Post by mottdon on Aug 2, 2018 19:25:23 GMT
UNDERWAY CLASH
The magnificence of the Dwarven Underway was a hidden gem of the Old World in it's hayday. The craftsmanship that they Dwarf race poured into it's length and breadth was unparalleled and will never again will the world see it's equal returned. That does not stop the Dwarves from trying to reclaim what was once lost and reopen huge portions that would allow them access to other holds and treasures that were locked away in secret areas, in ages past. Some have dedicated their life to the rediscovery and protection of the Underway. Such a huge expanse and underground network of tunnels comes under constant assail from a multitude of nefarious sources. Large patrols of Dwarven forces must stay under constant vigil as the Miners and Engineers work to reclaim this glorious segment of the Dwarven race. These workers are under constant danger and must be ready to defend themselves at any moment's notice, or come to the aid of any other units that might send out a call of distress. Such is life in the Underway.
THE ARMIES
One player will play Dwarfs while the other will play Orcs & Goblins. 2000 point total is suggested, but may be changed if agreed upon by both players.
THE BATTLEFIELD
Before deploying terrain as described on page 142 of the Warhammer rulebook, place one unit of 10 Dwarf Miners in the center of the table, facing whichever direction chosen by the Dwarf player. These will be controlled by the Dwarf player and do not count against his army point total. This unit will contain a Musician, but no other upgrades. This is the unit which has sent out the distress call.
DEPLOYMENT
Players will deploy similar to "Battle for the Pass" but only have a 12" deployment zone, measured from the back of their side. Both of the 6' sides are considered impassible cavern walls.
FIRST TURN
After deployment, players roll off to see which player takes the first turn. The player who finished deploying his army first adds a +1 bonus to his roll.
GAME LENGTH
The battle length will usually last for six game turns.
VICTORY CONDITIONS
Use victory points to determine the winner of the battle, as described on page 143 of the Warhammer rulebook.
SCENARIO SPECIAL RULES
A unit of 10 Dwarf Miners have sounded an alarm, calling for assistance and are fleeing an attack from approaching Orc & Goblin hordes. A Dwarven patrol force has responded to the call and arrived upon the scene before the unit of Miners have been cut down. With guttural roars of blood-lust and the clanging of axes upon shields in defiance and outrage, the clamor of these two races have attracted much attention. Deep-dwelling monsters, and malign forces burst forth on the scene, attracted to the promise of blood and violence.
At the bottom of each round of combat, after both players have completed their turns, roll a scatter dice (as close to the center of the table as possible). The direction of the arrow will indicate which board edge the new, third party will enter. (They are considered to be following up behind the armies, or crashing through one of the cavern's walls, from some hitherto unknown tunnel or outlying pocket, beyond the cavern walls.) Roll a D6 and consult the result. (1) = 20 Clan Rats, (2) = 30 Skeletons, (3) = Mangler Squig, (4) = 20 Stormvermin, (5) = Cave Giant, (6) = Hell Pit Abomination. (Of course, you may substitute any monsters or units here that you wish, given your available models. Just be sure that it fits the theme.) Upon arrival, this unit will head toward the nearest Dwarven or Orc & Goblin unit, charging if possible. They will continue in this manner until killed or the game ends. Players will take turns rolling these dice (both dice at the same time), starting with the player who has won the player phase roll-off.
At the beginning of each player's turn, roll a D6 to see what additional troops have responded to the call of battle. All additional forces must appear on their deployment zone's edge and may make a normal move (including march) as though they were rushing to the battle.
For Dwarfs: 1-2 = No additional forces, 3-4 = 5 Slayers, 5-6 = 10 Miners
For O&G: 1-2 = No additional forces, 3-4 = 20 Night Goblins, 5-6 = 15 Orc Boys
The magnificence of the Dwarven Underway was a hidden gem of the Old World in it's hayday. The craftsmanship that they Dwarf race poured into it's length and breadth was unparalleled and will never again will the world see it's equal returned. That does not stop the Dwarves from trying to reclaim what was once lost and reopen huge portions that would allow them access to other holds and treasures that were locked away in secret areas, in ages past. Some have dedicated their life to the rediscovery and protection of the Underway. Such a huge expanse and underground network of tunnels comes under constant assail from a multitude of nefarious sources. Large patrols of Dwarven forces must stay under constant vigil as the Miners and Engineers work to reclaim this glorious segment of the Dwarven race. These workers are under constant danger and must be ready to defend themselves at any moment's notice, or come to the aid of any other units that might send out a call of distress. Such is life in the Underway.
THE ARMIES
One player will play Dwarfs while the other will play Orcs & Goblins. 2000 point total is suggested, but may be changed if agreed upon by both players.
THE BATTLEFIELD
Before deploying terrain as described on page 142 of the Warhammer rulebook, place one unit of 10 Dwarf Miners in the center of the table, facing whichever direction chosen by the Dwarf player. These will be controlled by the Dwarf player and do not count against his army point total. This unit will contain a Musician, but no other upgrades. This is the unit which has sent out the distress call.
DEPLOYMENT
Players will deploy similar to "Battle for the Pass" but only have a 12" deployment zone, measured from the back of their side. Both of the 6' sides are considered impassible cavern walls.
FIRST TURN
After deployment, players roll off to see which player takes the first turn. The player who finished deploying his army first adds a +1 bonus to his roll.
GAME LENGTH
The battle length will usually last for six game turns.
VICTORY CONDITIONS
Use victory points to determine the winner of the battle, as described on page 143 of the Warhammer rulebook.
SCENARIO SPECIAL RULES
A unit of 10 Dwarf Miners have sounded an alarm, calling for assistance and are fleeing an attack from approaching Orc & Goblin hordes. A Dwarven patrol force has responded to the call and arrived upon the scene before the unit of Miners have been cut down. With guttural roars of blood-lust and the clanging of axes upon shields in defiance and outrage, the clamor of these two races have attracted much attention. Deep-dwelling monsters, and malign forces burst forth on the scene, attracted to the promise of blood and violence.
At the bottom of each round of combat, after both players have completed their turns, roll a scatter dice (as close to the center of the table as possible). The direction of the arrow will indicate which board edge the new, third party will enter. (They are considered to be following up behind the armies, or crashing through one of the cavern's walls, from some hitherto unknown tunnel or outlying pocket, beyond the cavern walls.) Roll a D6 and consult the result. (1) = 20 Clan Rats, (2) = 30 Skeletons, (3) = Mangler Squig, (4) = 20 Stormvermin, (5) = Cave Giant, (6) = Hell Pit Abomination. (Of course, you may substitute any monsters or units here that you wish, given your available models. Just be sure that it fits the theme.) Upon arrival, this unit will head toward the nearest Dwarven or Orc & Goblin unit, charging if possible. They will continue in this manner until killed or the game ends. Players will take turns rolling these dice (both dice at the same time), starting with the player who has won the player phase roll-off.
At the beginning of each player's turn, roll a D6 to see what additional troops have responded to the call of battle. All additional forces must appear on their deployment zone's edge and may make a normal move (including march) as though they were rushing to the battle.
For Dwarfs: 1-2 = No additional forces, 3-4 = 5 Slayers, 5-6 = 10 Miners
For O&G: 1-2 = No additional forces, 3-4 = 20 Night Goblins, 5-6 = 15 Orc Boys