaign.By corurolling a certain amount of rcrrlt0q~ the victorious realm is so powerful that t:he surrounding kingdoms supplicate thernsclv . to tJIC new emperor ,or skulk off to find easter pickings. 1b derermtne the number (;lfmap sections :1 single realm rnusr control to win tile. game, counr the number 0 sections on the map and divide this number by the HAIJ· the number of players In your campaign. The quotiem is the number of map sections [hal need to be controlled for a player [0 win. For instance, with a map with HO sections in 5-playcr campaign, 32 map secuoos would need [0 be controlled to wtn the campaign [i.e., S(101.1P sections I (5 players / 2) = 32 map secrl ns], If)'bU like, special map sections can count as five regular map sections Ou l remember to count them as Ilve section when YOLI l<llly liP the number of ecuons un your map in the first place).

7'bJs /Ifcwr" 1I11I;,lmle~ 11l<J1If.>~ /ihlJl!17! player ha51t'(;m, (IS nou. be coiurot:

Ihrre ',/JI!<~til map secuons (iJi.qhIlWJI$),

'/7)1':,.: tln..:((>U' tiling< as r~lIfllrdlng tn {I map.basad Clli"j'Jtl'( .. ~1J ~/..< md'IlJ' O1,:ur a ILl(J1l rlJ.>j'J1XIi!~IIO!!

• Play until one plil)·er controls a specified percentage of special map sections, e.g .. three of six or four of six map sections. Thi VictOry c( ndition 'Yill make for a ' t<tcci~ campaign, which may be very brief in duration. this r}'pc of campaign, the special map section must be crucial taerical importance: forrresse ( hich should pIa)' host LO Stege sceaanos rutherthan Pitched Battles), supply centers (e.g .. rich farmlands, mines, r population centers), crucial geographic features (e.g .• mountaln

pas es. isthmuses, and large brrdges), and the like.

• Play until. one player controls all [he map sectlons on [be map and/or ha. knocked all the other players out 0f the campaign by rakingoverthelr UQ eerrnorie , Tllis total-conquest style of play is reallyfor [ust the most insane of groups, as it will take quire a while: to pia,. AisQI as players Jose th.eir HQ rerrrtortes, they will be knocked out of the campaign and won'[ be able ro partlctpare, We recommend tills wle of play only on tile smallest of maps and only fat the most dedicated of players with a 1m f)fi lime on their hands. Don'tsay we didn't, warn you.

Tiebreakers. 11 ior first are possible, depending on the sl;}'Ie of camplligo you choose [0 play. 'TIe. should be broken by a final battle [0 control tile realm. This battle should be II Pitched Battle between tWO randard- ized banners for the campaign in question. Generally; no

p malties or b nUSe5 w banner size (e.g., army-spec] Ic rules. support, Porttficauon, ·tc..) will apply, though S01T1C campaign r like the Border Prinee .ampalgn, lll<1.y Impost> special tiebreaker battle rules or s zenari . .Iu .t like [he carnpaign victory conditions, the tiebreaker ccndirion should be set BEfORr; 111e campaign begins.

TERRAIN GENERATION

To generate terrain for your bartleficlds. Use one of'rhe charts 00 pp, 222-221') of rhe Wirha,l;1lllleJ' rulebook and choose the.one appropriate to the campaign setting. Before the campaign begins, the participants may wish [0 rt;Iodify these charts to reflect the terrain one would lik!:l)' find in the different map sections (e.g .. hills and Impassable terrain in mountainous map seetl ns nod water features iFl riverbanks). See p. 59 of this book to seq bow these. charts were modified [or the differeJ1L map sections of the Border Prince Campaign,

Special Map ecdons. 'peciaJ map iection may have different needs for terrain fearure andlor objectives

pr 'scribetl by . P ecific. SC 'n~l'io:. They could be a warpstone mine, a treacherous forest. or any number of other evocanve objecdves, 'lost of these special map .ectlon should list-out exact terrain, but if there are nil special lnsrructlons, generare terrain as normal. You can find more about making your pedal map section O!"l't~c (ollo\ving, page, and there are several examples in the Border Prince campaign chapter.

GUIDELINES FOR CREATING YOUR OWN MAP

Cmibog your own map for we in your campaign can be a fun challenge fbr any h(,bbyi5t. You can select an area of the \f'Uhall1l1H!r world and expand it, as we.ha e done for the Bonier r~nhce eampatgn, or make up an entirely Dew or WlCIui1rtl are . The latter option may be a good choice if the pIaym; III your group Intend to field armies from geographiea.lIJ' dT~nl realms tha~ migbJ nOl (Dlherwise meet under normal cireumseances, For Instance, the Llzardmen from rro[1lcal til tria would nor be Ilkely eo U(lvel La the

desm 11.'1llm uf Kllemrl. However, these armies might explore Of (j.lI(lJ1il~ an unsbarted island in [he middle of the G"CRt tkr.In or some remote area in the outhlands, Perhaps a group of ~l()ring nations are seeking to establish col nics m dbtaut ,llhayor Araby.

You could also tailor the campaign. [0 suit [be armies the campaign J1a~u1pants intend to Beld, For Instance, a group of m'c J:lflpm: players could stage a civil WIU", with each province InclIlllTJng ttl play kingmaker and put hs own nominee for Emperor on the t:hrone. Or. i( the campaign participants

Include &npite, ,Dog of ,War, and ikaven, an interesting age o(war3f1U ~(mq:ue·t t:oulg be played out In TIl ea. A group of pl31-m with IiIlgb Blven, narlt Elven, and Chaos armies could pia) a campaign in whieb Ulrhuan is Invaded. The

"lth~mmc, world offers many opportunitie for interesting GIIllpa1b'11 ~l!l.tings and }fQU can Choose to "re-create" a specific rJmr ur event, or just explore some of the lesser known. areas.

\\1tm'1'Cf} IU cboose to ser your campaign, try to keep cale In nllfld when (I!;S1gIilrig your map. EYC!:n a large \'1'arhamm..:r 2mlj of 500 med.e.ls would be very hard-pressed to, take over, l3}, all uf Br'l..<toonia. Try ro limit your map to a' mru'l'ageible !!GI11.':lb we did t0r the campaign map included in, rhis book, ",hie!! lkI'Iicl,~ a smaf corner of the Border Ponees. Lirruttng 'IIltlr 1l111p to an area roughly this stze will make the scale of your h~nl ~ eem apPf0,pl'iate for the amount f terrain

bdoll eonresied,

Trv In m Iud a vaJtiecy of geographical features in your map. Make- lin: III rre are rtvers, roads, mountains, and forests as ~II as pedal map sections. Diificult Terrain, rivers, and

rout will mi\h:e f~)r interesting taoucal challenges to be (I\l"rmnw dunng play, -.md. special map secttons wU1 add &arllrt!''' and ilnercsting goa.l~ fur you r ba n ners, If you MI'€ chosen (0 Sat YOUl" campaign In. an established area ofthe WUhammef IVl,lrld, dori'l be aflta;id .to add .gcographical

bllln:lo IIkc small rnnurrtalnsand minor rivers that might not ;pp<:'~r un fhl: map on pp. 155 and 159 in the Warbammer ~Ajk This n,ap illusltl1!csonly the lars' r geographtcal fr:aIure, fir an t:ntu:e continent and does not represent every ~n JIlU IOochUI. YOu Inay wllnl to research the area you

~ ~JC(lIJd in the approprtare aany books O!' Warhammer 1IO\'drt from till' Black Llbrarv {Q add addttional colorful details.

IfcoLll"SU. lryoLi choose re ~reate a campaign rn.'p in an "uiIdlartcd" ar't-.a of the WJrhammeJ" world. anything goes.

\W 1lI~\' tlillO'1! tn divide your map in a number ofW"J.y,~: a grid. hCl~!:~, orim!$ula:I" ihapes like. the cjne., on the ITIap included wrrh t:JH~ meek. llt:gardless of the type of map you usc. pl~~c.:f}I will ue.l!d to agree beforehand-which map

SI.'Ctloo.\ arc ml"lunfllinous and Joresred and so on. A given

map 5CCtl0n could contain rnetmmlns, woods, and 3 river

lfjd ,'IlU mill>! ul!(cmlinc beforehand how armies can move IhrouRh these sections. If you choose [0 use irregular shapes • dIe one ()O lh Bortler Princes map, u:y to vary the shape and sue of )'0lLr terrain features. Roads and riverbanks should IlC long and Ihill,lo CiI~1:(lre rapid rnoverneru of trcops across

Ik map High mertrntaln map secrions might be small te Jtpn:sc;t1t the dillkltlf)" of crossing steep refrain, mill, ·hllpe.d map .g~tiollS could I:cpresem I"(Id .. 1' or iln!;{~ tll:\I [Unl~ lDe routes by which banners can thr<lugh !l1CI'l'l~

- '45 -

Nominate a few map sections to be special ones. 'pedal. sections should be.a least two sections a:W~ly from the mnp edge and at least two away from one another By 'concentraung map seenons toward the- center of the map, you will encourage all the players [0 m.ove tIDOpS toward center, Ar.r.tLnf!;il'1g your map in this W<LY avoids tile phenomenon of players who start n the opposite Side of the map ne,ib' playing a game of Warh.tmmer with one nnother; Try to' have roughly 1 special section for every 15 sections on your map. Y(:)u call have a grearer number if the victory conditions you have set Involve contr lling 1I eerta)11 , number of these map sections bur keep inmind that tht.:.lt' secuons should !J'e designed to add flavnr and character. to make the. oampalgn unbalanced. Try (0 keep the rule, ' create for me spe-c.ial sections simple. These niles could include some 0'[ the following tdea .

• 1.:b.e map sectlon contains a forrres . Battles fought in thiS map secuon should be Sieges rather than ~itt:hed Bartles controlling player is the Defender in the iegc scenario).

• 'J'be map section contains a deb. gold or warpstcne mi1~e

~ hsch allows banners if! rhe comrolllng player'S wealthy realm [Q field addlrional Rare or 'pecial ch tees,

• The map section contains an unusual landmark or geographical feature. A peeial scenario i played ,·~rh"",..Hi",n. a, Pitched Battle.

• Tbe map section is home 10 Some [mops' or a large monster, In batdes fought in thts map se tlon, the mr,""'m,",,, troops will move and fight lndependcnrly: (use- the scatter artillery dice to .dcrezmine direction and range) or m.aYbe recruited or controlled by the armies on the fic.1d (see the rules for the Gel tenmund RiI1s in the Border Prince campaign for an example),

• The treasures conraincd in one map secdon allow the pla.yer to purchase 50 points of "lree' magic items for each banner in his army.

Fer convenience, we sugge.! t putting a number on eaeh of your map seeuons, 1111iS step is om trlctly necessary, bur II }~voicl a great deal ofconfuslon when )'OLI write orders le.!," the barto 'r of Barak Varr will move Into the mountainous map section to. the northes sr of hs current posirinn), The Border Prince map II; numbered to fildHuHe issuing orders,

Tb:~ IW:II'bt/nmw)' Armf,':! h;(1(.Jk., amtam ""'/1!f that "an Prouitil'1Imi InS/lfT(./I/rm fQr _wmr eamp"~~R.

Aldl''_' a map. Jlli"~' J'(Rir m'II!J. (OJIIlt'rr l'(Jllr fif!lII.'rtL1, and $I"rl pll!!'ill!l"

." '~Ii>tlm!l/~r QlIllp,:ilg,r1l

~----CHAPTER 3 ----~ CAMPAIGNING IN THE LAND OF THE BORDER PRINCES

"rl'Us ch._ aplCJl.p1'0Vlde:a :rt'!a~:y-t?'Flar map·hlS.ro ca~p~'ign. compldely liQmpat~le wilb the ~ul~S}de~ai1G:d 1 in the prevIous ~e~t!en. Al~J;),lnQndcd in this hook .\$ a map €If the: BOJ:d~r Priaees for 115ft w~1'h tfi:is chapter. The £olIo,w:mgmles om a1SQ serve, as a Pl0d~Uer t ma~-hast;rl~~pa;lgn of rQIlt ('}.Wll d~<f~gn.

l'likJmrtlr *brl'ful ~I mad nrrIUB,'«plJllJ" fnm, tbc Bo,'der trnm:e toum (l,l1dlum, pellll£d iI,,;" map ;17 Impertal lear 2q_~(), It rI!.~lt:d, many a J'e tr III , in lhefurtr!lSS'/(l11h1 of, Halko. and m<ln)' lIlIm died /0 1}I:ml< " IQ ri)1! cim'Lf;rerj la/ids of tbe lim/lf""

M~ 01 ES1aJ ia or fhe .Empir.e willl;re.nfi:dt~:ttJ):' ,a~1),n: ;y~u thaT th.~e are n~0 C!lti.!':$ in the and thai e"ll'ln the grnn~kst 61 ;tilt! SJll'~'alJl!!!lprfil<$ a!J:e"mcrdy ~p$t-a(t : filganas.1'hbse !lotion of a ci~y js fO!\lllIl:&by the ~n0wk4.grofMagrjtt~ or Altdotfar.e. ~ti£ied .in say jog tna1 ~ pJa€C exisrs in tbe :BOlder Pr'~rites.l;lUf tHere are wa.11rd towns in thfl r~0n: ffi.llcP .grflat@r in size than 21.:rji1iJ. w;h~ch -the R~ople - wnb. krro:w no Dttfer - t\hl .E>{~ gt~t eitks .. $u h'platts are 'S'l)met imes lin le mere rhan huge tort:r~. to which t11e .(mriEC pop.u latloo f a .regioll might IIC'tire t.o timE invasion. Eaclt om:Jiasits 9WP p,(lnct~ and fl.lch one ~as its ()Wll tlny,cIn}lire - for !>vmsuch SQul1 cities as th must rely on the: produce: mt 'a legimn sf fa:rmers.

Orife&'tire 'Mi:tlStrflJ e¥flla.ining~lhe Bqr..ap- Princes Alkacti NiSre'm Callp:h of i'u,jijil ~s q1):ete~ in Pf'ague Decem0n, by. Brian Craig

BElNG OF THE HISTORY POliTICS. PEOPLES, AND GEo.GRAPHY OF THE REG-ION l\N'QWN AS THE :saRnER PRINCES

'f1O tbc ~(I\Jlh of Ihlt tlmllli'e IlCli'a rvgge(hvlldl,1l"1lC$s

1 mploo known as the Border Princes. 'urr~llnIled by

81Hcl. li re Pa..-.:., tJ){t \Wlrle! lidge:; IlJumains. the B~[dlw](ill. tile Blo'Qu Ri1'C1', the Blru:k Gulf/ and 'lllea, the llyi(1 of the Burder [lrinces host.<; scorcs ef penyfMi; and 1'l11110r pI'iI\C1jipJjtic&. MQ~l OI~l WO.drlers thilikufthe 13~rdeI Princes as J 11l,,1... lerrifory of lru!t~d!i :ina tl.mhll)ats ~liJu {"J IhankuUy. is(lJat~d from tbe(lI1'Uized lrurd~ of the !1n'1plte 1I1\~ BI'l.It!,!!inla. t\l'though in ~I)m:t-: areal! Ollhl! B!}rder

Prin<lt? • CBltrnliZcd gOlIcmnwnlJi do crist, 1;1.'\ Ie; Sl'l¢,~ anti

\ folence arc common. Tile area hus seen countle£~ 'SI1UtIJ

\\'11 and ndrdet 'kiFmllibe ac tim when th~ ruklers auaok rill' small kingdOUlS or wllen tl)c Prit1~j:S seek I~) e:>p;mli Illt'irlanill>. 'f'hese'l:Unllillts - coupled with dIe consram IllBun~l'Ur OrC$aod GoblIns, C~I\Q~ ~uJl'istS, illld rapaciC:lus lILX (:dll!§Cmr&>e.mplo}'ad ~i' ambitious JeoVd1l.1 19rtfs - hal'e 11!f,i lh~ P ptll\tlion of the :trt'a'largel mlS[[llStfuJ and susplclous, p;1rttCIJ1:1rl)' til' ftiH'eignefli, Gi1'l,'n all oJ Ul~C dange.rs,

tmvolcf"S jou rnc}'iJJg roo lhe Border lldlltesaFC ,vel! ad,oied II} keen bOll, d)(;ji~ swords Rod their purses dose HI nand.

Ovtr the millennlum·long hismry of [he eorder Princes. much (If ili" Il!nd.,~~pe bill; rcmJ1lled wild and rugg.~9.

l:trge philo of small thorn) trees dominate, and rli.l;! hllJy regiaos, which-are tht: home of nomads, herd men, and

l~" u~rnsionlll wllnderlng bilne Df <Jhn_os n'ltllai'irli. i!te

w\:lt'1j ;lv~lded by mo t travelers. A!though mere are n'lnny n\:M! ;jllU ·a ~umd <i01u.unt of rnlnfall, the region is 11m Cliptlinll)' fertile, A relt' areas 0C SO~d r.'llin country can befoul\d af\lund the fume -d~r (if Maiko and in die valleys n~t thl: VtliJ..ltli, ~ high !p(i\11n!,llli!lIJS rl)g\tm wh&!Hnc

!lIndt', G rey, ami Apucdnl ('.trig 's 111f'_~L Tbese region ;tft' uQ!.!n wartime, Illrg.t'_b for t.tidl!fS aod would-be con qucrors,

TIlt fi'udal ()rgliI'17.!lion of the e td~ I!i:lnctS W:lS l~mbli!;llt'd '~lQn niter (he dCSJWttc SultlUl,laff.tr Qf .\q.by inHult:d ulla in Imperlal year ViR The 'illrun's arrny I:3p(u~~'tIlhc &~I.li~· er M!Ylrittll :lllaiD$\ rlettlillincd . 1i.'!I:dlan restsranee, and rhousands crtnnoeeru ctvlilan'

wen' cnbb,it'd and :ihipped back w Amby. Ki11!:i Louls theHiS!U!!ljlls dfJ)rc[(Jnl'lili as well ;i~ i±Je rnedor Coums-ofthe hmpue dlsparchcd a vasl army @flfuigh- dlat eventusll IlrOl'e .ll!ffar' fOrcl'slmm rlStlui~ :Ind' thea pursued rhein by ioI'i1 It} Ai"Jby. 1'hiJrl.:, the fulrce:;- of [be Old WD,qd defellU!c\

the ultan at'ter 11 y~r.tung war,

Iluk news of thexrusaders' progress reached [he Old

Wurld 0 r ~le CQur. e of the ~')l'r in Ar.tby,-ancl in·spile. 0f lh(·!!· ~utce!iscS'rhcfc, a 1argt [!'tnT (If HrtJ:o lirt;ian rdnfc:ir~eme.flI 'Wl15 soon muster.ed. led by BarOD l¥baJ r du lkll~ d\: B!l:17.l1C, the Second gr¢up of CrUb1\cl:l!/i"$. hegar{the long overbnd'-wu[c to ,\rltby: FQll0W!ng BlactkFlre Pass IIiI'QUllb lilc BlnGit l\fOt1JJilIill , !hi! tCl!tnd furce-wlUi soon !tIcl by !:hit Ora 'apd C1\llbw1' tI'Jhe L~ul iPhJl.b~ed thc.lu:ea. D~I~ D:ttdes slow~d the pr.ogress ofthe Bl1f0M', rc;~ ana it louk Ihem l~moMil Yj.'I:Jr to rCftl!b ili.e -Dwllrl'iln port of iIaru~ VJlJ:I', wheel: 'I)~)a1ll~rn~d lliatttlt! (f;rst m:qyl'i of CIl.l!>atlllr1l bad alreidy dcfe:tted Jaffitr nn\lI:Mkk. N('1~ ru bl: di:Mi'Ild. 1M g{)OO BlLt:6n de¢:dc:d Ch:Ilt. as Xiiiby had

-alreatlv b~err dekare-d, he wquld instead c.flnq\ler t.hc wlldtmliSS tet1.1m lhmhis fGroes'hrrd JUSl li'aVru;s~cl. Afte.t ~' bdll 11u: gt'l!trdcln mhes '<l(!lu:wer IkBlcl0.d River: 1ht Brudtt J1rinr_!!sW.:l~-~ott'i.

~fe in .-he land 'of the Bordi:1' 1)r1.rtl::e.~ tC::U'lftl(ls<tnUi!1) as ~l ~ fur a mtllennium, Till': deseendan 'oflhron ·rybltlt'· army Skill rult: m;lu)"of tJJC ficlk thar Ill:l.k~' up the rC:gln!l. 0res and G i1:iM "'Uld r.li.e occasional' baas wflrbal~d torlTh1U:t! m Mrar me hUIll;J,l1tluJers there; and border skin'llr-htt'lI~4!:WeeA ·ntl'jg:libo~fl1~u'~inrip:llitje!;. which are Iiereel)' pl'()redl.ve- 0f ihele !nClkp('n~flce. bl"i:ak QIj£ fi:eq!-lc.11l1y. As' much or the I'Lnd I ner i{i(laJ tor l!gr1Culrure, many loenl h)rcis. casr fto\'C(CiJPS l'Yt\S [oW-lcd tile !'lr(\Sp,erou;i I'orrres$'Gity ofMl'llko, sUliQllnded :1. it f~ br,ri~h ,farmlanes. In rhe feothiJjs of the Black Mounlaln • ihe 1l0n1:vJ#,

herd men komv:n as Z,1.ni snh tend EG a hnrtly hret.'d or e,1ult l~flWn II aurech . a rough specre that is unique to rht1region, 'Ole Z;mi will SOmetimes come down from Ulc billS to /-",*1 rhe fl'l,!'jn1and Iilclow'whcn the thfJFIlY vegetation on \yhlch th~ llUfocl1S fccd grow~ tbin, bUT the herdsmen att iJJvai.ilibly driven off l~y tile doughty defenders df !'he fiefs. G[ Wurse, the I;twless, ((-pu~dQn

or the Border Etinces i, j)OI tlilmptetl';l)' u nde$[\'ecl. Renegades :U1d fugiri"e stlll Jlee : outh te C, Cllpe- [he

laug arm of Old World law:,;md bJ'igand eunps flull.~tu:m:

LheJ.iU1¢lsC.1Ptc .

.Manl see the B0rdf!r Priflces as all area io.be lr:m:led through t'iulkr than a .f'imU destlnudon Itt jrnelt MOlit of mt' iflh:\!iip,Jl[~ Ii~ b;u'lQ 10 mouth, which means th 'y hlWC tittle In the w:'\)' 0f w.tde gpC)d$ tbat -would anraet foreign 'metchams. NQnethdC!;~. the (,)1(1 Dwarf Roi\.~1 tbrmlgh SJaek Fire Pass is [be ·saf(:.~[ route .Iqt the ,Blu k MU\lnl,llin and mal1ytr:ldt.rs -and treasure huntJ:r~ headlrU;_.sOulb to'Al'dby or KhCllll'i have passed through the land of the ffnrde~ Princes. The Old silk Road h:~ IOlilS been a Inlpe mUle lOr rIle 1Ut':tus. the Dwarfs u] tile Ylit.>rlru edg~ Mount.lIns, aad ex.mi people ef the eastern empi~~ of Catbay. 1\ ftlw tords {If tile Bm:dcr Pdn_clpaiilit'S 1I,I\re arrempred to levy taxes and lolls on those Who .". uld CfOS .. tbrur land . but these at!!:lmptS to gn,rJoler·acld.lliQrull ii_t:\it;l1ut'..'i.flav.c m-t'~ Wlth only limited uecess, A' 'uch, ,the 13 )td<1rr Pi1incf's remaIn a crossresds of serts fur aill}'Resof rr'avmel':l.

ColIUnuni IltiOu ih Ule B0rClep PI'lnce$ can Qf' tlifj'icull,:1 it 1> a PC'lJ}:glor 1.:Ulj,Ll,Vhilc rtlOill flflhe l'1tfpll!m:fOfl pe{tks or run at I~L undersrand the '!tikspld d!~eCl ef 01(1 \Vodtler. many other Jangu'llg~ areeommen aJi w~1: .BtcIOrtm:lti, '[1'lt.lUl;Alllban. Cadmyan, and ofcow:se thc.l'lngUllge,~ of

~h IOwllrl~. 51\iCls,nnd the othl'ic rJC~ wb.0 travellhmugl:! tlje t~i(m. Ul;lgli!i~rs :md o;anslatOrs'call often millie;: 11 Iland.ome liVingljl thl! B,ord~t erlo~e fr<!lOl the m.erchants aM S~lCA wli!) require ll~dt S~CtlS,

TO ilt}';c a nel.1i' age sf 1,1{,]loniz:1~ion;- hilS cl.,1.W11t:d in ~)t~ 1l.ot<ier Prln'ttfll. Hoping, t,(;} t~Ml\':ln~.ige of wh'l{. IS aft60 r:scrcej,'\ieti [Q hewll-W l~d. s~rt!~.of !,11ll_t!.yof phe Jin!il"-m l'llCes ham t.'IlttLbLt$h_td cll),l!Jru~ in, tJ-\-q ::trrp.!, llOdarl11if!' h~v,e ru-.tivcd to defend thew rurd ~¢" lOQur !be dlffi«uJt [ilSk 0f \llf\pl:rc.bnUding_. will you jOin tbe ¢o]tWiStS, b:~lIt yOui' plowshitre, iam !>Words, a.nd 5CCk.titm:t! ami fbrtune in tills ~I:;W ag:e,efill1p.edi.l

PLAYING THE BORDER PRINCE CAMPAIGN

The rules and descriptions below detail one example Q a map-based canipasga that you can pla:y. This e,hapter adds speclftc regional, rules to rhe general map-based campaign rule presented in thepreviou chapter" As such, all of the rules for map-based campaigns in the previous chapter 4pply. This Border Prince campaign can also erve as a model for designing your 0WI1 nl'f1P' balled campaigns.

GEISTENMUND HILLS The Geistenmund Hills are home to ancient barrows "Whe some long-forgotten people were purportedly laid to rest enturle ago, ecromancers exiled from Bretonnia serried the region and u ed their magics to raise the dead from th~ barrows, EvennmJly, the lord 0 the Border Princes enlisted the aid of the local Dwarfs to seal the barrows with powerful runes wards, and stone arches. These prorecrions have old, ,ilO'Wevcr. and occasionally someone, ill destroy the I'lJnes to free the restless dead. To tlli day, odd ulularions can be heard fromtbe hills 'on the darkest nights, and mists from the river shroud the area in

IJ tam tog.

ln this for boding landscape, rumors of haunricgs lI!~ enough to deter most from entering the area, and armies on the march generally give the area a wide berth, \X/ben a banner ill given 'orders [0 Move into tht Gelstenmund HlJJs, roll a D6. On a roll of +, the banner may move normally. n a roll of 1-2, the are too frightened to enter and act as [hough they glvenHold orders instead. Tomb .Kings, Vampire Counes and Daemon banners are immune to this effect,

Inaddttlon any battles rhar take pla e in the Gelstenrnund Hills map section are not Pitched Instead, they are fought according to the BalTI~ in tilt' Barrows scenario.

The terrain in the eistenrnund Hills is hilly (who'd have guessed ir? , bur the, slopes are mall and As such, the area is considered a plains map seGlio'il.

The vast number of barrows in me area makes a: complete purge ofthe Undead who reside there impos ible. All of '[he special rules fur this map 5 apply even" hen the section has been Razed. when Razed, the Gelstenrnund Hills will not coum toward the number of banners that a realm C~UI. support.

BANNER SIZE

The size of banners fur the Border Prince campaign. i er a! 2,250 poiars, This alue can be increased or decreased In the usual ways (e.g., army-specific rules, support, F'o1;tijicatio'fl, special map section bonuses, erc.).

SPECIAL MAP S.ECTIONS

The followlng speeial map section appear 00 the Border Prince map. The following descriptions explain the special rules that apply to these map sections, the armies thatcontrol them, and ariy battles that are fought in them,

BATTLE IN THE BARROWS

• l~I.IIb'~DD"~Atl"uro-lllllllJdi'''"tli.lill.:S'' Ie Ihhl.IILlJi. Tcll,~im '."'!')! ~v 11",l1li., Riyll.) 'Ol,;)UJd'''''1 Iu. .. l, ~f> oli'!' tltn/..,bpl:e Ili11l1~ "<01_" ,ptlj lr..,~ •• mQll" Alit.. .n",,:nql

L<!IlI "hi," Ii) .... UII of Ak,.M,[ r",., 7fvItWay.;r F1 Willilb, f{liIi!

OVERVIEW

I\lm armies meet among the biUTO\>;, and burial muund, :J.:t tWilight in the Geistenmnnd Hills, an CDR

void 'd l't:gion of the BOLder Princes [hat is rumored to be h.tltllte(l. As thegenerals complete their orders for dl,'ployment, strange sounds art: heard ernanaring frcm Ihe Illtr(,)w . Can the rurner be true? Do the dead walk In the Gcistenmund Hills?

ARMIES

Annics arc chosen from the Warbrunme;r Army lists to a vatU!! ~f 2,,250 points. This value rna. increased . r tkcrenst!d by support, Portification, arrny-speclf ' amniti.w~ rule, ,and} r other relevant campaign rule.

BATTLEF1ELD

Therc are IQur barrows or burial mounds on the batTlefield. Th~ Center of each barrow should be located U+0611 rom each c mer of the table. In the center of IhI: rnble fs a large terrain piece: a tone circle, a rteep hili, or a hog. There is no other rerraln on the table.

DEPLOYMENT

PIjiYIJr5'Ciepl~)r per [he rules for a Pitched Bartle, See pp, 199·200 of the Witrnamme.r rulebook,

WHO GOES FIRST?

Both pJaym roll a D6. The player who flntshed. his dcpitJ, urcnr fir l (nor including Sc:OlltS) may add + 1 (Q hlB'(he rell, The bigil!!J" coring player rna, choos to go 81'!11 or second,

LENGTH @F GAME

TIle g:tmc la~. 6 [mID or until' one pill., er concedes.

SPECIAL RULES

1b Barrows. At the starr of each player rum, roll a D6. On a 1+. lbe ndead have come m life and Ieft their resting places, Roll n th table below Note that the

l ndead will nor rome tc~ life in two ccnsecutivetuons.

1·2 A unir of 2D6+2 Barrow Zombies emerges from OI'1e eandorulydeterrnined burial mound.

3-4 A unit of ZDG B:U"l'QW keletons armed wU.h hand wtl.'1,pons and shields emerges frOID one nndumly determined burial mound.

5 A unit o£ D3+ Barrow Ghoul leave their

biding I?laces in d'l.e.ccme.r terrain piece.

6 EnlP~on of the Dead. A unit of 203 + . Barro

Skcl~~{In a.rtlled witfi.haoil weapons and shields IM1I:l'gI" fl1:lm 0fle eandcrnly determined bartow Also, a unit of 20 + Bru;THw Zombi!!s emerges fro.m the bamlw in the ~1)l!i0 it~ corner, FhnaUy, a ~lllitfD3+4 Barm1\: Gbnuls· emerges fsem hillHf).g bear th,~ center IImain piece.

Deploying the BarTOW ndead, \~hen the 'Barrow Undead emerge, the player whose turn

it is deploy them within 6'1 of their scenery piece The new unit can do nothing on the rum it appears other than deploy,

Moving the Barrow- Undead. Aft;er their initial

deplo rnenr rum unengaged Barrow Undead units will move [heir full movement distance (Ghouls Wi:O Marcb) toward the do est 'unit (net including Barrow Undead units) during the Compul ory Movement Phase of each player (urn (effectively, they move twice each turn - once e-ach ['llaye.r rum). J)a(JjOw ndead will. charge if within range. Remember that the Barrow Undead can do nothing, including raovtag or charging, on the rum they merge from the barrow .

