Forsaken Vale Endgame (revised 3/1)
Jan 3, 2010 19:53:43 GMT -5
Post by Dr Carnivean on Jan 3, 2010 19:53:43 GMT -5
Okay it took me a couple weeks to get it all written out but here is the complete itinerary for the Forsaken Vale Endgame.
Wall of Text Alert!
Okay this one is a long one and has taken several sessions of writing to write up. As before, there is a brief summary in the first paragraph that people can digest and get the point of quickly, followed by a breakdown of the current Victory Points and a list of other possible Victory Point awards, and then finally the schedule (in the basic order they will be resolved) of the battles and skirmish games. I was going to also include the skirmish game rules at the end, but they there wasn't enough space so I will do have them in a separate thread. (I'll also be e-mailing all this stuff to the six players, so they'll have everything there too.
The short version of this is that the Forsaken Vale endgame will consist of a series of story driven battles (each player will participate in a total of three) plus one epic good versus evil battle that all six players may be involved with. In addition there will be four small optional participation skirmish games that players may participate in if they wish.
The longer version is outlined below. Please read the whole thing before posting questions, as they may be answered within.
I will be ending the map campaign with a story driven mini-campaign comprising several games. For the purposes of fluff and having a good story, the ‘good’ factions will be getting more help than their current position on the map would indicate, so as to make them an even match for the forces of evil.
The forces of evil are represented by the Sons of Thunder and the Army of Lord Horrificus, both loosely allied with El Duque Azul and his undead
The forces of good are represented by Sir Rosteldorrf Armies and the High Elves, both with a very tenuous alliance with the greenskins of Tracatra Waaagh! (my thinking here is that since the orcs need to live off the land just as the men and elves do, they would share a common enemy in the chaos and undead forces, who wish to see the valley a plague ridden wasteland)
Players will receive 5 victory points if their ‘side’ wins. They will also receive a victory point if their specific objective is met. Other than that, the endgame battles will have no bearing on who wins the campaign. It may actually be possible for a player to be on the ‘losing side’ and still be the winner by having the most victory points.
All of the victory points earned by players as of the end of Turn 17 will be banked.
These current totals are:
1. Brian (25)
2. Dr. C (22)
3. Evan (21)
4. Bob (21)
5. Rod (14)
6. Arlin (6)
The breakdown of the current Victory Point totals is as follows:
Brian
1 point for each unrazed territory controlled for a total of 17 points
1 point for winning the Shellendrak’s Revenge scenario
1 point for defeating the Acolytes of Phagius
1 point for initiating the Countdown to Desolation
2 points for unleashing the Phagius plague
1 point for discovering the location of the Treasure Well
Dr. C
1 point for each unrazed territory controlled for a total of 22 points
1 point for powering up the Rotfeast Monolith
Evan
1 point for each unrazed territory controlled for a total of 20 points
1 point for cleansing Shellendrak Manor
Bob
1 point for each unrazed territory controlled for a total of 16 points
2 points for holding Pont-a-Condemne
1 point for winning the Return to Shellendrak scenario
1 point for most victories in battle
1 point for most battles fought
Rod
1 point for each unrazed territory controlled for a total of 14
Arlin
1 point for each unrazed territories controlled for a total of 4 points
1 point for completing the Forges of Hellfurnace Quest
1 point for defeating the Kingdom of the Zombies
Penalty for Unpainted Armies: Players who do not have a fully painted army by the end of the campaign will receive a penalty of – 5 victory points
In addition, the following Victory Points may still be earned:
Being on the ‘winning side’: 5 points
Best Painted Army (voted on by all players): 1 point
Favorite Opponent (kind of a sportsmanship score - voted on by all players): 1 point
Having participating in all six open multiplayer skirmish games: 1 point
Winning the Treasure Well skirmish scenario: 1 point
Winning the Skullcrusher Pass skirmish scenario: 1 point
Winning the Dreadwood skirmish scenario: 1 point
Winning the Lake of Tears skirmish scenario: 1 point
Best Boat (for Lake of Tears skirmish scenario – voted on by all players): 1 point
Best Fiction (battle report or piece of fluff. One submission per player, to be judged by Ordo Ineptus members): 1 point
Best Army Page (to be voted on by Ordo Ineptus at the end of the campaign. Anything players want to put on their page can be sent to dr-carnivean@ordo-ineptus.com and I’ll see that it is updated accordingly): 1 point
Forsaken Vale Endgame[/u]
The Forsaken Vale teeters on the brink of Chaos. The riverbanks have become a chaos wasteland swarming with plague, and chaos warp storms have begun to erupt spontaneously throughout the region. The villagers of Shadygrove have found that the shadow of Castle Phagius that falls upon the land in the early hours of the morn has been joined by that of the Rotfeast Monolith, as that living chaos entity has wrenched itself from its material mooring in the northern mountains to reappear at the nexus of the chaos energy that now courses through the land.
Having unleashed the Phagius plague, the Sons of Thunder stand ready to crush all resistance in the Forsaken Vale, while the Army of Lord Horrificus has been able to harness the power of several chaos tainted sites in the valley and seem intent on maiming and torturing every last peasant in the region and causing as much pain and misery as possible.
El Duque Azul is ambivalent about the Phagius plague that has been released upon the land. For the most part, the pain and misery caused to the living appeal to him. The only wrinkle has been the fact that those of his thralls that have tried to feed on infected humans have turned into quivering blobs of rancid goo. Of course this problem can easily be rectified by the securing of a large stock of non infected humans to serve as cattle to be bred for consumption…
The greenskins of Tracatra Waaagh had been the unwitting pawns of the Sons of Thunder, but once they found their numbers cut in half by the release of the Phagius Plague they set out to wreak vengeance on their treacherous former allies.
Meanwhile, the High Elves, while managing to seal away the evil of Shellendrak Manor and firmly secure the southwestern part of the valley, have failed to save their shrine at the Weeping Woods from destruction and have been unable to gain much ground against the chaos forces to the north and the undead to the east.
While managing to capture the forges of Hellfurnace from the Chaos Dwarves and stamp out the goblin menace in the southeastern region of the Vale, the forces of Sir Rosteldorrf have been thwarted at every turn by the undead armies of El Duque Azul and have been devastated by the Phagius plague unleashed from the Skullcrusher Mountains. Now the undead forces are on the march and they are forced to defend their foothold in the valley. Fortunately for the forces of Sigmar, the reinforcements from the Empire have finally arrived in the form of several armies which have entered the eastern mouth of the valley. But will help have come too late?
Now the Imperial Forces and the High Elves must join forces and make an uneasy alliance with the greenskins in their desperate attempt to drive the undead and chaos forces from the Forsaken Vale.
Treasure Well Skirmish Game
The Sons of Thunder have discovered the location of the fabled Treasure Well in the northern part of the Forsaken Vale. Munnin has sent his best warriors to secure the site and oversee the excavation, but spies from several of the other factions have learned of the location as well and sent their own warriors to raid the site and seize the legendary Bone Ark.
The winner of the skirmish game gains a Victory Point and also gains control of the Bone Ark as detailed in the Treasure Well territory profile.
Warband Points & Composition: Players choosing to participate may make a warband of up to 200 pts using their army book and following the rules in the Warband Creation section of the Skirmish Game rules at the end of this document.
Note: If the Sons of Thunder participate, they may create an extra 200 pts worth of warband.
Deployment: There will be between 6 deployment zones evenly spaced along the table edges, which players may choose in order of their arrival. In addition, there is another deployment zone in the center of the table near the Treasure Well itself where the Sons of Thunder, if they are participating must deploy half (as close to 200 pts as possible) of their warband.
Terrain: The Treasure Well itself will be a terrain piece in the center in the table and surrounded by ruined buildings, encampments, rocks, dirt mounds, and similar terrain features.
Special Rules: None, other than the rules in the Skirmish Game section.
Victory Conditions: The warband with the most models within 3” of the Treasure Well at the end of the game wins and will have access to the Bone Ark for all future non-skirmish battles their army participates in for the rest of the campaign.
Battle at the Gallows Crossroad(Rod & Brian)
On the warpath against their treacherous former allies, Trakatra Waaagh!!! marches west into Sons of Thunder territory. The forces of Munnin marshal at the Gallows Crossroad to meet the greenskin horde and attempt to halt their advance.If the Orcs win, they will control the main road spanning the Forsaken Vale and be able to channel troops quicker into the western side of the valley. If Chaos wins, they will retain control of the road and choke off the orc supply lines somewhat, forcing them to march through more difficult terrain
Army Points: 2250 per side
Deployment: As normal
Terrain: Crossroads with road sections and gallows, other smaller terrain features as appropriate (woods, hills, walls or hedges)
Special Rules: Gallows do not affect gameplay. Units beginning and ending their movement on a road section may add D6 inches to their movement for that turn.
Victory Conditions: As described in the Warhammer rulebook
Battle at Blood Swamp (Jason & Evan)
While engaging the armies of Lucavi and Oozedrool in the Weeping Woods region, another larger Elven battleforce moves northward through the dense forest to the east and marches into Blood Swamp, attempting to seal the evil at its heart. They find the army of Daemon Prince Velluous at the center of Blood Swamp defending Grady Manor.If Chaos wins, they will be able to harness the demonic power of Grady Manor to aid them in the future conflict. If the High Elves win, they will be able to seal the evil of the Manor and the Swamp to help turn the tide of the war
Army Points: 2250 per side
Deployment: As normal
Terrain: Swamplands. Grady Manor is set up equal distance between both deployment zones (but 12” away from the table center)
Special Rules: Swamps are difficult terrain, provide soft cover, and are considered water features. Grady Manor is treated as a building per the section on buildings in the Warhammer Rulebook.
The Curse of Blood Swamp: During the compulsory movement phase, players must roll a d6 for any unit that is within 12" of the Grady Manor terrain piece. Large Targets and characters riding them are immune. If a ‘1’ is rolled, a random model is removed from the game, as it is sucked beneath the swamp by the ghosts of Grady and his victims. If there is more than one model in the unit, the controlling player may choose the model to be removed from the game.
