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A Skirmish Scenario – Scouting Mission

Recently, Tuomas Pirinen, Games Designer from the GW Studio and author of Realm of Chaos, Warhammer Armies High Elves, Vampire Counts, and Dogs of War (with Nigel Stillman) asked the mailing list our opinions on scenarios in Warhammer, what we would like to see, what we thought of the scenarios in the battle book, and so on. Naturally I had to spout off about my ideas…


As an example of what I meant in my post replying to Tuomas, I presented a simple little scenario, where everyone is skirmished. It’s my way of bringing to Warhammer the sort of mission with objectives that you get in 40k, where you have to actually achieve something instead of just forming up in a big line and killing more of the enemy than they kill of yours… Here it is for anyone interested in using it:

Now, this is just something I’ve sat down and typed – don’t expect it to be flawless. But please do point out any glaring deficiencies I don’t know if this will work well with all the armies either – certainly Dwarves will have a difficult time with anything but Goal 3, and I have no idea how you can twist the Dogs of War to fit in. As for whether or not it favours certain armies… Let me know how it goes if you use it – you never know, it might just work and be fun

The scouting party
The enemy are out there, but where? Several scouting expeditions have been sent out to locate the enemy and learn the lie of the land in order pick the best place to give battle. You are in command of one of those scouting groups. You must complete your mission while avoiding or eradicating the enemy’s scouts, who will of course also be looking around…

Rules
All models can skirmish. This is a stealthy situation – big blocks of men marching in formation might not be the best thing to use. Remember though – skirmishers do not get rank bonuses, cannot reform without a musician, and do not get the benefit of the general’s leadership.

Skirmishers do not cause panic in formed units. Lone men aren’t going to be a worry – it’s when a block of men bolt past that you start to worry…

March moves are not halted by enemy which are beyond a terrain feature which blocks a direct line from the unit to the enemy (in other words, if they could not be seen by the unit no matter which way it faced, they don’t stop march moves).

Army selection
Armies are picked from up to 500 points worth of eligible troops.

No war machines are permitted, including any chariots which come from the troops allowance. No allies can be selected, nor monsters.

No model can be equipped with heavy armour or barding – those which normally come with such equipment cannot be selected for this scenario. Both slow down the trooper too much, and also have a tendency to make a noise at just the wrong time.

Each army is led by a hero. This hero can be given any equipment from his army list (except heavy armour and barding), and may have a single magic item, worth up to 50 points. This hero counts as the army general. He can ride whatever cavalry mount is available to him.

Each army may contain a single level one wizard, equipped with one magic item worth up to 50 points and any mundane items allowed to wizards. He can ride whatever cavalry mount is available to him.

No other characters, except champions for each unit of 5 or more models, can be taken.

No other magic items are allowed. (if you like a bit more magic, you could change this to 25 point items for champions and 25 point banners for those who are allowed them)

In the case of Chaos warbands, the retinue rules do not apply – you are free to choose your units as everyone else does.

Units do not have to be the usual size of at least 5, but if they are smaller than 5 then they MUST skirmish, and can take neither champion, musician or standard. Keep in mind the deficiencies of skirmishing as well as the benefits.

Set up
The table must have four hills, one in each quarter. There must be at least two forest sections, and may be more if you like.

Each army is set up along its long table edge, against the edge. Units can begin skirmished. The army with the least units can advance up to 4″ for each unit before the first turn.

Roll a d6 to determine who goes first.

Limits and Victory
Each player must select one of three goals for his scouting party to accomplish -

Goal 1) Break through the enemy cordon – you must fight your way through the enemy scouts to gauge the strength of their army. You must get at least two units of more than 5 models off the far edge of the table by the end of the game.

Goal 2) Find and kill the enemy scouts – you must stop them from learning your disposition. You must kill or cause to flee at least two thirds of the enemy models by the end of the game.

Goal 3) Claim the field of battle – you must find and hold the high ground in preparation for the arrival and deployment of the main part of your forces. You must, at the end of the game, hold at least two hills by having a formed up unit of at least 5 models on it unopposed.

These goals are written down for later, but are kept secret during the game (or you could tell your opponent if you want things to be a bit different).

The game lasts 6 turns

Each unit destroyed or fleeing at the end of the game is worth 1 VP. Achieving your mission goal is worth 5 VPs. The enemy leader and wizard are each worth 2 VPs.

Reproduced with permission from:
Jason Job © 2003

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