Controlling the Barr-ow Undead. During the Compulsory Movernenr Phase, Tbrnb Kings and Vampire Counts players may attempt to control

the Barrow Undead units On the board. For cad) Barrow Undead una on the board, the general

of the 'loin)) Kings or. "ampireCoums banner

must make :'I Leadershtp [I': rat -2. If successfu

the p[a~'et may move (',he Barrow Undead unit as

he tvj. hes and llIliy charge ll1elll Into combat .if in range, Lf rwoUndead banners ace figl:i~ingth·

battle aad both generals successfuJly test to

control a particular unit, then dice off to determlne who controls the unit that rum. Control @f the Ban-ow ndead lasts 1 turn only. Remember that [he Barro -. ndead nan do nothing on the turn they emerge from the ba:LToWS other than depl y.

VICTORY CONDITIONS

nless one player concedes, use the Victory Point chart on p. 198 f the \'{farhall1mer rulebook to derennlne the winner ofthe battle. Players receive no Victory Points for destroying Barrov Undead units or for BruT0W

houl units tl~ein_g or ha ,ing fled, off me board at the end of the game. However, players DO receive Victory Points feu: enemy units and character that are.

destr yed 01' reduced to b:W trength b. the Bar-row

ndead, Players also receive Victory Point for all enemy units and characters that are fleetng-er havefled off the table at [he end of the game - negardless of whether the Barrow Undead or the player's Own army caused these enemies ro flee.

"T'1l~ S1cp-hy"Step gJ,lidcs 1 will snow you how '1'0.

~I¥!@i' create rnore barrows for the

Geisftnmuod Hills and a:; EIci.rde:x Frin~ fO~1 10 ropte$mt lhl! fortifjsti ff)WD of MaJka. "&tb of these- hrnbby Rrojects. yield grea:t terrain for rtgulaI gaming Qutside: the campaigo tOO.

MORE ADVANCED BMROW MOUNpS

1

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SCENERY WOKS or

MAKING ~.aWS .AND BORfl!ER.P·

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- 52 -

THE CAMP OF THE IRON CLAW ORCS

Thl! Camp of me Iron Claw Orcs is a rocJ,..y Inhosplrahle region ihar hosts a seasonal campsite for the local greenskins. 'lemporary she! and huts are abandoned one month only 1:0 be reinhabired the next. The area is largely infertile and only Orcs & Goblins would find land cape a pleasant place to build. Nonetheless, the area has, on oceastou, become a tactically important. stretch of rock and 11m; seen Its share of battles.

The Camp of the [ron Claw-Ore is rocky and barren bur is considered a plains ecrion for purpose

of movement.

~believer banners fight a battle in the map section ,mar contains rhe Camp ofthe Iron Claw Orcs, each player should roll a 06, consult the. chan below, and apply the results. DC) not make this roll if the t-t:rrito!)' ha beenRazed. When the territory has been Razed, the localgreensklns make for more hospitable campgrounds arid will nernher help nor blader in this map section. If and when the territory Recovl!rs [he Orcs & Goblins return and you should makethh roll a normal.

1-2 The banner encounten few of the local greenskin . Th banner is not affected in any way.

3-5 The banner encounters a small band f Goblins. Ore & Goblin banners may recruit them add 2D6xlO points of troops to their numbers for upo ruing battle only. Non-greenskin banners suff~1 from ambu hes and small skirmishes that precede main bartle and lose 2D6xlO points beforehand,

6 The banner encounter a large warband 0 & Goblins; perhaps a small Waaagh in the malting. Ore & Goblin banners may reeruit 2D6x25 points troops for the upcoming bartle only. All other bann lose 2D6xl points of troops in the encounter.

'Whenever a battle is fought in the amp ofthe Iron Claw Ores. generate terrain with the chart on p. 22$ the Warhanlll1er rulebook as nor-mal. III addition. pJa D3+ I Or huts in a till rer in the center of the board

MALKO

The fortress -town of Malko ] large settlement by the standards of the Border Princes. Though iTS IJ<U-"""U.O>!I. are makeshift and often maintained, they have many ~I would-be conqueror, U a banner from the realm that contr I Maiko is attacked in thts map secrlon, the banner will withdraw into the fortress rather (ban meet the enemy on [he field; pia)> the or Malko scenario instead of a Pitched Battle. Qt~

as Malko is already a 1?ortifted town, it cann t b Fortified further (Le., the additional points fur lna Fbrt-ijted map section arc already Incorporated the Armies section of the scenario). Note also char map ection ontatning the town of Malko is a plains section.

SIEGE OF'MALKO

(h-tn'lew, The Defenders have taken re(1)ge in the Wrtr ~ ef M,lJko. and the crackers are layIng lege to 11 Exwpr where noted below the scenario follows the mil' for Lhe lege scenan on p. 259 of the ~~hamll1ef rulebook.

Armies. Armies nrc chosen from the Wltrluuru.ner Army 1I~1\ to ,'1\lues of2,250 points for the Arracker.s and . L32~ f10lnrs for rile Defender (half the points of rhe Anarkl"['!i plus 200 for fighlif),g in a Fortified city). 'fhi.., .. due mar increased or decreased b.y su pport, armyprcl!l.c rules, and/or other campaign rules. "Remember thai as Maiko is alr ad}' a Forti/ied city; it cannot be. ihrlifte,d further. A1s{~) both side are .a1.1 wed to buy stew" equlpmeru as explained in the Rules oj'Siege li4:ctioll ef the Warhammet· rulebook.

8alticlieldJDeploymcmt(Who Goes First?/Length of GliOle: Per the Siege scenario in (he W~u'harnmer NIt!l111ok p, 259.

pe-dlll Rules. All the Siege Rules are in eff ct for rhl~ scenario.

Victory Conditions. ee the Victory or Defea: ection (If rh~ lege scenario in the Warhamm er rulebook,

TORANROK

The ancient rower of Tor Anrok was Oller: the borne and srronghold of the Hall e of Lothain, a noble Iartti.ly of High Elves who could trace its bloodline back LO Tiranoc in

Irhuan. Although the Elves ~,,"Jldo[)ed the tower long ago, most of tht; structure modr; 1'(> ~ti!i day. Due to the clever Elven design, the tDwer ls vcty difficult to sec from the urroundlng areas -S(1 much so war legend bas It that Tor .Aru:ok can only be seen ene night a month, and even then, only when muonUglustrike lt, Either these legends exaggerate or the mv'~ magicS that once obscured [be rower have faded, f01" the wer can indeed be seen by me sharpqed and by [hose \ ho know where to look for it. The lO\\'eri!.l!dfprovidc.., an excellent defensive position. It IS dlfficulL to 'C_C and therefore arrack; however, it

affords an outsrandtng vantage polm from which [0

\'lim the surrounding land. The map section

ront!llTling Tor AMok is a plains section.

All banll~r type:; can take advantage of Tor Anrok [0 WI"\I~' lhe surrounding land and determine the troop movements of the enemy. Realms that control the map Sl:(tinn Cantllining Tor Anrok can take advantage of th-e follOwing three rules.

Watchtower. Banners that begin the campaign rum in the 1br AMOk map secuon and ection adjacent to i1 always wiuDon't. Pa-ss iJ7 tbe Night rolls, even against Hrglt r:tf Bnn ners.

Command Post. In battle, player controlling banners thatlx"gl1l1 the campaign turn in the Tor-Anrok map 5t(!tiol'l Uf a e Lion adjacent to it may choose which Side of [hI.! ~tl:;)le toc;le-plQY th,ejl' forces 0,0, whether to 5I1lrt dsplo lng- full~ or second, and whether to rake the bt or ~nd turn,

Wi%.Ilrd'. Tbwe:r. in battles fought in the map section cnntalning 'Ibr An.1,'0k (b.ut nor adj acent sections), the

player who corurol the map secuon may place an Ehlen t wer in hi Deployment Z ne, A._ single WIZard may be deployed onthe [Ower.

No other troops may be deployed there, as they would dtsturb the magical Icy line that gwe the Wi7.acd h.ib power, A Wl.Z:!rd casung spells from the tower double the range r hi pells bccau e of the inherent magical energy imbued in the tower's walls and de ign, Also, WiZ1Lrds in rhe tower casting1\.{a,g1:c N#sslles or

pells that require line of igh; can ee ANY target within the spell's increased range,

/)m > ·Inyl".; b,'<JlI <!'II/I: r I'r"Wjl',"(OIL~ 01Ih~'_ II~~" ilj;/,11(nrd /'1' 1/)", de><.rlfJfl"'l~ '1lTm -\""Ik In, iJN lJI"dr I./I,r:lI11 Ii'" <if Gllclu'" a1,,)otl awl crml!NIIh/, 1''''(I!''rllflgJJ)lItlfmrnro:~' W 1'lII'YIJ:!:8lli IIJ~ ,,,,<·."fi~'b{'1fIYJ·II/'s tltbi!f Illldl!(I/ tllli1'If.)hfe h.'1i "n rIl1Ii~'

to addition (0 these three rules. Elves of any type can holster the magical efficacy of their banners by Studying UH: ancient Elven carvings of Tdr Anrok. A.'i long as a Woot! Elf. Dark Elf, or nigh EU' realm controls the map section containing lor Amok, one 'VIzard in each of that realm's banners may rake one more spell 'chan his level would norrnalf allow ote that rb.ih bonus does DOt increase the Wrz.ll'd's Level butsimpty gives the Wizard an additional spell to choose from on

the battlefield.

The Elven design of Tor Anrok ha mod che rest of time, and the tower is nearly impos ible to destroy. Conrrolltng players may still take advantage of the W'Cltc/)towe,' and Command Post special rules, even if Ole territory has been Razed. one of the other special rules apply when the territory is Razed however,

TOWN OF ALDlUM

In Lhe Border Princes. the closest thing to an international trading city like Marienburg is the [own of Aldium. Because of its proximity to the Old Silk Road and the fortress of Malko, Aldium sees a good deal. of foreign trade - a good deal. that is, for such a remote area. This trafftc bring 3 number of peclaltst mercenaries, caravan guards, and other well trained

, , ,

-~~-

----

soldiers into the [own. Ju 1: outside of.Aldtum lies it small colon of artists. Intellectual r Tilean engineers, outcast alchemists Jrom the Empire, tinkers, rnechame; and O-aft&IDefl of all !;{iilds. This intellectual and freespirited community is very accepting of all kinds of eccentrics. .religlous zealots, discredited wizards, experirnenral animal husbandmen, and the ,odd mystical creature or twO. WbHe U1(; work rhat goe on iIl_A}diutQ Would almost never be allowed in nations where Wiwb Bunters hold sway; the remoteness of the Border Princes can sometimes breed an atmosphere of tolerance ana permissiveness,

U'you control the map section containing the town of Aldh.lm, you may add art addtrtonal pedal OR Rare choice to ,eveqr banner in your realm. [Oar in .. stance, '<l. 2,2;O-point Empire army. which can normally field foW Special choices, could field Hve Special choices if the Empire controlled this map section; Similarly. It 2.250· P iLu n rde of Chao' army, which can normal L. field two Rare choices, could field three Rare choices ifthl,( Chao. rearm controlled tW· map sectlon. This extra Special OR Rare choice rnu l be- paid for from your normal allotment of points and does nor affect the minimum number of Gore choices you must fieLd.

THE WARRENS

I n the southern roo hills of c.h~ Black Mountain lies a re.gion~1 UIlUSUal rock formations knG'II'1l as the Warrens. The rocks form a virtual labyriruh r natu ral corrtdors, ... v.ills, and chamhes, which are perfect hiding for ambushers and cutthroats. A famous group of mercenarle called the. Carrion Band is rumored to make us home there.

Because of the rugged and .rocky land cape of the Warrens, banners rnu L make a Difficult Terrain 'lest m enter this map section, [usr as they would to enter a mountatnous map section. Any baule fought in the Warrens will, not be a Pitched Battle but insread will b fought according to the Hock Labyrmth scenario.

Razoing the map 'CCLiOll chases off any ne'er-do-wells living there, which means that human armies cannot conscript the local cutthroat (see the Armies entry of the Rock Labyrinth scenario). However, rock does not burn. Thu , a successful Dtffieui: Terrain Test is alway required to enter the \Varrens, even when it is Rtasli. and the Rock Labyrinth. cenario. rather than Pitched Battle, is always used when ba tles are fought in the Warre_li$, When the territory Recovers, the brigands return and may be drafted as normal,

ROCK LABYRINTH

OVERVIEW

1\\0 annles meet in the Warrens, a rugged area in the !I)OlhHl of the Black Mountains. which is borne to a I;$vrmlhioe series of rock formations. Maneuvering and h~tlng tn uie Warren Is difficul and ambushers may lurl, iirl!l4nd every corner.

ARMIES

rnne ate chosen from the W~u;hammer rmy lists to a value of 2,250 points. This value may increased Or deceeased by support, PO'I'tijicalion. army-spectflc campaign rules, and/or other relevant campaign rules. Empire, Breronnlan, and Dogs of War realms that control rhe w.tl"remi may add an addirionallOO points 10 their banner size when flghting in this map sec non , .1, the lU"fl'I)' conscripts some of [he local rogues into servtce. However, the anny may not draft illest': mer.ctnnrie' if the map section bas been Razca'.

BATILEFIELD

Til nthle. hould be c vered by rock formations that tum ~he l1l!.fLlel:kld lnto a maze. AU of the rocks are very SICI.'P and ar thus impassable Terrain. Rock structures

hould 1 set up at IC$t -II apart ro allo units [0 pass to het'\! ceo, but there bould be no straight paths from one side of the board to the ocher.

DEPLOYMENT

Player" deploy ~r the rules for a Pitched Banle. Set' IlP- 199·200 of the WaThammer rulebook, One

unrt in each army may be deployed as Ambushers (see Special Rules .

WHO GOES FIRST? Beth pl<r er roll a die. Theplayer who flnlshed his deplCJylllenc fir t not Including couts and AmbusiJers) mil}' add +1. to hi die roll, The higher-scortng player t!t<tY cht:>0 e to go first or second.

LENGTH OF GAME

Th~ game lasts turns or until one player concedes.

SPECIAL RULES

Sk:irm:ishers. In addition to any Skinnishers normally allowed by the army lists, any two unlrs (except war machines) in each player' army 111<'ty adopt a Skb"1'll4sh formation for the duration of the battle.

Ambushers. Players may hold 11 single Sk(rmiShing unit (no characters, may include a unit champion) 10. reserve for an ambush later in the barde. The unit is not deployed at the starr of the game. At the starr of each player' 2nd· turn. he places a marker (a die 01" small cain will do) anywhere on the battlefield [0 indican; where be would like the Ambushers to appear. Tile player then rolls the scatter and artillery dice at the start of his 3r:d turn. 1£ a hit i rolled me marker remains ill place. th rwise, move the marker a indicated by the dtce. The marker cannel: fall 11 t0p of Jmpassable Terraln (if it docs move the marker to (:lie dose t poinr off f the Impassable Thrraln). The Ambushers emerge from their hiding places within s" of the marker and may move, charge, boot, and fight as normal.

VICTORY CONDITIONS

nless one player concedes, use the Victory Points chart to determine [he winner of the battle.

~he G tlifenml!lt1a fHUs. Sihlllarly. i.fyoll are phly1ng agaioo !;'Ie of these armies. yOll m[ly. want to take and hold, the Mtlls, simply to prevent youropponentIrom d0iQ~O. The same appJi@ fur Oro & Goblin p,loaY,,(;'l1l (m well as thtW epp nents) and cQ.mr€l1U~ [he Gatl')t). of the Iron Claw Or . Capfudag lc"f An~ok will help all armies. @-ar;C1t.'Ulnrly Elves, .and burnans ~rmies will henefi[ ft-6ril pw selising the WarrCIlS. f O\II'S,C, tht t0wn Mhlk0 i III bIg prlze, as j aunts as l n rftgtli...11" rfil!p eCl~ion in the final tally. Even realms sf medium $lz~ C'J.n win th camp gn If U)cy include- this vatuahlt\ all-important map section.

STRATEGY TIPS The peetal map sectron play 1dlig part in. determining the witmer of the canl@aign. j\:klSt

IU"C as :vatuilbTe as five reguJ:u' l'l1~p sectil)):!s. and MaJko COlJnUi as ten, As you craft your overall srrareg fur the campaign, make 'Lire YOLI take. me special map se [10Ii' mro :~cceunt. Wll!l can try t{,~ ral«.: eontrel of

these spc--eial h:mtmie& to benefit veur Q\V:O realm Of simplyto deprive your opponenrs -from takinB them.

F r instance, [(j . GdsLtaunund Hills are a highly

deli n sible -::ttea for 'FbAl!:J King:; and Vampi.re can banners. Lf rnu ate t;!Ul:ying ene Gf I hese arnli~s, yOLl may wanr to POSittOJ'l your banners [ take COn ('~l f

ARMY-SPECIFIC RULES

The harsh landscape, remote location, and feudal politics of the Border Princes influence the way orne armle move and fight ehere, Although some armies can adju 1 [Q "the Border Prince 'way" of doing thlngs and even gain an advantage by doing 0, many others have dili:lculty adapting 10 clambering through rocky terrain, enduring cold winters, .and surviving far away from familiar territory. Thus, the following special armyspecific rules apply to this campaign, These rules do OQt supercede the army-specific rules listed in hapter 2

but apply in addition to them.

Beasts of Chaos, Beas rmen thrive in wilderness regions like the Border Princes and c-an move boldly and ~ quickly when no human settlement's are nearby As a result, each turn, one banner in the Beasts of Chaos force may attempt a Forced March through two Forest map ectlons, ee the Ore & Goblin special rules on

p. 1 Jor more peclflcs about POl'ced Marc':? The banner moves just like a Forced Men'ching Ore & Gobltn banner and rnu t roll on [he Forced March 'Iable,

lfl'o"rm<m '/IHeM, III!WU throlJ/lb Ib('jmw /" (In/lilts/) 1/),'11' pro)'.

Bretonnians, Breronalan armies are a. s sumed CO be pan of the force of one of the many fief of the Border Prince . A., such, Bretonnlan Dora r Prince forcescan use their knowledge of: the local landscape to galn a tactical advantage in battle. 0 matter the scenario or other rules. Breronnian players may-always select their Deployment Zone after terrain is generated. hts rule applies even in map sections such.as those surrounding Tor Anrok when another 3lTIlY would orherwise be able La take advantage f the Command Post rule. The Bretonnians' intimae, with the local land cape make' them formidable opponents indeed.

Ilrolrml111'111s SIII-ce_V llip iandfo« (I taatas! a:c!r'Cllrlt:lJ!!!.

Chaos Dwarfs and Dwarfs. Both Dwarfs and their chaoric cpuuterparts covet til minerai deposits f0tU'ld throughout the Border Princes and can create highquallryweapons armor, and artillery from the ores tbel' mine there. \'{'hen~ a DW31'f or Chao' Dwarf'banner is attacked 'in a Fm·tijied map ecdon, they may add 300 points EO their banner size, rather than the usual 200. Thl bonus accounts for rhe ready availability of qpallry armor and weapons in these territories and no necessarily an increased number of troop Or defe.a~ l •

Hordes of Chaos ,(Daemon or Mortal). In the EmpilT Witch Hu nters, Priests, and a populace gl1o~ 11. weal1' of the constant threat of-mutation remain ever W'.1tduuluf signs of Chao . In the Border Princes, the powee of

hao have a c mparanvely free rein. The ChaQ~ play may sacrifice 50 points from his army Jist to e[l'd '.1.Bltfll$ of corru ption tnro the enemy camps to try and C(,)llm:rt

5&-

Ill~ oldieI'll to WOl hip of the dark powers, After the

am ie have deployed OQ1 before the battle begins the (I 0 pJa. er may nominate one unit in his opponent's .1Imy to be. the target of [he agents of corruption. The

( nrmlllng player must make a Leadershi] rest for the nominated' unit Chao units, characters, and units that In; Im/lIW'le /'0 Psychology are lmmu ne to the effects of thr a~ents of corruption, If [he Leadership test is

passed, theagerus of corruprlon have been di covered Uli.l t"xeeuted, and the u ni l suffers no ill effects. If the

I ~,ldtrSbip test is failed, apply one of the re ulr below.

Ira ndivided. Desertion (l.e., conversion to

Chaos depletes the ranks of the unit. Roll a D6 for each m del in the unit (not For the characters), n a resuh of 1 or 2, char model. removed tram play.

nrgle, Disease weakens the unit. All the members of t.i, ' untr (except characters) suffer-j Toughness fur

the duration of the battle.

Slaanesh, Enrapturing visions of last night's passion dlStt1lI.Cl members of the unit. The un it i subj eel to ~hIPfditJ' for the duration of the battle.

Khoroe. Khornate cultists tnftltrate the enemy camp I c:Jitl'nl blood and skulls for their deitj, Roll2D6

at racks on the unit at ,VS4 and with no saves of

any kind. Characters are immune to these attacks. These attack will not cau e Panic, a (be attacks nctO~lI rook place hours before the baule began.

Tzeentch, At the start ofeach of t.be unit's turns, mak~ a Leadership rest forme untt, If failed, some of the members .fall viCtim to the horrible warping power Of haos . .Roll a D.6 for each member of the lllm (except characters), On a result of 1. the model colJap'es as tentacles erupt from his arms, blood shoot ruOOl bis eyes, or flames burst from his pores, Remove me model from play. If [he Leader 'hip test i p: eCl, the unit .eslsts the power of Chaos and

~tlff,·,,· 1\0 ill effec ' [hat turn. If the unit lose 25% or more of irs numbers ro mutation in any 1 turn, it

must make it Panic test or flee. This effect may be dl~p(!lloo just like a pell that Remains In Pla:) , after 11\( 2nd tum of the game (effective casting value is 5).

'tblJ "';own are Ullll'l'l<#1 1(' [inti i/,)iTI one of 11>,·;1' ouiu /;(I." hoe" bor"/I1/)1

1I'1lr'/JL'tt l!v ilx> }:>ower Of Tzeentcb .

TERRAIN GENERATION IN THE BORDER PR[NCES

To generate rerrain for battles in plains map sections in the land of the Border Princes, roll on the terrain generator table on p. 223 of [he Wa.chammer rulebook,

For battles in mountainous map sections, ignore

resul of Fen or Ruin on the chart and place a

Hill instead.

For battles in forested map section ignore result of Crag, aim, or Rocky Ridge on the chart and place a W00d instead.

For battles in rjverballk or bridge map sections, ignore results of Cairn, Ruin, Ravine, and RQck)' Ridge en the chart and place a RIver or rream instead. Subsequent rolls of Calm Ruin, Ravine, or Rocky Ridge indicate that there is a bridge crossing the River or Stream.

FOr battles in marsh map sections, ignore results of Cairn 01' Ruin and place a patch of Dlfflculr (swampy) Terraln instead. Also ignore re ulrs of Ravine and Rocky Ridge and place a Stream instead.

POI' battles in road map sections, ignore results of Crag; Ravine, and Rocky Ridge and leave the area ernpry,

'l1JfJ terrain ganem/or char' ''''

p. ;}Eo/fbi? \Wl,.hallrmqr"ul.,f,xx;h. uias use« to deternun« wblc/.' '''''''''''11' piece.' U!Oltlti}!If ",1'1:,,'(111 tIJi, /;IalJ/qjleki

• 59 ~

V1C'fORY CONDITIONS

Til . B:order Prince c:amPll~_gn lasts 20 turns fOr game with five or more players and 25 turns for games wlrh four or fewer player . At

[he- end of play, a brutal winter, raging blizzards, deep

nOWN. and a late spring bring an end to the age of warfare. The realm that controls the mast Land will

be able io take advantage of die momentary peace to Secure border -, lax the people, manufacture capons, and build a large army As such, when . pring fln:atiy comes, the realm' donunaace of ' the I nd 'will be all but complete.

At the end of play. Count upthe nu m ber of map.

ecrtom controlled by each player. Maiko counts as ten map secnons, all other special map ections count as five. Rozed map sections even Razed special map sections) don't count. The player with the highest total is the winner.

If the winner controls 50 or more map sections, he is rile undisputed victor in the war of conquest. All other realms in me Border Ptioces submit to hi enlightened rille, and the land formerly divided by small fiefs and principalltles e perience a new age of unlty and centralized au[ho:rity. All pay tribute to the warlord, for his power is great.

!fthe winner controls 35-49 map section , Ills conrrol of the region is all but complete. Certainly; pockets of resistance will need to be uppressed when pring eventually arrives, bur almost everyone acknowledges the power and aurhortty ofthe warlord. \VJd1 only a bit of luck and a few mall battles to secure the land, the prospertry of the new realm is all but assured.

If the winner comfol 34 or fewer map '€!(_:o OIlS , hi control over rhe region is tentative. He will need to form Smile-alliances with other feuda110rds in the area to secure hts power and llnilY the tand, Should tWO Of more aspiring commanders aU, to take up arms ;lgaio t him when spring finally comes. the balance of po er could shift quicld.y.

Ifthere is a D.e for first, ownership of the land is SLiD Under dispute, and armies are given orders to Olru·cb. even as the last freezing winds of willter blow dawn from the Black Mountains. The fate of the area will be: decided once and for mi. the two first-place finisher should pia a T:iebc€akcr Battle to determine the overall winner,

TIebreaker Battle. C01;JnlllP the number of map secrtons contrelled by each of rue first-place playe . bll~ this time, coma Maiko and all other special secuoas as one seedononlx The player with the htgher total may choose the map section in which me battle will be fpQgtn (if rnls retal Is tied 4S 'wcli, dice off to determiae' whochooses). He rna choose to defend one of hi 0W1i map ection or to attack One of the map ecuons controlled by the other fir t-place fini her. Both player nominate one of tb,eir banners to fight the battle. l)la(l~ these banners in me nornlnanrdmap section tdlOUgh a banner .may take advantage- of any- pre-existing .fb,'tijications if it has not moved}. A battle is fought in the m .. ap 'cellon as normal, with ali ene applicable penaltie and bonu e (e.g., Fortiftcasio» , support, army-specificrules. and special map secelon .rules), Me \ often, the battle will be a Pitched Battle but CQuJd be II parttcular cenario IT the battle is being fought ina special map section. The winner of rhis tiebreaker battle is the winner of the campaign,

).;oiIP'follll!>TQ.J_~:.u.u:"up lhe_milltn. *lid ~ IS I wrlrc tb I QQ them drilliog. Mmy of tb~ I!dtl=m~ b~1~iD. "", mo!;, Still ~Vc tDOVall>Kk 10 II),. willi tbelr bdoopgsolilpu: Thq'=tIJ leano lIb-rbc roatJs.~ of NcnhIdai.:-no: 4l~;In: flllcd Wilh.1: T~ b,,,dpll fdlal. "l1I:hpoibhuUI ..... d,. "'uJlItfdliiJe Iw fItR'.wlIJId ~ ~t! fO li:>WIL '\1[01 !his is ~'! ~,I_~

.80 UWlyshotlkl lit ~liD&tfIe~~ lic{C ~ialtt.

OPTIONS FOR Ti-IE

BORDER PRINCE CAMPAIGN

Of course, you are flat limited to playing the Border l'rinCll campaign exactly as we have de. cribed it here. Wlta[ foJlC:h is a [I' r of possible variations that you may wish It) ~ •

• \'ou can-v-ary the standard banner Ize from 2,250 to an}' ether size. ote that if you want to pla very small or large- games ofWarhrunmer - sa . less than 1 500 or mm\' ,.baa ;,000 - you rrUly want to vary the points \'llh.ll'S of bemuse and perialdes from things like FfJrJi(ic4Uon, support, and army- pecific rule . For JIl!j!l\Il.l:e, supporting banners normally add 200 -pomts 1111he fighting banner's size, youmay want to alter the "'I~ 511 Ii Lha:L upporring banners add 10%. Thus, if you're plilying in a campaign with 4,OOO-pOlnt banners, supporting banners would add 400 point. lmilarly, in a earnpalgn with BOO-point banners, support would add ilJ1Iv flO points. By extending this logic. further. fQrlift,atlou would add 10%; Dog ofWitr annie could add an :tdtlitioDal5% to their size, and so on.

I You can alter the Victory Conditions of the Border. Prince campaign; to any of the optional ViCtOry Gonc\lnons listed in Chapter 2_

I 'lou Clan set aside [be rules for the special map sections anci., pia)' a campaign withou r any pedal sectill" , AI~et:·I'l-3ti,vcly, -yoI'! could rename the special map ~ctlons and make up your own rules for them as descrihed in Guidel'iJ1es for Creating Your Oum. Map in Cbllprer 2.

I Establish alliances before the campaiWl begins and aan:c !:bat the alliance can never be broken. 'This eype ofClmpll.ign could be played [0 suggest that the tocees of &Qod Imre allled (0 combat tbeftJrees of f,'vil Or

baa (e.g., High Elves, Empire, and Dwarfs v .

Hordes of Chaos, Dark Elves, and Tomb Kings). Establishing permanent alliances can also make f01" a convenient long-term campaign. When one player i unavailable, his allies can submit orders for his banner in: his stead. Thus, tbj . style of campaign is ideal for pl~yers with busy schedules and a lot of reallife ,commitments .

• You can ~lay [he Border Prince campaign as written bl;l~ alsc add a Game Master to introduce random events, speeial cenarios, ad hoc rule, and the like. This type 0( campaign C;:jJ\ be fun if you wane to rry creauve straregies Iike having your (mop build a bridge over a ri er or a special Dwarfea steam-driven zeppelin. The Game Master will create special' rules, impose special te ts, and so onfor the special. trategie dlfli;:J1fflilt player atternpr and generally act as an impartial Judge for all the proceeding, However, Stith a campalgn will by no mean's be "falr," and players Interested in a more competitive carupalgn are advised testeer clear of I'Iiis style of' play. See Chapter 4 for more detail on Game Ma5[C,red campalgns .

• PIa)' "bltnd.' This type of campaign requires 4- neutral GarneMa 'rer. Earn I)Ilayer has hi own copy of the map on which he keeps track of his own realm and banners. Only the Game Master has access to the master 1ll<'lP that denotes all the players' realm and banners . Play centiaues iii thls fa hion undl banner' come within two map section: of each other, at 'which lime, the Game.Master reveals only the location of

proximate banners.

CHAPTER 4

GAMES MASTERED CAMPAIGNS

ry"bcrecemes:I time when many tahlerop generals \V.ant to delve d~ep into:Mie cllara~e:r and history of tilt

1 Warbamm:er wor,ld lnp may wa.nt to tfy eur e~p~)jme:nta1 rules and creative sttatl!!gIES. Games Mastered e:ampaigns, tbl! moSt involved and comrkx type of gami!l8 endeavors, may be iuftn:sting apti(!)os fOT sutb veteran playors to explore, These epic campaigns reward creative strittgits, allow, ~Qr troop lypes and atta€k

styles that afeQ~t included in the standard rules orcany of tho previous cml.p,aigll chapters. mel encourage

garneTS tQ create uniqu.e terrain and CU$fQID medels .()) use as their t>califl.$ expand. Seme ef the rult:s d guiddines discussed In this chapter could be incerporarcd into almest any kind of campa:i~n (and we cucouragt you tOfi;xpetim-enr with them). Howover. campaigns Qffitiatcd hy a Game; Master allow for the maximum amount sf ffl!l:dom. imprQvlsatl!:)D. aDd Er~tivity.

'T"!:tis chapter, unlike the previous campaign chapters in The 1 General's CompendiulIl, does nor contain hard and fast rules to foliow. Instead it :iugges~ SOme guid~' for running an advanced campaign. one mat will most likely be facilitated by a neutral Games Master. and provide lOG of charts that Illay be incorporated into your carnpalgn. You may choose C@ use all the rules eli cussed In rbis chapter, some: of them, or none ar.all,

WHAT IS A GAMES MASTER?

A Games Master, or GM for short, could be (wed an umpire. campaign organizer. or omnipotent judge. Some power-mad GMs may even wish to be addressed as Mighty Potentate or Overlord of the Wodd The poirll is ihar a Games Master is II non-playing referee who runs a campaign.