Dark Power/Dark Insanity: While a side controls Grady Manor (has a unit within the building) any mages within the building may add +3 to all casting attempts. This comes at a consequence: Any time a miscast is rolled for that wizard, rather than rolling on the chart, the miscasting wizard instead casts the spell against his own army, as directed by the opposing player. If the spell being cast cannot really aid the other army in any way, the opposing player chooses another spell from that mage’s list and casts that instead. Such miscasts may not be dispelled. For the rest of the game, twos are considered to be ones for the purposes of miscasts, as the mage continues to descend into madness.
Victory Conditions: The winner is the side which controls Grady Manor at the end of the game. If neither side controls the manor, the game is a draw.
Battle at Hellfurnace (Arlin & Bob)
Having moved rapidly along the riverbank, unconcerned by the devastating plague that flows through its waters, the undead forces of El Duque Azul march on Hellfurnace while Los Temerarios prepare for the siege. While the Imperial engineers have rigged the mountain tunnels to collapse so as not to fall into enemy hands should their position be overtaken, the soldiers still pray to Sigmar to give them the strength to hold off the undead scourge.
If the Empire can hold off the undead attack, they will be able to utilize the forges of Hellfurnace for the future battles. If the vampires overwhelm the empire position, the Empire will be forced to scuttle the forges to keep them out of enemy hands, and the vampires will have fresh new bodies to add to their army for the defense of their city
Army Points: 2250
Deployment: As normal.
Terrain: Should be a mountainous theme (hills, rocks). There should be something on the Empire’s starting side to represent the gates of Hellfurnace; possibly a space between large formations of hills or rocks.
Special Rules: None
Victory Conditions: As described in the Warhammer rulebook
Skullcrusher Pass Skirmish Game
As the unleashed Phagius plague ravages the eastern side of the Forsaken Vale, hundreds of beleaguered peasants abandon their hamlets and farmsteads in a mass exodus westward. With the vampire lord El Duque Azul having pulled his forces from the Skullcrusher Pass, the Imperial forces attempt to lead the masses through the pass, aided by the High Elves on the other side of the mountains. The other factions have gotten wind of the exodus, however, and have dispatched their own warbands and mercenaries to harass and plunder the vulnerable caravans.
If enough of the villagers and farmers make it through the pass safely, the High Elves and Empire will gain an advantage in future games. If enough of the farmers and villagers are killed or captured, the other factions involved will receive an advantage in future games. In addition the warband that does the best in the scenario will receive a Victory Point
Warband Points & Composition: Players choosing to participate may make a warband of up to 200 pts using their army book and following the rules in the Warband Creation section of the Skirmish Game rules at the end of this document.
Empire and High Elf players should each create and bring with them a second warband of 200 points which may or may not be used.
Deployment: The High Elf deployment zone is a 12” square area at one mouth of the pass. On the opposite side is a 24” x 12” area that is the Empire deployment zone. There are also four additional Marauder deployment zones spaced evenly along the crags (2 on each side of the pass) These deployment zones are 8” square areas. A group of villagers will deploy in the Empire deployment zone, placed by the Empire player.
If there are two Marauding players participating, the Empire and High Elves each deploy one 200 pt warband, and there will be 10 villagers deployed in the Empire zone.
If there are three Marauding players participating, the Empire and High Elves each deploy one 200 pt warband, and one of them will also deploy an additional 200 pts (a die roll should be made to determine which) and there will be 15 villagers deployed.
If all four Marauding players are participating, the Empire and High Elves each deploy both of their 200 pt warbands, and there will be 20 villagers deployed.
Terrain: On either side of the table will be large crags, and the pass between them will contain some areas of rocks.
Special Rules: At the end of her turn, the Empire player should roll 2d6. This will be the movement of each of the villagers. Villagers can be moved as the Empire player wishes. They may not move within 4” of an enemy unit, and if there is an enemy unit within 4” at the start of their movement they must move directly away from that unit (in the case of more than one enemy within 4”, they will move away from the closest, with Fear and then # of wounds being the tie-breaker) The villagers will flee 2d6” before charges. If caught, they are automatically captured/killed. For the purposes of shooting they count as skirmishers (as does every model in a skirmish game) with a Toughness of 2 and no armor save.
The High Elves and Empire are the only two warbands that are firmly allied and will not attack one another, but cannot use the leadership of the other’s commander. All other warbands may attack one another at will.
Victory Conditions: Each time any of the ambushing warbands kills or captures a villager, they should add it to their pile. Each time a warband kills a model from another warband, they should also add that to their pile.
If the more than half of the villagers reach the other side of the pass and exit, the Empire and High Elves each receive a 200 pt bonus to each of their armies which can be applied to any one future battle.
If less than half of the villagers reach the other side of the pass and exit, the other factions will each receive an army bonus of 50 pts for each villager that warband has captured/killed, which can be applied to one future battle.
Finally, each warband should add up their kill pile (including villagers). For the High Elves and Empire, they may add a “kill” for each villager that safely made it off the table. The player with the highest score receives one Victory Point towards winning the map campaign.
Battle at Blackbark Ridge (Jason, Brian, and Rod)
The Acolytes of the Allfeather fall back to Blackbark Ridge to resupply, but are pursued by a large greenskin waaagh that has managed to drive deep into chaos territory and intends to pillage the human community for their own ends. The village is currently occupied by Triplas the Everchanging who commands a garrison of Lord Horrificus’ troops, and the two chaos armies join forces to repel the greenskins, however, while both can gain needed supplies from the village, only one of them can control the dark power of Laruba Mansion.
If the orcs win they will pillage the town for supplies for the war effort and will deprive the chaos armies of the secrets of Laruba Mansion. If chaos wins, they will deprive the orcs of their objective. Whichever of the chaos armies holds Laruba Mansion will be able to unlock its secrets and increase their power.
Army Points:
Army of Lord Horrificus: 2000 pts
If Horrificus won the battle at Blood Swamp, they gain 2 bonus power dice to their casting pool.
Sons of Thunder: 2000 pts
If the Sons of Thunder scored a Marginal Victory at Gallows Crossroad, they may add 150 extra points to their army for this game. If they scored a Solid Victory or Massacre, they may instead add 250 extra points to their army for this game.Trakattra Waaagh!!!: 3500 pts
If Trakattra Waaagh scored a Marginal Victory at Gallows Crossroads, they may add 250 extra points to their army for this game. If they scored a Solid Victory or a Massacre, they may add 500 extra points for this game.
Deployment: The Army of Lord Horrificus must deploy all units in the chaos deployment zone before any other die rolls are made, other than for spells. They may not deploy any scouts but may place a single unit (accompanied by up to one character) within Laruba Mansion if they wish. The Sons of Thunder and Trakattra Waaagh then roll for as normal for who deploys first and continue as normal.
Terrain: Blackbark Ridge is equally distant between both deployment zones, with Laruba Mansion atop it. The village should encompasses the entire Chaos half of the board. There should also be two or three forest bases on the board.
Special Rules: The two chaos generals take their turns at the same time. They may not use the leadership or BSB bonuses of each others armies, and units cannot be panicked by fleeing or destroyed units from the other army. They do not march block one another. They may not share power or dispel dice. Only one army may attempt to dispel a spell and may only do so against spells that will effect one of their units, or spells that do not directly affect either chaos army (spells that only effect greenskins, for instance) The two armies may not directly fight one another, but can fire missiles or spells into combats that do not involve their own units. (hits are randomized between the units involved)
Laruba Mansion and buildings in the village all are treated with the rules in the Buildings section of the Warhammer rulebook.
Dark Power/Dark Insanity: While a side controls Laruba Mansion (has a unit within the building) any mages within the building may add +3 to all casting attempts. This comes at a consequence: Any time a miscast is rolled for that wizard, rather than rolling on the chart, the miscasting wizard instead casts the spell against his own army, as directed by the opposing player. If the spell being cast cannot really aid the other army in any way, the opposing player chooses another spell from that mage’s list and casts that instead. Such miscasts may not be dispelled. For the rest of the game, twos are considered to be ones for the purposes of miscasts, as the mage continues to descend into madness.
Beware the Ebon Shades: The ebon shade is a species of spider that is unique to the region and resembles a large black tarantula. They infest the wooded areas, climbing about the bark of the trees, which make them difficult to see against the pitch black bark of the tree, appearing almost as if the bark of the tree is moving and shifting, until one gets closer. The bite of the ebon shade is known to cause acute madness in its victim.
At the beginning of the close combat phase, any unit that is within or partially within a forest must make a Leadership test. (those immune to psychology do not have to test). Units that fail must make a full round of attacks against itself.
Victory Conditions: As described in the Warhammer rulebook. In addition, the two Chaos armies have a special Victory Condition that only one of them may claim, by controlling Laruba Mansion at the end of the game.
Battle at Shadygrove (Bob, Evan, and Jason)
Seeking to secure sustenance for his minions that is not tainted by the Phagius plague, El Duque Azul sends one of his armies through the Skullcrusher Pass to occupy the village of Shadygrove. The only hope for the villagers is the High Elf army that is assisting with the human exodus from the Forsaken Vale. Another complication arises as Daemon Prince Dycedarg leads his army down from the mountains looking to plunder the village for supplies.
If the Elves can hold off the forces of evil at Shadygrove, they will be able to successfully evacuate the villagers from the Vale and will receive support from them as well for the coming struggle. If either evil faction takes the town, they will deny the High Elves any aid from the villagers. If the vampires take the city, they will gain fresh bodies for future battles. If chaos holds the town, they will pillage it for supplies for future battles.
Army Points:
El Duque Azul: 2000 pts
If El Duque Azul scored a Massacre at Hellfurnace, they may add an extra 100 points to their army for this game.Army of Lord Horrificus: 2000 pts
If Horrificus achieved a victory at Blood Swamp, they may add an extra 2 power dice to their casting pool for this battle.
High Elves: 3500 pts. (1000 pts of the High Elf army is comprised of Imperial allies stationed in the village of Shadygrove, including Captain Sternmeyer and the steam tank Geisterhaft)
If the High Elves achieved a victory at Blood Swamp, they may add an extra 2 dispel dice to their dispel pool for this battle.
Deployment: Deployment zones are the four corners of the table. Each deployment zone is 2 ft by 1 ft. The 1000 pts of Imperial allies deploy in the SE zone, within the village proper. The High Elves deploy in the SW, Horrificus in the NW, and El Duque Azul in the NE. The three generals should roll off and deploy in that order. The High Elf general must deploy an Imperial unit along with each of his units until there are no more imperial units left to deploy.
