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Ok well I've thought about this and have decided to attempt to create a dwarven camapaign pack (ala War of the Beard ot Grudge of Drong).
The basic idea I've had is that the driving idea is the dwarves of a certain hold are sick and tired of sharing it with Skaven/Greenskins, so the king decided that he wants his home back and has called a crusade of sorts. The dwarves are taking the fight to them.
So I'm looking for help, I want ideas on how to create this and types of scenarios to include. I also want to make a few special characters for both sides, say a max of three per side?
Also each scenario would need to be cumulative, if one side wins one their next scenario they gain some sort bonus and the others maybe a penalty.
ie dwarves loose one game and the next game because they lost before they have less war machines or something. etc
Now a few ideas I've had:
- One scenario to involve a small dwarf force falling up a skaven one, a vanguard so to speak. The dwarves to be mainly miners (restrictions removed) and warriors, the idea is to make sure no skaven unit above US? leaves the table. The skaven roll for a table edge to escape from and the dwarves appear from another random one, dwarves get first turn.
- A ambush scenario. A dwarven artillery/food train is travellng the Ungdrin (the underway) and are abushed by skaven. The dwarves must get at least two food carts off the boardedge, the skaven must destroy at least three. Skaven go first, to destroy a cart they must remain in contact for a turn (with US5+) to do this they capture it etc. The war machines of the dwarves may fire but have to roll on a D6 to unlimber the machine read to fire.
- A small scenario involving skaven attempting to gain access to a dwarf tresure vault, maybe using the Boarder patrol rules. If dwarves win then characters and special unit champs get extra rune allowance due to the runeic weapons/armour in the vault. If the Skaven win they get some sort of bonus maybe they melt the armour to make heavy armour for them? Stornvermin get gromril armour?
Is this a three player campaign or are the Skaven and Goblins going to be allied against the Dwarves?
If so you could have some fun with making the two races prone to back stabbing each other.
Nightmare Creature great evil in female form who feeds upon... *screams* who's only weakness is *more screams*
Thanks Nightie, but to keep it simple I think just the two races (Dwarves & Skaven) would be best. Although the addition of allies could be an expansion in some designer notes or something.
Now last night I jotted down a few more ideas on the battles and such, please bare in mind they're in the Work In Progress (WIP) stages and will need lots more work and feedback. But I want to know your thoughts on them and what help you can offer.
These are not in any specific order or anything.
Scenario 1: The Vanguard encounter
The dwarven vanguard attack skaven close to the top levels, The skaven are attempting to flee the tunnels to warn the clan of the dwarfish attack.
Rules: Skirmish rules (either warhammer Skirmish or from back of BR
Skaven start in a 12" x 12" square in middle of the board, the dwarves enter via a random table edge.
Win conditions: The skaven must get six models of a randomly determined table edge, failure to do so results in a dwarf win. (Or Skaven must get half their force off)
Forces: 250pts, no magic items
Skaven: 1 hero, clanrats and skaven slaves. Half the pts must be spent of skavenslaves, due to them doing the demeaning jobs of digging etc
Dwarves: 1 Miner hero (Thane - GW, GA), Miners & Warriors. Half the pts must be spent on miners (as they're the ones who got them there), warriors can't have a save better than 5+ (due to the need to be silent and stealthy).
Scenario 2 = Ambush on the Underway
A dwarven artillery/food/gromril/equipment train is ambushed by a larger skaven force while attampting to reinforce the dwarven army. The foul ratmen attempt to destroy the trains and/or delay/stop the reinforcements arriving, the dwarves will push on to stop the skaven from getting hold of their goods.
Rules: Ambush, the dwarf player marks an order of march and places his units that way, but the carts/war machines may be placed within the centre with units on the outside. the war machines maybe used but first they must unlimber, so on a 4+ the war machine is unlimbered and able to fire next turn.
Skaven goes first as they have the element of surprise.