Th reproduce the fueling f being in a "real" Wru:bammer general's shoes, Games Mastered campaigns keep the players somewhat in the dark. YOll can't know e':rerything [hal: is going on in the W.u-ha.mmct wodd You do[}·t~C)wwheJ.'e your enemies are (or even who illel' are in some cases'), what strength the enemy has, or exactly wha~ the enemies' plans are. To keep the p1a.yC::l~ guessing, a G I Will need to coordinare what is going on and determine what loformatton should be passed to diff'erenrpl:ayers.

FINDING A GAME;S MASTER

II you are lucky, then YOUI' gaming group will have a natural candidare for Games Master. GJ\.1s tend to be rhe one who are alwa coming up with elaborate scenarios, what-US, and extra background for your game, If. however,

ycurgroup is excited about a campalgo bur no one \\. Ill. to he the Games Master, then )'01.1. have a <,lllemma. [['S possible to take a lew elements presented in dill chapter and incorporate them Into a map-based campaign with no one "in charge" of running h. Or 'omt\:one C uld be voted as Gatlles Mi ter -especially when the campalgn wU! be abort anl1l another will quickly fo U ow; However, there are ruany elements detailed ln this chapter that you should be Ieery aboat adrung into your campaign withou] a .GM,

Remember I;in.a1 watnlng to all GM who wane to play

a:l1d run the- campaign - it is hard [0 be an Impartial judge when you are worried ahonr me dolng of YOU( own aqn)'f

A sl,,(.,-I"" ~/.J(",e/llll/lljlilfllg macbino Ibrll (JAil <'(I":l'.'iJ}I'<Jt(l1 wlils /mtJ 1111111 ... Q~ I.'<l':;'il, Inlr' luI! 1111'1«1· r:;(iw·/;yardst:!(.m mum!! casue. Stlcb cU'I(Jm mod"IH7milt filtfifod so 1'0111 (jrn~I' 1I.<ft III II Gi'IJUtt" ft/eISNI-'ed cmUJM~fp'.

·62 •

SO WHAT1S YOUR STORY?

ClImprrlgn is reall)' about devdoji)ing a tory Good

(lrit-~ have a I c:;ginhing, a middle, and an eael, and it i

the i.11l of a oarnpaijpl narradve to set all of that up. With tnt! rich background of rhe :Wru:bammer world, it i s easy [0 think or an Il\.lgc number . f great gaming ituauons. That

11 u(um be a campaign' firsr downfall ~ there are simply no man) (mol tIl.iilgs to do, and you can't fit them ali in llnt"l"lUl"lpa.ign!

Cunpalgns wtthout a theme 'or 'ending in mind.have a tl'ndc:nq' Ie drag on indefinitel , ~ hich CaLl$CS exetremenr III w:lt1t and pia)'ll:l"S to drop OU l. I r is better IO have a clIlllpaign end \-w.tO everyone wanting more than ttbe QPptlloiJe. M:I.U~tain focus by havtng a dear goal, lIke

lhncttln~ all your cities with roads and bridges. clearing the wood of all evil doers, slaying the. rival king, or being Ihl' Iin;t player 'CO control a eertaui area of me map. It [ 1"lI)I;~ihle ttl) have dlfferenr players with different objectives - jll1lt make sure all of the objective fit in the narrative of

1m call1paign.

AMBITIOUS WARLORDS

lit:1\: ~~ soO"),e common sense advice. Don't bite off more !han)'Qu can che\.vl If you have 100 models in your ooU~~rion, how are you going to' play our Historic battles thlllll1\1pl\l{:d tens of thousands of [mop all: each side? Ir's )lOS il?ID It;) break these larger battles dawn [0 their COOIpenem pacts, but such games work better in Inked fU1dng glmpalgns in which ClJ.cb barrle leads up eo 11 larger l1o'holc l1here is nothing 'wrong 'With an ambitious goal. but II must mesh with you.r players. armies, and terrain. 0ur chart QtIow allows you to cross-reference your own plans,

Grandiosity Meter. How vast are your cam pargn goals? For inst'llDc:e, a goal of running a campaign lnvolvtng orne of t!l1 • frllIpy battles in the turbulent Border prj nces ranks as tow: [@ medium on the grandlostty meter, Those lands J.l\' in tbmstantwar:f;:u:c, with small Befs and duchies rlslng :md rallli'm Call tantly

B m Range. How detailed do you want to make your GIDlpa.ign, and at what kv~l of reahsrn in the Wru:hammer wodd arc you aiming? IU you re-create historical events fmm W'arhanlIl1cr' pa t, such as the ravages of the

Infwnl)u "Vamplte Count Konrad von Cal ·tein? Or are-you mum mrerested in developing your own heroes- and your !JI\11 ~Tn.'!11 corner of the Wru:hamm:er world, like the not"

fumo~ defen e of platzburgh by the minor Empire noble the Earl of Splatz (if you don't recognize the illramnl1ls'fiarl, that's 'ClIZ we made him upl),

II you've never ru I) a Games l\>L"1stered campaign before,

ii' a good idea to stay away Ir m a very grandiose worldctushli1& narratlce. Stid" to a more bumble plot, as it's jCtllt:r'.illy better to play and finish two or three smaller I.'<lmgalgn than to WI to finish one! You can always link a

lJle'@f ampalgru; together f r acaradysrnic ending.

Jtigb onbotb ends (If tbe SC(1/1!. tbe

lIIi"IT f~t!, blgl:d)l defa;ifed Siege cd _. PI'<t(<g ts ONe of'!;? \~<1tl)(ml71I1J'-

«orld's mast j(mIQ1IS bmllf!,~

it cam/)(Ifgll in IIIbf,c.b II Cl.llIl),~> l'Vhoo' E1_J; .mif Ib:'aTdfll(J)1 m'nn'/Ulltle 1/ mu <1>11 a troPical "'1~JfJlJUI.i< nbt ''''q llk.'[J' (<lui I/JU$/ lx, «-"plaiJJI!Il 1-'.)1 we 11"''''(1111'"

;

t

en CI

C z c

= CD

Armies fig/milK/or territorv "ear DmJ."NIlt/ ,'bI'~1 i,OIOt' /Iet').' glw,Jlo.,,, bw bas umppw!i1i!1.op,-""

lOW REALISM

HIGH REALISM

Wh.::" .wtt1;r1i~Jfw'1!lmlfan.rorJ,{)l/r own canJ/lfl,(rp' !{.I()~I;lt"6.t Inqk /0 16" iJtJekgml(III.l mn'pICJtIIn!Sv(lh" Wtafl)tlm,i",,. mlhboal, IIml imill,lt/lldl armv books, T/Jin~' <lrK"'( i!'J~mlflt<! pi"t. s, terrain, lIIuJ'gt1mblg <flllm{mf,~. -

BEGINNING YOUR PLAN

\~Jien selling the rime" place and rclatwe cale of your campaign, some of the rnost Important things t keep in mind are the number of players, the types of armie , and the hobby proclivities of you r players.

umber of Pll:{}'tts. Asking how many players can jeln a campaign 'is like asking how rmm. players can join a game ofW.'lfbammer, Tile answer Is, of course, an almost unlimited. number, but the nature of the campaign will change based on tile number of players. Ir wlll be nearly Impossible to pull off the level of detail a determlned band of three players can achieve .ina mega 20-person campaign. The larger the scope and looser the rule of your campaign, the easier ir is to add players.

JYpcs of Anuies. Choosing a storyline will dictate the goals of each army in a campaign. If you have four players Interested in joining a campaign and three of them have Elvefl armies, your theme would do well to ceater around something Elvi 'h. Perhaps there is an Elvtsh civil war er a ques LO recover a Iong-Iost Elven magi' item imbued with migbty powers. For a particularly disparate group of armies, It is sometimes best 0 place the campaign tory llnc in an ar-ea prone to expeditionary force' Uke the constantly changing Border Prince' or perhap an isle off Lustna that is rich in gold.

Hobby Proclivities of the Players. Gear the campaign towards what your playez d best. if your gaming group

has nl de err terrain it might be smart to set 'the .

campaign in chat climate .. If one player collects and paints slowly and 1:IUS only a tirry army; pair him with an ally or make him a subcornmander, Campaigns in pire those involved [0 do more hobbyactivitieslike paint more units, convert a few new characrer models, ami create rhemed terrain, bur it is roo much to ask for all the players to join in at the highest level, campaign mar hits the ground runnlng in terms of army and terrain with plenty 01" room for expansion is the perfect answer. In this way, pla ers can add t armies and build terraln a aa, ngolng proce s in the campaign in tead -()f

starting off already behlnd. .

AND IT TAKES PLACE WHERE?

Once you've started to work out exactly who is playing and which armies they will use, if Is essennaltoBnda location for your campaign. The setting caa guide all that is to fo110'1I\' (like terrain, Random E:veIltS, ~ri'dg0als to win rhecampaign, 'and more), By _putting a .finget 00 the map and saying, "Here." the Garnes Master .can jbmp start his players' Imagtnanons and hlsewn, The w''l.rhamnler world is a very large place, and qUite a lot is going on.

PUTTING IT ON A MAP

A map of orne form is essential for tl.'l!cking the movement of armies and the loeation of forts and dues. If using a GM, it is tiriIe fur some de(;iSions. How visible are the different realms to each other? Will tb~ players share a single map, or does each player get his own version that shows only the t1'OOpS and locatiops h,e controls and/or has explored? There arecountless wa:ys to settle this issue, .they all boil down rohow you want to run your campaign and how much time you bavere pur into tr,

Map possibilities were well explored io Chapter 2 and 3, and using a 3D map as seen on the UexJ:C\\fO pagests an Interesting option as w<11-

Wha[ kind of scale you want to 'cover is every bit as Importantas wbich Iocarlon you. cheese. Many players and clubs are irresj,~tiOly puUed towanClsllsii,g the entire Will' hammer world map as the basts for their campaign. Thi massive whote-w0dd Scale isperfecr'for rra(htion<!l board games re-creating world q~nt'J:u~~t, but v('hc;i:oyau plan to solve every battle by playing a game of .

Tbnt's NQI /'11 Ih~ uutest tnone ujrmr c:cnrlJ¥r{grl!; bere il'llbl! us o.jfice.;, .II'!! bud a Nlghl Gobliil'pl(,Jjll!r $/!tul,b«/fn/"hJsjfJ.l"ces 1)1'iI"lW~IMlJ iruo til mountatnside in.an attempt to !1,'OrTl1 tbeir malictous 1,110::1)' undertbe DJiltilljen capital. It took close m til bal/dozen ,f.ll'n'l£ q( IImJi. uiub tbe Goblinforces SUJJI'l,.";I~S dtJIl1tlp,f!W.f5ttl;(?; {ns,rAnd tbe Gcr:aslb"jatjtdlet! Animosity squabbte« Tb(?'Goblln.sfinal{y em~edimlNI1!! "11(1l'r .'!.Jqfi..~ qflbe DII'i:Jljcn mines, Tbe sbock mlli ~·11111rl.,Yt 'Iflht. Di(i/i;j pl(ijiel' Wd$/oIlOi()(NJ by Il'r!t'Owitlienl, "j. didr/'I see cuty 1'ld&1cff1 1mtieJ'grmwd 11WI -ement. " Ii;, true, tber« Ulu.~ ,lI:)liJI>I.C! dbpul 7I1(1)f11g ,1lI{cferKl'f)limf' In (he ~nw/l rule,> piICkel thtll i~1I! GM f)t.Ilf(lffii c)~4, wll tbe ,Vf.rt.bl Goblin player thou,r{hl oj it CI"f,eod tbe ou. and b,llped WOrk out a,_f/r()!1n:OiS char! (l;,;I,,(!_t/ on1.e~I.dlJrSI;11) and Anin1D$ity (eSl~). n~

ullderg!"'Ol.mtl battles f/iJar/o/lon:ed uiere classic. 7'his ts.a.great.esompte of neui 1I'.ules heing !inp/umemed as cl"ulwhenappmpl'ialci

WtWbaJ;llJller" 'Vt til Sti.itl;t]jl~ Ue: nrai n and :niQd'ti';, the: w1191f, world map seale c:.IIJ.licil;l.y becomes ridiculous,

Conquering a dark and loathsome border area. ,m tQ:~ EmJ;!ire may not seem. as gIo)'ious as grinding the entirlt 0id Wodd from Breronnia t(l) the WQ.rlds Edge Mountains under your heel, Hewever, even global domlnation has to-start somewhere. With ,a more reaSonable seale, yo,1,I can actuallyBeld all the ill1.nie$ and terraln ,y;o.u'll fte:€d.. After the eampaigrr 's over, YQ\.I'II have !oJs of the Wa:rhm:):ttn~r wod9 still to conqaer.

HOW YOUR CAMPAIGN WORKS'

EaJ;b OM orgroup of players will have to lay out and decide how the campaign will work Is movement in turns or simultaneous; will wearher be a factor, are the ,arnties balanced, OJ; does one side bay\': an edge to si'm Q,ncr wir.h?1c is,w"OIth'S!'!tt.ifl,g the Lee'l for-the level of detail and ,type of cqmm.i.lment e"eJ'Y@I'll': is up fer b.ef0re laying ch;)\'yn the ground rules.

B:e:thre'we .dlve into rules options, one last warrning. Qne of [lie jOys 9f 'all advanced campaign is that j tcan brel)k free o(thc·chainsnf·rules and really let players get .creartve. But the truth is that in order' for a campaign to run well.t±ie.i'e must be some established rules lOll' normal game pial'. ~layers don't tniJid being slu:prIse4,{n an txtl!aordinary sttuatlorr thae Jllli: the themes qf:your campajgn or a partlcular a~my, but an lr:iexpllca.bi~

rum that doesn't match 'up Will'drain the fun and credibilil:y, The moral? Set perirueters and vioJam tl.l~n'I: onty when necessary

MORE D~CIsIONS FOR THE GAMES MASTER SctltllA up II campaign from crarch is no easy job, and

then- are Ill3.OY decisions [0 make, It is po t{ib1e [0 turn the CItI1p;ugTl elementl into a complex game in. their own right. Most groups Will want to Steer clear of such a situation and Ittp the R%:lll'l on the su-atcgi and elements that will

;dft'U Lhelr ~'harumer games. With thar in mind, following Is a list. nC ctB'mems a group or GM mU1>1. e taolish before bunching a campaign. It is by no means a delinltrve list and will need seasoning [ [,1 ne .

• Map T ral'kfllg

'I'kllnlng 3 P1aycr'll m~Llm 'Am~ Bml:li(m; & Size

'Tum 'iequenccJ1knl1'ime Plan '\IoI'tnlt'n~

" rraln

·tl.luk

'~Ilrpllrt RlLnge

, 'ft'-'t'l~nltlt: Mflon:; 'IJ~Il[llii m6()p Recovery

, 11.1'I1~1:~ Injurle..·;/Pri~oUI;![S 'FI~lD!I frum Combat

, Uneven .BatIks • Scouting

'1yPi':S of Army Banners • Baggage Tra ins =Scatrered 'EconomicsiSupplles <Iandmarks

'Random Events

'Magic

• Starting Forces/I'osictOfl5 , Record K1:cplng

• Rules Packe ew sletrers

II ClT wr to .Ilelp, the prospectlee- Games Mn. t!ir. gen Oli"flizect. WI,! willlilffer S0:IDt! Idea.". suggesttoas, arrd home rules [hat we've tncY. \"t \viIl he !fR tq ~tP G.im~ ~'L,~ler t(O pkk and choose rht ~leriftlnts I'iR Uke', . kip the ~ts he dbe!in't WID1~ and convct:~ (11' inveru ;mytbing be'd llk'l! to atId.

Map '[racking. Once you've decided where the campaign \\;lItak . ptace, what kinds of things are au going to track

u Ihe m:Lp? What gets labeled on the map and what lkW!ifl't ate guidelines every c-.unpaigrl must set, l[ may

SC ~m plauSible to draw each hill, mark down every stream, JIDd crosre 'lUl unbelievable Ievel oldetall, but we've d!,'ill.1\·t:wd that sticklng [0 some basics bas broughr us the mf~I' '1;l1J(eSS. La,rge and/or lmporraru terrain features are a mus! - riling> like forest , rivers, ~P$., as well as major ltmlitnldl.ons like roods and bridges. If a region is very rook}' or well known for phenomena like flooding in the spnng or giant spider infe,"tations, it is very characrerful ro wlile.: thfl, imormati:ol1 down. It may come into play later in the I.'llmpalgn. Th • important thing LO remember is not to

~11TJ lIoom laying OUl every gamIng table on the map -.it ItlH \\('lo·t work, However, if you label generalizies, like p:llchc: of bog or scrubb plain, it willl)e enough direction III add mgional £laval' should a battle occur in that zone, N,m . (Ill just have to won), about Ducking what each

playur is most interested in ...

Ddining a Player'S Realm. In addlnon ro terrain features,

C'.lmpai,gn must track each player' realm, \Xfhar is ill each player'~ reaLril? Again. it is possible to track the movement

of lIldivldllaJ characreraesplore diffcrem types of Industry OII1d IVY tu get every derail, bur-we ugg~t a smaller stable of ft:IfUh.~ (" .. alllpWgns foclI" around player's population centers. furrt6cru:ions. and their armies, and 1)0 we've listed tbe.t:- uur below:

W1drn:1''''''' 'th. _gtlfleric term describes any of the structures that a ~byt.T m.IY hnve In his realm, Imtluc:ling a capital, upply C nrers, lI'Am d1fu.;, w.tI.d'IlQwer." ,lIJ1d fortre ses,

Annltll. .umlcs M: represented by barmers on rhe map. E~"h army billn.:r nlW'l ili: distlngul~hilble In rn the others, as each may be "Uim:tlt ''oINII!ll'I' want [{l confuse u b:lI'UlO'C thnr had lors or dire IIIlII$ ~ru.1 W.IJ" Dllld;ints with a banner U,:lI doesn't! "

Additiol1l11 !e:t1'Ul'es rna . need to be added based on your

map (major v.'llwJ·wili require pons and shlps) or theme.

For instance, if your campaign is set in the World Edge Mouruains and is concerned with Dwarfs protecting one of their ancient hold from encroaching evil armies, it will more than likely need to have underground passages, hidden entranceway', and a schematic of the inner-

rnounrain kingdom.

.111 E))I/II/'f! }liLl}' ). 'il!1l~l {an/) J}!..~ if) '~cer, Ill1em Ie. ca ,I see tbe armv bam wrs. (,l-rI!ilbllj'tllI f/JIJ~' simtlar; /Jlllihe ''fJ'('l~~\ill<;>lI oJ each lI'ull'ano W~"ll' 'OI)h' tbe EtJlpIFt· gf!1If:rt:l1 kur)JII; 1.iJ;fr:bJrm;es lJ(Jch e<rr!1)'/mnUilr comatns: -

Acm.y B:l.D;UecS and Size. As in map-based camj aigns, each player has conrro! of a certain Dumber of banners. These armies are moved about the map, h(;)u.ld t.hey meet an enemy, a ~l!rrhaITlJl1eI' battle ensues. Unhl e banners in map-based campaigns, however, these armies are aot tnrerchangeable. Armies may be composed dlwt'.J1t1y, made to dlfferem points sizes, and will gain and lose troops, characters, and W'U' machines based on further recruitment. and battles. All ofthl Infosmatton will need to be tracked, Each player will want to keep ~ roster of [he exact points and conrcnis of each banner (see p. 84 for an example). and if there" one, a GM would do well to keep an eye on the proceedings.

We suggest a minimum and a maximum stze for annie . Too small a banner won't be an effective fighting force and wouldn't be large enough to register on the map, while too large a banner would strain supplie . You may choose to' adjust the numbers, but generally, banners should have a mtnlmurn of 1,000 poinr arid a maximum of 2,500. There is no limit to the number of banners and nothing (Q say that two Or more large banners could not travel together to create a very impo lng trike force. This varlarion also means coudng (see rules on p 74) can become a fun and strategic part of me campaign as you' won't kno the size or composition of your foe' . armies. After all finding out ahead of Hille if you are confronted by a 3.000·poim army or a 5,OOO-point force wil] make the difference between fighting and Ilecingl

Noce that it ls up to each player to create hi. own army banners. The normal Army book restriction of Core/Special/Rare certainly apply when players purchase their starting forces (see .. tarting Forces on p. S·t), and the same rules apply when buying Reinforcern enrs each round (see the COSt Chart on p. 76). However, over the course of many battles and after several sea ons of recruiting, reforming, and consolidating army baan I'S, It is possible (0 have a non- tandard mix of Core. pecial, and Rare choices both in each lndividual banner and in the overall ar1HY composition of the realm as a whole (i.e., all the banners combined).

- 65-

Here, we Sl10W you some details from one

of our own 3D map campaigns. Such tables are fun and easy to build, but we warn you, the are very tough to store!

All O!lIon/IQl,Is M'itlg;- ",,,,t' II", N4,ll!r J{/t~f

III nl.lif 1'.,11 /" Fi~ / • .... ,'-- .......... ..J .... , til< (I/lt'm

3D MAP SHOWC S

Making Your Own Corner of the Wtl1'ba7nln61'

MODELING CIIAL1.fiNGE Bullding a 3D map is ddlnitcly a lOot 0f fun and help:; yQU\'i, tlaUze the dlmpaigl'l. "1111::' C01,1i'l-f,e1;ii adS m1iJ:ke1 Wetll: ~c up from::l =ieo/ of odds and ends. iuduillng Wotrmaster models, CJhl E:pil!-::.~e and Nl,ighly B(nplr '5 minial!-lr€;S !rom the ill't.:hlve. a~tl II liberal amounnof green l"l-myl

lh'iH'1J

\ I.' refs/OIl(' sm[eti ". a Brt&lrllf'w srl.t,P/l' ,;¢nl/tr

1I.Itw.'

II Bl5liiJIIUIII, IVlIIClS/,);. !If'

NI!f/,lt-

A II/Ilkl!/(!U'f!' /.( (J !!~flll ,1;,{~!S<jJ

Uf!ff,,,, ..

~1'<1 ,',mPIY Ct'"I~"'-

RlJ?bl stl!'fI,ll4:rI hi' dar.k /lmgles; Ibtl, 1_ lI'tJew./ 'l:apimlll..'{.t.' Jm;e(p.lmi8f1 iJll (he IHOP as i!n~nlll fi>'-e,w; JLwdd 1m1'fo~W '/iQ),,1 ill {;l,w:<."j;J.-w.tifl,I(I' /1;1 fir", IIw t'11c/.1;I1d r:tlpltp/

Rff!.)II· \ til'!' ' (~riliWt I 1't'P1-1X<!,1f a l''',"lm

/lpN,' Clr>i<i/r

- 66-

1:1>1>' NfNJl G1!>illfrr ~"",JIfI 1!t.!fsi.'i1ieJ.1 oj II cap/IMi "1!<1JQ orul III"! SiIlY"I' '"'"""I!I'S 0>.1<" Mu.l"hUif'!}/' 1i:"'m (?/J<"'"I!li#.m~V ,"l4. QII~' r",,,,: ~'",e fWxwwkrlt &l1.( (i(tfll1fJs4w bm:r r'l"fJ 111.p4Jrml(p',f, "11r '?I m!,lm "'ft,,,/f,ll4lle41)1' "n~n' !)'f~u:fil

i <I /Il" H~'bH<qll WJt!.)' /J(l,,>llrtJP~ 1~(!jlJ '1Itrpfml!1 r:l'l/ld;j!tklW!'f(~ ltimplll' (:Q'm!~ WI11Ji .• 'if;rjw;. ~I!>fl' I>I<IIrt'lll'r "1"1' (jlelll fJ/,1I/Hn "Is btnlij~1 M/1I"iil.'f:I1;f1< oM Hlil COlli So .... «Wltg!.e f~IJ;III!"I: ca« ClfTIrmllllfl hflllI""·>.<lI· ... UlI"l'nQf r)£lro~p .... 1(" '/1fPOJ:I (JlihliliwlO liiJ<~p !'Ow 6Ul1tlilf l'(!p"(JSe:nm.f!'"I/I.s.s1mllm~r<!J 1br!lr

.. ""m,,,,.,,H'Jrm"WlooH'_I'. elm« ~J.'<f! ,&. iJ{m"nl!r for h:i!l!",,.my'Mtwlm!-IH,·armll,mmlLi.mal nrl!J!;/(J' lIl/,-,mn,

- 6.7 -

lUrn._ ~~. l::laying,aGmnes Master means that many unScripted events Can take place during acun~gn. However, having a dearly. delined 'fum Sequenoe that ail1'bl: pbJ,yers understand is an

essential framework. Knowing bow turns work, when armies move. when battles happen, and wL'ie.ti reinfon;;¢menrs can ~ t'l.dded helps shape players' suategles, AI: any tim.c, a Games Master can alter events, but that is the eseepncn, nor the rule.

10. anatrempr to jtmlt bookkeeping, w~ ¢1vided the game play tnro rwo sectlons - the Campaign Turn and the Season'S End Phase. In a 'campaign Turn, pL~yers move army banners on the map, flght battles of Warharnmer on the tabletop. and .record casualries. In general, 4 Campaign Turns make -up a season, the Season's F.ncl,Pha,o;e is a chance to catch up on all the economics, purchasing, and repepJo-yment. This phase basically represents each realm having achance to collect the harvest (be it food, mined ore, Or magical power), allocate new resourees and troops, do any grand-scale campaign elementsthe Games Master has planned (J Ike Random Events or Campaign. Magic), and men startunother series of Campaign Turns. Some GMs may want (0 incorporate weather and actual differences between the seasons (for movement, tabletop rules, etc.), but rheseelemenrs are not essential. (or practleal if you are playing In the Kherurt deserts).

Priority .. AI the beginning of the campaign and at [he end of each Season's End Phase, each p1ayer, rolls 2:0"6 (reroll ties). 111C player with the. highest score will move his army banners Ilrs-r. Other players wiJ1 move in order of descending die rolls. PridrityIOl!s last an: entire campaign season. TI:jls shi.f(;:in;g changes thlngs up and doesn't advantage the same playel"s all rhe time.

CAMPAIGN TlJRt"l"

Each indlvidual player 'will do me IQilmviog In his Movement Phase .

• ' Make any forage rolls needed ,~ Move arms banners

,,' Scout enemy banners within range

Once all players have moved, it is time fur IDe: :;0 Combat support move (if needed)

Next, any non-allied ar.my banners that are touching need [0;

~. Schedule and play a W<trhammcrbattl.e .~ Make an after-battle toll for troop and

character casualrles

The Campaign Turn .is then over. Repeat this process until Season's End (nor:m.nLLy.li Campaign Turns),

SEASON'S END PHASE

* COUCL't SlI pply I?oinr:,drom each Supply Center

'" Each player rolls a Random Evem:. if applicable (see p. 78)

"' Each player maYG"'ASt Campaign Magic;:,

if applicable (see p. $0)

"' Spend Supply Poinrs & update roster * Place new banners & landmarks

'" Reroll priority for next senes of

Campaign Turns

Many·Games Masters will-find it convenient to have ~ standard time table of 4 Campaign Turns equalling a season, but it cou ld be split d1ffert:ntly to represent ymm C'l'!mpa:igncli.mate.

Kis!e.v. for example, has a very long winter, but this is represented by a very shortamount of Campaign Th.~n$; as it is hard foraontes to-march!

&isle" Sreppes

Sui\lml'~ 6 C:llnp>lign 'rums

F;ill!iUiq:,mn -'I Campai gn '1\1 rns

~IU Z:Camprugn Turns

Spling ·1 ClImpllign Turns

J,n. addltten, all Supply Centers produc!'! :u half ti\Il; (1 Suppl¥ POiH! lnstead uf 2) in the. wlnter,

CAM]>A1GN TURNJl..'X'A~,".r·LE

['ftOI'i~' [Dr thfs'SI!tt>"b.ll "~m as Illlluws chuas. P,,;fu-{ ~lIllllhl'!'l ""ill"". cHAoS PJ.AYER. I'I[~ !lm,'C-I:i.!JlIL"';;.~1 wit1il~lt'" "J1:un ! ~llS.l· mill,Ollll0i.<;l'llli\ rill"". G!fu! h:nin<£l. ":\"1)'." iii 11,:t" .p~1 '!'I;;l~ II !1~nittlll !i"lMI- ,lli{"ilIn':r.):i,f'''-iler n'l\.",'~ ur ~ glitfui n.S'tIPI,Ty'C@.l('i'!hIq: the ELllp~ lSig<!ttll'I"g, cltlSc- ',., ('liM Uk 1 Hlrll MIlliei' ,(_[letnpl!; 'Ill' 'l-li!t iii. r;')(llTiOOr supp'?11. ~nrtht· Slfppl)' Cen'l#" hur dl'lC<S"l!tJtZl" withm ctl~ rnqI'lJre<f:t'. 1_ti±r(Jru~" OM ~ncl :l;n:-.m~rum'eal"OU<l.ren.r int«l;C!ld"ll ~ ~n the fflOOSL kiil p<'II>.....rbre.nJ~e CI~ !'I-"-jim· W(ll.lldb.~XI'!I· "'-<lll~bg:;~ddOf) npw

DWAlll' l!,IJ\YER. TIll,: ll"'''rri''hf<l~ hllS·nnly Ol'l~ hllllll= und It 1m.,bn'iW,~. 'n", bttnno:r mi:l.ols !lIn to 1I11<!aWy \vmc:hwWIlr;l:lrul dmps ell! ,I c1:!.M<'lU_ QIb-lfI<!,l"{l!tICl·. me Cmw",:r I, nM~ID LIfe, l'll1d.n~llil .sub.~ !rom j:h"'brum1!rj'lhn"'''I"<>;-'ImL-nti;:s,wdi,~''':·.l1 ~11[ ~hlJ~ 1lI1ti1ll; ~b" I~W~[ ro~'\)'1 'rllt:.lo;I= tf\''''!Hll'''--Dwa# (lla)-wJ_lljA-goiQg!lll) ~ ,-:If.I l1;!I<=pJ! tQ w..Ud an <m"l rrm:l4li ~rmcr"'Jl ~WI)jT1 J;r!~ lII~h!dl t<~ , h,,~ II> d'i'ln!'1~I~'I!1~ m~', .'iilr 1""~-lJ,," .th~ RuM l.1lrd"oI1li.l·41." "Red'iJ .«ngllil:_f.tlll ~ a:;.;jll~ f:\.-..-rllllnlh '.11:11; Pn.<lii'1:11 dtjlll~ \ ~p"t'l!c "C~Tl''$ ~~~ ,ifu: pili) l!: m:l} 1;1::1 iQ II . ...,..rii1 >lflitllldl,,& 1'1w [l)1.Il~r pla~ m~lln r.m~ ,\ ~ll.k~(l{\'l!l!"lt ~, ml~. p~ ,gici.ili.. . on il~ .(~" ",~pd~1Il '" fnlT LItt"1I;Rn< ,il,., wI", ttl mTQg Jii .,;,]0"". Alt-er 1'2; 'IIJ'~~' "I rn~uJ buJl1:l1nl;\ tMtI g;n'->tuqlJIi~ tflc_~lH\rn",~1.I.> m'~~lj" ('Hi:: Pll"ilI!'~:r;·& ollll' JJ:uld II ¥1l'IRH J'L\YHR. 'r:~1lI fI.>rlPfn' 111t1J-1'r h~ l)lp I1ru:1ntm>, I\I.!cih \\'(11;;" 1,,n~nl~]l.!: 'Ut: W:u;'t,~ I!J_lA~"<: till: t;,IlIl!l..,.i\iij_)J\I~y(r,oiliI. Lor Of1e .l;".Il~ r m!f'e:;; ~r:li'l ,lIIllCkll.l" (!h, iii> Stlpp-Iy .<:ntd; whrrtd:lj:-Cl\l:lJ'l" hannd "I'm'is~! f>.ehlllili(. Il)'SI> dqr"l4- S!li.ulkl il".. foi'<l b. IDler 1""" .1<;1<1 jj/l,,, tolt:W1!lU'~ ·([<X'ill be "ell w'~l'ln -"nlllli su.pfl'itl ~ !Jfllw.\.l,'ri;n\l, 1':tnI1'Cll.). l:mtl:li: i'ii'tl!il ' nmv h1i <la-Up.. [(wlll'rak<: awe Tn 111t>·(;h {I. Slll'?iI"CUillci" (u >~"(),fI1\II": iI'<.\ t): ,.,r ~ pm><ill; tIKVo~l.llI~v1ft- tlre Cllflll! ph}"'" t:;ulld:'p ..nrliJ ~t [Il« Ch:\IJS' ~Iay'l'f·s l)lm""~~ ",It) ~"jI

S ,mdfnt! Fu~ II>':" m~ "rari"'n~d :me ~'1" Stlppl) a_'ntnr.