Terrain: The village of Shadygrove comes in up to 12” from the southern table edge, including both northern deployment zones, and extends to the middle of the board on the eastern side, with no buildings within 12” of the table center. There should also be several bases of forests and a few hills.
Special Rules: The winner of the roll for first turn chooses the turn order (whoever finished deployment first gets to add 1 to the roll as normal). Lord Horrificus and El Duque Azul each take their own turn. They may not use the leadership or BSB bonuses of each others armies, and units cannot be panicked by fleeing or destroyed units from the other army. They may not share power or dispel dice. Only one army may attempt to dispel a High Elf spell and may only do so against High Elf spells that will effect one of their units, or spells that do not directly affect either of their armies. They may dispel each other’s spells if they wish. The undead and chaos armies each march block the other and are allowed to fight one another and in addition may fire missiles or spells into combats that do not involve their own units. (hits are randomized between the units involved)
Laruba Mansion and buildings in the village all are treated with the rules in the Buildings section of the Warhammer rulebook.
Victory Conditions: Whichever of the three armies has the highest unit strength in the village is the winner.
The Dreadwood Skirmish Game
With the taint of chaos flooding through the rivers once again, the dark heart of the Dreadwood begins to grow more powerful, threatening the lands around it. Warbands of the various factions begin to flock to the area, some attempting to purge the evil, and others attempting to harness it.
Players who participate will have an opportunity to gain ‘reroll tokens’ which can be used in the future battles. In addition the player that does the best will gain a Victory Point.
Warband Points & Composition: Players choosing to participate may make a warband of up to 200 pts using their army book and following the rules in the Warband Creation section of the Skirmish Game rules at the end of this document.
Deployment: There will be between 6 deployment zones evenly spaced along the table edges, which players may choose in order of their arrival.
Terrain: The terrain will consist of forest bases. There will also be a multitude of ‘tokens’ randomly drawn from a bag by the players before the game and placed face down. Each token must be placed out of the line of sight and beyond the initiative range of all warband models.
Special Rules: All warbands may fight one another at will, with the exception that High Elves and Empire may not attack one another.
When a model from a warband comes within either its initiative value, or within line of sight of a token, the token is flipped over and revealed. This will either reveal a creature, which will immediately make a full move toward the model (charging if possible) or use a ranged attack (if possible), or possibly a wyrdstone deposit.
Wyrdstone deposits may be obtained by a warband model ending its movement on the deposit. The player then rolls a d3 and that is the number of stones that model obtains. Stones will be left at the site of a slain model’s corpse, and can be picked up by any model that ends its turn on that spot. Stones may be traded by any two models that begin or end their turn within one inch of another.
Corrupting Wyrdstone: At the beginning of each turn of their turns a player must go through each model carrying wyrdstone and roll a d6 for each stone that that model carries. If two or more 1’s are rolled, that model has turned into a chaos spawn with wounds equal to the number of ones that were rolled, and will immediately move and attack the closest model of any warband. It will always take its action on the turn of the player that created it. If the creature is ever slain, the wyrdstone that the original model had (minus the spawn’s starting wounds) will drop at the site and may be picked up by other models.
The Heart of the Dreadwood: One of the random tokens will reveal the Heart of the Dreadwood, and this beast, if slain, will leave 2D6 tokens at the site of its death, which will be equally (if possible, otherwise high roll(s) for remainder) divided among the models that were in base contact with it.
Victory Conditions: Each warband should add up their number of kills (including created chaos spawn) and stones. Players who did at least one wound to the Heart of the Dreadwood should add 3. The player who struck the killing blow to the Heart of the Dreadwood should add an additional 2. The player with the highest score will receive a Victory Point towards winning the map campaign.
In addition each wyrdstone collected by a player’s warband is turned into a reroll token which can be used in any future battle or skirmish game.
Battle at the Rotting Gums Orc Camp (Rod, Brian, and Arlin)
The Sons of Thunder mount a counter offensive, stabbing deep into Orc territory. Now they lay siege to the Rotting Gums Orc camp, attempting to strike a killing blow to Traccatra Waaagh!!! The Orcs however, receive unlikely allies in the forces of the Empire which join the fray in an attempt to keep the greenskin horde alive to continue battling the forces of Chaos on the northern front.
If the orcs can hold the village, they will remain strong enough to field a strong army in the assault on Castle Phagius and Hellfurnace. If they are defeated, they will have mostly been scattered from the Forsaken Vale and will only be able to contribute a small force to assault the Chaos stronghold in the final battle
Army Points:
Trakattra Waaagh!!!: 2000 pts
Trakattra Waaagh!!! may add an extra 100 pts if they scored a Solid Victory or a Massacre at the Gallows Crossroads and also may add 100 pts if they scored a Marginal Victory at Blackbark Ridge, 150 pts for a Solid Victory at Blackbark Ridge, or 200 pts for a Massacre at Blackbark Ridge.
Sir Rosteldorrf Armies: 2000 pts
If Sir Rosteldorrf achieved a Solid Victory at Hellfurnace, they may add an extra 100 pts for this battle, or if they achieved a Massacre at Hellfurnace, they may add 200 pts.
Sons of Thunder: 3500 pts
If the Sons of Thunder scored a Solid Victory at Gallows Crossroads, they may add an extra 150 pts to their army for this game, or 250 pts if they scored a Massacre at the Gallows Crossroads. In addition, if they controlled Laruba Mansion at the end of the Blackbark Ridge battle, they may add an additional 2 power dice to their casting pool.
Deployment: The Chaos deployment zone spans the northern table side and comes out to 12” as normal. The Empire deployment zone comes in 12” along the southern edge of the south-eastern quarter. The Orc deployment zone comes in 12” along the southern edge of the south-western quarter. Trakattra Waaagh may only deploy up to 1000 pts of their army within the village itself at the start of the game.
The three generals should roll off and deploy in that order. The Orcs and Empire units cannot deploy closer than 12” to one another.
Terrain: The Rotting Gums Orc camp consists of palisade walls, a pair of guard towers, and some orc huts. It takes up a space of 1 ft by 2 ft in the south western quarter (with half of it being within the Orc deployment zone) There are also a few individual huts scattered about and some hills and forest bases.
Special Rules: The winner of the roll for first turn chooses the turn order (whoever finished deployment first gets to add 1 to the roll as normal). Trakattra Waaagh and Sir Rosteldorrf each take their own turn. They may not use the leadership or BSB bonuses of each others armies, and units cannot be panicked by fleeing or destroyed units from the other army. They may not share power or dispel dice. Only one army may attempt to dispel a Chaos spell and may only do so against High Elf spells that will effect one of their units, or spells that do not directly affect either of their armies. The Orc and Empire armies may not fight one another, though they will each march block the other. Additionally, Orc units that must test for Animosity will squabble on a roll of 1-3 if within 8” of an Empire unit. They may fire missiles or spells into combats that do not involve their own units. (hits are randomized between the units involved).
Victory Conditions: In order for Trakattra Waaagh to be victorious, they must have a higher total unit strength within the Rotting Gums Orc Camp than all other factions combined (meaning that Empire units within the village at the end of the game actually hurt the Orcs). Any other result is considered a Chaos victory.
Battle at Pont-a-Condemne (Arlin, Evan, and Bob)
Having made their way through the mountainous terrain to the southwest of Pont-a-Condemne, the High Elves now meet up with their Imperial allies to lay siege to the ruined city and attempt to eradicate the undead scourge of El Duque Azul once and for all.If the undead are able to hold the city, they will be able to mount a strong counter attack against the High Elf and Empire troops at Castle Phagius. If the city falls, the vampires will have been essentially wiped from the Forsaken Vale and will only have a small presence in the final battle.
Army Points:
Sir Rosteldorrf Armies: 2000 pts
If Sir Rosteldorrf achieved a Marginal Victory at Hellfurnace, they may add an extra 150 pts to their army for this game, or 300 pts if they achieved a Solid Victory or Massacre result
High Elves: 2000 pts
If the High Elves achieved a Marginal Victory at Shadygrove, they may add an extra 100 pts for this game, 200 pts if they scored a Solid Victory, or 250 pts for a Massacre. In addition, if they were victorious at Blood Swamp, they may add an additional dispel die to their dispel pool.
El Duque Azul: 3500 pts
If El Duque Azul achieved a Marginal Victory at Hellfurnace, they may add an extra 100 pts to their army for this battle, or 200 pts for a Solid Victory or Massacre result. If they achieved a victory at Shadygrove by having the highest total unit strength in the village at the end of the game, they may also add another 200 pts to their army for this game.
If they achieved victories in both previous battles, they may add an additional 200 pts to their army for this game.
Deployment: The undead deployment zone is a 2 ft cube in the dead center of the table, within the ruins of Pont-a-Condemne. The Empire deployment zone is the 1ft x 4ft table edge on the eastern side of the board, while the High Elf deployment zone is the similar edge on the western side. Roll for who deploys first as normal, with the High Elf and Empire generals averaging their score. The High Elf and Empire armies must each deploy a unit during each of their turns (until one of them runs out of units)
Terrain: The ruined city itself takes up a 4 ft x 4 ft space in the dead center of the table (ignoring the normal rule of no terrain features within 12” of the center)
Special Rules: The Empire and High Elf generals take their turns at the same time. Roll for first turn as normal, with a +1 bonus to the side that finished all of their deployments first as normal. The Empire and High Elves may not use the leadership or BSB bonuses of each other’s armies, and units cannot be panicked by fleeing or destroyed units from the other army. They do not march block one another. They may not share power or dispel dice. Only one army may attempt to dispel a spell and may only do so against spells that will effect one of their units, or spells that do not directly affect either chaos army (spells that only effect greenskins, for instance) The two armies may not directly fight one another, and may not fire missiles or spells into combats even if their own units are not involved.
Victory Conditions: Divide the 4x4 section of ruined city into quadrants. These replace the normal table quarters for points at the end of the game, except that each quadrant is worth 400 VPs rather than the 100 VPs normally for a table quarter. The High Elves and Empire receive double points for slaying the undead general (200 VPs) and El Duque Azul receives the normal 100 VPs each for slaying each of the two opposing generals. Work out the rest of the Victory Points as normal, with all the other usual bonuses. Victory goes to the side with the most points.