Forces : 1000pts
Skaven has 750pts more than the dwarves, but may have no warp fire throwers or WFcannons. (This is because they're to heavy and cumbersome to get into position without giving them away, and the WFT is too much of a unstable and is more likely to give them away)
Dwarves: No war machines, miners or rangers maybe chosen. The general must have Gromril armour, the train guard will be Ironbreakers, warriors and thunderers (a well protected train and to give them a chance of winning)
The dwarves get three-four free war machines (cannon, ST or BT) and must start the battle touching the cart in front (its being wheeled there). Carts x 6 : M6, WS4, BS3, S4, T5, W4, A2, LD9, SV4+ (combines the mules, crew and the cart itself), the crew have HA, HW, X-bows.
Win Conditions: If the dwarves can get three carts off the table edge then they win regardless of anything else. If the skaven can destroy over half the carts then they win, or if they kill all the dwarves (no one then left to led the carts).
Scenario 3 - Protect the Past
A skaven force are attempting to break the protective runes on a vault and then desecrate the deads graves inside. A small dwarf force has been sent to stop this and to restore the runes.
Rules: Boarder Patrol, Take and Hold
The skaven get four free engineers, they may NOT cast spells or attack/shoot. They must all remain in btb with a selected terrain piece, as they are too busy attempting to break the ancient dwarf runic magic. The dwarves get a free runesmith who must aim to get to the terrain and restore the runes, if able he must ALWAYS move toward the piece.
Forces: 500pts, NO war machines allowed (it's a race to the end)
Skaven:Four free engineers + Normal boarder patrol rules
Dwarves: One free Runesmith + Normal boarder patrol rules (character maybe Runesmith any may help the other in his job)
Win conditions: If the four engineers remain the entire game in btb with the terrain and no runesmith is touching it, then it counts as a skaven win. If one Runesmith is touching the terrain piece then it counts as a draw. If the dwarves kill two engineers AND have one Runesmith in btb then it counts as a dwarf win if the dwarf player can roll a 4+ on a D6 (represents him resealing the runes and not enough enginners to stop him) then it's a dwarven victory.
Skaven win: Stormvermin get gromril armour (4+ sv) & clanrats get +1Sv
Dwarf win: Special unit champions may have 25pts of runes & banners at 75pts
Scenario 4 = Assault on the Shrine
The dwarven advance army finds the holy shrines of Valaya, Grimnir and Grungni under attack, inside a small force of priests hold out against the odds. Seeing their breathren in trouble the dwarf army falls on the skaven from behind, and attempt to liberate the holy shrines.
Rules: Flank attack
The priests force setup in a 12" x 12" square in middle of the board, the skaven then setup 18" from this (may be deployed on any side of the dwarves ie surrounding them). The priests must hold out for three turns then the relief force shall appear from any table edge, due to their unwillingness to leave the shrines the priests and their units are stubborn and immune to panic (they know they have nowhere to run)
Forces: Skaven: 2500pts (Chosen normally), dwarf priests: 1500pts, dwarves: 1500pts
Skaven: Normal choices allowed
Dwarven Priests: Three heros - two thanes (one with no save beter than 4+ & must have a runic weapon) & one Runesmith + Ibs, slayers, warriors and crossbowmen, max TWO war machines
Dwarves: Normal choices allowed, excpet no war machines, rangers, hammerers
Win conditions: If the skaven end the game with more units (US10) inside the dwarven deplyment zone than there is dwarven units then they win. If the flanking dwarves can get two units into the priests DZ then it counts as a dwarf win.
So there you have it, a few ideas. Needs work and such but what do you think? Feedback wanted.
I like what you have so far. The only thing I would say is that Dwarfs shouldn't get war machines in scenario two. It doesn't seem likely that a baggage train trying to move swiftly would have something so... stationary.
What are your ideas for a final scenario? I'll try to think of something more than just a conventional pitched battle.
â€œCry â€˜Havocâ€™ and let slip the dogs of war!â€? - Julius Caesar, Act III, Scene I
Hmm... maybe, but I've decided to slightly change that one now. The dwarfs have pushed deep into skaven held land, that scenario is to represent them resupplying thier gain. So a baggage train of food, etc is being moved forward. So yes, the war machines would be best off dropped.
Now here's something how I thought the scenarios would look, I've jotted down this and want your thoughts:
Ok double post I know....
Some extremely basic fluff, on the battles:
The first of the dwarfs push into the skaven held tunnels and mines, a small force of miners and lightly armoured dwarfs fall on the bewieldered rats. But can they stop any from raising the alarm?