Nl!X'l~ 'lli"_'!i!IIlIh3lfuiiC.r~ mmll't~ ·~W"Dp,llll'l1f""ljli'lllh"Mhll-o= ,t[o(lll"a (6;';UrutiL"''''~ t'lt-J ,!i'lll '!hcli~ili~" tum [U!l~

tbrtdn~ a campaign in ~ TIme. Gening-your

mp:uWl o~nized and running Sill othly in real time is till: tQugbeSt challenges. Some players want battles dl nme and can- game e\'~ nighr, while oilier

embers of Ute, campaign must schedule around countless M~r o"li~lion . Finding the rtght pace to advance the OIII1f>lllgl1 is the best answer,

!lOme ~Hlllng gl'Qups me scheduted around a routine

rrllnl( l1il!,hl every week, .... !hiJesome groupsare more luphazar<l and get in games- when they can. At the

btyinn!ng of a -clIm palgn, there is often a flurry of activity ilnd wmlin~ but many times. such an approach leads to a: burnout factor. A low and steady pace is often best. One of ~r!no l. u<reesf4j qlillpaigns plodded along ferwcll over

mmult . Tbere were a re.w- peaks -.; hen the storyline hrared up lind major battles ensued as well as valleys IR,lUnU hali(,!a or when If!_-'y players were dlstracted by Ihdr tt'lllli ves,

Thm are lWO real elements to running the campaign: the nuPlrJrt at')d the 1.,'(b!etop pail. The map part Includes gmtnv: thtl pffiycrs,to move their armies. roll Random l'wnlS, build dtdCnses, and other-grand strategies. 111e tlhIc:[llP pll:rt. however, is where the real action takes place and o\'cnill straregy is rewarded or purushed. A Games Mast~· IU.D,S the map p·.u_t, that is, gets everyone' - moves,

Ib: L'Vcms, and the realm activities sorted out When battles or spcoal scenarios need to be fought, a GM then takes-a f:lcili(;1!iog ron fur. th~ tabletop battle', ets up-me scenario ~nd Icliiiln, '¥lei double checks tile after-battle casualties.

1'hcn: 'i\~U 00 time;o;-when the map action.is slow and several UlJJlXllgnJ'um' can go hy With llttle or ~0. tabletop acrtviry. An a~kant.1g\'; orruwillg a Garnes Ma:'lter is that he may keep an l1Y on the ovo:aU ebb and flow of a campaign. For

iIllitlntl!, there often comes a time in a campaign when a few ~'I!rs are highly involved wirh games and battles.while

tXhtr plil)US are left by the wayside. At such rime ,i[' a

grx I idel ~ niix in , orne Random Events and small storytim '11 scenarios to keep everyone alert and in the action.

SIa)ing in Touch. If you've never run a campaign before,

n will probably take a while to gel into [he flow orne jtnllll'lS !¥l£hC!1f to do their moves <It the same time, while ~nlt· Crllme.s Masters ~y work with each player one at a tlnll.' fm m:.!p moves. weve found that communi caring by ~-mnJ111> rofl\\euient. and Games Masters 01.11 painlessly

!ol'nd CU[ LMe larest happenlngs to everyone and keep all

tilt: players up to dare electrOnically.

GMI"ING LOG "EXAMl'J.n

WltIiK .a. '«'t:t!ncosdllV:: G~mlng_group 'I,el Md Cl.ltllpleled 1 r.H[Jp.1li11l Tum l'lU hllill.>!i n~'etl"cll'" be inuglrt,s:o the (~M wem ln~" iliI: lIt:®n's Unci Ph:I-«:. r~l<lh pm)' e r roU'_.d ,lIL'Uld()lll E,,,n~ "'ill. ,Irk rn~)'cr nCL-dlng to fight (jut 11 battle tGJanl Splders ~ ,Itil bf rhe woods [0 "ltU,cka wm<.:hlo,""r)_ C;,w1_prugn

".lllJ\ \011$ t(jUt~. <lnl[ the l'i"1'.o,,,, ended me session Im{Mlng how ,n.lm . u!'Il,ly 110illm IhL'Y had II) spend und when "bey had (0 rum in Upd.11 I rosters. '[11(:), hOI I a rl!''' days [0 think ahour ir, work OUI, .rllJI) 11.~tS.!tf.ld:l5k qnesdons {e.g... Can I hllild ;t bval? If so. how m"dt'., fI:idlw A b", lie to fenrl Qiflhe-enomlOUS araohnids

Wr:IiK 3. \\t-.:lnr:§tl!lY: 11,,: g<lQlJPjI W'\lup'met. hmiog turned In h.~r J ~Ix\llr~ Il1SIImi e;utiec, and begnn, a ",'V :><;rl.s Dr C{J1n])J.lgn IUrf,i.l fry rllm)ting I'rlnlilv. On!:! \\lm was '·U111pl~te(!. u.nd bl\nlcs

" -n: _,dial.U[<.'tl,

GREAT gAMPAmN TIIEME.8

rntvlng trouble ~tPng~Y'lur idt..--u; r._,~ lrp.it Cllllpalgrt: jl.H'rtpstirted? Idea: 31i: ~1iIl'; ~ Wa'1'batnl1ltll'ilm PAlgn tllCrru$ tlmt

Ella)_' 1lliiJ.!!ru yrlll. -

Empire ~u1ftling. TIll: b6ruc~ f [bdfu 'pInt .UlI darlc.al1~ uRI'I!l!-'fCil,a .. pla '. <ian lb_1: fullX'S of CI\~liza.lib(l lllul111)lb MyHn: nl!W!l'li,pG~ba~ ""Ih a. ':ar\"!,9l c~ ~ Slfaily ,cnt've I.'Illll:i: if ill, ""l!a¢l'nC$, or WIll til . &j~~ of ",,1 ~~In\t'n. {~~ . G MUn;>;. and fii~~nl blind togemer;)l'!d tlt(ve- ihe l;KIlt e blli1ll1

1l1~11)Oll. Ct:Oll.,l.!\ie.-oW p~'U1 pljl ImlHlCUQl1 , s multiple VoIm}l~Q:lllht:> Il\und:r ~ ,C'Wrdln:n .... 1 ilfIl%k- 1'1'\?111 ;MeiuSI1lql},

yJmnill. llh1Pd K.t;ep, n,nrl the J1YCf 1li1]11I\cIe. ;tnIIi_~ of d:w <-I~9 tnllrcll'S!¢nl'lt d\~ old. WwJI:LMultirJe Vumptre pl;q,.(tl1; n::p=."ru l'1("h,hlt:lcldJine. Dllfcndel'l>IDOIit 1ikl!ll"lnuh.u:lct I!rutm1nmllnd [he funplrc SlrtlM1Jl:ls: [o'pre,runt tlR"1l: Mlons (jtJll1 bootill'l11'ng Itn'll:enL Tile ~ lii~ 6.1iI1tl·~ enu~llt 111 tl~e II 1 i1ldJ6. -nutl tflt- D-..'lirllI

1111\'\:-11 p;1ti.itl.Jlru- [g8tro ~Itlc lViili We m~ p( the

liver IIblrnfGIe.

t~Yi)ur Claim. A t:lu:c' t ~u!ld;i rdlli'li "C yOUE nwn ill fhr; WilllmVllll'-'d lfind!; Qf tiu: &ltd"" 1'~. YOU clan ~'1/I!(1 u.~t: tile map (,urn Uiliprer. 3:

Truubl m 'Jjlea QUJlj)aip ~f\mcitenary (umIt:l> (11.11" T ~~ or:1~ b\,! rhert Cl'1wl.i a1s. n be. • <},\h~r nrml jiglllJng fQf P'IYI UrW :J y;ll'ie~ of 1in1(p1dans m'Tj!ea f.lqil, tilt: mj:I~1i'JIf')' ,tde:'\l'd Ibe sJ{n""'4SI!.la1'~)ulcl hIDtdt,r.li;ll; I)~ oJWQ}'Nmlii'!! ml' tl1Ullnre. '\ncl tnro1dlcwy ",l.tb JlO-lfu;I~ bcmg..Mly rl'U~ \\-::rtW TOur hq;ci;J

Qw""'t ~I •. \ ~ic f.Jn1llS) qm,st Ili \lnde~ily-with ~!I)I: ~I~e {J!PlXl {\I- e.vtI) 1ll1);l"C./llll{l O\.W ((}cl~l m 11-\<:< !tel:+! -..vfIll!t o1i1CJ' ~ must defund. The iI:l<m"m .q"e&~iull·eaa be a ~ump.l@l> CliQ.uL ef rll':tgie!J smnl'lJ .. g .oa'Ol'Il!!L the leroken :lJJ.d separate pteees.or a rniih-tFl:rui.!l,II!3l 'WC3pM:. :lltlSl.spcll book O('\l'flS1 pewcr, or ~nr DU!l'lber uf lltht:~ Opllbu". o:nfr tIj", Gllh1~ ~l~r knmvs ""h~c ~ (ttl! ·~,Iil:.'s, Pl;ll UM't: :ltI: pll: l~ of clu~ : ... ,d red l:tCdlflgll IOU!

LoSt 1 1.1.:. of KtUalaton.!A 1i._1\~ !Iln:g}_l! I!;Ja11tl tllJ the'l.'la'<t- of l.u>:r& flll.~ long I ."" "" .. l\i1Alij to liOld 1~IC lCI'CI.' (u ,. r pill. 'uJ' Icli I?Y ~ 0[1-1 ( nes. Th~ l~lnnd Iong'll8' dl~. p}5cm'(;(! oif aI1lIl:j~ [~If)W~ ;utcr mlln~ f1IJUllp ~ (f.lIlI~>1a~, lmul?lt';, j'eIIlling tilO!4!;mt:s.lInt1=(lriOOjIJT13~'i1, ~pc.lm.fil\t'{ , k0fa-J1m\J)l risen vdlc(lI)fC isle i!lr.,.,adY ro;m)" withrungk llWl.E-:ew W'.u1'3'1<I.lllt'f r:u:e tb;at:can~ lil .... 'I'IJ<:;(!ib,lI1~rr r~d~ 000::

U1l p!ul1rlt~r the -p<lrenrlat.wulllrn ofKroaklllO!l.

Movement. How far ~mj¢s can movedepends all. how large Y0ur map is, how many players y(~U have, and bow Long 'yQll W",uir your, c:t.D:kpai§l td 13,',1. E1ayeL'l must agree or a ~~M

must decide hQW fur army banners may move .. 1bgwe yOu some ideas (:)11 whteh 10 base your dflG'islon, here are same (ips we've learned from our campaign.

W'c'ye kept army movement rdatively simple by s~iGking to tWo ra,tes - a (flguJIlr <ttn1y sp~edalld an .a.l.kavaJry ann)< speed. we keprrhe ratio at (or just und~111 ro 2 [or inf'llllrry speerl versus €:lvalry. Fortnstance. when using grids, hexes, or terr'ifo.rir;s tor managi-l'l,g movement, Infantry could move two.spaces while cavalry could m(lVe 1()UL On O'!J.r large 3D map game, il1fa.ritry could move 5", and cavalry could move 9". If your campaign will take. place on a very large map, you l'night want to increase these basic numbers, or decrease them if you howe a small map or many ,plaY,ets. Some Garnes Masters will warn to add more flavor and variations by addlngraclal rules, rerraln penalties, and

s pectaltzedarmy banners.

SomcGr.Is (or players) will be E'ernixed to work out exact distance and mileage and will spend e.ffon 0[1 quantifying the exact length of a tum. That's fine, but the Importam thing is that all, the players understand how far they (and their enemies) can move,

Once an army banner touche" another, both banners are pinned and may nor move any further (see flail/e . ..,.).

11lJl}w:{/.trjl (IJ ,.i#){) AII,cN1'I:JhJ' IJt~"rter mouemeru. /."(!p;,l1ar /mwner 1I/lJ1,'1"'Il!lrl, '''1:'''(11' bamWT mw'r.me-m I/)roru,b uoods:

&J!r;",,,.7'tJ<! same-as aboo« """'t'med em £1 be: map.

'Ma"~1 Vlui:uions.ln our I:lWO:W!.~.w, ill.Ol'CLl1!tl:Jt is alded bj' l'i'l1ldw'ays, vclllci(J. s, ma~an:d' ID!!}!!!, btl! it h.'1t;\1.'r mWltys ~ ,*,. 11, R in!o.cL1"h\gI. S~ldJt~ <;tH!llij mafrh 10-1,1), n1~:i (ilW wiq..,~truI~ ofl..lp (U l{O ,!l.i1l~ b.llln~ ~'()~clt:a I1Il1f!IJg htnlr<a tl'l~l«hJ.l:~cbes'3long rh¢lC"w;td,t (t r.~ h .. "ll'"4to !'lelU\ ill:lIct:ly.haw 1irr anl p:!tti.c.rllar:ImIGC wuh.l march day in und {lax H.i!>, blJtl.)\lr~~~trlh.' rnlAAud of :t%i~g i:nefiil ,mi~vcg'!l.!Mi fJ.?:r Jill 6ilLl'ln"n; Qir'llltn.l;r;-w.WJi:, lll';t! Jl)rikCli fi)r !ll'~-gl:"une 11~'Y

en rhlt Ill!jJ!t:\l}P, ~!Ire fa!" ~~l'lwcr'tJ'all I51)!;!1J ~ilf

b9th ipl,lly l:r,mnJ,"ll'll,.l)lQ"'e-.!t d)c same r,m:, II it> I'l-Oi>$ibIe !:L)lldd SU'lOO n1U"",ITll!Ot "'uim:i"I~ IDr!C;!c_h_ raee; bill in till' ~f1t1, ~~$.<tiJm~llf1'c s~ra';l dctt.::ttnl'l>WQJl fuld Stl.ll'(IIlU:'S~ ("f m....u1· ~».r~1 ~U!11 Til:vcn ip'x:t!tt lIni!lIbi]J[ff irr the k~!l~ .full):l. l'I"l'@Ittlll'l!\,'; I9f 11}l;Int yOW" l"'QIJI'l (or C;M) rI~dcl~, rnl! mles fr,}F nl(w:cmf'tlt ~1l0ulti I~ :mT1uu".ccd ~1Cl!ri)' a[I'he';:"ul:cr Qf t1i. • 01iI\I;fugn

Illsj."!(')s:sIlJte. 'wilb n Gil m<;>; M.tI!>W, lor bannern w I?m 011

';; bll~ jjf !I[:ldb-d III liillej, ufgnl ,r riL"tIIJ. <l brlM<,U' Hiigll~ ~ iilil\:i,~I~ lIiihT~ {l\~ ;I b~S~> ~1:r'ii lJ!~enr 1\11 Ol't: \Thnagi,) I dit(t 'vM hui!cUhg "P imNUI~o:wlii,rI o.:rtair4y f\:,LI fbJ'WlU'd \,~ill R'Sh0fll-nnOSI. ofgma!er,~v .. rurl (jft!lnol..lsh he,vO,JI.u lilIlJb."'if.rlY ~fll!l'\'llI Lt!ai{ a_r~ dl5\'Jilii .... "'l:il Inc;wdiIHdl'or w""'Lt-\IlICctI' titlllu;'. miu't'h~'.

Thttain.. The; landscape can rake a toll0n marChing. and featlires l\kewOods anq swamps can rednee the: njm'C'm,en! tl most banners by 50%. A G~(>S t\1m.1tT should analyze the playingm-ea'to determine which terrain secnons willl'llcU~ D.10vem:em peualties and

'Wl'ite down. the

infonnationso'th<Jit, later in the campaign, the rnovernenr pCll:alties are b'till the saaie. We

used tile following filbvetneht ,re@uc.tlQns.

~Od5IS\VtlO1p Very Hiliy/Ro<;Igr Streams MoUo.fuiri: Pass MOtultain Path Deep Woods

DANGE.ROUS 'I'I!RR..vN TEST (206)

2

Entire banner IOI,~ Los e 1I.:mxD3 phri'iis ;\1:lr not move \(t"all' ;\oIave at half rnt .. No f!cr,ialry

River

50% 25% normal

25%

5096

In addition to the 50% 'WOods recfuntkm, Each banner I'I1m1C roU a. DG.Onrt 1, n eannot mcse,

,i ... arge rtvers are traveL~able only arfurd~ ~ bddges. At .fbccl'i, the player must 11011 ~ DIr. On a I, [he banner cannot pass. ,Irthe liil1:( is swollen from stormsrhe bOO,flJ"T 001$1 make a Dangerous 'Ierrain Test.

We atsa;· gave army banners a bonus if they iiaveled tiJ~ entire movement by road (about +25% disr-.m.ce.).

Random Events or a Games Master may impose movement reslT:ictiol'ls on an area, Spring mud slides would .skiwd!'l)vri banners, and sandstorms could cause banners to move In ~ random ,directia'o. The. n~lQge.1UUs Th.rnI:iH 'Iest Gin'be unPOS€d when':l hazardous move is <I.nempted lil«! navigating a mouetain pass in winter.

Some \Va,rh"IlJme'r races are mare adept ar,mOvinga,lld surviving in certaln terrain types.l;'or instance, Wood Elf:fnd Beastriitin barirlcrs t..wer no movemenr penalty for c:avuling

\I I ods. Dwarfs, Chaos Dwarfs, and 1 ight Goblins succ "lUI ~t moulltain travel and Sl.l[fur only _1Ier.tnd'uccd penalties there. A Llzardmen llim)' banner ~ 11m po.'i(_-'d of allAqu.atic creatures could cross a

h 'n dtC!l'e an: no fOrds.

~ 'hell [WO, banners meet, it is time for the 10 rake to [be tabletop for a game of

, The: hcarr of any gaming campaign b

.... 'II, gaming', Every game could sln)ply be a Pltc.h(.:d Battle. but that lake advantage of the campaign's setting nor it Games Master if V\' g 'lone. Barrles circumstance can reflect the &emill, U11! ~Aeral' strategy, the approach each army

kill get lrrtn coma I, and more.

me <,,,I<\liter can I:ry to devi! e a whole new iccnario each game. While this i$ an admirable goal, it may li«ome 100 difficwt for even a Garnes Master with

p1wr. olnme. i\ happy medlurn is [0 have a standard :$D!Ilario IYiLh a few factors that can alter set up, ~pltIY11ll'fll, and terrain, There are certainly limes when Upcdal scenaeto will be required, such as sneak

Ibck~ mids, ambushes, multiple banners joining in from difii Il;J,H directions, particular terrain, or specific

p&!C!I. • tnore!ri£ rrnanon on scenario' on p. 8l.

Combat upport Range. Banners proximate to

emiuuJ d banner can provide SUpPO£[ by moving OUt of Sl'qUcm;t: r(!) join rheflght, Perhaps [hey heard the battle, ot!>1g11.!ls wcrl:: sent to request help. In out ~D campaign, An) banner that was not brought to ba ttle and was wi tbin 013 fi~t could make a Combar Support move to [oin iii( battle. The Gombat Support R;l1~ge could Itlst as ens II}' be" ~inAII,;' hex Or tc!rrit.al'y if your cam palgn i usl ~g char type: of map :A banner joining a combat by using irs tomhal. ~ljlj!!Ort move must make a roll 00 the SuPPOrt "n'b~1 chan to determine exactly wh n it will arrive. Gtllllr.llly. the upporung army will enter combat from brhindfcicndly lines. but the G-a.mes Master can alter the rouion of their arrival [Q the enemy rear O( flanks if that btnn relleets the rupporting banner's logical course.

11' ptlS$ible for additional players and sides to join the fm. ;l!I1l1l unengaged banners in range mny move.

suppom'ARKIVi.~_ (06)

rhe supporting arm)' is unexpectedly dJ.ayed and can uoty OOOle to the b:ltd", In the -uh turn.

Z·~ "'ht! ,upparLlng army arrivl!s in sectlons, DUA n8 Turn 2, '1U1r tl ,the suprortlng.lIml}· (haI[tll • uni,[s and half the t#iU'~C~tll l ma enter 11,., b );Lrd, 'I'll' od, r half of rh • suppnruog llITQY wiU enter ~hp g!lrrlt: tin rhe

fulloUling tun>.

5 Tlllllltllili! suppomng :lrmy artfvt:S at rill; begLrmlrtg of

Th¥n l '

(, 1'he 5 UJlfllJnlL)g lInny rnny start rhe game ln a frb:ndJy

l)cpl<.l~I!)(,mt Zoneo

~,Ie 1IIIIt l\lith !1;.)1'lliS 1·5, rhe supporting :n'm)' call corer ihe:

I.Ibl~ from ~n)' rrillndly board edge, TtQup;; m~)' 1101 charge

1 UII lum th oy enter the hoard ..

Allies. there are no formal rules for allies in advanced

GM fllmpltiIDlS as mere are in map-based earnpalgns.

Pial r.. may befrterrd and betray their fellow' players as IlifY ~('(' iii Hcnycver, players need not fight a

rharnmer l;)atfle when [heir army banners come into alntKlJI beth pla:yeJ;' agree rhat they are allies or at least mll Jggrt.$l ive toward cneanorher for the rime

being. Back tabblng'may OCcur at any time. however, IE a, player moves one of his banners n It to another pJ:--lYCJ.'· banner and assume it is frtendf [here 'is nothing to stop [he other player from attacking. Thu ,-players should be wary of thcle ames and WAt 11 their backs at aU times,

After-Battle Actious. After the Warhammer game is played out and a victor is decided (or the game ends in

a de), what happens ne>.'t?

The winner may claim the battlefleld, while me loser is generally drrveh backwards, However, the Game Master may decide La move the 10 er in a different direction based on the arne. terrain, 01: an ongoing storyline. Again, the length f thls retreat 1ll0V depends on your map size, In our games, ~I defeated army was driven back a single hex pace or 2'1 on the 3D map.

After a particularly large clash (over 2JOOO porn s pel'

ide) or a deadly battle (over 50% casualties before recovery), the Gasnes Master may want banners to move at a .half-rare (and half support range) ill the nexr un-a, This reduced fate of. movement represents the trouble of reetgaruzlng, caring for the wounded, and burying the dead. The Undead are excluded from this after-battle malaise, as they have no earthly concern for pain or rirual (beck they're deadl),

After a major battle is fought and the 10 ing' ide i

pu hed back, one or both banner may make a move to start the combat afre~b. on the next turn. Thus, 100gterm nraregtes become impertairr. If you aren't convin.ted your banner(s) can win iJ;:l combat, having other supporting bannersclose by and defensiv:e S1SUJ'UUCS 11k!:' watchtowers or fortresses to fall back' to is viral. Otherwise, it ls posslble for a vtcroriou banner [Q keep attacking a banner it beat the previou turn.

7'/w il"'pirr [l1(J;)'~r hllf.jillr,thr,cllii.' mate Th« OIl' plil_rtf,t Itwlle;\ 11i.\ "~I11III.'r imll <'{Iffl~m wub aTl"'" A. PlI.l)'er 11)11.< 'WI> 1I1!ll1'm"fllllllWfS lli'my 1t Is HI C"ml",1 SUPfI"-" Rang". 1\'/111<' aau» C isno; PI/not 1 m",n",,,, "w+.id~ if lie ~'({'JIS arml'.lJ /[1 )Uill ,},e ''lImi'ul. 1j'.'IJ, h,! IlUl,\'i'mil fill III,' SMflllrJ /I~,i,'lil ,VWN to iMeJ'fliln~ i,'!J~Jf ""Ii? <11#,"'.'.

Ga..<ma11iestfroop Recovery. As annles dash on, the tabletop, the losses WiU mount. ' ot all of

rh . who full in combat are dead. S In .injured troops wtll recover; and some stragglers may. return.

EaGh bartner is also t('lOl>'tamly:: r ·tJTUiting [0 bolster the ranks and replace those slain.In barde,

After each mblelojl battle, players must make a ing!eroU for their entire 3fl11.Y's recovery and apply that result to their losses. tosses are IDlV models that are removed as casualnes(in hand-to-hand fighting or through MagiC or hOOting) or that are run down after breaking. I,Hs char flee t')ff the table or are fleeing at the end f the game are not constdered casualties (although the will, of course, count' as ViCC0lY Points in most scenarios). Champions. Standard s , and iu. icians nat are casualties may be each recovered n a D6 roll f 4-+. WbenappJying me results of casualties, round up ifYOll won the game and down if you lost It is "itally important that losses are recorded on a player's roster sheet Don't. forger derails like lost bampionsl

RAl'~K &: FILERECO Rlt

(2UG)

2 No Recovery

3 1 In -, R·covcry

4- 1 in 3 Rt:c()Vl:ry

7/') 1 in 2 Recovery

10-11 lin 3 ReeOY!:!,)'

,L2 1~\11l Recovery

il<\NK & rns MODJFIEL{S

+ 1 IJ <yOll wnn the battle.

+ 1 Filr each Q pmred Baggage "Irain,

-1 ][ you lost, the battle,

Recovery Example. A player with a unit of 20 that lost 8 models during the battle rolls a G for recovery Thus, 1 in 3 models will recover, Of the 8 losses, 3 models would be recovered if the player won (rounding up) and only 2 would recover if that player IO-l (rounding down).

Character Recovery. Make a 'pecial1'Oll for each lndivtdual hero latn or destroyed ou the battlefield. The character in question may have been hacked down but b skill, sheet' luck, or happenstance, me hero managed t escape death, After all. they arc heroes, and d1C1'e L a: certain fan t~l' dement to uphold.


CflARAC~ RECOVERY (2D6)
2·j Ue:ld, deud, dead
'i·; lnjured & Caprured.
6 Srunned, II the I~ttl • f ,11\ I ' the character Iii
captured nn a DC> r'ill! of 1-, ; Ql'hC['II: ise, Full Rccovqy.
7-9 Recovery; RaIl a_06. 00 n I, roll ell) me haracrer
Injury Cbure- on a 2-6, treat as Full ReCflVCl}'
10-11 I'ull lu,cQvery. The character r<:j6I.o1\ b1.~i1,& .)300(:('
12 Full 11l;t:u\'eW, but .t1:l!: character now fiuIfers from
IlmriJl1 ofilie ('nIDIly that hull Ililn ,low. CHARACITill.1NJURY ('.HART ,(2D6)

S","er~ Infl!lq. The controlling 'Play,,' may dlC1l15<: to lose an arm (-2 WS. no gnlill ~ eapeos or shiilld.~) or :0 leg (halve Mgyc).

3 Baneredl ChnJ'tl~r .suffers penllllnellt -1 '[qughnt:.~

4 Head Wound. The character now suffers Stupid!!';]

., Loss .e f all eye I -2 Bnll i stle s klJL

6·1:1 ~.tren D ownl ahanttt I.!J' Ii> ai half ru:racks fur tlle tle.-([ 2 l:(u:i:1jl~lgD. Turns aftcr which j"" will he fuJly recOvCr«'l.·

9 ' ~d \X~r: Wound.·2 10 the C~:trl)~R;f' Init'ali,'e.

1<) Leg lnjuly. -1 M vecharactedsuc,

II Lam Hand, Replace the hand 'with n hook (courus as an additioual.haud weaporu, Thecharaerer 111.1Y not carry grellt weapons but may sril r take" shleld.

12 1mprtiS~ive Scars. The character now-causes fflfll'J

Prisoners, Generally speaking, only

.characrer models may 'be taken prisoner, We have occasionally played witl:i rule fOJ: taking prlsoners from rank and file models. Doing 50' unnece 'sar,Uy eomplicares the campaign, and many armies would I."'.lthe.r execute au but

the most powerful heroes - which does make a cornmen on the brutal

nature of the WarnaJilmer world 'or rna be just our

urthroat l)]ayers?),. Still, it

is hard to imagine a

Dwarf ever hoping to rehabilitate a Chaos

Warrior 01" Dark Elves

showing mercy to their mil' cousins. In campaigns where prisoners seem ~ a reasonable option, say, a gendemen's war

betwe n a Bretonnlan and a Wood Elf force or an Empire oviL war. it is po lble [0 say that 50% of ali troops rhar are caught' after breaking areprisoners, These models must travel, wlth the Baggage Train

\ her th~y could inspire some

excellent rescue scenario. . In mast campaign • however, i~'s easier 10 rule thai onlycha.l:acter mod els may bt; captured,

·72-

Characters as Prtsuners. Taking characters as' prrli8ol~m' is a vel'}' excinng concept. Wh0 wouldn't want. parade me mightiest warriors and spell.casters . a fallen.armyt \Whau great secrets of bart Ie miglitenetn}' offlcers reveal? It i common practice to capture Heroes, Wizards. and Generals, These characters are carted along anywhere (ht! caprurlng army bannec ae and the controlling player has s veral option . A prisoner may be taken [0 a secure dungeon or tower a capital, carted along in a banner' Baggage ."""ll"'""UIU or traded back for profh.ror executed. Be warned, however, Characters, are naturally favored Individuals, and any attempt ,r harm them I n any way may precipitate unforeseen events thar almost inva:riahr!)' to II. bizarre escape, 1£ you elect [a slay a captured character, make a .roll on the E,;<eculion Chart,

6

UWl,t~1 ~lf 'Only dues the characrer e cape wi~h all of hi;! onginnl equlpmcut, but 'he does so In pcetacutar fashion. An}' ether characters who art': fri<1n(I1)' tr> Ihe escapee and who ate ilia held by the blinner are hkewlse treed, Furthermore, CiI~.h t$I!ilP~C may chouse to st~vOl single unit, c"]:>lurc nne (~r th¢ cnemv characters, i)r ~letLl lL magIc Irern. 11:,,: chacuzer ov~aweI.'l' hili gu~ms and CSC~~5 b; TOelU1S or hero,c·subu!:wgC.'aIllllZlll!!l'swordplay; a~d unrrvaled bravado, \Vb.1f gllL81 Whm prowess! Tt1e d!1tl'!!crer n'lay Irrtmedtately join the nearest fri!!I1t11v ftire;" t,,- landmark, 111<= chnmctetf'"$ l.'()uJP~CIlI is ibst.

1II1e character escapes through brihety •. dr . sing up ;IS an c)id washer woman, or some ocher

diS!:l'llcefuJ (hut &CCUVl:J method, ill D6, turns, the character will {eaPPQ3T OUI of the wilds :It the ownlng player's capital. lit may men be

OO'llctil'at~d to Ius former pO$L All of hlS previ()u.~ I!lj~llpmenL is lost.

l~lIrtCJ1!<S or ill omen cause the esccnuon to be fi~'IYed ar we: last moment, Tbc-dlltra.cmr ruusr remain a prj:;oner. ami no more exeeunon attemprs may be made until nex!: ITIrn.