Lake of Tears Skirmish Game
In the center of the Lake of Tears lies a power which could either help drive the evil away from the Forsaken Vale, or increase its corruption. Warbands from the various factions converge and battle for this potential aid to their cause.
Whichever side (good or evil) wins, they will gain an advantage in the Final Battle. In addition, warband that does the best will gain a Victory Point.
Warband Points & Composition: Players choosing to participate may make a warband of up to 200 pts using their army book and following the rules in the Warband Creation section of the Skirmish Game rules at the end of this document.
Since the battle is on a lake, the warband must have boats to carry them. Players can have as many boats as they have painted models for (each boat after the first costs 15 pts from their warband). In addition to being painted, a boat must be modeled with an obvious means of propulsion (sails, oars, paddlewheel, steam engine, etc) and must be able to fit all of the miniatures it is supposed to be carrying without leaning, piling or hanging miniatures to get them to fit
In addition, players may include a bolt thrower for 20 pts or a catapult for 40 pts. These weapons must have a crew of two warband members assigned, who must have a ballistic skill. Both weapons act as the standard weapon of their type as detailed in the Warhammer rulebook.
Deployment: There will be between 6 deployment zones evenly spaced along the table edges, which players may choose in order of their arrival.
There are several random tokens throughout the land masses.
Terrain: The Lake of Tears is all water, with several smaller islands and one large island containing a submerged abbey.
Special Rules: There are two distinct ‘sides’ in this battle; Chaos and Undead, and High Elves, Empire, and Orcs. Warbands on the same sides cannot fight amongst themselves, though the Undead march-block and are march-blocked by their allies and the Orcs march block and are march blocked by their allies.
Boats: Player choosing to move a boat must choose a direction, roll 3d6, and move the boat the full distance before moving any other models. Players can choose to roll one or two dice instead of the full three if desired. If a boat connects with another boat, it is considered to have RAMMED that vessel. If it makes contact with an island, it is considered to have landed.
Boats that RAM other boats do 3d6 Str 6 impact hits, and receive 1d6 Str 6 impact hits.
Boats each have 10 wounds, a Toughness of 7, and a 3+ armor save.
Boats with 5 remaining wounds or less can only move a maximum of 2d6.
Models that are on a boat which is in contact with another boat (after having rammed or been rammed) may move onto the other vessel and even charge models on the other vessel during that movement phase. If they can kill off all enemy models on a boat, then it is considered captured and from then on is in their control, including any catapult or bolt-thrower the vessel had ( a crew must be allocated to the weapon in order to fire it, however)
If a boat has lost all wounds, it is considered sinking. At the end of the last controlling player’s movement phase, the boat will have sunk, and is removed, and all models aboard are placed in the water and considered to be swimming.
Swimming: Swimming models move 1d6 per movement phase, the same way boats do. If a 1 is rolled for movement, they are considered to have drowned and are removed. Swimming models that reach land must end their move there and may be moved as normal on the following turn. Swimming models that come in contact with a boat may attempt to board by making an Initiative test. Swimming models that are run over by a boat during its movement are removed from play.
The Guardians of the Lake: Each of the random tokens is revealed when a model comes within its initiative range (they may not be charged until revealed). Each token will reveal a random guardian of the Lake. The guardian will never attack, and will always wait to receive attackers. A model that has defeated a guardian will receive a special stone. (such stones will drop at the site of the carrying model’s death and can be picked up (even those in water) by a model who ends its movement on top of it. Stones can be traded from one model to another if they begin or end their movement within 1 inch of one another.
The Spirit of the Lake: In the nave of the drowned abbey is the Spirit of the Lake. A model in a warband may attempt to appease/commune with/destroy or subjugate the spirit of the lake if they begin end or begin their turn within 1” of it. That player should then add up the number of stones held by the model or ANY allied model within 4”. They should add an additional 1 if the model in question is a hero model. The player should then roll a d6. If the number rolled is less than the number of stones (+1 if applicable) then that side is victorious and the game ends. If the number rolled is higher, all models within 5” of the Spirit are immediately transported to a random spot on the island (2d6 & scatter die from the center of the islands upper level) and play continues.
Victory Conditions: The warbands on the winning side each add 2oo pts to their armies for the final battle.
In addition, each player should count up his kill pile (including Guardians of the Lake) and adding 3 if the player was the one that won the game for his or her side. The player with the highest score receives 1 Victory Point towards winning the Map Campaign.
In addition each player submits one of their boats for judging, based on appearance and painting, and the player with the winning boat receives another Victory Point towards winning the map campaign.
The Final Battle (Arlin, Evan, and Rod Vs. Jason, Brian and Bob
Having fought their way through chaos and vampire infested lands, the HighElf and Imperial Armies converge in the Skullcrusher Mountains and lay siege to Castle Phagius and the Rotfeast Monolith while the Sons of Thunder and the Army of Lord Horrificus make their stand.
If the forces of Chaos win, the Forsaken Vale will become a Chaos stronghold within striking distance of the lands of Bretonnia and the Empire. In addition, the Army of Lord Horrificus, El Duque Azul, and the Sons of Thunder will each receive 5 Victory Points.
If the forces of good win, the Chaos armies will have been scattered, and the threat ended, although it will be a bittersweet victory as the Forsaken Vale will have been left a dead and desolate no-man’s land. In addition, the High Elves, Tracatra Waaagh, and Sir Rosteldorrf Armies will each receive 5 Victory Points towards winning the campaign.
Army Points:
Army of Lord Horrificus: 2000 pts
If Horrificus was victorious at Blood Swamp, they may add 1 power die to their casting pool. If they achieved their special victory condition of controlling Laruba Mansion at the end of the Blackbark Ridge battle, they may add another power die to their casting pool as well.
If Horrificus was victorious at Shadygrove by having the highest total unit strength in the village at the end of the game, they may add an additional 200 pts to their army for this battle.
Sons of Thunder: 2000 pts
If the Sons of Thunder achieved a Solid Victory or Massacre at Gallows Crossroad, they may add an extra 250 pts to their army for this game.
Also, if they achieved their special victory condition of controlling Laruba Mansion at the end of the Blackbark Ridge battle, they may add another power die to their casting pool.El Duque Azul: 1000 pts
If El Duque Azul was victorious at Pont-a-Condmne, they may add an additional 1000 pts their army for this battle.
Sir Rosteldorrf Armies: 2000 pts
If Sir Rosteldorrf achieved a Marginal Victory at Hellfurnace, they may add an extra 100 pts to their army for this battle, 200 pts if they scored a Solid Victory, or 300 for a Massacre resultHigh Elves: 2000 pts
If the High Elves achieved a Marginal Victory at Shadygrove, they may add an extra 100 pts for this game, 200 pts if they scored a Solid Victory, or 250 pts for a Massacre. In addition, if they were victorious at Blood Swamp, they may add an additional dispel die to their dispel pool.
Trakattra Waaagh!!!: 1000 pts
If Trakattra Waaagh!!! was victorious at Rotting Gums Orc Camp, they may add an additional 1000 pts to their army for this battle
Deployment: An 8 ft by 4 ft table will be used for this massive battle. The Chaos deployment zone consists of a 4 ft by 18 in space at the center of the northern (long) table edge. The Empire and High Elf deployment zone is the similar space on the opposite table edge. The other two deployment zones are 4ft by 1 ft spaces along the short table edges. The Orc and Undead player should roll off before the battle, with the winner choosing their deployment zone. The sides consist of Chaos and Undead, and Empire, High Elves, and Orcs. For the rolls for who deploys first and first turn, all generals should roll a die and the scores for each side added together. (for first turn, the side that finished all deployment first should add 3 to their total roll instead of the normal 1)
During deployment, the two sides will alternate, with each general on that side deploying a single unit every turn for as long as they can (characters are all deployed as a single unit as normal)
Terrain: Castle Phagius and Hellfurnace are set up along the Chaos side of the board. For this battle, the normal rule of no terrain within 12” of the table center will most likely be ignored. The rest of the terrain will consist of hill pieces and rocky forests.
Special Rules: Each side takes its turn all at once. Armies on a side may not use the leadership or BSB bonuses of an allied army, and units cannot be panicked by fleeing or destroyed units from an allied army. They may not share power or dispel dice. Only one army may attempt to dispel a spell from the other side, and is only eligible to do so if the spell in question either specifically targets or effects one unit, or is a spell that does not effect enemy units (such as Necromancy spells). The two Chaos armies do not march block one another, and neither do the High Elf and Empire armies. The Undead and Orc armies march block and are march blocked by all other armies. The Chaos Armies may fire missiles or cast spells into any combat that does not involve Chaos units. The High Elves and Empire can similarly cast or shoot into any combat that doesn’t include High Elf or Empire units. The Undead and Orc armies may also fire missiles or cast spells into combats that do not involve their own units. In all of these cases, hits are randomized between the units involved)
Corrupting Energies of Chaos: Chaos wizards may add +1 to their casting rolls while casting from Castle Phagius or the Rotfeast Monolith.
Any time a wizard on any side miscasts, all players must roll a d6 for any unit in their army that has is greater than five models and within 18” of Castle Phagius or the Rotfeast Monolith. On a ‘6’ result, a model within the unit is removed and replaced by a chaos spawn. If an army has Chaos Spawn as an available unit, the spawn may be placed 1” away from the unit that spawned it and under the spawning player’s control.
Armies whose codexes do not include chaos spawns must roll the scatter die and expel the spawn 2d6 inches in a random direction from the unit that spawned it. If it comes in contact with a unit, it engages in combat as if it had charged. If a ‘hit’ is rolled, it engages the front rank of the spawning unit as if it had charged.
Spawn not controlled by a player move in the compulsory movement phase of the spawning player and move 2d6” toward the closest unit of either player. If movement carrys it into a unit, it counts as charging.
The attacks from uncontrolled spawn are rolled by the player whom it is not attacking.
Victory Conditions: Victory points should be added up as normal, with each of the three generals on each side being worth 100 VPs for the opposing side if they are slain.
