Fall 2014 Campaign Part IV

Scenario 3: Skirmish

Underground Break In

As the dwarfs are enjoying a pint of Bugmans’ finest, a huge explosion wracks the mine. Quickly swilling the remaining contents of their mugs they grab their picks and head for the breach.

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Initial forces:
Dwarfs: 5 Miners
Goblins: 3 Squigs, 3 Night Goblin Squig Herders
Who goes first? The goblin player has the first turn as the dwarfs have only enough time to put down their beers and pick up their weapons.
Movement: All models move a maximum of 6″. You cannot march or charge underground. If a model is brought into base to base contact with an enemy in its normal move it counts as charging. Models can only pass each other in the tight passage ways if there is sufficient room to fit the bases side by side.

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Dark and Gloomy: Both dwarfs and night goblins are used to subterranean fights. However the dark, cramped spaces make it difficult to use ranged weapons. The max range for all weapons is reduced to 8″. There are no penalties for long range or standing and shooting, penalties for moving and cover still apply. A model armed with a range weapon may elect to stand and shoot only if the enemy model is moving over 3″. A model armed with a missile weapon may shoot into hand to hand combat or past interposing models, but is penalized -1 for each model between it and the target. Additionally if a 1 is rolled on the to hit die, the first friendly model in the missiles’ path is hit instead. Roll to wound as normal.

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Dwarfs: If one dwarf is able to exit the mine to the upper level he will sound the alarm. At the beginning of the dwarf players next turn he may bring in D3 miners and D3 crossbow dwarfs. These enter from the upper mine entrance along with the dwarf who sounded the alarm. They can move as normal but may not shoot until the following turn.
Goblins: Starting on turn 5 if there are still goblins fighting dwarfs (knocked down or stunned goblins do not count) the second wave of goblins will pour through the breach. Place D3 squigs, D3 herders and D3 night goblins (armed with any mix of short bows or spears and shields) within 6″ of the opening in the wall. They may move, but may not shoot this turn.
Loose Squigs: If a squig is outside of 3″ of a herder at the beginning of the goblin players turn (knocked down or stunned herders do not count) then the squig will go out of control. It will move D6 inches toward the nearest model it can see, friend or foe. If the squig can make contact with a model it counts as charging. Resolve combat as normal. An out of control squig can be wrangled by moving a herder within 3″ of the squig and rolling a 4+ in the goblin players close combat phase.
Dwarfs: Any one unit gains the Flanking Force special rule
Goblins: Any one unit gains the Flanking Force special rule

A Brief Recap:

It has occurred to me I probably should have been giving updates as to how things progressed for me and John. I am playing as the Night Goblins and John is rocking the Dwarfs.

In the first scenario “Bacon and Heads” the dwarfs were caught completely flatfooted. The wolfriders slaughtered most of the dwarf woodsmen before they had time to react. However, one dwarf, henceforth known as Old Smokey made a valiant last stand. He skewered one goblin with a crossbow bolt through the neck, and as the remaining greenskins closed with him he smashed one in the face with his pipe. Sadly, it was not meant to be and he was eventually torn apart by the ravenous wolves, netting me the ability to ambush one unit of wolfriders in the final battle.

In scenario II “Slayer!”. My giant, Massive Marvin was ambushed by a group of troll slayers. After a quick but bloody confrontation Marvin smashed the orange haired stunties and joined the Goblins for a long night of drunken debauchery. I think he may have imbibed a bit too much though as his performance later in the campaign was, shall we say, lackluster.

This brings us to scenario III, “Underground Break In”. Feeling a little over confidant with their recent string of victories, the forces of Rotfang launched an attack on an unsuspecting dwarf mine. The initial wave of squigs rampaged through the mine, nearly routing the miners. However one dwarf managed to sound the alarm, bringing reinforcements from the upper levels. The tunnel fighting was bloody with heavy casualties on both sides, but after the dwarfs managed to kill off the squigs the goblins were easily cleared from the mine. This victory allowed John to give one of his units the Flanking Force special rule.

For this scenario I decided to make my mine tunnels out of a piece of Styrofoam, but you could just as well use a piece of paper with the outlines of the tunnels drawn on.




4 thoughts on “Fall 2014 Campaign Part IV”

    1. Thank you 🙂 I really like playing Warhammer Skirmish games. I didn’t have many models when the supplement was released back in 2002 so my friends and I would play small, 1000pts games and occasionally a skirmish game. Now we have plenty of models, but our 2000pts+ games tend to move rather slow, lots of chatting and drinking. If I only have a few hours we play a skirmish game, they move fast and you really get attached to the individual models. I hope to get a Mordheim /Empire in Flames campaign going at some point, but will I need to build a lot of terrain for that… Here is a link to a free PDF if you ever want to try it out.


      The next instalments of the campaign use the Warhammer Warbands rule set. It’s for smaller 100-250pts games, both use the 6/7th edition base rules.


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