1IJw ~hanl~kr [:ills ro ~9m.; up with a convincing pllm and b sJn1n Iwl:rlgnr hr the cruel caprors. fhe-charactcr IS slam as with tbe previous resulr, bur somehow it is more dyn,amic and bloody, or rmtybc il JUSt hurts more IlS the roll was 0 high. Af(CJ' all. YQU mil only be SO dead,

<)-1(1

II·U

from Combat. It':; truethar a campaign is aU about grertl:'and mearting6.t.! Wlli-llarnmer battles, but there rom be times when a player may wish an army to avoid ·\'\Iith the enealY; Avoiding an oncoming foe i not M1~ and there is a chance that such a decision can

uuer annlhllarion. Still desperate times sometimes

d perate m ves. Here are the rules fur banners martoilet:

P1eeing means just what it, sounds like. The army and attempts lO head a\VHY from the oncoming M:lkt: a Leaderahlp test based Oil the best character I1nnf\er (Lf;,no characters are present, usc the higbest

(hi' cIJ"'~ (if 'li>I~V Ii ,11l'IY i mIll> 'Iii 1/)(' 1'I1HJ111~ (::barl \ill jl/l'lII) ,\ mu« ~'T/fiw J)fi." 'if; pel/llts. [IT/III If> fI{>/1ils /"tal .' bUll <i /(, {()/,I1,IlI>w ,1iJ;ttWo., tlll"tV/r'MIII.fI! ~"'mlJili.

- f,J -

FLEEI G CHART (D6)

_l Failure and Disaster. Roll :I D, for each unit and character, On a +. It 1$ destrov d irnmcdir 1~1)' with no recovery possible, Unit> .:tll.d ch!ll'acrel's d13I urvtve are Scattered (~ee P 75) Tbe H"lEage Tralo is captured. Move [he Fleein~ banner half tts norrnal move away from Ihe chnrging enemy banner,

2-3 C;mgllli The I'lteeing p~r mHy chorJ>e to 1,ltly II' Re:" Gu3Xd 'ccnllJi9 (~t:e \Xm-Immrner rulebook, pp, 21l.212) or treat this result like /'eil/uN (ond nI.~"s(er above,

4·5 Narrow F~£ape. The ~.nny just avoids rhe clutches nf the lIflC'()m1Jlg enemy but It'l.ses- D6 x 50 jJ' mts from tIle banner. MQVC lilt l'lt'eing banner l1alflrs normal move away from tbe charging cr1tl1ly banner

6 Preetston Retreat, Wid! weli <kilied precision, (he banner retreats from the ()l1mnung enemy. Move (be FleclIlg banner a f.lIt move awny from the .m~ng

enern banner,

Leadership of any Cote 'I'i"oop!». If the rest is passed, add

+ 1 tu a roil on the Flee Chan to dererrnine the results of the lilee action. A banner may 001)' flee once per-campaign tum. 11 ~I banner i! charged on muluple sides, it will be up to the Games Mastl:[ to decide if fleeing i possible without Scatteri;ng (sec p. T).

Uneven Battles. 'ome of the best part'S about such openended campaigns are the wide variety of battles: heroic defenses, sieges raids. scouring clashes. and more. Invariably, many games are berweeri dlfferenr ized forces due to superior map maneuvering. allies, and the like. 11 Is a wise general who leads his armles ro banle only when he has numertcsl superiority! Woe. to any heavily favored Goliath who is taken OUl by a smaller underdog anny, as the hurniliarlng story of the upset will p~ISS lnro legend.

While uneven battles can make for some excellent games, at icme point, ruth battles can make fur some horrlhle mismatches. Any gaIDG in wbich.one side outnumbers the other by a L-aOO of greater than 4. t 1 go's beyond lrnple outnumbering and enters the realm of'abour-to-be-crushed. This rule ofthumb, of course. does 00t apply to outnumbered forces In strong defensive P0 iuon like warclrtowers, form, or natural de1llilliive positions '(or, you can still. apply the rule of thumb, but count such well prorected Defenders at double their actual pain~ ... ltlue). Unless there Is a spedflc scenario (e.g., can the outnumbered force bum tb.c bridge Eo time or can a uiclde mission take out a particular enemy characrerr), the game may am be an enjoyable one to play out. U'~ the chart below (31h<::[ than waste y(jllr playing time. on a lopsided game wtrhnorhlng to be gained. • ee Ad1'ice./or the 0(1 mes Ma-sler (on p. 85) for short but s.age advice on using orrmiporenr GM IX)'\ ers ro avoid pttf.ill .

RE D.ESTR CTIO (1)6)

If" at! rWllli", ao WllIllliI"" 011 O!Jt}",r .lfUIl 111<1)' I",· rt>LOJ"I!I'/!d

1 Hard-won \'icIOr)'! The underdog 1.(1= his fore > and [he: larger opponent loses an equal number of POlLJIS. Tbe bartlef Id belongs 1;0 (he vlcto«

2-3 11p underdog loses hlllfhls force, and th· rest f'i

>C(;lJII!f"r!(/, 111C Illrg_cr opponem mu~, lose lin ':<1.u:l1 numher J

of p lnrs.

4 The underdog IS desrmyed but takes OUt OJ x W(J polnts of the larger opponent.

5,-6 TIle underdog Is destroyed ~lId we IlLrger 0PI)O"C-J1l rules the ooltldldd with no lo~).

couting Enemy Banners. Only an unwise or 'foolhardY General would cemrntt h' rroops ,>/ilnout first tL)'ingto a:scertain (D.'awy wJlat"kind of threat the enemy presented. Each ann)' banner has

sum' method etscourlng out nearby enemies; seq.ding out mounted patrol • mustering pickets, or even using magic to reconnoiter the foe. Players may Cl111.L enemy banners at any point in their own Movement Phase. For instance, a banner can rake half of its movement to

get inti:> scouting range of an ', enemy; sceur, and thert finish ruoving,

Each banner has a scouting radius equal to half its regular movement. Any enemy banners insidethat radius VI'i,U be scouted when a sGOuctng acti.onls declared. It is possible that ambushes, nefarious activities, or hidden troops will be detected. The, muting player hould make a 17 II on the

sc unng Eo~my Banner'S chart [0 detennine the level of success or failure, of the reconnaissance.

Note that ira Games ~~ster i planning on using scoutfng banners (below) orexpenence (see p. 85), some banners may have a longer or horter scouting range,

SCQm'ING ENE~IY BAA'i'fflR. (2U6)

2 Ymrr ' &QIJ IS ttl:e 01 ptured and desiroyed b U I. n p l befo o:c they are bralnwashed Into revealJrig me ~Ct eornoostrtor, and plan. of uour ()\Vf1 force.

3-'1 Your SCOUts come back wil'h wild rumor

and speculations .(1\ OM can have fun with lIlis one.

5 YOllr ceuts are driven olf or unreliable, EiU,o<r way, )·ou learn noihing .

. 6.8 Your scouts gel; close bur g<JI cold fect.or arcdrf.ven,QI'f by enemy pickets. Ym. learn 11m approxlmate size of (he enemy fmc,", (about 75% accurate).

9-] 0 Your ~ 'Out> come back ",iLb an accurate points siZe as w II a' a few tler:;rih ahour die: exac; m. kcup or your enemy's fuJX;E~.

11 Your .~COUlS com:" back With" cornplete uccount (full ru.:co.::so. to encmv's ,mil)' list).

12 YOUJ: SCCIUlS eerne back \\~th tt)'i'" [,lIeu: d~l3I)ed account of the i:.n<!(1'lf urrrty M'U tbeW pillns. II ,I bnrrle ensues LhJ5" rum, youmay- ch 9SC ta,hk siq<: lind whether to go firstor:.s"conn. Your oppom:m may not ~ISe. a,ncr special deployment niles Uke&out.· o~,·\m[ms!.1

Jypes of pecia1ized Arm Banners, Although we've only menuoned basic aim banners thus fur, if is possible to devise and make rules for a variety of types of banners, each with a different funcrion and role.

Army banners could be Iorrned for many reasons; a particular role in flghdng, increased speed, the need to get through terrain. and oilier . Follo ing are scme example of. peciallzed banners a group or GM may allow. Fed free to add and Improvise your own to fit you r cam paign needs. You r best guide·u common sense, as it w()uld be lmpossibleto list out ever), aemy' possibilities and troop clas iflcatlons. A Games Master can set limits for special banners and police player rosters .0 en iure that specialized force Include nly suitable rroopsrypes. For instance, a c uung banner can't contain a Stegadcn, (£00 big and loudl).

Defensive banaersare composed sp€clficalJy for defending or holding ground.

ize: Pel; campaign limits.

Special Rules: The army always has at least three defended obstacles on the battlefield, may Start the campaign with twice the number of war machines

normally allowed by the army Jlst, and m~~ ,mO.'lt: Itt only half rate,

}ksCrlcciG.AS' No mO~'e than one L1niL of ca .. valo' is. allowed, and 110 monsters may be taken (trQ~)P~ like Trolls and Giants are too hungry [0 keep in one spot for long).

coutlng banners are specifically designed to out new terrain, scent enemy arrnies.iand .l(~rQ~nala!: other reconnaissance miSsloru;.

Size; The.banner cannot be largerthan s(m pdint , Special Rules. AlL banner may seoul, but a ujillll.'r designed to do 0 gets an e ttm'i scoudng rang,e l2S~ greater range than a regular ana), banner). Seoul:ing banners do not need a Baggage T011il·, adcl + 1 Wbl'Jl fiee!ng combat, can move freciy through woods and swamps, and may roll twice On the Seout1ng Hntlmy Banners chart and take th most accurate nesult, Restriction : No heaviJy armored tt up. or'''I!lJ_ilSlI;:U~~ tr ops (e.g., Steam Tanks, Knights, and I.3par R4hll'S), Most players may take only one scouting. banner, 'r'he Games Master may allew races that are better a~ Slolch guerrilla-type la~tic!;, liktt Wood Blves or Bess .of to have IUOl:e rhan one scouting bann r,

These are just a few examples, and the cimpaign's theme, amty type , and terrain could well suggest options for yourcampaign. Sp~ti<!1 mountaineer reglmenta Or expert tunneler banners woulGl fit i\

~ventDwarf war, wh lie the EmplI'e could \Vell banners reeped in woodscraft to combat lit:asl:rn€:n. tb special banners can really add flavor, but 1). U' every banner is bogged down by 'p<;cHtJ ruies, lhll game will crawl along.

Tmll . 'Ill€! adage that armies march on their has ~ I t ef truth to it, So where arc the camp rood stores, and other supplies? The Baggage Train term (,l.>cd 10 describe the inevitable personnel and IlUIiUJ'lf'IK'!- Ih1il accompany an arnry

J(1mPiugo :ll3ilgga£ Train.L,,, not only useful it is \Vlthout meals, supplies, and extra bands with nllln.milimry matters, an army is forced to and !I0.rt out irs own dall)f affairs. Any 'banner 1101 have a Baggage Train at the start of its tW'11 mah: ;1 1'Oli en the Fora,ging Table,

FORAGING TARtE (206)

IJj!ill4lllf Fond and wmcr ;1f0 lint to be found. The 10,1.110<:1" ",""1: choose between 5()% easualrtes (hv numhen ef models. not pOints) 0·' becoming , "lIlt(>tid SCc borrom right}.

'rh~ b,mner em rncer Its needs bur must lose 0(, ~ 5U JI<I!n~ of tfl'O_P~ Th~y were lost In the "'iklen'~ ~Ihll~ rnfi\{l111tJ, :.na(,'.kecl I,)' wild beil~ts. or sornerhmg qr the Iqn(l. i\lso, the banner moves ar balf speed Ilil.lJ,lrIl,

nne tilllli1lll" ean I1ml all its needs to sustain !r~df, but

mt)\:~ml:ni ls reduced to half fer [hili rum. '

10-11 I he lrn:Jrl Jl.",~~esl lioog and wnrer are ubundant,

lind 110 ume I~ .lu!\t acqulrrng what the bllnncr needs, I '0 n: r rlus III rn.

\ 11 'W Il;lWtllc Train j~ acquired or pressed inm the "'11i11:t" nl'lhe rimlging ba-nnl'r,

hmner gl:ts :J free Baggage 'Irain, 0.0 the battlefield, it _nt<nw:d by a single carowagon pulled by a suitable (e.g., a p0ny. mule, old nag, or siddy wolf) by three ore tr Opel. from the army. Statist;

BaKl1;3g' '!hiin arc as follows.

M ~ HS !l I w ! A, Ld

5 3

312

GlO he "tiny Core troops on foot. For purposes of r;nissik fire, treat the Baggage Train as i.( lL: maol:llncf except the 'teed is hit on a mil of 1. If is 10m:, the cart may be towed by the crewmen at nnrtTl(j1 Move race.

crewmen wilL Line up in front of the Baggage uy tQ h ld, The tan and animal otter no attacks rrcngtb (all the good mounts are being used in

J11e: B'df1Sl'lge is captured if the crew is killed/broken otherwise d sLfOyecl) and the unattended

by any enemy unit. The Baggage is not lo t fi rc manage La recapture the: cat .. just as they ~ C'Jptllred standard, before the game ends.

In games where Vlet(.llY Points determine the outcome, captured Baggage Carts: count for }- 0 points. Captured cans may be adde I to the capturing banner's roster and rnust be represented in each battle. While troops don't gain =1:1<1 sustenance from captured Baggage, they can now afford to 10 e one of their carts with no penalties, AL the end of a long campaign, SOme very successful armies may well have balf a dozen or more enemy Baggage Trains added to theu' ownl

.Extra Baggage Train Options. Games Masters can allow players l purchase eA\T3 Baggag Trains (at 150 points each) dwing the Season's End Phase. In our campaigns, some cr.uing players creared.their own upgrades for their:

Baggage Trains based on their army's theme or cool models from their collections. Ir was up to the rune Master ro stamp ali uch creartons as legal and co assign them a points value.

Here. II~' SIi'e' a /.I1(lwfiJh f!(I.!I,<!I~J,:e 7;-((111 upgradud wI/v a steam ""glue. /Va" FIII'Y is Ike ifff?iil<l ,,'Wl/,f/l'n'm (In:'d, hi« II ts ,1 I'm ored .1$ IF""I!

cartered, Occastonallg due to a 10 in battle a lack offood, or some heinous magic, a banner will [orally 10 e its abilil)' to function, 'Ihis doesn't mean that the banner is destroyed (an ever'! worse fine). However, it does means that all the survtvtngelernents arc broken up and scattered to the lour winds. The banner is removed from Ole map. as lr ls too disparate LO track, The entire banner. will reform in Do rums at the aeare t mendl)' landmark, as the stragglers slov;rty work thelr ",-ay bad .... toward. friendly confines. After the banner ffi de Jared Scattered, make (he roll to determine how manv turn it will rake TO reach rile nearestlandmark \'(/hen th~ tum comes for the banner to reform, me landmark I11U. l sdU be presem (not desrrojed), if iL hili been destroyed, the Scattered banner is likewise destroyed If the Scattered banner reforms. r:oU a Do for each Scanered U nlt, chru:ru.:ter. monster. and war road-Ii ne, On a roll of 3-6, the model-or models in question reform, but on a 1 or 2. they are permanently destroyed (overeome b the enemy or eaten by something homble soruewhere in the wild).

75-

Economics and SuppUes. While most campaigns primarily involve building, maneuvering, and tl~hUJ:lg with armies, some

amount of economy and empire building seem

fun and appropriate. After all expanding your army: and preventing your foes trorn doing the same with thetr forces i: the path to glertou overall victory.

Our system for lltUying grcwrh Iavolves Supply Points. These ure generic POi.nt.<;tlsed to represent food, precious metals. crops, livestuck, civilian birthrates, lnfluxe of flew troops, and more. Some Warh~nmer armies may replace the above earthly- examples with slave labor, int1uxes. of magical power. warpstone, boon from [he gods, and [he like.

u ppJ. Points can be harvested from \1 pply enters.

WhUL ls a • upply Center? It really depends on your arm . Mo. [ players. regardles of army types; can, count villages. farmsteads, dedicated bunting communities, docks. logging operanons, or mines as Supply Centers. There is quite a difference between a Night Goblin Mushroom cavern and a Breionnlan pe~1 ianr's farm, bur in campaign terms, they both count ai'\ Supply Centers. It should be up to each piayer ro decide what exactly each of their , uJ)ply Cenrers i . Alter all, what good is a

rum for the living dead? Vampire unts and Tomb

Kings armies will need an eld battlefield or graveyard to supply and sustain themselves.

Each Supply .enter, barring battles, hostile magic, or Random Events will produce 2 upply Points in each

cason's End Phase (see Turn Sequence on p. 68).

What Can YOu :Buy? While_ campaigns tan be expanded to include nearly anything you wish! in general, players will want to add reinforcements to their armies, new defer) tve structures (watchtowers, wall' around clttes, and forts), and new settlements town and dries). Setting the tandard cost of'these things is vastly Important and" ill playa large part in how wellthe campaign runs. If you make Items too attainable, then

players can expand at ill and will soon be araassiag annie well beyond hac the can actually Iielcl on the tabletop. Making acquisitions too expensive makes for a short campaign. in wbictl battlefield 10 ses cannot be replaced and urvtval is a struggle even witbout battles.

AlJo.;~.i a basic listing of campaign costs: Players Of Games Masters may want to modify .thIs chan upward Or

CO T CHART

Landmarks

U&m Suqply Poiirt ClIst

Wn I I1h rower 1

f'ortJtb -4

Suppl(Cemers .)

Upgm<le. m '1' TQ'VIl H"

Upg:I'l1.d"" 10.." Ot)' G+"

1hlOpS 11< Chnractllq R~iofor~en~.One ~<lpi)Jr PQinrwHI.u.ur 30(1 poiu rs of up," ll7IJOl'.'i

rules .fo.r placmg- new (1"QDJl5 on the next pugc.

Cbnmctcr_Models. Once rbe =P!dt;J1 b~I'IS>. chnmcrers cost lTiple llldr normal points cost, llhrl o111y ()tle mrty be'\'iIll"tlba.l;({I ar a Wllc. UnlliSs ili"tc ~ pedal (ircu",,\,rnnclis, 0::"11:11 lUcmy i; llnl1INI lU QDe _~Ji"d. k:Vl!1 General and Gf\U \VlkUd Lord,

• 1\ Supply. Cenrer ca,n be upgraded t'~ ~Hown> which, in turn, ".ul,bt: upgraded W 11. city.

downward bast'd orl th,@' number qf players, map si7.e, amount of time and mayhem they me looking tOr . to achieve ..

Iandmarss. A landmark is a generic term that cncom. I},a~ 3~ydfthe number ofstrucnrres a player niay builctllit.Df landmarks fOllO\vs.

w,ucbtowct: A moe- tnWtr.

1(ort:reSs: AciJSt!e ~ mv.-~ j garehouse, l.lnd,:) walls or the !!Ql.1.!l Supply Center. 1}'1lC depends on anuyJplilyer but i:; genernllya

smnll oonmnmltx

Town: A iru"ge oonunuiiiIy.

City: The-same asa town but larger and more sprawllng,

C'tpilal: A d!y~lar~.tl5Ih!:>ruUngtILl~uJLity fqr the 1!U1Gi ().'IC it King. \WlrIOl."t;l, or eounell).

AU landmarks come- with Standing f'0f1.'tS, that is, small garnisens ofttoops (see cpposite page for full ru~es·Ci)1I1 Standinz.I;:Ol't;:€'.S).

Iandmru::k. Limitations. Reg<1.l."dles.'l of r;;nenInl'tacks or rand n monster inv<lsions,jl is not ('la! TO expand )'We 1'f'd.vei and saniranen are medieval (at best . and the :the \v.t.rh"Jllllll('Jl world is stU! wild and u ntamed, A C3piml CID support three s(jp_ply centers; a til:)'" can UPJ?Ort W0; ;md a town one. Thus, a realm with on CUpil.t1 and one remm ~UI haeeup tofu~ SLlpplyCenre.. Pemember, capitals, (bMis; and cities do notgenerate supply polnts themselves; but lllt."I do allowfor more .SiJP1Jly Centers 10 be built and ,¢iilnImUed.

~des. The onlyVIla}' to devclop towns and dties ts tu up existing SUpply Centent For Instance, !L rown ~ created when; a ptayer invests addidonaL potnrs intO a l!PPIy more Supply lJoims)_ The advantage oftlaving a town is

you ma upport-an additional upply Center; TIt. ~

that to'.'I1S don't suppl any revenue, and given up a Supply Center to upgrade ro a. place, This makes growth very lov even ror constantly adding troops to replace losses .

. 7§-

Standing Forces. Each landmark can muster a

fen~i"c force in lime of need. These model do nor eeed 10 00 paid for additionally tth~ come a parr of me landmark), are not marked by banners on the map, :tnd cannot be moved ltway from thetr landmark; Standing Borees cannot leave their area and join In a ontlxtt , uppon Move, A player can add points to

IxIL ier 1 , landing Force, and for extra securtty ODe or IIKlre-aI'IllY banners may be stationed at the landmark. It l2k\'~ II nola Alta.c.ker to ukc: on both an enemy

arm) h~Ulnel' and the Standing Forces of a landmark! The point anel llrnitarions for each landmark are !m1..'1:1 beIQ\Y.

Capital! 500 polnrs of troops of which up to ro point an be petial or Rare.

upply Center: 2')0 potnts of Core troops.

Tbwn 3flO poiars of Core troops.

Ory "{)O P,(lints of troops of which up co 200 may be pc(ial or Rare.

~lcblDwe:r:~ 40.0. points of Core troops (and up to one vnr machine) .

. : -()O polnts of Core troop (and up to two WIlf machines).

llb)crs nn.i!it purchase and track their Standing Forces tlndudlng casualties and recoveries), Player should Updlllt! their rosters and record what additional troops ha\'C been adIJ ed.

AUacking & Sacking a Landmark. Not surprtsinglg when an ~flemy attacks a landmark, the battle will be foughrilrt~uod the Important area.

In the case ora watchtower or a fortress, r.be game "'ill be a siege, and the Games Master will pick the lege $I:tfIilfio fI' m [he W.trhammer rulebook Or. if

JWrt1pr'l~le. one of the scenanoi trorn Chapter 9 of this book. Exaotly what the upply Center is will greatly Influen(e a battle, but me mechanics of a Raid scenario (p 1(18) can I:) (#abily applied. In our campaigns, alta ks on tlpply Centers took many formsc.darlng farm raids boa! action ag:Uust a fishing dock, and the desecration vC an unA~lY' temple. Cities and capitals are hard to n:pll$etll, but scenarios from City Sacking (again, see Chapter 9) may be used or at leas I help players or

ames Masters create their own scenarios,

WhC'n a-lnndmark is acked, that is, destroyed by an c:ncm)'i ir orIers up half its co [ in. upply Points and an

0Itra Baggage Train to represent [he Illgotten loot)' to [he destroying banner, The extra 'upply Points may be immediately added.

i~~I~~~~to [he coffers of me

victorious army,

7'hf.< flff(J'~7" Is rill$/! It> Imlill up (uid;'II)II(;11 'lI{lfl0 c.,"-I~'n< ~(lrlJ' in I/;}.' lwme m" (,,:/tIm'JII'/! SuI/fib' I'o'ru~ 1Il!11 c{'ifb,lW/y bel" our In Ibi! IW1J:j run.

Placing New Landmarks & Reinforcements. After the movement, battles, and losses of me Campaign Turns COllies the eason's End Phase during which new Supply Points are collected and spenr (assuming the supplies survive the Random Events and Magic Phases). How are new landmarks. upgrades, and ru:rpy rernforcements placed on the map?

New landmarks may be placed anywhere within a regular army harmer's move of an existing capital, town, or city (no martel' whether you are using Inches, hexes. Or territories). Alternatively. Games MaSters may tract: .our realm boundaries (e.g, on the south side of the river or anywhere in the grear foresr) and landmarks may be placed therein.

Upgrades, like making a [Own into a city, art: Iizerally buili right on rop of the previous sire - just make the map marker Or 3D modd suitably bigger!

Army reinforcements may be used to make up a new banner, to bolster a standing force, or to add to an

xisting banner the minimum and maximum 'izes on

p, 6- ... ill apply). When adding new banners to the map. up to one banner may be formed at any friendly landmark, An unlirnhed number of banners rna), be formed at the capital, however. Exlsrin barmen receiving relnforcement may only do 0 when within 11. single turn's move of any landmark,

MONS'fI!R fNVASION,{Qli) O~I\(~)'.IIU~trl, d1C~!':Ig HI I:'. ldJI"d 'l11 R b"m\~!} ,Lli~ Wll,n Will '~'" ~ <;:I.di ro ~J\I!.1i'JIIIl6, 1.."'II'Ii. Campifgo ·Ibm.

1 • Supply Cenwr dcsU"Ol"'d.

:2 -''\I;rui:kPI"l ~, randear

WIum t:owtt On "- 0" mil 'of It7 , the I~"d ttl"'*'

IS lI<iS1T()l.'<!l:l

s Banf!"r:~oJh-d S'i!inn<ttU61< ']00 p',h"~'-

"- - BaI1hlldllili:kill S_~bIrnl'llD3"; I.QQ '1>C!1i'lk,

" -Banner ~lllll;ll,,;J, S"b,i"~a r:l3:t5CI pI'llit~.

6 ' dmll'Ol:L~Ii)iliy "',,:r cnpl'1'l N\I.i£riu.'t. !'tQCk.,jhnuTlJ~ Rllndl'Jm ",Wng. HaI-'" WI~' Su'pply CIOI'Le';'l illl,l!

r"-r Ih~~ <jei~Hl.

A I,UIld<1111 mnnsrer ,Hltaclil; '"

nlndm en loeauon, I - Grlffi",

] " lHpJ)t>&illl ;; , Cl1d:,,1lW:.

~ . Chab&"Stl~i\'fi -'·Wolfl':lck;;.

6· M'Ir.Mil[l$'~ A'g;<illj'l "r ~;n:G 'froll" s!;hll.,b a $lli}l1lrttb Ill;';". A1;T1)ll~' n[lJii) C;kitt~ $piSb~ ~'"''''!1<"i,~ S"trJ=~'T)~ or b"!l~""'lll nnt mor" t~an

500 points.

SlVlI",iS_" SlIil'P'yfi'-"I"r l!; beset by mG

~,St\'<IIIIiS,

:Random ~. "lbu fole'iter kn:owexaru:l:y",mat riilgln I:mppen In die Wadhimme~ Wl::lrl.d. As such" we htl're !nclu<l«1 some Bi!.tJrlc-)J')] h~tii_ '(besI;> ~ are generic and can apply TO any area or ,anny. A Games

~Iru;rer \vno is ruMirig a campa1gtl jU ;,I. ~~.f.: region mig)lr wallI [0 add results or make 1,11" a nt,;c".-", sedes.of charts. After aU, nmh1rtg 'l')lOuld bring 11 ("A1nprilgn set in. the de$¢1 to li[e like giant liC_ol'1i!011S1 sandstorrIls, antlthc disro\~· of iriy.m:t'iOus py:r:mtid [Ombs (doubtlesSly' fhll of l,lsefill:,l'Il<lgk it_em:; and untold, ricllf'S}.

$0 mit actLllll g;uni.Dg:d<:'!e..'ffi't get bogged down in unusual h1lppeniJl,SS< ",-e susgest a roU Tor Random EVOOI;S(tli'eguIar inlcl'\lals (see 'fIlm Seqt'ieru::e). However, a Games Master will bener be able c:o ger a pulse DO th~ c,1'Olpaign anA -add ill enough "randomness" as eeqnired. You ceuld have sepamre charts tclletting the clifft.ren:t seasons, whlth tO~lld include a Jist ofWimff Event'> (e.g,. wolf artacks and livers fre.ezi!lS'Over) or Rainy Season EVents (e.g., m0nsooru er the dreaded Stegadon mating seasonl),

Many of l.he Hai1dom £I'CLlf$ willrequlre deeislsusand perhaps eve:n banles, which will require fursherrraeldng and bookkeeping. We strongly suggest W'Liloi:fIgjl.aJl_ down.lfd'tere is a chance that it could become lmpertanr later, then clY.mces are. as the Q1illpaign progresses, ybu'Uforget it if you don't record n; A player who doesn't have. the time or resources to explore a hidden temple may want to come back [0 the area at a later date. Also.rhere Will b1VarutblY be: the 1l~~1 for special scenarios and playing conditions thar, if you 've gor one, a Games ]\IL'1:SI:er can direct ..

---------------------------------~--~~

.RANDONlEVHN'I"S TABLE (206)

2 RQH fin lile; c.1.UlsU"Opi1ie Evt:tll!. Gllllrl.

3 \~rflU '1'115 me pt'ln? Any banners more dr.1I'1 e' away fum.) the G eJJeral may nOL ""Ike n l'egJJ lar move i 11 Lb enext rum,

4 SHOUl."f1 1'OOd. Lese ()~e 13aggllgc: Truln rrtJ'" ;1 lwdnnlll' d<;!ermih<.'d hanner,

5 Cortfusiug 0 rders, One randomly determined haaner will use its entiJ:e next rum IX) more half ns maxlmum move distance In 11 randour ctm_",!io n,

6 J,()rL<,'fltS "F 1I1 Fomm". Your IITm,Y w:iSte<tiDl,c puntl"fu1g the m ean Ing.~ af QQJ ~ru 311[1 ,,:ill :LU lomal ldil1)' I':m.kt; the I~!S~' mow for the remainder of ll1t:",ellSOn;'S LlITIl'llign TT:lmJ,;.

7 Wt'<1 thcr, RoUo nih e \X'b'-ther chart,

iii Trading & Craftsrnen, nqll 011 rhe Tlild;ng-& Cmfmmcn dum,

9 So:.l1.1 rs fur your realm ha I'll found something. Holt' o [] the E"pID~rs Flnd Somedllng chart.

10 BumperHarvest! Imllwdf:m'Jl' add a S,!,Jlpi)' ]\ltn! ~o your ~,I,Jfu::>d ue u.l a fan~ic s'lf!:ll: o:f prod ucnon,

11 ALlies. Pm' d,., re maind er <;If tlus ,S(Y<l'IDQ, you may L-rke an army banner of1olp [0 1.000 poinrs or:my~ppropri.11;enlly. 12 Roll on ihe Glrlri'o<is-·Ildlng_s .:Mn.

WM£I:I_f]l (2_.o6)

2 I'J~><)dli'~! (.Jm: Supply CI!1,ltr is n.-..:lutc<J 10 half productrQn,

in the n.:m, S,:,w;on·s End l~hasc t1uttb {om,:ntlilJ dOIWtp'ultRl. All, l:>111111ers n<oaJ'by ,em onl}' i:l!\lv(: half IIi the 1J JiKi0rhing Ul,,"[] 3-1 H:mrn COl'\dh:iol:),S (e,g., ,,'"!ml, ,cOld. heat; or ('iUfl). All rnovm:ncm 1511a1vcd for entire bo;u-cl

5 Ground Fog, All Ca1:i,jy,lI Sl.IPJ!t:'I1-, R:nrig~ ore 1'Bi:luo=d by I ..... JJ ) I (jut: ro, tllt· lI:rrib)c f('lg. r.J"'jj.~ 'f~)r ,I'he n~ IiLlm \lr~

6-1JI Normlll Wemher C(ll'lo;!itlon.'_ 'NCI cffilct,

-II lknurifuI Wt'ather. The =!rtturoin"IY wendle" condili!J1lS 1iu;llill11l! pi'Od.utti.o n._ • [Ill! pl:IYd -wb.i.1 i~Il""1 Ill" resulUllh)' ,\llk"-1 1- exu;\ Supply Polni ill ll:l~ n~"S~:l~on'~ End I'h~."". ,

12 J'cd~CI t:ondlti,)1l> Em pilLj't:!" I:I;\~!I hIlS :1 Supp I)' Cc:mertiill~ [. ,

would bt: nffucred ml\Y lmmedili\ery aJd qne Supply- I'o[nl. ,

lTh\DING &OW;·Slli1!['>.1 (D6) Spm~ :>.111fty rmd~ bave ~"yjn(lIed)'Qll

Roll tl1e results,

] I.ose], Sllpply Polrn ;m£Il<:,di:uel)'.

2 Hr"d 'of sIwi:I\!}' l'<jl.!illm"l11 'I), ~cwlIllY <:J1!1.1ngi;Jt<J b) (nctr 1)()(Jri;ilppll.,."; tine unu 1I,*1t.~. In.'it a,'i'Iltifl,o,rll;uhlt frum li ItlJm",",~ell:clL'd 11)' U,,,,'OOritmlllng pfuJ"'1".