If either the Rotfeast Monolith or Castle Phagius is controlled at the end of the game by a non-Chaos army, the High Elf/Empire/Orc side receives 1000 VPs. If both are controlled by non-Chaos armies at the end of the game, the High Elf/Empire/Orc side receives 2000 VPs.
Wall of Text Alert!
Okay this one is a long one and has taken several sessions of writing to write up. As before, there is a brief summary in the first paragraph that people can digest and get the point of quickly, followed by a breakdown of the current Victory Points and a list of other possible Victory Point awards, and then finally the schedule (in the basic order they will be resolved) of the battles and skirmish games. I was going to also include the skirmish game rules at the end, but they there wasn't enough space so I will do have them in a separate thread. (I'll also be e-mailing all this stuff to the six players, so they'll have everything there too.
The short version of this is that the Forsaken Vale endgame will consist of a series of story driven battles (each player will participate in a total of three) plus one epic good versus evil battle that all six players may be involved with. In addition there will be four small optional participation skirmish games that players may participate in if they wish.
The longer version is outlined below. Please read the whole thing before posting questions, as they may be answered within.
I will be ending the map campaign with a story driven mini-campaign comprising several games. For the purposes of fluff and having a good story, the ‘good’ factions will be getting more help than their current position on the map would indicate, so as to make them an even match for the forces of evil.
The forces of evil are represented by the Sons of Thunder and the Army of Lord Horrificus, both loosely allied with El Duque Azul and his undead
The forces of good are represented by Sir Rosteldorrf Armies and the High Elves, both with a very tenuous alliance with the greenskins of Tracatra Waaagh! (my thinking here is that since the orcs need to live off the land just as the men and elves do, they would share a common enemy in the chaos and undead forces, who wish to see the valley a plague ridden wasteland)
Players will receive 5 victory points if their ‘side’ wins. They will also receive a victory point if their specific objective is met. Other than that, the endgame battles will have no bearing on who wins the campaign. It may actually be possible for a player to be on the ‘losing side’ and still be the winner by having the most victory points.
All of the victory points earned by players as of the end of Turn 17 will be banked.
These current totals are:
1. Brian (25)
2. Dr. C (22)
3. Evan (21)
4. Bob (21)
5. Rod (14)
6. Arlin (6)
The breakdown of the current Victory Point totals is as follows:
Brian
1 point for each unrazed territory controlled for a total of 17 points
1 point for winning the Shellendrak’s Revenge scenario
1 point for defeating the Acolytes of Phagius
1 point for initiating the Countdown to Desolation
2 points for unleashing the Phagius plague
1 point for discovering the location of the Treasure Well
Dr. C
1 point for each unrazed territory controlled for a total of 22 points
1 point for powering up the Rotfeast Monolith
Evan
1 point for each unrazed territory controlled for a total of 20 points
1 point for cleansing Shellendrak Manor
Bob
1 point for each unrazed territory controlled for a total of 16 points
2 points for holding Pont-a-Condemne
1 point for winning the Return to Shellendrak scenario
1 point for most victories in battle
1 point for most battles fought
Rod
1 point for each unrazed territory controlled for a total of 14
Arlin
1 point for each unrazed territories controlled for a total of 4 points
1 point for completing the Forges of Hellfurnace Quest
1 point for defeating the Kingdom of the Zombies
Penalty for Unpainted Armies: Players who do not have a fully painted army by the end of the campaign will receive a penalty of – 5 victory points
In addition, the following Victory Points may still be earned:
Being on the ‘winning side’: 5 points
Best Painted Army (voted on by all players): 1 point
Favorite Opponent (kind of a sportsmanship score - voted on by all players): 1 point
Having participating in all six open multiplayer skirmish games: 1 point
Winning the Treasure Well skirmish scenario: 1 point
Winning the Skullcrusher Pass skirmish scenario: 1 point
Winning the Dreadwood skirmish scenario: 1 point
Winning the Lake of Tears skirmish scenario: 1 point
Best Boat (for Lake of Tears skirmish scenario – voted on by all players): 1 point
Best Fiction (battle report or piece of fluff. One submission per player, to be judged by Ordo Ineptus members): 1 point
Best Army Page (to be voted on by Ordo Ineptus at the end of the campaign. Anything players want to put on their page can be sent to dr-carnivean@ordo-ineptus.com and I’ll see that it is updated accordingly): 1 point
Forsaken Vale Endgame[/u]
The Forsaken Vale teeters on the brink of Chaos. The riverbanks have become a chaos wasteland swarming with plague, and chaos warp storms have begun to erupt spontaneously throughout the region. The villagers of Shadygrove have found that the shadow of Castle Phagius that falls upon the land in the early hours of the morn has been joined by that of the Rotfeast Monolith, as that living chaos entity has wrenched itself from its material mooring in the northern mountains to reappear at the nexus of the chaos energy that now courses through the land.
Having unleashed the Phagius plague, the Sons of Thunder stand ready to crush all resistance in the Forsaken Vale, while the Army of Lord Horrificus has been able to harness the power of several chaos tainted sites in the valley and seem intent on maiming and torturing every last peasant in the region and causing as much pain and misery as possible.
El Duque Azul is ambivalent about the Phagius plague that has been released upon the land. For the most part, the pain and misery caused to the living appeal to him. The only wrinkle has been the fact that those of his thralls that have tried to feed on infected humans have turned into quivering blobs of rancid goo. Of course this problem can easily be rectified by the securing of a large stock of non infected humans to serve as cattle to be bred for consumption…
The greenskins of Tracatra Waaagh had been the unwitting pawns of the Sons of Thunder, but once they found their numbers cut in half by the release of the Phagius Plague they set out to wreak vengeance on their treacherous former allies.
Meanwhile, the High Elves, while managing to seal away the evil of Shellendrak Manor and firmly secure the southwestern part of the valley, have failed to save their shrine at the Weeping Woods from destruction and have been unable to gain much ground against the chaos forces to the north and the undead to the east.
While managing to capture the forges of Hellfurnace from the Chaos Dwarves and stamp out the goblin menace in the southeastern region of the Vale, the forces of Sir Rosteldorrf have been thwarted at every turn by the undead armies of El Duque Azul and have been devastated by the Phagius plague unleashed from the Skullcrusher Mountains. Now the undead forces are on the march and they are forced to defend their foothold in the valley. Fortunately for the forces of Sigmar, the reinforcements from the Empire have finally arrived in the form of several armies which have entered the eastern mouth of the valley. But will help have come too late?
Now the Imperial Forces and the High Elves must join forces and make an uneasy alliance with the greenskins in their desperate attempt to drive the undead and chaos forces from the Forsaken Vale.
Treasure Well Skirmish Game
The Sons of Thunder have discovered the location of the fabled Treasure Well in the northern part of the Forsaken Vale. Munnin has sent his best warriors to secure the site and oversee the excavation, but spies from several of the other factions have learned of the location as well and sent their own warriors to raid the site and seize the legendary Bone Ark.
The winner of the skirmish game gains a Victory Point and also gains control of the Bone Ark as detailed in the Treasure Well territory profile.
Warband Points & Composition: Players choosing to participate may make a warband of up to 200 pts using their army book and following the rules in the Warband Creation section of the Skirmish Game rules at the end of this document.
Note: If the Sons of Thunder participate, they may create an extra 200 pts worth of warband.
Deployment: There will be between 6 deployment zones evenly spaced along the table edges, which players may choose in order of their arrival. In addition, there is another deployment zone in the center of the table near the Treasure Well itself where the Sons of Thunder, if they are participating must deploy half (as close to 200 pts as possible) of their warband.
Terrain: The Treasure Well itself will be a terrain piece in the center in the table and surrounded by ruined buildings, encampments, rocks, dirt mounds, and similar terrain features.
Special Rules: None, other than the rules in the Skirmish Game section.
Victory Conditions: The warband with the most models within 3” of the Treasure Well at the end of the game wins and will have access to the Bone Ark for all future non-skirmish battles their army participates in for the rest of the campaign.
Battle at the Gallows Crossroad(Rod & Brian)
On the warpath against their treacherous former allies, Trakatra Waaagh!!! marches west into Sons of Thunder territory. The forces of Munnin marshal at the Gallows Crossroad to meet the greenskin horde and attempt to halt their advance.If the Orcs win, they will control the main road spanning the Forsaken Vale and be able to channel troops quicker into the western side of the valley. If Chaos wins, they will retain control of the road and choke off the orc supply lines somewhat, forcing them to march through more difficult terrain
Army Points: 2250 per side
Deployment: As normal
Terrain: Crossroads with road sections and gallows, other smaller terrain features as appropriate (woods, hills, walls or hedges)
Special Rules: Gallows do not affect gameplay. Units beginning and ending their movement on a road section may add D6 inches to their movement for that turn.
Victory Conditions: As described in the Warhammer rulebook
Battle at Blood Swamp (Jason & Evan)
While engaging the armies of Lucavi and Oozedrool in the Weeping Woods region, another larger Elven battleforce moves northward through the dense forest to the east and marches into Blood Swamp, attempting to seal the evil at its heart. They find the army of Daemon Prince Velluous at the center of Blood Swamp defending Grady Manor.If Chaos wins, they will be able to harness the demonic power of Grady Manor to aid them in the future conflict. If the High Elves win, they will be able to seal the evil of the Manor and the Swamp to help turn the tide of the war
Army Points: 2250 per side
Deployment: As normal
Terrain: Swamplands. Grady Manor is set up equal distance between both deployment zones (but 12” away from the table center)
Special Rules: Swamps are difficult terrain, provide soft cover, and are considered water features. Grady Manor is treated as a building per the section on buildings in the Warhammer Rulebook.
The Curse of Blood Swamp: During the compulsory movement phase, players must roll a d6 for any unit that is within 12" of the Grady Manor terrain piece. Large Targets and characters riding them are immune. If a ‘1’ is rolled, a random model is removed from the game, as it is sucked beneath the swamp by the ghosts of Grady and his victims. If there is more than one model in the unit, the controlling player may choose the model to be removed from the game.
Dark Power/Dark Insanity: While a side controls Grady Manor (has a unit within the building) any mages within the building may add +3 to all casting attempts. This comes at a consequence: Any time a miscast is rolled for that wizard, rather than rolling on the chart, the miscasting wizard instead casts the spell against his own army, as directed by the opposing player. If the spell being cast cannot really aid the other army in any way, the opposing player chooses another spell from that mage’s list and casts that instead. Such miscasts may not be dispelled. For the rest of the game, twos are considered to be ones for the purposes of miscasts, as the mage continues to descend into madness.