Scouts & Pickets - Skirmish, Generals Comp
S: Must get half of their force off the dwarf opposite board edge
D: Any other result
Further on the skaven have managed to pull together a small force of slaves and others, this meger group are to slow the dwarf advance. With their death...
Pitched Battle - WFB, BRB
S: VPs, scores double vps for each dwarf unit destroyed, routed or below 1/2 Stren
Protect the Past
A group of foul Skaven are attempting to break open the protective runes on the hidden vaults of the Dwarfs, unbeknown what's inside they will plunder the good. No dwarf will ever let this happen, accompanied by a Runesmith they shall slay and reseal the runes.
Take and Hold- Boarder Patrol , WD, GW online
S: Kills Rsmith or has four engineers in btb with "vault" at end of turn 6
D: Kills four or more engineers, or gets Rsmith in btb with Vault and lasts there a turn
An small band of Ironbreakers and Miners attempt to take the stairs leading to the mines, knowing how improtant these are the skaven are attempting to collapse the roof of the tunnel. If this is achieved then the dwarfs must take the long route round, and face the entirety of the skaven hordes, but neither side is sure where the other is.
Meeting Engagement - WRB BRB
S: Normal rules
While the other dwarven force draws the main skaven defence, the tunnels leading throughtout the hold are now being shadowed through by an elite force of Ironbreakers and miners. Hoping to break past the badly defended tunnels they plan to appear behind the skaven, and shatter them against two soild walls of iron. But the tunnels are guarded by great beays and swarms of rats, and the dwarfs get past?
Boarder Patrol - Breakthrough (maybe, TBD), WD, GW Online
S: Reduce all dwarf units to 1/2 strength, stop any from escaping the boardedge
D: Get at least 10 models off the boardedge
While the small vanguard pushes forward the rest of the dwarven host advances, but many of the supply trains are being attacked. Crossing many of the halls and through the tunnels the dwarfs keep a sharp eye out, but the skaven have made new tunnels. Pouring from these hidden holes the furry carpet aims to devour the dwarfs.
Ambush - WFB, BRB
S: Destroys four carts or 3/4 of dwarf army
D: Gets three carts off table edge
To The Shrines
Below and beyond the dwarven army, as small utpost has held against the horde of rats. These beleagued dwarfs hold out as news of a dwarven support army has reached them, they will not allow their ancestors graves and the holy shrines of the gods to be desecrated.
Overwielmed - Generals Comp.
S - Must end game with three units of US10 inside the dwarf deployment zone
D: Lasts till end of game with no Skaven unit over US10 in Deployment zone
Further and deep the dwarfs have pushed the saven into the bowels of the world, counter-attacks repulsed and assaults pushed forward. Now they purse a fleeing skaven army into one of the eldest halls, but now changed it's a fury of furry activity. Where are the reinforcements? And who's shall appear first?
Flank Attack - WFB, BRB
S: Use normal VPs
A few changes made I know, but give me time. Will finish the rest later, but what do you all think? And any ideas for special rules to link the scearios?
Possibly some special rules for the Dwarf Priests in Scenario 4? Iâ€™m not sure how you would represent them though as to me the idea of Dwarves using bound spells feels wrong but on the other hand there is the Anvil of Doom.
You could also take the Priests from the 40k angle and make it represent their ability to inspire they unit they are with.
â€œSomeone I know calls a Sphinx a Sphincter I really donâ€™t have the heart to correct themâ€?
â€œSo you want to be made feel like a small boy and dominated do you? How about you dress up as Micky Mouse and Iâ€˜ll hit you with a baseball bat until you pass out or die?â€?
Yes, I was thinking of that. There are some nice looking priest rules (Grungni, Grumnir and Valaya) on the COL site, may ask if I can use the rules or just make the priest a suuped up thane/runesmith.
I also had the idea of changing the stair scenario, instead of stair call it mines. the Skaven are attemoting to block this way in, so they get to attack the roof of the mine (use siege rules for the attacking of a reinforced gate).
Any thoughts on what I could do to link the scenarios? I'm aiming for whoever wins the previous game gets a bonus for the next or the last.