, Pom Bre{'<ls_ S~b= 1" pmrnnnctuJ}' from [}l:C !ItO,;' of one rnwlry urut,

Riult)' 1lmi<Ji' One 1I_n1! ~-I.JtUpp~(I wlrh ar",,,-r,mo;1

100;.,,11 parm:ll1(;rtd,' '

j No \~h"eJ~" J\J I wll eel~ are- del <:Cli'"","'-'id e:ulnoMnmt! flI the !1t:xr romp:liJln rum :L>' th"l' nN! r~pJaced,. ·l111s rule Rffi_· .. :ts,_tlm b:lnieneld'rooommcrll only aad will WmiH!ll. war, machrn llS"whh wheels, Gh:UlolSC l;!:,gga!;lC 'I'cr,;-'!S mel ~be Like.

,ri I'hon.y.M-a!li<:. tn:;e on" omgiC'irent from yf)U[=~'''1>l1:f Skilled Arti>lln. ]'h<! lU\vnlifoillr. ilrt ng9g nr !:be rull~ /,rr:{!), illld 'acstbcli<!Sctllp!t]fa; Thlf; I'<'!iulJ: di:>csn'! lldp you nfiitl. New W""[>OI"; Up, iii rW<> ,iii'''' nm)' ~ "'Lu1p_il<:tl Mlli 1iiiIJ tn1Jn~d 10 1l.,e w.:n']lOIl,,,tlt,n,Vnl,,lILy.(',, l1",irll<I of()PI[<li\s. Yi.,llf I!'hol~imlst' Ix! ",,"p'cj\:'w bi the {'n"'~Ma.<I"'-,

Iicl,,:\,,~ ... '(1 An:irtllij HtI!JJ11o<liy,;m' ",~p,:ti.u!y t:l1~q\':(1 brectll.TII ~ri;mllh 1)1l' pcr~CI~1 :1,~Ipl!,,'IWtI "'IO:tlry \!.-\,;1llll!\il1 t I M<)I'_~m~~ up.ttl., I'll:!.'<imum m~ln'\"lF1N.

lil<iJied NnW';'!"'_ ·1 \vp\lofu; In (\fI), iOanoer, g::4n b"",vy =mril1'J,'1l tr 11<::1'1' arm,>r ii;, ~nt n<llm1lI'y, "" '<IF!!!)n lilT lh~ 'mIl,

A 'gn."1~ inllu~ of trod« b<:><lMS Ihe loctl CCOllOJ'lJi; Y<mmor

i "·",'.odllLcly ndd 31111 jJOln!5 of ~d,Utlonal 1]"()(>llS 11T1'''}' 1);IllllItI' <u-Srnndlng,Ut]l"I'c.

CATASUlOPFilC millNi;'S

, (2'06) ,

.. -9

1',1.1gUt!, Tn" _rlII.Y~ r who-r.)lled Ihj~

h!d~"i,u; resu [, ,~lf<':rS

\ h e f(l U<'IWlil,i}' Earll, 1:>"'-111"T J~ IH N J:OO Il(li"w- 011" r.Jm:lnm

S)J ilp Ll' C~ ruer is alse wip/.:.(I :OUl lWb.cJI;"nlUeM"i.!. A ZO('i K ttJ(I'I)O in! fo,.;:" iL';l;:=:Ihle~ :u lOll'· f"Ip_hnl ra" bartle, As

I" ng "5 Ihji; fnree remains undefcnrcd, all j'Qur hnf!o~ must move drr~o;tly [O\\1'.:ir<L. t!tt;C1pit:ll,('I .lll:m'quenT turns; Tll~ rebel f<'ir~t: r~- Of 111" :i;lIll~ Iyn~, as ,1'tI~

~.L]IT .. ~ll,iilg ~lr (c:..g., an Ore & {;ot.1Jn realm ~o;'Ill:lld ~tC" tin; & (:,,!'Iu;' ..ehi:bl:.

M.O(l.,lt::.r. l'Q:.~~Oi"1 .. !:toll on (II e M("l§te~

[""'I" 10f! "hll:n.,

Winds. of MlI,!lk Flux, For· the ,emaiud,,[ of the ,C:1nlp:1ign seasnn, Y"'I'''_W~l.<dq''g<:~!i"t( lhclrno,m"'l uernber of llowc:r ill,a>,

cr"p.~Go Bad, All

Sup plies in yo ur .rcalm' arc rut In h:!1f (,I'wndlog tl,l\V,,]_

Skllvun 'Iii n nEt A

10 rQi ,or S ka vcn, hus b,~ c n uinneling, and one tlfth:Mr.:i1iaTI} gaa wed rarhol «s' ha~ Jl()Jjp~'d up In Yollr t.e'rri'oi')' (!l"IIo'm'l~l' wh()r~ ,r,i.".'IOtI)ly), A Slm_v",,- bnnner c.f ~on po£n:ts armcks rhe

n earcst landmark

.3

10

11

6

1

3

5

6

-,78 -

!'XI!L_ORERS fiND SOMETHING! (2D6)

i! Ylilllf lb,rocs catch the l:rilll of lin apparent double ageru, II ~ roc late, however, as much tnforrnatton has aJj:l'ad)' I · .. n gh'en [0 your worst foe. 1'h • Garnes M!lS1 'I'

_ hnul~ _gIve rile plaven' :u:ch eDemy.(GM'j, dlscretion) Infbrmmibn (111 banner sizes, magic items, plans, ;md~~El;_

~ nl.'fIOI'r:.~ Bit,,!" baek M1lf\dt'1n rurns or perli:lIP$;; hillllllicld trnmIdng ago. MaJ:k )'our

rn.'1p !lBProprl;t_lcly.

\ llI~Tt'eJl!1f}' force; has encamped local1r ,i:h<:}, rna . OJ:' rlllf not be ho ille. R..,U1D6 x 100 £0 dercraune l;xoin~ slzc.

/l wn}'\Vlird merchant convoy passes through nnd is nlPder,llclr p~(i){t;:cttd (501l _points of mercenaries). YrJu nlRy -au~ek ~~c conv(7)·. lgnere it, Or gl:!ldt: it ro s:If<:ty.

(i Short<;:uWi, One SU1~'-C fdruldly lmny banner lTIay 'DO e ran -extra hex. [erritol)~ OJ' 2" in [be, 11&"1

C3m paign Turn,

tI!1-r liidd"n enemi ' ~PPJO:IJ:hing your realm must he revealed

II All 'D\1l1ftookcd "Ulage provides extra nulma. lip [0 2.00 puio i>S of Cor" troops ms __ )' he ~d()ed 10 ~my $clndlll-g r(Jr~e anywhere in vour realm.

<) hlii"!:J!ilir.: loeauon )1'15 been found. ''ou may purchase

lin addmoual tlppLy ~~mc<I' for bill co t Immediately. 10 A greal spy nClwook Jus worked wonders, and you rna)' 5I!c tlie army 1I~'tS fQr all army banners within 6" of an)' or blW banner of ~o II r own.

II H<1I!,~ri~ Derer~ive I'OsilioJl. You.r 5C.O~lCi have found a na~uffiL wutehtowee area (high ground, cliff!;, rifts, ,VhUIL'"VIrr). Add a .new defended area nnywhere in )'0ur-r.L'Rlm for free.

U Aflcl"n~ POW!!!, run", Your \V17~1 rds generaee.an extra l)tl«far tlk su long as the stnne rcmarn~ .in )'f'l\lr~p(lSM.!SSlon 'Markwhe,,: lr ts located 011 tile map.

GLORIO TIDING (2D6)

1 IIlddcm Pal sage"" }~ You lJav<c dtscovered ;r secrer ,va)' IC..g~ 01>11 unknown moumatn iJ1I. , undergrouud IUIl~~} ur lildden f-orr!) .~i1"L only )lpU.r urnry hnnners 1;:0111" nhQUL

.~ Ilxl('ll Senleruerul You may tmmediately upgrade :my

"!lply Center into a town for free.

4- lmm"dlnHyadcl +J apply 1't)iarpe1' 5upp) em ... r 10 ~Qltr oversruffcd eoffers,

5 All ~tbat somehow-came Into your possession t'1'jr"h~<1 ~'nrl r!!ached 1TI __ luwity. You mal' udd a monster Ji\l1ul'il tIJ uny character in YOII r roree, YOui' chutce mullt bt, appropriare for your nrm (nmpin: m:\)' chUC;j~<,: a Griffon. )rc~" \Vyvcro, e. .j.

Ii .. mchow }TIlU have established n sp in tile midst of all enemy capital uf),our,cbmce. E'\'cry time Y0U waai II mp0£l, the spy must make u Leadershtp rest (l,dS) co ""'«1tl tl-w rlQi nllS ""1 d P lam; of ilial purtlcular realm, A f~~d rest 15 III e last re'p~rll

1\::i;;!Iit i"r'j,lrling. Arid + I W 10 :!lll' OIl\: Core unit In anr \ll'im-:\'T,Ul ner

II Any ILpprol"rhue town or ty m3Y add prorccting walls IU Its ti~rdcrs for ftc,,_

9 ()\lI llf;(t!er i~ inspiring_! Yu" may :-\~ld + 1 l~"lIdel'l;hip LO ¥1111r D~Ql'aJl Getll!G\l (01fI_'{imllffi of Lri to). or yOll mar (!l;tlm.J tlj~ (}cr1I!n1l'$ LL-auership lJI~e6-ofJl 12" to l8".

Jfl Lu~l"Y Si<!asun :tau mali' have une free rnroU [Jel' bnnle ullIU'tll",ncxl SC:lSon's End I'bast!.

llrl!~'... flny det rci~rotCl<tl}e11l ora wll\1le neW;lml) bann·" flf lip \0 1,1)1'10 point!> anyw1ltl"r;: In your [",tim. 12 t:UJ1Su!t th., Armr'Sp€cillc Glori()us Tidings chart tUld ~ppl) thl< ttpflforrinte result 1(,)r the <11'111)' in qW;Stl(l11.

Beasts of Chaos. A massive M1ni1l:Ulr emerges from tilt" Dark Woods 10 join your forces. U~" the- foll('W1 rig -.a15.

-M miflSS. I WI a L1!

(" 7 5 "5 5 5 (; (\ 10

Bremruilans. Will of rhe Lad". Until the next S'~:1SCln'& .End Plia.~",- ill Bret()nni:lD unlts aiar rernll friiled.

psychology tests,

haos Dwarfs, The slaves d lscover a deb veln of ore, Add 2 Supply Potnts to ~'our coffers.

Dade Elves. A Sea' J\.1( aster responds II' your magic and rakes lip residcnc c in nearb, wnter. The monster <-'11Il arrack enemy bUIl!.5 Of any mudt±;; within 2." of suitable water, Do~ of War, \'(fealrby merchants I'll)' h;tl)d~omct)· for your prorecdon: Add 2 upply l'oIn!l) LO)'Gur crJffets.

Dwarfs, JngeniClu.~ Invcnrlon. '01'" Dwarfs may either come u_p with some new crazed steam-powered .devtce or add 6" more range.ro all wac mnchlnes of a slnglc rype in [he realm's -.mnr (e.g., llU Flnmc Cannon).

Iim_p,lre_ lligorl)US recrulnng ellhm yfeJd 500 point of frec troops, Depla)' L'l1~ ne .... ' troops In lInJ"'~-<YYqu see fit, ¥lywI1l.'n:ln your rerum (hdl reinloreemerus ma}l be added, High mvcs. A )'oungIilve:rl PriJl.ce readies rnatu .. ity: Creme ~ new Hero worth up to lOO pOir1tS and add hIm to one or you.r Inn nE:I~.

Hori1cs of ChaQs. B - all of Chao " N; IUl'Jg a:. the army wins us hIlmes, any prtscncrs captured unill the t\l:l<\ Season's lind Phase are: aUI;1;IIJ;i:tlic,1.lly corrupted h)' Chao and w.ill join UJ_C Chaos army's rankS Im- upcoming battles. l.iza;rdm.om. Salamander Spawning. Each banner 111 the anny gnin~ one Salamander Hunring Pack far (1''''-'- . Or s & Goblins. 1\ (,jarH of enormou size _join:; any army banner, He has an <=:<:m! poinr of 'toughness and 3

extra \\70 unds!

Skaven, The :ik:wcn mar either de-.'e!ojl ilo new and tlc"ill.~.b t)'P" of warp-powered dClvi<!<; or Inflict one enemy upp!y Center with plqgul:. Till:. Siilp,ply Center and up to SpO pqints of 'Llli1ding rorce are dc.~(roycd

10mb Kill~. Ancient auifucts. which ~ ere loored from thecombs long. ago. have been recovered. Disrrfbute 200 poinrs worth of nmgic items to your banners 115 you ee II ViLmplne Counts, An :mOil.'lDt bartlefield rich in human L'(>mai_(l~. L. di~oove.rcil, lmrnediatelv recrulr Dei x Ion potrus wq rth Q r troops, lII'1d ~II)}' rIle«.;: \J nits [II.:-\Y take elrher a weapon III armor upgrade 'thus you rna)' take 'keletons with pikes O( heavy armor fo( instance).

Wood m.,-cs. '011_' Treemen, fearing an '",,:my lnvastoa that uld deelmale me Ihr<:';l. dl~p,'-tch D;~ of [heir number [(l ioln (me or your banners,

IlfJl'l?: an 1-.mlfJl'iwlTli!tcl aCID! SIi:t:Wf!/1,f!:.-Ylf(J!'It1gOJ i_' ,"'r1<fN/.'i~ wlf/l:a Guller IMtnU"O;JlL'tfJ.rfrw,/Jasl fJmp{Il' .<i'mtl~I!>.' IfJ w,j_O;I:m tJ III,'//.'

Magic. III a campaign magic on the bartlefleld operare per the n rrnal \xP.uni1nllncr rules. Ilo,,'ever, during each cason's End Phase, more powerful spells can be attempted. Lma&ine a

" tznrd Lord buruili.ecl over in hi dark tower

omewhere 111 the €<Lpital attempting to serve the land for enemies, sending OtH tendrils of magical power to seek nut other Sorcerers and engage them ht mental duels. or even toillo.g away at the enchantments [0 make <l magk item for one OIYOllI heroes,

WiZard Lords ho remain in the capnal for an emrre season and don't .particlpate ill any battles may attempt some mighty feat of magi . Thu players have :l

dilemma as they must decide whether to send out [heir most powerful WIzard to deal death and destru don on the baulefleld or to sequester the mage in the safety of the capital tor SOllie larger purpose. r either option is a SLLre thing. but it adds SOffit: more fun and variety [0 the carnpalgn proceedings.

During each Season's End Pha t, at the appropriate

tiLTIC (see Turn SeCfil(fJzc:e 0(1 p. 68), any WIZard LQ1'd that remained in the player's capital tor [he entire Season and partrdpared in no banles can ca. s t a eason'sEnd Spell. 1\ Wizard who may ca t but chooses not to may add + 1 [0 his roll at the-end of the n xt S cason's End, Thi bonus is oumulartve.

1 2·3 ·1-5

MISC.'\.ST 01; EPlC PROPORTION {(6) Thu Wi:t:!lro is shun In n bursr or magical f!rlt"ID', The \W«;l[d losses a WO'lT1d permnnendy

The Wiz,u'cl i$ in lI. coma and mav not move or CUS1: spells until after the next Sca~ori's linrl P.ha~~,

11lC: \,r,;mrd.1s plagued n)1 ome.dlsflgurernent ((:.g .. hunched hack, shriveled constiturkm, mpld age), I1jl; Move stadstlc is b.alwd permanently '

6

SEASON'S END SPELL

2 1t6U r1n the Mc;=t 01' Ilpic Proportlcn 'h.rr_

3 I,Ightnhig storm TIn: C'dpirai is h'lkcJ1 h) :10 cl"c;(rlmJ ,SIan:)) or unusual hue and otor, 1l1kc 1')3", i(l' lloin~ nt d':ml;\gl< 1('1 lh" :\r.mdiri'g lill'CC nnd :til) other harmer-In ,(1)1: Q[11wt

;i F'own tl.[lLi_r, • .t\ VOl're~ 'oF [Klwet' drnlns the I»lznrIjlpnl ~r "Ily &(;><<:""0"" ene'ID'" 1'4" 'iI:'lzaJ:d \\~ll,s:en"ml~ <:lnly Iltl!!, hls.ncrmnl nurnberof powt;r d Icc r~r Ih\: 1)~--:<1 (l~lJ:I1Pul!;rl Turn wb tlc he rccrrvers,

5 Shrundin~ MtslS c"clrclc a.smgle dt)·.Szed urea 00 the runp selected h)' the conrmlllng: Wiz:u:d. Af,I)' rnQdcls In thar ':U:e3ctn"Y not.move or' auack I,Ultii the fog liJ'r~. At the start of f:'U1.b Canlp;IIg" Turn after the ftrlit. roll !I D6, ()[J U -t+. [lie Mi", dlsslpates,

(\ ~<1ryIL'g. The ~ :cirtl m3Y choose a clty.sf" '<1 rC:SttUl .,,\1 gnze at II with niaglad .;gl!l. AH hlddc!n tiool" Illl<l b:U\1l1J1\ ~Ii.ci are I'l,."""",","", '10<1 then: ,1" )' "",,cn be hll\I.~11n<l clU ~ ,picked U l' about ,;cere", plm, bdng plAllIkd III tbat drea,

l'lood Dr:un River. The W'it.'lfC[ I1lkes ~'OI,Iu:<~J, Qf;L $ffiylt ,[iWI LJl;loS lII;cs,'lccd power, lhe \\1jz:u"d, can 'I<~wc,rw~,tl> allow :~nr I'r'.~n>:lly ff.\}nns- rn fopj the m'l"[ whnout restiySl QI' tb.1;' Wlzill'd a)ar flood the river CUI,I mn~e II fmp.~~"b)" "'",,0 at nor,m:illr r m~lal:1le l1,(cIIS. 'flil. cl!'cl:f I ~s!s o:~ Camp~lgn '/" rns,

8' I'rQliP~rfG\lrl;". Tlw wrt:nrci mu)' US!! hB powers tn Im\llcdllllcly add er ~tll~!l' .. ld. J),j Supply Polrlls'[cI or Irnnt rul)' renlnu

9 warm '! 'l'Ilc: W'WU't! ~l\mm"Illo:lI nroprlare hordes flfu) TcaUll.,.;s (t;.g_, a Si>!t\·w <il'ey C:IT would summon-tar

'" 1Tfn_~J. ~iEhflf 1J6 swarm [nar be a 1~1(IJ.for fret' 1C):my banner on die map, Of" single cm:m)'I:lIl(hn1lrk m:\y')jl: beset by \ht! creatures innlctlng ));1, HI() rain", or <lilll\n~ rn the Sm'1dlng rn'l!I! there,

10 l'ut'S~ MilJlIl: Item. The season has heel' !;flCI1L cnn,~l'f[u:tin!, "~Il enchnnnngn rt1"~1" Item" i\Sshowl1 .. n the charr helow, the nmr" t'Xp<!J\s!"" thl! magic ltem. rhe longer it will take rn eouipiere,

0·2'i pQinb FloT.lun.! now.

Z6,.!>O' polrns Hl1l~h()j;1 ill 03 + l rnrrrc t):)mI~'I"'ms

51 + Fin>5h(..,j in DIH 1 more'Crun!7'iign ifums

l'he c\v;z.Lrd must (eman, In III.:. C'IIpitaj 10 e 'ml7l"I,,-lli~ mug;· item, ,fl Iii p,'sSiI II: 1(> teave a I'artllllll' IInJHh.d rll'm irmlin: pressing nCtil.s .1fL"1' 8mb pta)iCr and G"m~ ~ra.~1flr <;l,riLlld 101, down <he Item and til" ",,,iiher lIf,mmk ",;:~d"d fur later compk'1lnn.

U Wizard Duell ~el.,C[ any enemy ,""uJlJ'd, anywhere on fbI: fill» and roll ,,",D6. On 1I roll of~,+, th cneruy WjNf~1 '~:l) out "".1St lor the ne>., IH, ''lJ+IPll,gr,lur"s C1te may dL"~I .. non:n'llj UII n rnll o(:t (1, rhe Olod~1 also peJ;q:U4-~ntJy loses.a WON.pd

12 ChClDs",:3h}' of llw pi'cyious rC$ullS",

H,+Calacl:ysrnlc h>1D.'1 11115 spel! rurr)" be aJ."1 ~galn.',1 arry t71=y Jandmark wlrb rhc rolll>"1ng='111.~.

SnppJ1' Genre, Destroyed,

WI!tchroWl'r Destrojed,

One wall seenon tuthtps""', and D.?" 1!lU points of d.'UJ1ngc is. done 10 'he :commUnI: T'o:rC!C. It willl:nke" uniruerrupred turns io fi:.; 1:1", w a U

Any surrounding wnll cellupses, :!lll! the Standing 'lorec suCr= n 0'\:>< lIltl potnr lcss.

Ilnlf of nn\' !iurroandltlG w;JlJ roUNpse;, o:od the ~'1n<lin~ Fon.r sulfet:!= n, Ub ':< Inn pninr IWiS.

(;apil.ltls are tmrrume '0 ,thi..~p.ell.

. City

-Pl-

:iICIDlIfllJli. JtJa)ltfS 01' ames Masters who ru:e willing TO do a diggillg up exi:.iJng scenarios O( even

1_1I'I1h .. ln.'I er ,~ar'lm' ihelr own battles wil.L become [he instant oL!n) gnru.in.g,gtdup. The more thegames and batrles ace

~lfic.lly umed to your campaign players. the more the eIIttl1JI and rommlrment te the g-JillJ og will growl

f.mling Sceuartos, 'Why do all the work yourself! Rememoer

I there are rnuny sceuanios thar have already been published.

Hm: l~ ,j IIII L (If reseu tees for see n an cs,

'.rham III rl'l": k irm isb. Frura the generic to VCI'Y specific, !S scenartos are included in tills book.

Wblte Iuua rf: Almost every l sue of '\Vl)il'e Dunn] magazine t\'II'II:tlrt .. 1 ntr;v seenarto, Check out your back issues for nnarios ~p[()priate re y0UT campaign.

Tbl' General's Compendium. Dozens of new :-;cenari('J5 are ~Ij I".I'n,lWJruiy u.~.Iii1lbr GM c3Jnpaigns are the scenanos fur IbiIs. Sll~ Rlld City Sae.king; as well as the Hostile 1Crraln scenarios.

The Games Wo~k5bop Web Site, There are ~ 101 more JmUdo, ($nllile lor you to II el The Skirmish section contains about 40 ~ddjtklnal scenarios, 'and mall.1' rnnre arm,y-spedfic ;crn;)I'Itl,i; art laclocled in each army section,

Cmlling your OWJ1 Scenarios. cmetime a plazer suggests a OOIll!lf ofacclon that will require a whole new scenariO .'

Rlf!n unee, a eunruag Dwarf player has buill a fortress at a vital aoo!"(jllds among the mountain passes, and a Skaven player's MIm h:u sUddenly been hemmed ln. After scouting out tbe area, ~ Ska'/t!lil pl.ayer learns that the Dwarfen defenses arewell

JIIIlOnctl. nil! Dwarf pJa)'l:'.( has all [he defensive bonuse Of a castle MUi mlllre p ints of treops to boon The Skaven player has no Lime llbullrllfP l'Il;l:r;genlrmy and mustanack !lOIV. III an ~empt 1'0 atIllhc ~dd " {,he Skaven player talks to the Garnes Master about nne rIs~'Y pcopQSitiCJI1S.

toI!ioning U,le Dwurfen \VeIL... uch a ploy could work bUI. would _lime lO .1ff(!C[ the Dwarfs. Short 00 rime, tire idea was put fin h!!Ill flltwme later dare.

l\m.\ioate the Dwurfen II ro. AlWll) II good Skaven idea, but

_ tht Btif.O still wouldn't level that castle! Idea thrown out. ]ndcr'tninlhg llle 'ortrcss. CInn 'kr)~"i': could build a device, but \\'l1Uld need funds and time -tWO things the kaven are sbort Il!L Idl!:! !!Uf!jttl.

Ibkllo ;lbOtl1gf the Pront Gale. Ahuge advantage .ould be IIiW iflht· ~v.en army anacked at just the moment the from po: medranlsm was damaged! Clan Ilshin is known f<:)r its ,utalty Wll)'l>. and the kaven Player bad a Clan-Eshln-therned mn~' b:mnu!" in the. area as well, The S,kaveIi player (leaded eo :this plJln;tn I Irifbrmed rile Garnes Master. he Games Master Ibt:n prod uced the cenano a ( rtght,

SABOTAGE THE GATE (SKIRMISH)

OVERVIEW

The Skaven have launched a neak, a sault to damage the gate mechanism of a Dwarfen stronghold. If this mechanism is damaged and the gate cannot be closed, the subsequent Skaven assault on the fortress 'will have a much greater chance of succeedl ng.

MODELS NEEDED

kaven, Any 20 models 1i:om the member of Clan Eshin that arc: In the nearby army banner. Any relevant characters from the army banner may join the Skaven as well.

Dwarfs. Any 10 model from a mod rnly determined single unit garrisoned ill [he castle (either parrof'the STanding Force or part of an banner in [he fortres ) aye standing sentry all the front walls. Afterrhe alarm i. sounded, more models nl.ay be brought on from rhe fortress garrison and/or any banner stationed therein.

THE BATTLEFIELD

The banlefteld takes place at the from gate of the Dwarfen fortress and the courtyard beyond.

OBfECTIVES

The, kaven mu t damage the control valves mat run the gears that open and close the front gate wlthin 8 rurn . The Dwarfs must sound tile alarm and prevent the kaven from destroying the mechani rn, The control. are JUSt inside the front gate.

DEPLOYMENT

8.aU' of the Skaven m<lY start at til e base of the gate. The rest ar ' deployed 12" out ide from the gate,

The Dwarfs rnay be placed along the gatehouse and in or on the [WO towers. Dwarf models must b at least 2" R"'<lY from.each other. One Dwarf may stand ar the control panels. Dwarf reinforcements enter 12" from the gate.

WHO GOES FIRST? The kaven go first.

SPECIAL RULES

Grappling Hook. .... All Skaven have ac ess to Grappling Hooks for free in this scenario.

The Alarm. Any tim' a Skaven model is moved, roll a D6 to determine whether iL was spotted, It L'" dark. but the Dwarfs are \ijgilant. On a roll of I, the Skr\VCI) i seen, and the alarm is sounded.

Ifa kaven.charges a Dwarf and h\ils co kill him in rhe 1st round of combat. [he alarm goes off automatically. If a Dwarf ls lain by a missile attack, the alarm goes 0$ on a D6 fall of '1+ (otherwise no one sees the dying Dwadl).

Once the alarm goes aU; the Dwarf models standing sentry are free to attack In addition, i:n eachsubsequenr Dwarf tU111.) 06 Dwarfs from any unit in tho castle may join the barrie by entering from the retnforcemenrsarea 12" away from rile Eront gate.

Damaging the Con {to] ViJJvcs .. The Skaven must cause 2 'Wounds [0 (he ci ntrol valves to win the enario, Tile control valves have a Toughness of 5 and are autornari.cally hit in hand-to-haad combat,

PART OF A LARGER BATTLE

Regardles» or the success or failure of tile Skaven abotage Mis. i n, Uli game v ill be followed up lrnrnediarely b a Siege. If the Sabotage Mission works, the .frcnr gate of the fonress must remain open throughout the Siege game. Otherwise, playa Siege scenarl .as n rmal (see . Warbami:neuuJebook, pp. 259-260).

GM CAMPAIG S. OWCAS

Here ar€ some spe€tal models that could. be used in a Garnes Ma$~ered

campaign. Whil€ these models are UG1.1sual and l')lI,ay require conversion or your own speclal rules, they're fun to create and brtng to-battle. And no, they aren't official in, noneampatgn games!

'i'bis converted lmr 0gre ~ Been laxperunetlted up:erl bey Clan Moulder. ,j t .hllS lmpl'O"l=:d S(repgth & Arta$.

£0111e out of the (jJrainaIJ! 'Models That can Be

DUr11zg:the OOUT$e CaJnpa:tgn

tm{Ln-e model ~or:t'Ye:crllif Chad l>fI:~rr~~ e\lme up ~ Irth lhJs excellent eorwerstcn Feu' u Il1tH~UlI sniiTltPulJ'c,d Qi:lJ'IG WlUlt: [t II1lighf be a ll!'t!e 'llpw. il \\'I'luld G"rJJtiWlI' leav:c a Il<i'lKleus mill of sltme be111m:l_ h.

-82--

\VS M. S I 'l! l !- 1rl 7 3

\!;jd rap Mllshroom br.t:wing Sql,lnO conslsts or -a large vat, lots of'Mad Cap mushrooms, tIIIIl~ 'l',*fa!1 ingredients (em!!)' IJrewer has hls own secret formula), and cre:w The wnrklng, cghl'GubHns. but inv!lJjnbly" few notllngs are lutkTI1S ru:f:Juml (0&11' ns-sorne 01' lh:e scorer lngi1C{!)ll1l'll:\l}. At tllo:o, [:.Itt afiliir haUl!! m,,,hWh uk "'Ild ,

u,,', ..... v, ... B;(.,\vlnj:: Sqlll<ll rs ~!o~M' n tit!! l!.Q\llcbl'lcl~l.lh~ ron'~l~hllg fll:Wcr m}il' i't~

ViU'I,'UiCS II;) liil. fom: Once'LhI! I'IwnMclqi F<I'r1atl IE dctcmnt!l«hl, 1,hu ~al'llltfili,. mil') be.:

'" til •• rmr IL"L aYlQ :'ts"lgn !d 10 Llnl "li nmmaJ tc ~hal Uie'trw, [Qfthree f>lll1ltie; '11ll Mlt!ij,

, <If fik,btiM!,l in C:QQ1QI1t and ~ivfng, W}.Jl!iih: liN, db" Mnp ,Cap M Qs\w;Jum Brl:win:g * U! :L,":I war mn~htne, j~of~b I:;In~inIpQrmnt e:xcreptiOIJ. 'I\t1U:ld (lI1 enemy ,~pl"l'O:n'h

l:! , till: crew nl.~ OJl,1' I@ drank Jt.~ wares-and become y.ln:uWs l!le~jk<5, r \s I!Ill: brew (!lit!;:, r!llll a D - 1 1I" determlne rhctr Strengl 11, Ttea:L resulrs ef 0 ill; S~_ iI&II!iillllndl~: 22; points

per arnty banner

l,lqit I;lf dblin pfcler Rid~i5 pt::rfe:.e~lur scaJingup <!a..,d walls.

:)f1<11 (' r· f.I!.I!: f)mtns IlIe;.(.!JiO£I[ C;tm1ptr/W1$" l/)~(Jlrf k(1'realfzyt;/thfJl~roi1't:tn {me-flsp j'r;n!lr"" rr)er~ Yntil'J,llliug _" N,iG.,bt GfiIJUn ballnrr IfN"IflIWf<,t~'1lJl .. /1/16 !(/Il(IJi"<:s, {II (I ,/((,ilft ql~' und rlJ~1I t(11 &"t~·M,jilr.k1!f! til jb~>Ii<X(hc((fll! f'lr bad '1f:I1~(' l~~>mt.w~r -lhI.· Nigl!' trirI/I!I/I. IwfQIP I~III.!'!\I~~;' OrWt1'lfl Si.p,t;fd

Expe[ Bngineer 5 nit Setftil ro fiaTt. a ~t with ar~h iteame, sW-ne, and build.ltJ.g ru,litlg~_ An

(s' ti'-.:Lin«rl to ~(XroJ:m those. crafts

1:II/I'.<IT I&.mm (.IIIIII! J/.(IJII tJlfiro. ;t'/fl ffll t:""I!r, II/(I tl/!,IN' 1'P/lf.' baiItJ' """Iff w~'btlr 1S!tjJlfrl Jl!,,w,Il<>OI,i/l'B '1f?dlllis. /)lIi/1 a IIVlII 'vfiI!' It. - r",uml.: .wlll ~ IJtlriilbMJ Hri ot (1"

Ib I' 11~~ ~ Cf1)Ie~ fl OIfl !ll!l{Jfj'Nil pml (I defended 1:I/Jsltl-d1' tn dfiW COtJl/Jat_

IbiS uJ(clifllPrl ~1l!ilI:fifil~'1 can wiIStI/mt:l b) NM "mill: 117.( iMII drue"lJ/)llf q} j~mU $/,,«(ul czmrp'lt.rgn. BtJggil(jj& 'lttlill "ull!$.