Victory Conditions: The winner is the side which controls Grady Manor at the end of the game. If neither side controls the manor, the game is a draw.
Battle at Hellfurnace (Arlin & Bob)
Having moved rapidly along the riverbank, unconcerned by the devastating plague that flows through its waters, the undead forces of El Duque Azul march on Hellfurnace while Los Temerarios prepare for the siege. While the Imperial engineers have rigged the mountain tunnels to collapse so as not to fall into enemy hands should their position be overtaken, the soldiers still pray to Sigmar to give them the strength to hold off the undead scourge.
If the Empire can hold off the undead attack, they will be able to utilize the forges of Hellfurnace for the future battles. If the vampires overwhelm the empire position, the Empire will be forced to scuttle the forges to keep them out of enemy hands, and the vampires will have fresh new bodies to add to their army for the defense of their city
Army Points: 2250
Deployment: As normal.
Terrain: Should be a mountainous theme (hills, rocks). There should be something on the Empire’s starting side to represent the gates of Hellfurnace; possibly a space between large formations of hills or rocks.
Special Rules: None
Victory Conditions: As described in the Warhammer rulebook
Skullcrusher Pass Skirmish Game
As the unleashed Phagius plague ravages the eastern side of the Forsaken Vale, hundreds of beleaguered peasants abandon their hamlets and farmsteads in a mass exodus westward. With the vampire lord El Duque Azul having pulled his forces from the Skullcrusher Pass, the Imperial forces attempt to lead the masses through the pass, aided by the High Elves on the other side of the mountains. The other factions have gotten wind of the exodus, however, and have dispatched their own warbands and mercenaries to harass and plunder the vulnerable caravans.
If enough of the villagers and farmers make it through the pass safely, the High Elves and Empire will gain an advantage in future games. If enough of the farmers and villagers are killed or captured, the other factions involved will receive an advantage in future games. In addition the warband that does the best in the scenario will receive a Victory Point
Warband Points & Composition: Players choosing to participate may make a warband of up to 200 pts using their army book and following the rules in the Warband Creation section of the Skirmish Game rules at the end of this document.
Empire and High Elf players should each create and bring with them a second warband of 200 points which may or may not be used.
Deployment: The High Elf deployment zone is a 12” square area at one mouth of the pass. On the opposite side is a 24” x 12” area that is the Empire deployment zone. There are also four additional Marauder deployment zones spaced evenly along the crags (2 on each side of the pass) These deployment zones are 8” square areas. A group of villagers will deploy in the Empire deployment zone, placed by the Empire player.
If there are two Marauding players participating, the Empire and High Elves each deploy one 200 pt warband, and there will be 10 villagers deployed in the Empire zone.
If there are three Marauding players participating, the Empire and High Elves each deploy one 200 pt warband, and one of them will also deploy an additional 200 pts (a die roll should be made to determine which) and there will be 15 villagers deployed.
If all four Marauding players are participating, the Empire and High Elves each deploy both of their 200 pt warbands, and there will be 20 villagers deployed.
Terrain: On either side of the table will be large crags, and the pass between them will contain some areas of rocks.
Special Rules: At the end of her turn, the Empire player should roll 2d6. This will be the movement of each of the villagers. Villagers can be moved as the Empire player wishes. They may not move within 4” of an enemy unit, and if there is an enemy unit within 4” at the start of their movement they must move directly away from that unit (in the case of more than one enemy within 4”, they will move away from the closest, with Fear and then # of wounds being the tie-breaker) The villagers will flee 2d6” before charges. If caught, they are automatically captured/killed. For the purposes of shooting they count as skirmishers (as does every model in a skirmish game) with a Toughness of 2 and no armor save.
The High Elves and Empire are the only two warbands that are firmly allied and will not attack one another, but cannot use the leadership of the other’s commander. All other warbands may attack one another at will.
Victory Conditions: Each time any of the ambushing warbands kills or captures a villager, they should add it to their pile. Each time a warband kills a model from another warband, they should also add that to their pile.
If the more than half of the villagers reach the other side of the pass and exit, the Empire and High Elves each receive a 200 pt bonus to each of their armies which can be applied to any one future battle.
If less than half of the villagers reach the other side of the pass and exit, the other factions will each receive an army bonus of 50 pts for each villager that warband has captured/killed, which can be applied to one future battle.
Finally, each warband should add up their kill pile (including villagers). For the High Elves and Empire, they may add a “kill” for each villager that safely made it off the table. The player with the highest score receives one Victory Point towards winning the map campaign.
Battle at Blackbark Ridge (Jason, Brian, and Rod)
The Acolytes of the Allfeather fall back to Blackbark Ridge to resupply, but are pursued by a large greenskin waaagh that has managed to drive deep into chaos territory and intends to pillage the human community for their own ends. The village is currently occupied by Triplas the Everchanging who commands a garrison of Lord Horrificus’ troops, and the two chaos armies join forces to repel the greenskins, however, while both can gain needed supplies from the village, only one of them can control the dark power of Laruba Mansion.
If the orcs win they will pillage the town for supplies for the war effort and will deprive the chaos armies of the secrets of Laruba Mansion. If chaos wins, they will deprive the orcs of their objective. Whichever of the chaos armies holds Laruba Mansion will be able to unlock its secrets and increase their power.
Army Points:
Army of Lord Horrificus: 2000 pts
If Horrificus won the battle at Blood Swamp, they gain 2 bonus power dice to their casting pool.
Sons of Thunder: 2000 pts
If the Sons of Thunder scored a Marginal Victory at Gallows Crossroad, they may add 150 extra points to their army for this game. If they scored a Solid Victory or Massacre, they may instead add 250 extra points to their army for this game.Trakattra Waaagh!!!: 3500 pts
If Trakattra Waaagh scored a Marginal Victory at Gallows Crossroads, they may add 250 extra points to their army for this game. If they scored a Solid Victory or a Massacre, they may add 500 extra points for this game.
Deployment: The Army of Lord Horrificus must deploy all units in the chaos deployment zone before any other die rolls are made, other than for spells. They may not deploy any scouts but may place a single unit (accompanied by up to one character) within Laruba Mansion if they wish. The Sons of Thunder and Trakattra Waaagh then roll for as normal for who deploys first and continue as normal.
Terrain: Blackbark Ridge is equally distant between both deployment zones, with Laruba Mansion atop it. The village should encompasses the entire Chaos half of the board. There should also be two or three forest bases on the board.
Special Rules: The two chaos generals take their turns at the same time. They may not use the leadership or BSB bonuses of each others armies, and units cannot be panicked by fleeing or destroyed units from the other army. They do not march block one another. They may not share power or dispel dice. Only one army may attempt to dispel a spell and may only do so against spells that will effect one of their units, or spells that do not directly affect either chaos army (spells that only effect greenskins, for instance) The two armies may not directly fight one another, but can fire missiles or spells into combats that do not involve their own units. (hits are randomized between the units involved)
Laruba Mansion and buildings in the village all are treated with the rules in the Buildings section of the Warhammer rulebook.
Dark Power/Dark Insanity: While a side controls Laruba Mansion (has a unit within the building) any mages within the building may add +3 to all casting attempts. This comes at a consequence: Any time a miscast is rolled for that wizard, rather than rolling on the chart, the miscasting wizard instead casts the spell against his own army, as directed by the opposing player. If the spell being cast cannot really aid the other army in any way, the opposing player chooses another spell from that mage’s list and casts that instead. Such miscasts may not be dispelled. For the rest of the game, twos are considered to be ones for the purposes of miscasts, as the mage continues to descend into madness.
Beware the Ebon Shades: The ebon shade is a species of spider that is unique to the region and resembles a large black tarantula. They infest the wooded areas, climbing about the bark of the trees, which make them difficult to see against the pitch black bark of the tree, appearing almost as if the bark of the tree is moving and shifting, until one gets closer. The bite of the ebon shade is known to cause acute madness in its victim.
At the beginning of the close combat phase, any unit that is within or partially within a forest must make a Leadership test. (those immune to psychology do not have to test). Units that fail must make a full round of attacks against itself.
Victory Conditions: As described in the Warhammer rulebook. In addition, the two Chaos armies have a special Victory Condition that only one of them may claim, by controlling Laruba Mansion at the end of the game.
Battle at Shadygrove (Bob, Evan, and Jason)
Seeking to secure sustenance for his minions that is not tainted by the Phagius plague, El Duque Azul sends one of his armies through the Skullcrusher Pass to occupy the village of Shadygrove. The only hope for the villagers is the High Elf army that is assisting with the human exodus from the Forsaken Vale. Another complication arises as Daemon Prince Dycedarg leads his army down from the mountains looking to plunder the village for supplies.
If the Elves can hold off the forces of evil at Shadygrove, they will be able to successfully evacuate the villagers from the Vale and will receive support from them as well for the coming struggle. If either evil faction takes the town, they will deny the High Elves any aid from the villagers. If the vampires take the city, they will gain fresh bodies for future battles. If chaos holds the town, they will pillage it for supplies for future battles.
Army Points:
El Duque Azul: 2000 pts
If El Duque Azul scored a Massacre at Hellfurnace, they may add an extra 100 points to their army for this game.Army of Lord Horrificus: 2000 pts
If Horrificus achieved a victory at Blood Swamp, they may add an extra 2 power dice to their casting pool for this battle.
High Elves: 3500 pts. (1000 pts of the High Elf army is comprised of Imperial allies stationed in the village of Shadygrove, including Captain Sternmeyer and the steam tank Geisterhaft)
If the High Elves achieved a victory at Blood Swamp, they may add an extra 2 dispel dice to their dispel pool for this battle.
Deployment: Deployment zones are the four corners of the table. Each deployment zone is 2 ft by 1 ft. The 1000 pts of Imperial allies deploy in the SE zone, within the village proper. The High Elves deploy in the SW, Horrificus in the NW, and El Duque Azul in the NE. The three generals should roll off and deploy in that order. The High Elf general must deploy an Imperial unit along with each of his units until there are no more imperial units left to deploy.
