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ARMIES

 

 

AMBUSH IN THE VAULTS title image.

Artwork of mountains in the Empire.The mountains of the Empire converge in the horror-infested land known as the Vaults. The caverns of this range are filled with horrible creatures and enemies of the Empire. One such enemy had fled from battle and lured an Empire army underground to its doom.

ARMIES

Players must decide who will play as the Defender (the Empire) and who will play as the Attacker. Then, they should choose their armies to an agreed points total and use Warhammer army lists. However, the Defender can use half the number of points as the Attacker. For example, 3,000 points of Attackers would face 1,500 points of Defenders.

BATTLEFIELD

Players should use the standard battlefield setup (p. 2 of the Warhammer rulebook), with the exception that you should set up six to eight impassable rock spires of 3" diameter scattered around the battlefield.

DEPLOYMENT

1) The Defender must set up his army first in an 18" square cantered on the middle of the table. All of the units must face towards the same table edge. Scouts must be set up with the rest of the army.

2) Then, the Attacker deploys his army. His force may be set up anywhere as long as it is at least 18" away from a Defending unit. Scouts may be set up at least 18" from the enemy.

Picture of Ogre models ambushing Dwarf miniatures.WHO GOES FIRST?

The Defender goes first.

LENGTH OF GAME

The battle lasts 6 game turns, or until one player surrenders.

SPECIAL RULES

Doomed. The Defenders are expecting to die and are therefore immune to Panic.

Cave-in! The tunnel system where this battle is taking place is unstable. At the beginning of a player's turn, roll a D6. If a 1 comes up, one of that player's units has been struck by falling debris. Randomly determine who got hit, but only among the units not in combat. This unit suffers 1D6 Strength 6 hits from the rocks above. If the unit struck is made of Skirmishers, they receive one less hit (subtract 1 from the 1D6 result), as they are spread out and more maneuverable.

VICTORY CONDITIONS

The battle is mismatched in points, and so the victory conditions must be altered to fit. To determine which side may claim victory, calculate the Defender's victory points as normal (see p. 102 of the Warhammer rulebook).

If the Defender's victory point total is more than their starting points value, it is a victory for the Defenders. This victory is valid even if the Defenders are wiped out, as they have slain enough of the enemy or held them up long enough to achieve glorious victory.

If the Defender's victory points total is less than half of its starting points value, then the Attackers win.

Any other result is a draw.

The Dread Woods || Ambush in the Vaults || The Guns of Nuln || Battle in the Forest || The River War