- 83 -

Starting Forces. Deeding what resource! and army ize each player in ~ campaign hould tart, with will immediately set the tone. ~ew forces will mean the action will'rad lowly, wi~n O1OSl players

choe ing to bull I up their .realms. Starting \l lth nllUll' army points can lead ro a Sh0IT and bloody campaign that pens 'wlth massive anac .

For established players all H reasonably uncrowded map, each playcl"'sJ.e'lim sfun:j with:

Capnal

A 'upply eruer A W.uchtower

A single Lord-level character 10 represent [he overall General of the player's realm.

An atldi:tional 2,500 points to pend OIl troop and characters (to be divided by each player per the normal army list restrictions.).

haracters are initiall. purchased at their usual rate, Thereafter, character models will cost extra (see Cost Chart on p. 76). Essentially, each player makes a staudaed 2500 poim ID1lI}~ and in addition Be!:S a Lord-level character, a eaphal, a watchtower, and n Supply Center. Thus, each army could include LWO lord-level characters, the overall General and another Lord (u:sually a W'lZalU Lord , which is

Included in the 2,500-[:i'Oim army Mas G-ames Mastg_.s will want (0 prohibit Lord-level characters from being purchased without special approval once we carnpalgn i underway,

Any Games Master should feel free to adjust the size of the uarung forces based on map size, rhe number of players, the types of armies in olved, and the theme of the campaign, For instance, in a campaign with two or more of the same army, the like tbrces could merge men' capitals into a single enormous city Gust double the number of Sl1PPiy centers the muln-plaj er realm is allowed to take). By combining thetr forces, [he play; rs create it very powerful realm TO Start with and 'Will encourage otherwise disparate foes to band together against the: larger enemy. A Games

M aster ma. also alter Some of the plttyer' tilltIng forces to fit a theme. A great example is a Dwarf player with a force double the points size of any other player; however, all combine I, the evil arrru will vastly outnumber the Dwarfs. The other garners are nor necessarily allied with each other but .... ill certainly help each other out by fighting thelr common enemy The theme ofDwarfs,stubbomly holding onto their kingdom against hopeless adds ounds like a fun. idea around which to ba e a campaign and b:; a typical Warlmmmer ituation.

Starting Positions, H~' each player picks or is assigned

his starting area is nonnally up -CO' the Games Master. Again, the decision really comes down ro the kind of campaigo

YOLI are running. After all, if your campaign ls set up around Chaos annie." srcrmlog down from the North, all. Chaos players wilt have to tan the games with their realms

located in the NOM, You might make an exception or a Beasts of Chaos force' ernerging out [he forests, but for the most part, your Storyline laa.'i already Set up the tarring

p isitions, More open campaigns, sach as one in which many different races artempr (0 control the water holes in a desert regi 1.1, could have players dictl1g off to determine

the r-der in which they chao e the sites for their realms.

Record Keeping, A5 a player or Garnes Master, yOll must take careful notes co keep-track of the composition and casuahiesof army banners arid. , tanding Forces, Supply Points, Character lnjurie , weather, and Season's End Phas resnlrs. Players are responsible f01' having their roster of different banne .characrers, and haodlng Forces updated ar all rimes, Although small, at the top tight is an example of a campaign roster sheer.

GRaD'S STUNTYSTICK.A'S ROSTER or DOOM

.M:ARMY

llQii G1~n "iab (I.I~p .. ),

1lJ* roI~ -- ..... ~!Ii!~

:,=:,~:,~'~

=-~~~,i"

JajH!Mf~;r.t~ ~'.MI Ik>!iI!I 1-1 II. iIIit-=:!l !I~t.~~-r~"I_~ tJ~~.liI;o!flw'"