Terrain: The village of Shadygrove comes in up to 12” from the southern table edge, including both northern deployment zones, and extends to the middle of the board on the eastern side, with no buildings within 12” of the table center. There should also be several bases of forests and a few hills.
Special Rules: The winner of the roll for first turn chooses the turn order (whoever finished deployment first gets to add 1 to the roll as normal). Lord Horrificus and El Duque Azul each take their own turn. They may not use the leadership or BSB bonuses of each others armies, and units cannot be panicked by fleeing or destroyed units from the other army. They may not share power or dispel dice. Only one army may attempt to dispel a High Elf spell and may only do so against High Elf spells that will effect one of their units, or spells that do not directly affect either of their armies. They may dispel each other’s spells if they wish. The undead and chaos armies each march block the other and are allowed to fight one another and in addition may fire missiles or spells into combats that do not involve their own units. (hits are randomized between the units involved)
Laruba Mansion and buildings in the village all are treated with the rules in the Buildings section of the Warhammer rulebook.
Victory Conditions: Whichever of the three armies has the highest unit strength in the village is the winner.
The Dreadwood Skirmish Game
With the taint of chaos flooding through the rivers once again, the dark heart of the Dreadwood begins to grow more powerful, threatening the lands around it. Warbands of the various factions begin to flock to the area, some attempting to purge the evil, and others attempting to harness it.
Players who participate will have an opportunity to gain ‘reroll tokens’ which can be used in the future battles. In addition the player that does the best will gain a Victory Point.
Warband Points & Composition: Players choosing to participate may make a warband of up to 200 pts using their army book and following the rules in the Warband Creation section of the Skirmish Game rules at the end of this document.
Deployment: There will be between 6 deployment zones evenly spaced along the table edges, which players may choose in order of their arrival.
Terrain: The terrain will consist of forest bases. There will also be a multitude of ‘tokens’ randomly drawn from a bag by the players before the game and placed face down. Each token must be placed out of the line of sight and beyond the initiative range of all warband models.
Special Rules: All warbands may fight one another at will, with the exception that High Elves and Empire may not attack one another.
When a model from a warband comes within either its initiative value, or within line of sight of a token, the token is flipped over and revealed. This will either reveal a creature, which will immediately make a full move toward the model (charging if possible) or use a ranged attack (if possible), or possibly a wyrdstone deposit.
Wyrdstone deposits may be obtained by a warband model ending its movement on the deposit. The player then rolls a d3 and that is the number of stones that model obtains. Stones will be left at the site of a slain model’s corpse, and can be picked up by any model that ends its turn on that spot. Stones may be traded by any two models that begin or end their turn within one inch of another.
Corrupting Wyrdstone: At the beginning of each turn of their turns a player must go through each model carrying wyrdstone and roll a d6 for each stone that that model carries. If two or more 1’s are rolled, that model has turned into a chaos spawn with wounds equal to the number of ones that were rolled, and will immediately move and attack the closest model of any warband. It will always take its action on the turn of the player that created it. If the creature is ever slain, the wyrdstone that the original model had (minus the spawn’s starting wounds) will drop at the site and may be picked up by other models.
The Heart of the Dreadwood: One of the random tokens will reveal the Heart of the Dreadwood, and this beast, if slain, will leave 2D6 tokens at the site of its death, which will be equally (if possible, otherwise high roll(s) for remainder) divided among the models that were in base contact with it.
Victory Conditions: Each warband should add up their number of kills (including created chaos spawn) and stones. Players who did at least one wound to the Heart of the Dreadwood should add 3. The player who struck the killing blow to the Heart of the Dreadwood should add an additional 2. The player with the highest score will receive a Victory Point towards winning the map campaign.
In addition each wyrdstone collected by a player’s warband is turned into a reroll token which can be used in any future battle or skirmish game.
Battle at the Rotting Gums Orc Camp (Rod, Brian, and Arlin)
The Sons of Thunder mount a counter offensive, stabbing deep into Orc territory. Now they lay siege to the Rotting Gums Orc camp, attempting to strike a killing blow to Traccatra Waaagh!!! The Orcs however, receive unlikely allies in the forces of the Empire which join the fray in an attempt to keep the greenskin horde alive to continue battling the forces of Chaos on the northern front.
If the orcs can hold the village, they will remain strong enough to field a strong army in the assault on Castle Phagius and Hellfurnace. If they are defeated, they will have mostly been scattered from the Forsaken Vale and will only be able to contribute a small force to assault the Chaos stronghold in the final battle
Army Points:
Trakattra Waaagh!!!: 2000 pts
Trakattra Waaagh!!! may add an extra 100 pts if they scored a Solid Victory or a Massacre at the Gallows Crossroads and also may add 100 pts if they scored a Marginal Victory at Blackbark Ridge, 150 pts for a Solid Victory at Blackbark Ridge, or 200 pts for a Massacre at Blackbark Ridge.
Sir Rosteldorrf Armies: 2000 pts
If Sir Rosteldorrf achieved a Solid Victory at Hellfurnace, they may add an extra 100 pts for this battle, or if they achieved a Massacre at Hellfurnace, they may add 200 pts.
Sons of Thunder: 3500 pts
If the Sons of Thunder scored a Solid Victory at Gallows Crossroads, they may add an extra 150 pts to their army for this game, or 250 pts if they scored a Massacre at the Gallows Crossroads. In addition, if they controlled Laruba Mansion at the end of the Blackbark Ridge battle, they may add an additional 2 power dice to their casting pool.
Deployment: The Chaos deployment zone spans the northern table side and comes out to 12” as normal. The Empire deployment zone comes in 12” along the southern edge of the south-eastern quarter. The Orc deployment zone comes in 12” along the southern edge of the south-western quarter. Trakattra Waaagh may only deploy up to 1000 pts of their army within the village itself at the start of the game.
The three generals should roll off and deploy in that order. The Orcs and Empire units cannot deploy closer than 12” to one another.
Terrain: The Rotting Gums Orc camp consists of palisade walls, a pair of guard towers, and some orc huts. It takes up a space of 1 ft by 2 ft in the south western quarter (with half of it being within the Orc deployment zone) There are also a few individual huts scattered about and some hills and forest bases.
Special Rules: The winner of the roll for first turn chooses the turn order (whoever finished deployment first gets to add 1 to the roll as normal). Trakattra Waaagh and Sir Rosteldorrf each take their own turn. They may not use the leadership or BSB bonuses of each others armies, and units cannot be panicked by fleeing or destroyed units from the other army. They may not share power or dispel dice. Only one army may attempt to dispel a Chaos spell and may only do so against High Elf spells that will effect one of their units, or spells that do not directly affect either of their armies. The Orc and Empire armies may not fight one another, though they will each march block the other. Additionally, Orc units that must test for Animosity will squabble on a roll of 1-3 if within 8” of an Empire unit. They may fire missiles or spells into combats that do not involve their own units. (hits are randomized between the units involved).
Victory Conditions: In order for Trakattra Waaagh to be victorious, they must have a higher total unit strength within the Rotting Gums Orc Camp than all other factions combined (meaning that Empire units within the village at the end of the game actually hurt the Orcs). Any other result is considered a Chaos victory.
Battle at Pont-a-Condemne (Arlin, Evan, and Bob)
Having made their way through the mountainous terrain to the southwest of Pont-a-Condemne, the High Elves now meet up with their Imperial allies to lay siege to the ruined city and attempt to eradicate the undead scourge of El Duque Azul once and for all.If the undead are able to hold the city, they will be able to mount a strong counter attack against the High Elf and Empire troops at Castle Phagius. If the city falls, the vampires will have been essentially wiped from the Forsaken Vale and will only have a small presence in the final battle.
Army Points:
Sir Rosteldorrf Armies: 2000 pts
If Sir Rosteldorrf achieved a Marginal Victory at Hellfurnace, they may add an extra 150 pts to their army for this game, or 300 pts if they achieved a Solid Victory or Massacre result
High Elves: 2000 pts
If the High Elves achieved a Marginal Victory at Shadygrove, they may add an extra 100 pts for this game, 200 pts if they scored a Solid Victory, or 250 pts for a Massacre. In addition, if they were victorious at Blood Swamp, they may add an additional dispel die to their dispel pool.
El Duque Azul: 3500 pts
If El Duque Azul achieved a Marginal Victory at Hellfurnace, they may add an extra 100 pts to their army for this battle, or 200 pts for a Solid Victory or Massacre result. If they achieved a victory at Shadygrove by having the highest total unit strength in the village at the end of the game, they may also add another 200 pts to their army for this game.
If they achieved victories in both previous battles, they may add an additional 200 pts to their army for this game.
Deployment: The undead deployment zone is a 2 ft cube in the dead center of the table, within the ruins of Pont-a-Condemne. The Empire deployment zone is the 1ft x 4ft table edge on the eastern side of the board, while the High Elf deployment zone is the similar edge on the western side. Roll for who deploys first as normal, with the High Elf and Empire generals averaging their score. The High Elf and Empire armies must each deploy a unit during each of their turns (until one of them runs out of units)
Terrain: The ruined city itself takes up a 4 ft x 4 ft space in the dead center of the table (ignoring the normal rule of no terrain features within 12” of the center)
Special Rules: The Empire and High Elf generals take their turns at the same time. Roll for first turn as normal, with a +1 bonus to the side that finished all of their deployments first as normal. The Empire and High Elves may not use the leadership or BSB bonuses of each other’s armies, and units cannot be panicked by fleeing or destroyed units from the other army. They do not march block one another. They may not share power or dispel dice. Only one army may attempt to dispel a spell and may only do so against spells that will effect one of their units, or spells that do not directly affect either chaos army (spells that only effect greenskins, for instance) The two armies may not directly fight one another, and may not fire missiles or spells into combats even if their own units are not involved.
Victory Conditions: Divide the 4x4 section of ruined city into quadrants. These replace the normal table quarters for points at the end of the game, except that each quadrant is worth 400 VPs rather than the 100 VPs normally for a table quarter. The High Elves and Empire receive double points for slaying the undead general (200 VPs) and El Duque Azul receives the normal 100 VPs each for slaying each of the two opposing generals. Work out the rest of the Victory Points as normal, with all the other usual bonuses. Victory goes to the side with the most points.
