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Scenario 4 — Into the Depths OVERVIEW Tired of the constant attacks from below, the leadership of Karak Kadrin has dispatched your newly formed band of Slayers to explore and clear out a section of the ruined Underway that is known to harbour many of the enemies of the Dwarfs. Shortly after entering the collapsed tunnels that once linked the Dwarf Holds, you stumble across a very unexpected enemy. You've found Ogres and Gnoblars using the derelict underground highway system as a shortcut to their next battle!
This battle takes place on a 48" x 48"table. The scenario takes place in the ruined Underway of Ungdrin. The battlefield is littered with fallen columns, rocks, torn-up floors, multiple chasms, pools of stagnant water, and evidence that the tunnels have been recently used by the foes of the Dwarfs. Scatter these terrain pieces around the board so as to make the setting interesting. DEPLOYMENT The unarmored Slayers, although not particularly stealthy, have surprised the Ogre Kingdoms force. The dishonoured Dwarfs can deploy units within the first 6" of the southern and western board edges. The Ogres are in a travel column and should be fielded in an 8"-wide Deployment Zone that goes from the northeast corner of the board to the centre of the table. Refer to the map for more details. WHO GOES FIRST? The player controlling the Dwarf Slayers takes the 1st turn.
The game lasts 6 turns. SPECIAL RULES "Look Snorri, Trolls!" When surrounded by their fellows, Slayers find it very difficult to resist the urge to close with the enemy as soon as they can. After all deployment, but before the first player's turn, the Slayer army surges forward. Each unit and character moves directly ahead 2D6". Units may only make a single wheel during this movement, and only if it is necessary to avoid terrain or another unit. Chasm of Doom. The multiple chasms that fill this chamber are treacherous obstacles to cross for the heavily armoured or the clumsy. Assume that there are rickety planks wherever your unit wants to cross one of these fissures. For any unit wishing to risk their life crossing the void, add up their Initiative and their Armor Save (7 for unarmored). You need to roll less than or equal to this number on 2D6 in order to cross safely. Thus, Ogre Ironguts, with their Initiative 2 and Armor Save of 5+, will need to roll a 7 (2+5) or lower to cross safely. Troll Slayers with the same Initiative and no armor will need a 9 (2+7) or lower to make it over the rotting planks. Elves would have no problem crossing the gap, but they aren't playing...right? The price of failure is that the unit loses 1D6 Wounds worth of troops rounded up to the nearest model. For example, a roll of a 2 would mean 2 Troll Slayer fall to their doom, or a healthy Ogre Bull plummets into the depths. VICTORY CONDITIONS The Slayers want to wipe out the Ogres to make them an example of what happens to those that defile even abandoned remnants of the Dwarf realm. Achieving the following goals will earn the Slayer player Victory Points in the Slayer campaign.
Remember to keep careful track of these Victory Points, as the winner of the campaign will be determined by them.
PART OF A LARGER GAME If this scenario is instead played as the preamble to a larger Warhammer battle, then use the following effects: If the Dwarfs win the scenario, one Ogre unit (worth at least 10% of the army value) does not arrive to the battle until Turn 2. Place them on the table edge of the Ogre Kingdoms' Deployment Zone. If the Ogres win the scenario, they have succeeded in using the underground tunnels to outmaneuver their opponents. One Ogre unit may be deployed using the Underground Advance rule used by Dwarf Miners, found in Warhammer Armies: Dwarfs. |