The battles Warhammer players set up and play are only small engagements in the world of massive Warhammer campaigns. While each army in a battle is headed by a general, Warhammer armies also have another type of general, the ones who command tens of thousands of points, decide how, when, and where to counter enemy offensive, and generally run one side of a campaign. Although taking out your enemy’s general in a pitched battle may give you a tactical advantage, taking out the man (or rat or elf or toad or dwarf or ogre…) who’s really running the show can throw an entire enemy campaign into turmoil. This scenario sees an assassin death squad attempt to ambush the enemy general and his bodyguard in his camp and is heavily modeled on the Something Wicked Comes to Hagersdorf scenario outlined in the Warhammer rule book.
The defender chooses a general appropriate to his race (eg. vampire lord or warboss) and a bodyguard for that general of 20 models (grave guard, storm vermin, templeguard, etc.). He also chooses five patrol units of 25 infantry models or 5 cavalry models each.
The attacker brings a force of suitable assassins of up to 1,000/1,500 points (I’ve never played this mission and have no idea what a reasonable points cap is). He is not restricted by army list organization rules (eg. he can take more than 25% of his points as lords if he wishes) Make sure your assassin choices are up to the job (as a general rule of thumb, infantry make better stealth units, though there’s no reason why they couldn’t have disassembled a warmachine and reassembled it inside the camp, waiting for the moment when their presence is revealed and its time to lay down the heavy fire).
Set up terrain to represent a military camp, with a cluster of building in the center of the table and forests and hills surrounding it.
Deployment: The attacker has chosen this moment to strike because the enemy general is most exposed. The defender deploys first, placing the general in his bodyguard exiting a building of the defenders choice and the patrols anywhere within the camp. The attacking army may then deploy anywhere that they cannot be seen by the defenders units or any location at least 12” away from any defender.
The attackers get the first turn
Until the general’s dead or the attackers are dead.
Scenario Special Rules:
The defender must map out the path of each patrol. Unless the patrol is attacked or the alarm is raised the patrols will follow this route. Example routes include “march around building one through four in a square, using a quick reform move to turn corners” for a patrolling sentry or “wheel 360 degrees around the front left model” for a stationary sentry that turns constantly to survey its surrounding. The general and his unit automatically move (not march) from the building they have just left to another building chosen by the defender that is at least “18” away unless the alarm is raised or he is attacked. If he reaches that building before the alarm is raised, he will garrison it (the attacker may simply avoid the patrols and wait until the general garrisons the building if he believes it will help his cause).
Raise the Alarm
The alarm will be raised at the end of any phase in which an attack is directed at the defenders units and models survive that attack. Note, some weapons cannot be used without setting off the alarm, the use of any blackpowder weapon, for example, will automatically set off the alarm, even if its victims are destroyed. Before the alarm is raised, no dispel attempts may be attempted. Direct damage spells, magic missiles and hexes raise the alarm like other attacks, but augments do not. Area spells like the comet of casandora or the purple sun of xereus automatically raise the alarm. The alarm will also be raised if any defender unit sees an attacking unit (see Shadows and Stealth). Once the alarm is raised the defender may control his army as he wishes.
Shadows and Stealth
Before the alarm is raised, no defender can see an attacking unit unless it is within 12” of him and is thus incapable of raising the alarm. This rule ceases to apply once the alarm is raised.
After the alarm is raised the troops stationed in the camp begin to take up arms and emerge from their barracks. At the beginning of the defender’s turn after the alarm is raised he rolls a d6 for every building except the two the general is traveling between. On a 4+ a unit of 25 infantry emerges from that building. He continues to roll at the beginning of each of his turns for any building that a unit has not exited until a unit has emerged from every building.
All rests on the well-being of the general. If he is killed, the attacker automatically scores a victory, regardless of any casualties. If the attackers are destroyed or the general flees off the board, the general’s safety is assured and the defenders score a victory.
The idea behind the scenario is that the attacker can’t allow the alarm to be raised too early. He must stand back and avoid patrols while figuring out their routes and looking for a hole he can use to get into combat with the general. Once he figures out how to bring his army to bear against the general’s unit, he can probably win, despite the superior numbers of defenders. If he takes too long, the game changes; once the general is garrisoned in his building, you won’t be able to attack him with as many units but might be able to use other tactics against him (cracks call or an infernal bomb inside the building certainly appeal). It’s important to remember the spirit of this engagement and choose units appropriately. No one should be fielding doomwheels or plague furnaces or any sort of monstrous unit or cavalry or flying unit (though a weapons team would be fine). I hope someone tries this out and can tell me what the attackers point value should be and how many buildings there should be, as well as pointing out some of the plethora of problems this scenario has.
Despite their infinite wisdom and intricate knowledge of magic, the old ones failed to foresee the purple sun of Xereus.
Last edited by Darkness007; 01-09-11 at 06:42 PM.