Lake of Tears Skirmish Game
In the center of the Lake of Tears lies a power which could either help drive the evil away from the Forsaken Vale, or increase its corruption. Warbands from the various factions converge and battle for this potential aid to their cause.
Whichever side (good or evil) wins, they will gain an advantage in the Final Battle. In addition, warband that does the best will gain a Victory Point.
Warband Points & Composition: Players choosing to participate may make a warband of up to 200 pts using their army book and following the rules in the Warband Creation section of the Skirmish Game rules at the end of this document.
Since the battle is on a lake, the warband must have boats to carry them. Players can have as many boats as they have painted models for (each boat after the first costs 15 pts from their warband). In addition to being painted, a boat must be modeled with an obvious means of propulsion (sails, oars, paddlewheel, steam engine, etc) and must be able to fit all of the miniatures it is supposed to be carrying without leaning, piling or hanging miniatures to get them to fit
In addition, players may include a bolt thrower for 20 pts or a catapult for 40 pts. These weapons must have a crew of two warband members assigned, who must have a ballistic skill. Both weapons act as the standard weapon of their type as detailed in the Warhammer rulebook.
Deployment: There will be between 6 deployment zones evenly spaced along the table edges, which players may choose in order of their arrival.
There are several random tokens throughout the land masses.
Terrain: The Lake of Tears is all water, with several smaller islands and one large island containing a submerged abbey.
Special Rules: There are two distinct ‘sides’ in this battle; Chaos and Undead, and High Elves, Empire, and Orcs. Warbands on the same sides cannot fight amongst themselves, though the Undead march-block and are march-blocked by their allies and the Orcs march block and are march blocked by their allies.
Boats: Player choosing to move a boat must choose a direction, roll 3d6, and move the boat the full distance before moving any other models. Players can choose to roll one or two dice instead of the full three if desired. If a boat connects with another boat, it is considered to have RAMMED that vessel. If it makes contact with an island, it is considered to have landed.
Boats that RAM other boats do 3d6 Str 6 impact hits, and receive 1d6 Str 6 impact hits.
Boats each have 10 wounds, a Toughness of 7, and a 3+ armor save.
Boats with 5 remaining wounds or less can only move a maximum of 2d6.
Models that are on a boat which is in contact with another boat (after having rammed or been rammed) may move onto the other vessel and even charge models on the other vessel during that movement phase. If they can kill off all enemy models on a boat, then it is considered captured and from then on is in their control, including any catapult or bolt-thrower the vessel had ( a crew must be allocated to the weapon in order to fire it, however)
If a boat has lost all wounds, it is considered sinking. At the end of the last controlling player’s movement phase, the boat will have sunk, and is removed, and all models aboard are placed in the water and considered to be swimming.
Swimming: Swimming models move 1d6 per movement phase, the same way boats do. If a 1 is rolled for movement, they are considered to have drowned and are removed. Swimming models that reach land must end their move there and may be moved as normal on the following turn. Swimming models that come in contact with a boat may attempt to board by making an Initiative test. Swimming models that are run over by a boat during its movement are removed from play.
The Guardians of the Lake: Each of the random tokens is revealed when a model comes within its initiative range (they may not be charged until revealed). Each token will reveal a random guardian of the Lake. The guardian will never attack, and will always wait to receive attackers. A model that has defeated a guardian will receive a special stone. (such stones will drop at the site of the carrying model’s death and can be picked up (even those in water) by a model who ends its movement on top of it. Stones can be traded from one model to another if they begin or end their movement within 1 inch of one another.
The Spirit of the Lake: In the nave of the drowned abbey is the Spirit of the Lake. A model in a warband may attempt to appease/commune with/destroy or subjugate the spirit of the lake if they begin end or begin their turn within 1” of it. That player should then add up the number of stones held by the model or ANY allied model within 4”. They should add an additional 1 if the model in question is a hero model. The player should then roll a d6. If the number rolled is less than the number of stones (+1 if applicable) then that side is victorious and the game ends. If the number rolled is higher, all models within 5” of the Spirit are immediately transported to a random spot on the island (2d6 & scatter die from the center of the islands upper level) and play continues.
Victory Conditions: The warbands on the winning side each add 2oo pts to their armies for the final battle.
In addition, each player should count up his kill pile (including Guardians of the Lake) and adding 3 if the player was the one that won the game for his or her side. The player with the highest score receives 1 Victory Point towards winning the Map Campaign.
In addition each player submits one of their boats for judging, based on appearance and painting, and the player with the winning boat receives another Victory Point towards winning the map campaign.
The Final Battle (Arlin, Evan, and Rod Vs. Jason, Brian and Bob
Having fought their way through chaos and vampire infested lands, the HighElf and Imperial Armies converge in the Skullcrusher Mountains and lay siege to Castle Phagius and the Rotfeast Monolith while the Sons of Thunder and the Army of Lord Horrificus make their stand.
If the forces of Chaos win, the Forsaken Vale will become a Chaos stronghold within striking distance of the lands of Bretonnia and the Empire. In addition, the Army of Lord Horrificus, El Duque Azul, and the Sons of Thunder will each receive 5 Victory Points.
If the forces of good win, the Chaos armies will have been scattered, and the threat ended, although it will be a bittersweet victory as the Forsaken Vale will have been left a dead and desolate no-man’s land. In addition, the High Elves, Tracatra Waaagh, and Sir Rosteldorrf Armies will each receive 5 Victory Points towards winning the campaign.
Army Points:
Army of Lord Horrificus: 2000 pts
If Horrificus was victorious at Blood Swamp, they may add 1 power die to their casting pool. If they achieved their special victory condition of controlling Laruba Mansion at the end of the Blackbark Ridge battle, they may add another power die to their casting pool as well.
If Horrificus was victorious at Shadygrove by having the highest total unit strength in the village at the end of the game, they may add an additional 200 pts to their army for this battle.
Sons of Thunder: 2000 pts
If the Sons of Thunder achieved a Solid Victory or Massacre at Gallows Crossroad, they may add an extra 250 pts to their army for this game.
Also, if they achieved their special victory condition of controlling Laruba Mansion at the end of the Blackbark Ridge battle, they may add another power die to their casting pool.El Duque Azul: 1000 pts
If El Duque Azul was victorious at Pont-a-Condmne, they may add an additional 1000 pts their army for this battle.
Sir Rosteldorrf Armies: 2000 pts
If Sir Rosteldorrf achieved a Marginal Victory at Hellfurnace, they may add an extra 100 pts to their army for this battle, 200 pts if they scored a Solid Victory, or 300 for a Massacre resultHigh Elves: 2000 pts
If the High Elves achieved a Marginal Victory at Shadygrove, they may add an extra 100 pts for this game, 200 pts if they scored a Solid Victory, or 250 pts for a Massacre. In addition, if they were victorious at Blood Swamp, they may add an additional dispel die to their dispel pool.
Trakattra Waaagh!!!: 1000 pts
If Trakattra Waaagh!!! was victorious at Rotting Gums Orc Camp, they may add an additional 1000 pts to their army for this battle
Deployment: An 8 ft by 4 ft table will be used for this massive battle. The Chaos deployment zone consists of a 4 ft by 18 in space at the center of the northern (long) table edge. The Empire and High Elf deployment zone is the similar space on the opposite table edge. The other two deployment zones are 4ft by 1 ft spaces along the short table edges. The Orc and Undead player should roll off before the battle, with the winner choosing their deployment zone. The sides consist of Chaos and Undead, and Empire, High Elves, and Orcs. For the rolls for who deploys first and first turn, all generals should roll a die and the scores for each side added together. (for first turn, the side that finished all deployment first should add 3 to their total roll instead of the normal 1)
During deployment, the two sides will alternate, with each general on that side deploying a single unit every turn for as long as they can (characters are all deployed as a single unit as normal)
Terrain: Castle Phagius and Hellfurnace are set up along the Chaos side of the board. For this battle, the normal rule of no terrain within 12” of the table center will most likely be ignored. The rest of the terrain will consist of hill pieces and rocky forests.
Special Rules: Each side takes its turn all at once. Armies on a side may not use the leadership or BSB bonuses of an allied army, and units cannot be panicked by fleeing or destroyed units from an allied army. They may not share power or dispel dice. Only one army may attempt to dispel a spell from the other side, and is only eligible to do so if the spell in question either specifically targets or effects one unit, or is a spell that does not effect enemy units (such as Necromancy spells). The two Chaos armies do not march block one another, and neither do the High Elf and Empire armies. The Undead and Orc armies march block and are march blocked by all other armies. The Chaos Armies may fire missiles or cast spells into any combat that does not involve Chaos units. The High Elves and Empire can similarly cast or shoot into any combat that doesn’t include High Elf or Empire units. The Undead and Orc armies may also fire missiles or cast spells into combats that do not involve their own units. In all of these cases, hits are randomized between the units involved)
Corrupting Energies of Chaos: Chaos wizards may add +1 to their casting rolls while casting from Castle Phagius or the Rotfeast Monolith.
Any time a wizard on any side miscasts, all players must roll a d6 for any unit in their army that has is greater than five models and within 18” of Castle Phagius or the Rotfeast Monolith. On a ‘6’ result, a model within the unit is removed and replaced by a chaos spawn. If an army has Chaos Spawn as an available unit, the spawn may be placed 1” away from the unit that spawned it and under the spawning player’s control.
Armies whose codexes do not include chaos spawns must roll the scatter die and expel the spawn 2d6 inches in a random direction from the unit that spawned it. If it comes in contact with a unit, it engages in combat as if it had charged. If a ‘hit’ is rolled, it engages the front rank of the spawning unit as if it had charged.
Spawn not controlled by a player move in the compulsory movement phase of the spawning player and move 2d6” toward the closest unit of either player. If movement carrys it into a unit, it counts as charging.
The attacks from uncontrolled spawn are rolled by the player whom it is not attacking.
Victory Conditions: Victory points should be added up as normal, with each of the three generals on each side being worth 100 VPs for the opposing side if they are slain.
If either the Rotfeast Monolith or Castle Phagius is controlled at the end of the game by a non-Chaos army, the High Elf/Empire/Orc side receives 1000 VPs. If both are controlled by non-Chaos armies at the end of the game, the High Elf/Empire/Orc side receives 2000 VPs.