;.:!~~·II~

~~~.!.;tr~lffIl 1!'~l&~~1IiiI

:Z:;,r:r..zt;.~._..

~,»;'~t1tl b:'~~n.r(f

~1!~rtrl~A

iIrII ... '-"ir-;r"' .......

,~~.~ ... Io

~ .. h~,nnlli".

Starter "fad ets and ew letters. There arc tWO VCI')' different types of paperwork that a Gam Maste[ Gin use Fa ltelp organize his campaign: Starter P3tk~lfi and Newsletters.

ith a Starter Packer. the ames Master hand' each of hi - player a packet c ntatning all me infomlatlQ{I die players need ro "get tarred' in the campaign: rlte backgrou nd story of the mili t.try and pollrteal ~iIuillion,. details about the area In which thecampaign will f,lke place, a map, 'orne quick notes on what each need to provide (like starting forces, names characters, etc.), a list of ome of the basic rules (e g .. movement, battles, casualties, and turn equencej, and the like. The Starter Packer: does not need to he In, met. the shorter the better.

Newslerrers ean take many forms. bUL they are nlally a way of passing on news celebrating orne afthe battles and events ill the campaign, and haYirU~:S0mc run. It is not nece sary for the ames Master ill do aU the work hut he should try to ensure nhat eacn news i pa ed on [0 [he other players,

New letters can rake the form 0 diaries. war l@g.o>, or newspaper gazettes. Not only are these fun reading the action is over, but during particulanly campaigns, th~ can serve as remlnders of W1.IV""~~ whorn, whi,ch characters have been poititecl our fer special revenge, and exactly hO\1 different baule

~ C.li~"'" (~I.I

,,-,...,..I'tIMIIJIH~

~I~jl ~1~~1~"l1 .. 1':J1Uf ~1'r~IIr...~~ml .---~."",1I'Do ~I-iI'~·tT"LR"'~J1I"""ll

3) Uslgk~1ii·B1Iinner'(5-"-ip·'~

~m:lig. DlC.3 """"'''"'''''' ..... .lI1lllldor:i!!l1

'ru~II,.I'!I,OIf.~tiJ

IliqlttiefiC( and Veteran Abilities. One_ of the joy' of

m a campaign i watching yom: realm, strategies, rum)' develop. Building up a characrerful andlorelite \\illl £K;;cial abilities or equipment is also JOtS or IUfL ~lfC 11 lim' equfpmenr upgrade option that can

1ilppc.11 as Random EVlIDtS. bUL mere are no set roles for Olth'llII1<::ement.<;. Here ate two option. a GM mlght

HIlI W mnsid!!t.

I P~lnOl. Veternn Points can be used for unirs and

L ..... ~...._'n". Pechll_P regimen [S gain 1 Veteran Point for every ~1I11iv.e<l or won. with additional VetCI111l Potms

fC:l r ~Iayingenemy units and characters. The

. totlrls system Is that it is another thing to track.

Gatm.~ ~l:L~It'Ri tan elmer pick and choose an appropriate

ran ability, Or theycan have the p'layer rail on the chart once the-unit has gained the required Veteran Polnts. in mw!t;rntion. the extra abilities and notoriety can

!lal Dr Mel excitement to the game .

VETERAN ABII1'nES (2D6)

l1w uulr has lencucd U""_ CCf"-L of Oghnng agatnsi .1mlOr~r.! IO<:~J Ail wounds caused by rhts UL11l are made willi all adcli(il"ll1al • I S:WI! modifier 10 L11e.: cncmte •

.tmll1f al'e. '

The unl r ls cl e rermtned and !lOW rna)' 11 se che 5111111J1'1Ml 1'Il1,,_

IIml C\'Ilt-('gjng. 'rhe unh m'ay rerQIJ mi.'il'Ieri fO hit'r(llb during Ill!: turn in which me untt charged.

IJllc lUI Its partirular success, the> urn [ has acqulred a d{lmilj' reputation. The unlt now causes Pear.

(, I lin KiUcn;1 Tbe unh 11m)' j)id, anyslngle WUrhllffir;l):r me" and rJ1<:reaftcr suff rs ttatred

3SJIIl!ll p~~.

7-3 the Lmll bas developed an expertise wirh its

\1'e!jptlJl"Y and Is now + 1 WS or + 1 BS_ The player lIla. eho eo which,

ltl,~I'I'~1! up!t m ... y rertlll "SIngle die "ncb round (~llh~'l' ~ :<fl)gle to hlt, ((l. wn und , or armor save roll). TIle unlt 11flS seen It all and ts now tmmune rt;~t'lIlJftigvl

1/ ~tin\"-d with r:)iIss:iII:'\V~I)OIl5. rbe UfriNllli'l' Stand and fin: rwl~h whvn cfln.rl;_",a and does so wirJioC\1 rhe usunl ·1 to ~lt p<¢IlnJry.

ifstr:1 Il'I!I1k! The nnh. has become incredibly proficient 41 g<lIUlig e'lrtm rraeks from the back ranks. IT armed with ~p~, an addlucnal rank can, fi$1tt F01' pear IInll', thL~ nil enables the unit 10 fighl wuh tWO ranks YlIlt! er,nrgfng and th re ill ranks irl other OOumSlaJ1c..'S. If ~trnlld wim weapons mho:r than spears, h . .If f the eccnd rank (roundlng down) gains !I. singl - aucck,

the 1.00t1 At the stan of alma -t all of QU!'

00(1 of the 1110st commonly asked question an enemy can I take his magic items and r;tiI, ... hin,·.,?" ru question isproblematic a a

answer Qf "n0" isn't very interesting and a ltn!m r of Te '" can, lead to many many

Here is a handy way of solving the problem.

Mo't 0 the time. \:Vhen a character is

all of his magic items are lost. If a character is Or(:.l)lt.UU:d w.i~h all his Items, the victorious player each item. On a result of 6, mac item iMt(:JaiIITlClcl. Odrerwtse, it is hidden, broken, or lost. ~lJQInnt:.11i tu;e always lost

War Machines. Where appropriate, a victoriou army may attempt [0 salvage enern war machines, Roll a D6 for each one rhar was captured (OOt destroyed). On a result of 6, the weapon -may be claimed and ere-wed. Note by "where appropriate" we mean the G¥ makes the decision! This Is a gUI call, but' the' OM hould consider the follOWing types of questions. \xfhal self-cespecting v ood EI f army would ever srcop to using a Goblin Doom Olver? It is, however, pas lble to imagine chat Goblins could Jlgure Out how to work a Cannon. Each captured war machine will only fire D6 umes (due to lack of ammo, lack of trained maintenance crew, malfunction, or the like) .

Advice for the Garnes Master. We've rrted to fill this chapter with as much good advice as we can pack in. The truth, however, Is that, every time you start a campaign, there are always elements ihar the GM or players have [0 make up onthe spot, How much doe it cost to pur a defensive wall around a [own' How long does il take to chop down trees and make rafts? How can a Chao player persuade more Empire citizens to [oln hi' nefartou cults? Can a Champion ever pro'Tess and become a full-fledged Hero? Remember co write down your new rule so you can duplicate them later (or at least! see "here you went wrong). Good luck!

Using YOUr Omnipotent Power. A Games Master is really in, a unique position to keep a c;:lIUpalgn on track and Interesting. Sometimes a GM would do weL! to cause a lirde Inrerference for "the good of the campaign." Sa-yo for instance, that one player's army starts fur out tripping all the other players, a situation that produces too many lopsided battles and threatens to end everyone's good rime premarur >Iy. There are many way a dominant army can be beaten down a little btr. trnroduce a new player who is the arch-enemy of she dominanr force, a thirdparty mercenary amry thar could be controlled by the GM, a bad series of Random Events, or orne horrible natural disaster; There is nothing wrong with a little steering or gutdance from a Games Master. However, too much will disillusion players, as they'll mink their faie isn't tn their own hands (which tt should be). Always give players a chance to help dectde thelr realm's destiny.

Our best advice really is 0 keep It fun, After all, everyone set off on a campaign to spend more rime playing and thinking about Warhammer - bot necessarily tc spend a

I t Ltime working OUt rules. However. sbould you come LIp' with some excellent new rules or further clarifications, by all mean send 'em in to Lis. We're alway looking to add and share more campaign rules and advice. Keep a look OUE for updates 00 the Games Workshop web site and the pages ofWlhi1,e DWCI'!j magazine.

INDIVIDUAL CHALLENGES

A one-offgame Is not enough to determine who is the better. tahlerop general between two opponents. One 'elf" destructing war machine, a pankklng unit here or there, or just plain bad dtce can someume defeat even' [he bes; Warhmnmer general. TC) determine once and f(!)f all who Is the greater general, we came IIp wldi not QJlly the perfect wily to throw down the gauntlet but nlso an ironclad method of proving who is mightier. Enter the Dearhmatch Challenge.

DEATHMATCH CHALLENGES

ooner or later, everyone runs tnt at: of tho se opponentwho needs [0 be taken down 1I peg, Mayb he bear your trial army. Maybe he was lipping off to the rest of your garnrng dub. Maybe he's never let you forget thill one gameiawhicb be destroyed your army to the model. How about those opponents who have been playing for years and thmk they know Lt all? WeU, mer can talk the talk, but can they walk the walk and prove their boasts on the rahletop? A Deathmatch Challenge is a series of one-agam t-one, relatively $uaight-up game designed to determine which player is the champ and 'I hlch i the chump. This three-game 'erie is designed to minimize the effect that dumb luck can play in a single game ofWru-hammer. A single beating can be chalked up to the winds of ill fortune, but three urn 10 es con 'itute

11 trendl

The Challenge. When the stake ID-e high and honor is on the line. there needs to be some drual and pomp and circumstance! Th:ink of the elaborate Super Bowl build up, the fanfare of the World Cup, or the.Bnal competition in an}'

DEAlHMATCH CHALLENGE

IH--------- CHAPTER 5

COMPETITIVE GAMING

'tV7hi1e Eamp~ig/lS test a DUml::te.l· of strategic <HId ifa.~ti(!a.1 skills. nfaoy playtJs are:dri'VeJl bya,ge'-QJd W C'ampel itjvt jostinc te lind out simply wha. is the li!!:tter :t:ahlil::t0p ge.nciaJ, Who has hetter factilts? 'Who, at the endof fhe da~. has-built the: blrtter ;rrmy? This chapter discusses several ways to test your on the field of honor and settle. once and far all \'\\'iho i,s.thG b~trc: Warhamma player.

port or game. 10 proyide an offldal air (and ru'I«)ut:tgr ,om~ good 'mack-talk lOO) , 11.,0 General'; C(JlIrPfJlI(iilllll includes the fpl!oWing Challenge Cerd£kale \'{Ith which may throw down the proverbial gaunrler. (ilii; form available on the OW web site,

pdf form furc.nal1eoging-y0llI fril.'oms, or

can jll t priru Iteut and ha,nd-dellver this omlr!:0U~J1'C!>"$9 of dcom.)

Deathmatch RUles. 0 witln quaking knees, your lbc La "rand u:p to you. I Iere are: the rules to get you First off, you mustuse me arne army for all threegames, You mao switch your poiuts and [WOP rypes around from game to game (whJd) can be an effective ploy), bury:ou cannot witch army typCh. In other word, Ify.0u pIa) Scenario L whh your Orc & G0hlin army, y0U 'cnf'l't pia}' Scenarios '2 and 3 with anyrhtng but Orcs & GobUrt~, you must complete all three garacs or fecrei! nuoomu11l points. \'I/hy put [his rule In] Some players, surcorther might of arms. wilL enter the Deathmatoh ILL-prepared. losing their firsr two games. these player: Iaee tht.lJ1Sl no chance of winning. It Is till pes ible to crum, pllcli of your honor - SO never give up!

Deathmatch 'Ierraln, As the cenarlo uggest, the bardeflelds f-or all three games mu l be et up b}' usjng~ method that is agreeable to both players.

Scenario 1. Playa Pitched B.actLe ex.1Ccl.y as the Wru'h,,'U'run.er rwepoo)t (pp. 199-200) WiUt 2,000 poims per side and no' vaeiaeions.

Hear ye, hear ye.

I. --,,- __ ,hereby CHALLENGE

you. . and Y0ur :so-Gall'f!t.I

army to a full-fledged DEA 'fHl\1AICH.

VeLl have 1 fijI! week' after tOday' ~l to aeOOel1he; otf$llen§~r:\a sehed e rOl)nd bile. Your OIlier cptkms are 10 ~!fe( rea!WOflg,eXlllUses $QI'.iI wny )lOI,! earn seMf;iule the tiattlil, or yeu.can sllnkawa)l IlKe a,y1lUIllW· bellied S:n.oiMn-g, Ie!jving ~eur .p rlda' behind yQU !lS'you creep bac~ orH:Jer the p<ma seum thatw[1 hlt!eyou.

Z.lflara Bitched Barrie as de-scribed in the ruleboek (pp, 199c-200) with 2.000 points per

deploy the.troops ofborh armies according to the 'it'!II]J,1Tl.lleS after terrain is plated and board sides 61n ~see below). Once both ides nave

lh "It Hi-dden Set up, players reveal their armies to and then place any SCours according L0 the

rllics for ScrJllki. To determine will) goes Ilrst, roll a Iugbcr-.'iwrl.l1g player may choose, hether to go Iitst

are m".ui'}rways to do a Hidden Set up, and you dl00se tbe one thai is eastest for you. The ImprortMll aspect ofaH_fdde:I"/ Set up, of course, is ynur enem:¥ knows nefther where you are placing u:oops nor which troops you are bringing to the The elemen of surprise is a powerful ally. but II!H1''lTl''''" yOI,ll" opponent will be urprising you as Hl)I'C are some of the easiest ,vays to achieve a Sel1tp.

down thelMiddle. After the t train has-bean board sides h~ e been, d;i:<:>'M, ~sert'lble a barrier. As' hO'NIl here, tbt' gam_w:.s hl'tve manner of bandy boxes clown tlre miclclle' of hoard. If any IeFrnin pieces need to beeM Il'!arl, their SPQLS With c~irts and re"l'aij~ later, Na~ tha: \vhen Uli. metl10d rs oan still see one anerther, but ~~

troops an W enemy Side.

lerrain ba been !>'bt tiljl) ailcl)"Mat~l chosen, each player makes a hasrily of the gamIn~ b UJ'd. On his map,

ut where eaeJl ef hi. un} $ will Jje boatel. lJ't;e:r L) th player have finishe,d place rheir ll'OOpli. as" they are shown On

or second (note that with the Hidde» Sel up rule , there is no bonus f0I' flnlshtng deployrnent J)p,;t).

Scenario 3. Playa Pitched Battle as described in the Warhammcr rulebook (pp. 199-200) with 2,500 points per side, but use the following additional Victory Point conditions'. Table quarters are worth 200 Victory Points each iusread.of the usual. 100. If a General is slate, is fleeing, or has !'led· off the table at the end of the ga.me, [be

the map. Afterdeploymem is complete, players exchange maps to ensure thar their opponent has followed the plan.In the drawing. If by odd chance, one pJayer forger to draw a unit on the map, his opponent may deploy the unit instead (me unit mu t be deployed fat.ing the enemy and may not be deployed in Difficult Terrain).

11M, II ,ljl'~ "'tPfl)~'b.I' , .. f!ng t~ II"1/1!' Il,iUbrtd RIlI/lfilll '·n'lll C<Jl'~' it '!I'/lilII.~'gil/~' i't~ I1JIJlflg ul,,!! '3[(~ulllll{~ lJUll.1II 1'1 10 Ihrolll tIjJ \"'/Ir 'bjJti(",,,,m~' ~ml,lf!

Counters. 6brc each ynh iH-y:bur army a.aurnber and th«J1 ma:ttk tile arne fill:lIUi;)'w:"S en chu of PlJ,per Or other tokens. Place lli~ c cnunters Oil tile table ·exactly wJj.tti'1!! you d like your mill 1(') be deployed. A cunning playerwilJ al.;'p add lJ few ~dwnrity'" eeumees, that j , ~bt:lntel; will] I\umbt:t ,!D&"'1t do rIm l1ult<;!n up wifil any of hi!! untts and are lusrthere to m'i lead hls f(~(:.

SJlcGiai Rigging. Ify,Qu h;weapemllIM9'l1 gaming ~li:: or a fixed Qlqh fu.dli,ty! it' e'asy tG rig up a 'Q,tl of laoudrr line: from whtch you c:;a'n hang an 0lcLJiheel or some 'ol!lie.r mar6cial to: ,span the gaming fable. This

S' h,1til:>f1 Ul eruy Pl1\cti :aI, If y:QU 1111~ a permanent g~ ~llce.

- 87-

opposing player may claim 200 Victory Points, instead of the usual j 00, in addhiort to.the Victory Poim.'i_ earned lbr destr_oyinga 'Unit.

Sc_oriQg a D¢!lthmatch,.gacn p!·ayer sheulduse the DeiLchmalcil St::.orec::ard (also aValJable as II download) te track his VICtOry Peints after each game. Once Scenario 5 is cernpleted, each player should add up (and double cheek) hls Vi('tOq Point jotal and men deduct his QPponent's total from

his OWD. A player can be tied (thf' same score), ahead of his opponent (-a number in the positive), or behind hfs roe (a number In the .neg_"tive). But JUSt how close "vas it1 Some players mllyslttte that having hut ~t siog~.ep0iru: more than their foe ts a clear victery; However, :aftet playrestiIJ,gl we think that the breakdowns listed aLthl; bonum of the page previde a mere accurate deScrl-p_tltili 0-E the outeome o:hhe Deadieaatch.

DEATHl\1A TCH SCORE

versus the army of

To determine Vi0tOIY Points fer SG.ena,rim, 1 and 2, use the standard meesures-round'ln your Warhamme-r ruJebQoff·en p, 19.8 .. ScenarioS uses'mlilst.oj ,the sante measures Sl;jt,acfds

. som~ addiUqnal bonuses,

Scenario 1 Results Player One ViotorY P01nts

Player Two Victory Points Scenario 2 Results, P.layer One Victory Points

PlayerTwO Victory PalTit,s

Scenario 3 Results Player One Victory Points

Player Two Victory Points

Total Victory Points Player One Total

Player TWo Tdlal'

RESULTS

'WinnEr: _

Loser:

IF YOU HAVE A SCORE IN THE POSITIVE 0·150 p~. A well fuaothed s,]ugfesl;! 'l"'I:ijs Deluh'Itp.a:tetl r-eflec.:t,~ [he ~Iasslc S"i(il~0n s,f an. i[ll'es~1:~bte .fooc<;! ll:lCedn;g an lll1mov:able objt:,ct. Tbere can be ne ~ef mastery here, only ta.i.lmef a remaeeh,

151-$00 pts. "Ybumlvl;l t.he-.ilight~~t dfa:dvantag~s, Tn a protracted ~ your .upper bat~d would teeter'.on.a }qlifc'!i edge, ap,d by eto 1E.mns iUUl youd~la(€ ·vreml"f.

301-!fOO pts. Abll.rd.fQughr, m.lJ!j(.)f vii:l.1,_0ry. ~·l\ilr skl.e bali wen, b~ttlfe eta. p, are heavy. If<_i.lly0urba~dii:s e...1ii'trade-d S'I:Ich a high fll!U ftQl\1 the llve,.r; .rot yt'>\ll'

[reaps, y0'ur;Ju~ as a:getl.ct'll.l weuklbe in .dnubt.

,401-'00 pI'S, A bm:mll;y tbu£tl .c~SJ1y "I{I"I; wllich I:-; deser Co a Pyn±i.ic vlet0ry than a hemic ons. Rowev~r, enaugli cl1stlu1.£c bmwpeo rour opjwm:dtJs r:i-UgIft ofa:rroS"iAnd )'Gllr OW:! has been I$rnblishe'd tQdeciare vfc_t:()lll',

:50cl-l.tlQO pts. A vlt:t~ty, YQU havj! peaten yO~!I:_ opPQj1enl ,·od W0!'i !'he: De aJh$a«ib.

1,O(Jl~3 ,000 pts. Ii Sf.l)lid vil::ti:lI:Y·Lct., OQQ€: dilip1!te where_ !'h!! b:<lW'l.-fiej(l hol:{OrS have falLen.

3,OO~1-6.000 pts, A glOriQuS ago ttilJtl1.plu:nl vicr(j)~ Yaw; !bes are orlls1H~d. and your-reign as'wanior ki:ng slla'il he irnquesttoncd. TI~e t-a1~S'ofyour deeds on the field<; Of lY.ttrle 18lll lae lOng: n::roember&

6,001 + pis. MaSSi\Cl't:, You have actiieved ttltlmate ,vi,etQI1':a ntl villi s\I.fI:'e£ !'IQ ti~ AU ml!fSt bOw, fl;) y0l!l r ,~t i,upr!riodtl' arid itFhnell.S1:ltable strea;gtb.

Diff6~ope in Vic,cry Points

To determime thee!lflere:l!lGe lr Victory POints, d!,!duet your foe's VictoryP~ir:1ts total from your own.

0-$0 RctS.A1Yf:ll ill:t¢hed sJ.u.~.(1 'J1i'l:is TJj, P<11:1,mtI _17t:-fI!!~(, Chit: e:lasSl~ sU'\;I.al'ipn of ",n ·jrtes1$tible me;etlli~ ro:i i:ctmitovabJe bbject. n'ic~ c.;Mi b€ I~e d!.as,,{1}- h ~1'~> (5 i'lI.y i;:3llts pi' 1'! r¢m:x [tIl.

l~J.~'IJO 'c\'ts. ·YG:qr'~lQllt tiJ_(:: <:~e. V:lhil~ f~e are a1m:Qst.ne¢k and ·ne:ck. ] 6 hl,asa s{i"gl"H a.(lWLr1~g,e ~'iJlist yb"\j. However, eVen the n @f e_n~il:<S ii\fist gi,v£ }:'flltE bar:J:leftcld dt~ds beg(lldgifog, .r.t;specl.

301400 Ptl .. A ~ [~\:lglu 1085\. Ait:h@Ug]tl yi)ll b,<we still i:ilCeven YO\.'il$f"'U robe '3.j mlgl_lty mortr· f<'le._

·4"01-.500 .R~. IS. ,"hi Qf loss, Y0ut side has t!j!$~ m;I1l "",ta;ID Y'ftY: j;lloililc.

5 J,-1~009 (itt'S • .Adm s, Yi):\ilr ~1"i'U:u'd is > .. ",,,,,",Ut ... Ipvrercd. Yq_u shaii no d',ist,usS fhe PP ~Q J.;IlJ:lst 'ill/1rytit"dcleat;-

l""QQl-3 000 pl.s. A lIGUr. Yoil have o~e!J .

;b~ten arftl dtivell 1l:e1lt the bn,t e-fie:\(;ls,

1m ch:illenge .flying around like a h1lil of Elven JmlW,. rhe-celebrarorv victOry dances of the

wnphllm. and the Inevitable moping denials of

die kIlling side. it's obvious that some players, even

er the 'vecomplcred all ihre game ora Ili'lllhrn:uc", will still J~l as though both thetr valor nd IlIhlet0p genlus have been erroneou Iy measured. for tho e w:i b deadlocked SCOres in the Deathrnatch IJILl for the fiercest of rivalries, we came up with

EmJilrc the Grudgematch,

Nov. IXt ", ... uned, The Grudgematch is aor for everyone .00 (<trtaiilly not for the light of heart. This come I to) a Joogtlr, more arduous version of the Deathmatch. licmcI'IJr. because you play more games and your gtncf'JI hip is tested further. it i the more conclustve ~t of 1V)ll!Jis:better. Uyou stiLl want to show who is Idng ()f tbe tabletop there is no better way to prove it.

The Rules fo1' Playing a Grudgemazch. The same

aim} t)'pc. mu l be used throughout th Grudgematch, but the army 11 r can be tailored to suit each game (note rhalSccnurio 4i.6 an exception). A player may give up ar any time, but by doing 0, he awards hiS opponent the maxImum p\l:iints scorefor the remaining games. The 1131'1(1, and . orrng are as fellows.

TCH CHALLENGE

Scenario 1. Play the Overwhelmed cenarto. Scenario 2. Replay Scenario L Players reverse roles, i.e., [he Attacker from becomes [he Defender and vtce versa. Each player plays with me same army type he used in Scenarlo 1.

Scenario ,3. Playa Pitched Battle exactly as w 'linen in the Warhammer rult:book (pp. 199·200) with 2,000 points per side and no variations.

Scenario 4. Replay cenario S v; lth the exact same army usrs and terrain, but players SWitch ides and act as general of thelr opponent" army.

Scenario 5. The Field of Valor, Jllay a Pitched Battle as described In the War-hammer rulebook (pp. 199- 200) with 2.500 points per ide and the following additional rule,

Who Goes First? The player who has ccumulared the mosr Victory Polnts in th > Grudgematch rhu far gets the honor of going first.

Length of Game, The games lasts 8 rums (remember that rhis game is a good old-fashioned slugfest),

Victory Conditions. alculare Victory Points as normal, but table quarters are worth 200 Victory Points each instead of the usual 100. If a General is slain, is fleeing; or has fled the table at the end of the game, the opposing player may claim 2"50 VJctory Points, instead of the usual 100, in addirion to Victory Polnrs earned for destroying an enemy unu.

Hear yc. hear. yeo

I. .he ebrC:HALLENGE

yon. • ana your so-callea

army to a fuU-fledged GRUDGEMA'FCH.

1 lull week aiter today (_/_j _J tli) acce~t Ihe cltalleff§1:! aM schedule 0 I rtS (:)n9. ¥~ Qttisr:op.ljo~s re:~i world eXQ~~ abourtwhy Y0I,J can'MeHedjjla the battle. or you ean.s Ink away Jik~a ~e~l!lw· l&sV:inm yOllr pride be~li'fd 10 as you cr-eep fiaCk tmt!er lile pe' e SGiJrn IRat wID hies yel.!,

OVERWHELMED!

The Attacker has 1500 poinrs, and the Defender has (".'<actly half that [oral or 1,250 palm,

BATTLEFIELD

Set up the tabletop exactly as shown in the map.

DEPLOYMENT

1. The Defender sets up flrstIn the Deployment Zone

hown on the map,

2. The tracker deploys next in either or b Jili of the Ana ker Deploj rnent Zones, The Attacking player may divide his army as he sees fir, although units may not be split up.

3. Scouts and other units with special deployment rules must deploy ill their Deployment Zones and may not take advantage of their special deployment rules.

WHO GOES FIRST?

The Anacker rakes the l.st tu1J1.

swrrCIUNG SIDj::S

wilch log l!.tmies itt hot a (le'; lJ ri~ to mru,)' tab1t:tnp pilly&S', btu there are srill plenl}' of gaJ1lem! who l:rnve never glv:en h. a try, QlLlte- gi mply, you will use yOlia OppOJlf'l'l 1LtIllY,,, hUe h€" n~lme.S COl\lr0.ll'If you'j- 0,"'1'1 forces. It iii a )jig cilll.lIeng' t~ Ftl:Ce y:GLU' 0''''0' ;u;mron tfle tablsrep, . e.rt:aia!}! no one kn.OWS your 'own army's strengths and weaknesses like :you do, which gtYC }'Oll a unique !iler..'Pt::t~ ee 11,0 tel tight if. Hewever, thl . aclw:Utta'ge is 01TS l b)f U1C fuca tl1at yd\lr OrpOACI'H is in (,he arne shuatlou, 'an adtkd challenge, both of you are playing a force that: you're uaaccusterned to-eommandlng.

1Ihet'e are" £adorli ta WO,01' abOli when sWltcofhg 3lfnlfes. Firs! on'. y~)u WUI ~c using s(.)nlltQA\: else-s models, and [hal shOUld a1w.w· wat!r'd.lIl: an extnl de::gree oEClue. Hemembcr 10 tell an opponenr Mythin~ he may,: !le~1 to know about)'OlIf force - 'wl;lic;J:i 1o'taf\tI&rds tan. eome II" se If y , 1.1 hold . he l'I10~lel the \ l'ongway- and

hkh moods tend to ~'erbAlat1c~ ancl bIJ. Don't challenge omeone tv n Grudgematch if Y0U aren't comfortable wtffi Wat player banill.ll'lg your army ext, it I!> irilflanam to have a clear lIffi'\y J;r.t. Y(i)U may be able to decipher }'our own nfilt~ and crawls, 1iUl (thane s ace 19ur Ibe won't Ill" able 10_

LENGTH OF GAME The game Iasts f turns.

VlCTORY CONDITIONS

Calculate Victory Points per [ill" normal rules clemued 00 p. 198 of the Whrhammer rulebook but d(') nor couru board q~IlU1:ers.

Tbt game Is very 10 ling, because tt really l.:lIlHIl:fIl~~ your .:fuiliues,-as a gene-N)'J. Any t(')u,I;naml!Ri ."'L',""''''

tpmpe.t\th'e player has ne~l"a WQl'd ,to the .

11/~yot'It~'~Q1J_ld Wh1 \'((h t'h~ arm,,"i or 19~ dldat me; his atmy.1Jst did.11 Wlnnin:g d~e I'utl set, [hat Is, 'Wini:iin;g ;wi'to y0m' own army an!ll again t it, t~ an awesome- atlti~v!i:lUen I (f,)f tribl.el()l~ get'l.enlll1h lp.

90'-

ulng a Grudgematch, Each player should use the rndgemarch Scorecard (also available as a download) Ir~ck IUs VIi:to_ry Polats after each game.. Once

cnano - is completed each player hould add up

ntl d uble check) hi' Victory Point total and men

PJayer0ne

deduce his opponent's total from hi own. A player Can be tied {the same score), ahead of hls opponent (a number in the positive), or befilnd hi foe (a number in the negative). The charts 'below explain the extent of your victory or the shameful depths of 1'0m defeat.

GRUDGEMATCH CHALLENGE SCORE SHEET

versus the army of

Scenario 1 Results Player pne Victory Points

Player Two Victory Points Scenario 2 Results ?layer One Victory Po I fits

Player Two Victory Points SC'enario 3 Results

Player One Victory POints

Play~r two Vli::fo.y Points

Scenario 4 Results Player One Victr!llY Points

Player Two victory POints Scenario 5 Results Player One Victory Painls

Player Two Victory Points

Total Victory Points Player One Total

Player Two Total

RESULTS

Winner: _

Di fference in Victory POints

WilIlU;Mp !JflIllI.!I p(lI'mrSl>I"~ 1<> pl1o!tJt6py tIllsofotm.

10 determine ViCtory Points for Scenarios 1-4, use the standard measures found in your Wathammer rulebook on p. 1 98. Scenario 5 uses most Of the same measures but has some additional bonuses.

To determine the difference

in Victory Points, deduct your foe's Victory Points total from Yof:Jr own.

f(lr

pts. 'lau hal' the sligh lest f ad""ae l!g.l.'S. '(@u if you I;:afi qrul Ir a ,,10 hu t you JCI~ w it

a 10 S! mlnlmum b[~agglrtg Iig_hl have

prs. y('ju ha; e won Lhe-batttt'flu.hJs a '(il t~'le cQ~t . hn 'e beeN b:U(;rtfic:. Ybll J1'lay bCi)Rst, win was a cl~lS call,

P . ~T tOry. Ql:i have t 0n a J:od-SOHd your fbt: anti prQ-vWi t1'lU ~cGJU have tlle

pts. TriUOlphalll vl€t(i)ry. eu b'ave on beaten ~)U:V fee ~si"e1".

p~ .• n1.l '1 log VJCt,(l~! Yau 'Gl,pl'i lw:aped 1ilI::'lurnlf'lg die ctll'p:'lc;"-5 of your deJ'ean:d f0es. b"'·m .... 'rshQuld know hls pLa:ce now

Ma5Sal'l'tll Yeu leld. fear and dIDmitlatiQD and lea e onLy dewstruioll:'1al'our

IS Ll.wuowbt who is the novice and ;wilo

IF YOU HAVE 'A BOORE IN rtrs NEGATIVE 0-300 pts, You've put the grudge ill Grudgernarch! 'l'bis,challenge resulted in a deadlcck d~ after

wblt!h neither player may claim IIp.tn'brlty • .lim for

a reruatehl

'Ol-"7QO pt. .... slight diSad~Ulgt;. H all the banle wc;:I'C (lto'~ then your foe may iJ'd ed have !Ill sligl'lt edg'tl Oft you. If you I f rle game I y a japge margin. f'Qll (:an rill d;;timr it wn,s aU Iu.ck!

7'01-.1;;000 pts. J\ well earned loss. Ali:;. O'IJ rnus acln,it defeat, gU~:YOtLr barN figbtln.g has caused yom QPporuttuf fa reap a bitler hareest.

1.001.-Z,000 pts.1r. Loss. Y0U were overmatched, bUT yours is not ,an ennlrely hope Ie. 5 uau,Sc.

:a,O 1-3.:)00 pts. Beat dawn! ¥ellf aro;.y has fi){!CD bamled a beat down : f :lgaJ,like PI' PonioA·.

5;5'01-6,;00 pts, CJ.'U~lllnglo s;1 You have, been n-arpple4 Q~ on t1iB fields ~(battle and left in ruin and fCi)tlt.

<i~501+ opts. Massacrel Nochi'~ went your W"dy, and you ne sutter ignoble-and total defeat. If all)' 01' your troops had been left alive, ll:mur[Lce-and revenge-wonld become ¥OlU bywords.

- 91 -

THE NEXT STEP [N COMPETITIVE GAMING: TOURNAMENTS

After you've tried a Deathmarch or L\.Ya and maybe a Grudgcrnatch, you may want to te: t ou r W.'lI'hammer talents against a group, of experienced pLa~crs In a t urnament. Mosr Witthammcr tournaments are comperiLlve a:l'talr that pltgroups of players and [heir armies against each other in a eries ot games. Tournaments can be round-robin,slyl€ affairs ar an informal club in which several J layers meet at a store or someone's hou e for a day of-gaming or a large and formal Games Workshop Grand Tournaments, where hundreds of garners compete for ultimate viQ:OlY.

There are many ways to-deterrnlne who wins a tournament. Some of the usual factor are win/loss records 1)1' Victory Point totals. Garnes Workshop" Rogue Trader Tournaments and fraud Tournament

add in point for hobbv-relared skills: awarded for palming abtlldes and ann appearance, as well as poin(!l for sporrsrnaru hip.

How, game are arranged and haw opponents are determined in each round f battles are defining parts nfW:irhammer rournamenrs. orne events arrange opponents randomly. Om' u e a round-robin stylesystem so thar each player p~:j;ys all the others, orne match themed armies like good versus ev '1). . orne use a Swiss system to ensure that top winners always play other winners with equally high Cores,

Your best bel for fmding a '\ arhammer rournamenr is to check your local supplier of Games Worksh_op games

arid miniatures. M."IDy of thf: -. hops aren'tjust retail stores, om hotbeds of gaming activity where you can meet othergarners, post cballenges. find OUl about locai clubs, and hear abeut upcorning events. Activityoriented shops often run their own Rogue Trader "Tournaments. R'f"1!'; are official events that are ru IJ bv

hop or large clubs around the' oiled Stares and .

Canada. The tournanrent are beld at: -WJ;t!S, convenrtons, and somenmes specially bookedevent halls If your local tore d esn'e run tournaments, wh not.offer to help organize one with the tnanagernentj Mo t store owners would be overjoyed to have someone organize an event that will bring more customers intotheir Shop.

Grand Tournaments are run by Games Workshop and are eekend-long affair [hal rake place in various large

-IE -

I) andcoJ1venriOD centers across NorthcAmerica.

illo r.mge from big to ab olurely massive in size (some r iOO players strong). Even if you areo't playing in a. if ~nu m;{~' want to stop by and check it OUL. GTs are ~t;Ull;ul;lr «ve:P1S with many marquee tabletop

'1l~l'ltl ~(ld painter hawing off their talent .

IF rhere jw;t aren't enough rournamenrs in your area or _ \)'or~~ ycr- no rcumaments at all, why not puc on

)'tlur awn event? Below; you'll find some quick and easy ~ggestioo about starting your own tournament that

WI: collected from a host of events veterans here at {j~mt!s Workshop.

tart SmaU. Run a.single-day e enr for ~ur ~ buddles (or dub If y0Ll ane t.JllWoq5'.tn~d}. ,~~ep .anr prizes simpJe~ e very6est belng bugW.llg rigtn'$!OJ: \'Our group!

Keep In mind tblt't. yawi br~J. chllUenges V,!i!1;. Jlwh~bly be gtttt:iag enough- players (yOI1'U n'eeCJ alle:ast i6ur)j finding Itllollgh r0oJ'r.1, and gjl,rneciqg enough le.rr;tin,

Terrnlil. J.. g{!)0!\ idea:t1iat many clubS haw ~tW1!.ereCl Is to him .ev~ry.one get tQg(,;th.~r for a'i1 ("\Tefl~ of 1rt't.1in DUil.cJiOg bct~re the big ev flL One ~r(£td f w:irning· If I!vcU'c;me starts bulkLing \vUdly .SiU[erl:!pf II.'rnlirltyp6 iFI igorl)f difCererlL s¢.'Ile 1'01:1 wlll )jave a hot'r1hll; IQ,okh'1g hl}'ing fil;ll:l. It ~ best tt\) !lgr¢c 011 'whILt fG!,! will huill:l and how it • baUld wolt b.lf

dje 11M, gl'IJ~, =!Dd retrain materiAls stan £Lylng!

Game l~h. \VMe p1'lYC11i at!! ,gamlQg, 1'11<:y"Wiil

h~Ye a·'great t;lme and. such, tb.c argani'.cer SllOuld

If) 10 Ininif'ltiZt: any sta:tlding a«llll1d or mUlfng about; Pltk fliilllQrulbl' game lertgths and • va to 'yeu!' c'hedul ab mueh as n(~, iI;ile We~e bUlw thltl' [02 tl2.holll's

w flC ideal fol' g:mr~s l'll'rrglng from 1.50(,) to 500 points. U ~our mUIll".J.m!zm is longer mao two !!I [ three games. !cav\: lime 10 eaiand drin k. !Wen honiblc._d lee roLllng l!. sOlllew.hllt tempered br being well ted Md liuJlplied ~ . th ~'Qur fuvorite beverage.

Sce..u.arjos~ 11 ill fun tlil trr same 0.fff&mnt scenados and term in, bUldw'tgu 0Verl~oard ar first.PJa 'ets waul lQ plllY WarhnU1rner, not interpret elaborate, mliI11-p;u;~ SCI.lI1lIriOl l' For your first l1trcmprs stiCk to me ~aliit$.

Once yeu'v,e masteEcd ille lelTIlin gatbedlig, Qr~Aizil~, ~ tll11log-, try mixiog in orne: 1'I.ev.~ <:f\il'riO. Nhk-e sure ttl phLj'test them,seVCcaJ. times,.R tt

"(i6Iti.'iliitLb in ~ row, they 1u\'C £Q!IIl: I 101 ~Lr dl!lcll!lt:t ~aa 001 fo(fndllil wanting_ 11 is. \'BMII1w the tt1ll!umumi fin: town 1II.en: fcJlmt This rus;prpY<Jl 10 he a

kt.I1iDg glDJIIlIi Iw IiIU'!: ,tehc:r.o ~d 'ha.w:1s~

With brilmL ham b~l" the: brJ.t;ls ,IlU!O\l1lCC!d thd'r mming 1m nigh!. I tlluld hat Ilmtr ~ihk VC!lla:s, 8OTIUl'1IIIIJId hw. bur lhu.c w~ wo~d!i in ~ .srQ)!111Ilg-..JlbQ\igh i

could II~ uM!J1}1ib1l t1!=.

Dcspilc 'Wr sllxplcss o!Sbl. 1m: mdrnin8 htokllit, and Ucw.'i'\'tlitru:l!iI 001 to cleae the daa1i. Well OVt:M dowrof ,I.e (.;ltd qe.1hm;s bavcJx:<Jl ,QJl,IIlcd.. &lma l1clJI'gaowlth .f!~t b;JrD:L All Ul: 10 be bUJ11Ctl.Clln Lh~ boiilil"",

"The ~s M.l'it the 101" GlUl.I11h.s, 10 lIiltrG\lJHf IlSl hilI OlJl' Ilk. wall!r haw: ''f~ Them, rill hepWa ~tbn:drom rk 'fori sJ,<;luld ID~if1alc~IIY dayoQ()w. Thll)' will d~dlu: ro,lriS.llKl il ... ·ill hi: ~.,gain AlOA..

~ 1Ilv¢ gl~a'td wbAl f06d l.oc.cou1dlrom outlaYU!!:utll.< md Slo:.k([d rt ID tAA Red Wt1ll'1m. 1 ha~t SIIp::!:\'i~ 1.hl$! Th4i"lj m mild, this lnll th~ mtding spat Ier Ih_ \11M allnol dc{tnd the: ~lls. 111\ _sdf luoe k<pl.UI eft n Iht pnnr St.'Jok who galha hm: Q1IJ'loglhurlglw. Why did J m:r <Qll)l:'101bis~ fl.m51"

{f!?lI1lht Journal of IIQQ!Cm1I:is1cr NlI~ Y&r ,D~)'sa

:themes.. Tilemeo ~urnilmCnl' ar¢ r~y fun, but rnak'c sureyou'v,e Iru (lliletl th~ basins beft~pe Yi)u att,e~l?t "Qlle TOOttlecl roul'fn;,I.ments Jnciuq • spcdal rules. or soenarlos to link all the games together.lfor iflslmlc~ll.ll.th~ sould take place d.ud.qg a. bl.izia:rd.. PJ~ era would light' ~a 1'1 \\' t ,rrai1l, and. ~I\li§ wt;)ulQ, lilctudtii; speci!!1 i!=e torm FUles lUte: We;Pfies

~l '" ·I!ti~ud I Cll:$.td 6. The W.u'kru'l'1.mer '\.vodd ts full of

ev aWe "beet, mfJ it should be e:llly [0 ClIDl(: up trh dozens 0f ideas Il'lf potential settings, speelal [emlla fea.tutes, 'lind sc:en3Jio ndes, A fllf.ffir:«l OOl,ll:'l'ijinreAl c$lH~ Il,I,o be a ill'!ple tL~ a tWQ~oi'bt\V0 nllies eyen,r (r@1." wh~ h we

l.'Iggesr USing ~he aJli~ rut" in Ch;Pler ). ~ list of ~o' ibie

l(!!wmunt;!}l.t themes folk>\'\/fi_ '

TOURNAMENT~~ESUGGES~IONS

PI.!!y eilCti ~Ul1t: on . pedal took' ,,'im uniql,le tel'l'lun 1I1id €!,!sromseenarili),:;,

lege tournwnerl,t (§J.lo"" a hit ml\'lre Llm.efor each gam~.

Wea~!lcr rules 11hi! ltff~1 mOYil'lg, hoel!lng. or c Ilih:tl

petial magic 'ni..\es {e'.g" IncrtalStl Or d~at'~e: the nlirrlhll'i' ef F~f and 1)1.~t!1 dice geAel'ated each tnrn, or Increase or detreas(} rhe number of sl~eUs each W!2a~d may use in e-.wh'Same).

Al!!clf in ihe roumnment (e.g., l;WQ.opilt.y~l' on t\vo-p.rn.y:er games; ea h playu m~y bri i8 Cere rq,glmem $f allied trOO S I,lJ;l rC) ~I .R~d tt:m'llineQ [)Oln value; Or each player mUSl brltjg one 0QijS of\Var regimemas a Rare choke}

Hi torii!Jl.l tcll;J.l;f'I¢1ent. aeb game re-enscrs a battle in a major war il'l tae hisrow of the Warhammer wm.r:ld,

ll:>q. Irach game is :1 battle In a sin~le Will' foJ' \vbJ(~h the

tournament orgnniZttl'5 h:tve. wlllLl~n a btl! ouno story, At:

the en~ of th~ t~lIr11amem. win 0~ afe..de.clad.>.c1 as flOr!ruU, ,Ou~ II' wllnning Ide me,g60d Qf evll ret) ill :1$0 declared m\Mner.

:3-------- CHAPTER 6

HOSTILE TERRAIN

EXPLORE YOUR WORLD

Thi, chapt r describes dangerou nd unu urn,

bartl 'fields and how [hey call affect your games. These rules can. be added to almost any kind of Warhammer battle and will have a particular appeal [Q players and terrain builders looking for new and unique challenges.

How did all of these ideas come abou t? Wh i I e au r regular gaming group was discussing rhe finer points 01' Wamammer and our upcoming campaign in the wilds of the Empire province of Ostland the talk turned to the Deep Woods.

The Empire i full of vast tract of fore l punctuated by small clearing . her> the cities and civilized areas are located. N ide from these populous area, the lands of the Empire are largely forests full of predators and agents of Chaos. Even the inrerconnectlng roadways are dangerous because of lurking brigand or-WOrse. Why then do most W.u·hrunm~r battles, ostensibly sei in the Empire, take place in cieartngsr Empire forces involved in a border dispute wtth the ktiighLly Breronnlans might well choose a clearing t ewe the core. However, " cunning Beastlord would always prefer to fight in the dark bean of the forest. What kind of battle

Choosing ¥,OUI battldidd wcl1 and makin,g soun~ use of terrain are signs of rope:~dafivc; ~e:ne:rillhip~ At

I imes, 'I hit: la.nd$E.apt: of tln:War-baniltltr wer Icl can be ~ desln.luive as ,CODe s enemy' These ~u It'S aDd guidelineS for hostile terrain can be iOf.'QJ:porafeci into one-off ga,mt~. cemp.etifive c.b'ille:ng£S or tournam~ms. and campaigns. The rules are easy to learn for beginners but also offer tacrical challenges to veteran players.

conditions wou d exist if an Empire army dared [Q march into the tangled inner sanctum of the Beasnnen

This dtscussi n led us to €on ider dlfferern types of batotleReld terrain, to generate rul that ould refled the dtfficulry of maneuvering and urviving in such' places, and TO create fun al ernatives [0 [he standard arrangement of lWO hills, a house, and a copse of trel'!!:

EXOTIC LOCALES

We don't have: space c ) nail down every imaginable bartlefield but the followtng.formula and subsequent examples should give players a rem plate from whi(lil they can devise rhelr.own unusual battlefields.

What Is rt? A thorough description f the groundS'and [he types of land in which ho tile terrain might be found is always a good place to start,

13attle6eld itules. lIowwill the 'terrain and/or clim:ate affecc the game? What are some options that spl'ing Hl mind when envisioning this type of bardefield?

Scenarios. At least one scenario In [he specia; s~ttfug. In this chaprer, you will find rules for battlefields in tJlt Deep WaoeL, Frozen Land Dry Desert, Volca,nic Region', and Chaotic Landscapes.

~m:!ll cop e of trees is a eornmon addition to ,trhaml!Ilel: battlefields, but what If yOW- game CO k you undl1crhe eav of an .lmmense forest 11 ke the dark and unperw.trable Drakwhld?

vour normaJ \Vllrl').runmer battlefield Is :til open space with ;1 (tw: pmches of foresr em it, imagine ,just the

)sitt: - an entir-e "x 6j gaming table that was ali l'l't!U In fore l except for the odd foot path or

II':1ting. There are innumerable forests in the .trRrunmerworld where just: ucb a battlefield would bt the norm, The W. od Elf realm of Loren bas seen mud1 warfare, and if the grim roads through the Foresr ~' 'h;\(10V. . could peak, they would [ell of countless

I !Stmen ambushe .

GAMING IN THE DEEP WOODS

n~thliilg !J. batUe In the midst of a massive forest opens uplUl enormous number of options and gaming PI"lSSibilities, J~iere are some rules and Ituaticns you may hoose to incorp rate into your battle .

Adopting loose Formations. This special rule aceounrs lor unit breaking forraarlon in order to gain speed in

dl~ r~rest.

1I:111~0~L this speoiat movement option, a norrual unit IIlflYillg through a forest would move at half. peed (per we OiJlicuil Terrain rules) or quarter speed (per the Veil' Dilfkillt terrain rules). Ln addition, such a Mil could riot ,Iamh through the forest Thus. a human with a

Movement of 4" would b • capable of m ing only 2" OL

I' ,1 turn, depending on whether the forest bad been cla~Slfied as Difficult: or Very Difficult Terrain,

rt'.pecllvcly. Under the standard rules then, all-forest ganl'es ar more of a chore than a challenge. Therefore, '\dopting Loose Formations was born,

r\ pl:tyer whowants .one or more of his u ruts to adopt a IIJOJlI:! formation may declare his decislon to do 0 in the MovtlmttnL I}hase. The untt may now pread alit (up ro l.'2u apm) and will have IlJ1 easier time moving through den e terrain. Units in loose formation rnav move througb Difficult and ery Difficult 'Ierrain 'in the 'rune nl:lnnCT!L'l Skirmishers (i.e., they have no movement penalty and the ability to move at double pace).

~b(~~'(IlIIiltll board is almos: iJrilii!!I' ~'d"fm!ri ill pm}SI for Ie J);rL'p \tbIJll< gume,

Units in loose formation do, not receive a rank bonus in combar, do not take away an enemy's rank bonus if arracldng Ill. the flank, and may nor add the norrnal + 1 bonus to Combat Re ulr for having a standard, Units in loose formation mav (1 ruse the 'Genet.u'. J2fl Leadership range and, unlike' Sk~~rrnisbers, may not charge: in a 3600 aFC, Instead, unit In loose [1;)I:mation malntaln regular unit being and nave a standard 90" charge arc.

In order for a u nit in loose formation to reform Into regular ranks, me controlling player must declare his Inrention to do so in [he beginniag of the Movement Phase. It takes the eanse tum to reform, and units changlng formation may not shoot. Units may not chaage formation while in engaged in hand-to-hand combat.

AQVJCE os IGHTffl ~ WOOD Kll'ES AND 1JE:ASTMllN

TH1TW0QD

·l'h",.e is II f~<l!.:>l"'1 milt U<..-a"p1erl "fit'! W·...,d Hheo; fl.3'\! • ne\'cr

been dr.i QUI of ihdT fore L 11I'{I't'It~! "'~Ih tl~I:tIF':iliilln' 1(1

move frem, thrnlJ~h woods. ,~1~ti I;\Ml'! II de: det! ~tlmn(il~ In th<!ir namralelemeru ,tlnd 1:111:1'1: bnn n;ll.l;MI1 roj" maJll' 1J.fiIfS I!)f !Jmsmlcn on WeC\d tl!l;S I:.~I ,~I'1)11iJY t!lc ,\{Iap"'!I!!. /i.(l)iJ!:u ti""/IUltl€J'N I'ul., 1'Il3r only can r.t1~c; !.ID9Pij lI!nIM!II'~ qufl(lJv ul'i'uUg.h Ull: "'dUds, Lhe- ,OU'I abp m;Wt,;pn t!.h;1ls (rlr ,mll 5tten '~h In 'Ihe. ¢"Is{: I'll BIl?fsn11eL'l) and use tl.!t![,r 'I<indattJ;~ In rll", Wpl'Hll~ If you' . pi irlgJrl~ Gn.I1R'oS l\::Ius[t: r ~~, !;:umffil'ign IIgdlnJ,'j." tiQng.«IOlinguOl Urw(,)oo BlVC5 or 13ea;st'lJ,"''''' "" .. '"Will blL't :1.lilti'd t1m"I!C:II'1",I~R.'.u,liy \t'tnnb~ngalll&ti!hem Inlllclr WTIt:fwirt;lnf11Cnll iilth~rJlJl't: til In lnro n b:<lI:1(llicl&l~r jO\lr d:t<.tQ~ing (If plan 111 ollufnU!Jl!)i'!rl£Ig lh":ll,r Tn one-oil' garue u1 r,tte li)&-[~"\;,!i1.Oi!l5. trY, a~I'dif:!S 2j;9!: 'nlOre p1ilin~'<tOanl'-.trn1)' gO!ll§1.H'I ;1~l1l!r cHhei' l'lfe \'fb d liJvcs ~f Be:ISt'l1i~n.

/I.,t/fllf<ill(f/{I' b(,tli.iJ trill!" 1,,,<, t/ji.~ tJII ' ilIvjMriif./SII .. for {J<!'ilill{l' 11~>(Jtk¥l"/J"'I1~/l..td~ 111& II'e(fS (,>Ob Rnml "lIugil'<i i/J(' tuMI.' tbe j·jMbLj')TI!.>Ijftd, /)u/ 1II,i'" IU!ll~

.I'QII <'(III ~i",,,1) ",tilll! l11e tndiutdua! trees pilI qj 11.1 11'<'1.1'

ml.!l1l1 )'iJU ocea to Il/rl>JelllJert/"OiJ!11i i/:/I"(l('lgh 1"1iI a:h1(J1

Buder the Canopy. The following rules describe hooting and charging inside a forest.

. orne forest are actually easier to maneuver in once you pass their borders. The high canopy of the tall trees cuts off light in the ground level, which reduces the [angle of undergrowth that blocks line of Sight and impedes movement. When a scenario uses this rule. the followtng changes are made.

,~ Mlssile fire i reduced to half range when both shooter and target are in the same woods .(i.e., Under tbe CG~I.wpy).lf hooting from the wand ar a target outside of the wood , say one on a road or in a clearing, remember thai the undergrowth i thicker at the edges of (he forest where more light can reach the ground, and the usual rule thar allows only a 2" line of sight tlirough woods applies. Likewise, a model shooting from a cleating' or fr m a mad may only ee and penetrate up to 2" into the woods.

* When shooting Under the Canopy, thar is, when a shooter in the woods fires at a target Inthe same wo ds, the s11 mer suffers a -J penalty to bit to represent the plethora of cover available.

~. When you're using the Under tbe Canopy rules, a unlt or character that wishes to charge may see more than the usual 2" in a wood so long as both the charger and the target are in the woods. However, in order to charge a unlt in a clearing or on a road, the cbarger must be within 2" of the edge of the woods to peer mil If a unit in a, clearing wants to charge into the forest, the target D.1USt be \ itbin 2" of the edge to be seen .

Hidden Set up. With ail the cover, dark nooks, and twisted tree boughs, the forest offers a perfect ite from which to launch an ambush. An.y army chat is allowed, to use J-b4klen Sef up (pel" the scenanorules in play) can Lake advantage of the foliowlng rules.

" instead of deploying as usual, a pla~'er using [he J:lfdd(!'rl Set 1/,/; .rules II!-ay place a lone counter for each milt, W";U" machine, or Inde_pe.ndenl character that would otherwise be placed on the board remember tt) label or number the counters so they corre spend 10 ~I e correct unh latert). AddltionaHy; the player may set up another stxcounters marked D. These are "dummy" counters and represent the enemy hearing normal noises like snapped branches and the creaking of\f~~. Make sure to place the counters [ace down so chilL r~ur opponent can't sec which ones represent Unit'S and which represent dummies.

* .ntil revealed, counters may move GIl or march 12": '" Counters must be revealed (that i.~J replaced witll. the actual unit) if an enemy approaches within 8" of lliell1 It is possibl IO marge counters, but you may net h~ at them or target them with spell .

" r f"II,/I,fS, mlJ,q1 flrr,w hllb

tbe IJ'f!od.~, mO(II1I. ran ,,!:innl -n

. largl!.I;' wilbiil-:t' ,g,be- <'fig!'

BREAK OUT FROM THE FOREST

A beleaguered force tries to push through an ambush to get out of the forest to safety.

;lti11ies are chosen from tile \l."i3.rharnmer Army lists [0 an d pofnts 101.11

The banldlelti j entirt;'ly tmten:d in [oriest, save for a.road (no rnoJ"t ll"u¢ 5" \v!de) andthree cleadngs (appro~1y 12" x 11 \'LIQh): A few scattered boulders lie n the 1"0re5t1:l0or OlI>wcll.

DEPLOYMENT

The AmbusWng Porte deploys all Its counters first. then the lIi1:ak Om I~orce deploj ,FinaIl,}; the Ambushing F01"Ce player mal rearrange or redeploy up to three counters.

WHO GOES FIRST?

The B~ Out force goes first.

LENGm OF GAME

The $('enafl0 lasts. for 8 turns Or until One side- is entirely II~ out or routed off the table.

SPECIAL RULES

Thi scenano Is playt;'d with the Adopti11g Loose rormaJions and Under/he Canopy rules. In addttlon, the Ambushing side may use the tJiti41;m Se/llp rules to deploy Its couruers.ururs .W1'WhO'f! in the marked zone.

VIcrORY CONDmONS

U re the Vlc[ory Polntsrules from the Warhammer rulebook (p.

98) to determi:i:l(;: whlch side has won. The Break Our Force commander may also add double the: ViCtory Peiut value 0) any ofllis units tm\t escape If the 'outhetn board edge . (though not by-Derung) TO his total number of Vicro ry Paints,

DEATH IN THE DARK WOODS

Two armies march almost on top of each other in the dark head of a deep forest. Battle and bloodshed ensue,

QruJ;l't traYt1 medarkwoods exwpra[ need. IfCo~tO enter, make iYdSte lind,stx:ea. Stick to the path :lnd~l by day.

&.-'W:u'e aleBeast and to Slgmarr jflray,

<lh1J6J;_wl'S.RhyItIt! I'ttim the ,RclkI1ll1.d £(~o!,)

OVERVlEW

1ht fames ru:€: rryiag to slay one another and claim Ih!: bnQlt,lijeld.

ARMIES

lJotiuttrues are di sen fl_'0ID the Warhammer AITIly llsts [0 an ~d paUilS tOW_

The baIflefieldlS entirely covered in forest, save a !iIJlgle wide .'--.'rin" in the center that rna have long ago been a small

or eadow dwe!llng-of-wt:lodsmer1. A few mads lead to eenter clearing.

nmntll"p", roll a D6. The higher-scodng player- may choose Fl,1yers t:$:e it in turns !C) place unlts as nOITn .. al, all units have been placed (Including ScoU/s), each slde ffi0ve any single .unjt to represent th ' armies attempting 1l,ou!-miti).el~Vcr the Qther and the dlsjomted approach of the

du'0ugh the forest

LENGTH OF GAME

The scenano lasts for 8 (urns OJ: until one side is entire!. wiped out er has H.ed the table,

SPECIAL RULES

T~ !!~i is played with the J\tiopt.irt..-!f Loose Formations and Under the CCI1'loJ.J)' rules.

VICTORY CONDITIONS

Use the Victory Polnrs rules b:,om me Wal'hamm:er rulebook (p. 198) to detemune which side has woo. when counring board quarters in this-game do NOT includic: the dearing area. Tbe clearing, inwrecL, is a fifth temmryworth a bonus 300 poin

to the-arm that can claim it. To determine who controls the fifth,territory. add up the combined Unit Strength ofall . nonfleeing model in the- clearing !PI' each army. The slde witIt the higher sum controls the fifth terrltory The other table quarters, outside The clearing area, are .cornrolled as normal.

Hac. yau will find quick s~p-by,-sttp insrruct ions for lwilding' iIII

enormous forest bag with a Lift olr canopy. OD the £acing pilgc. you will examples of lava and itt. tetrain Jlld ba:ttJdidds.

llilg(', b)' /IIuQ,i'hg /be Jlilt1l!i'll'i ~lJstrocfL/1'l! "jIlT .. fJiif/QPy u,il r!J;/ilflll' SO¥IJ.". ,1I(;fe t'a"riaUt)'n mill 1I1(1~ "11 foot: flIol?lItJlui'lll

1

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B S

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- 98 -