20. STORM OF MAGIC

When the eight Winds of Magic collide they create a Storm of Magic, an event of such magnitude that mighty wizards, towering monsters and huge armies from across the Warhammer world will march for hundreds of leagues to harness the unbridled magical energy.

This scenario has such extensive additional rules that it has its own rulebook. Put simply, players are allowed to add extra monsters, wizards and magic items to their normal army in order to fight for control of ‘Arcane Fulcrums’ that rise up from the earth during magic storms. Wizards have to hold fulcrums, supported by the rest of their army on the ground, while monsters try to knock them off.

Armies: Any size plus an additional 25% of the army value to be spent on Scrolls of Binding (adds monsters and wizards), Sorcerous Pacts (add a contingent of Daemons, Vampires or Tomb Kings), and Mythic Artefacts (13 expensive items to give to your characters).
Battlefield: Set up as terrain as normal then add one Arcane Fulcrum to each of the four table quarters. They must be 18″ apart and at least 6″ from the table centre and edges.
Deployment: Players roll off and place wizards on the fulcrums in their half of the table. Then they roll off again to deploy their armies as normal. All units must placed within 12″ of your table edge or 6″ of a friendly-controlled fulcrum.
First Turn: Roll off.
Game Length: Six turns or until pre-agreed time limit.
Victory Conditions: The player who holds the most fulcrums at the end is the winner. If this is tied, then calculate victory points as normal.
Special Rules:
Magical Flux – Use the magical spinner that comes with the book to see which kind of magic is in ascendency each turn. This gives a bonus to casting spells from the relevant lores.
Wild Magic – 4D6 rolled each turn for power dice and 24 may be used each turn.
Arcane Fulcrums – Treated as buildings that only one model can occupy and one can attack at a time. Wizards sat on fulcrums get a 3+ ward save and other immunities. Wizards who miscast on a fulcrum have to roll on a special miscast table as well as the normal one.
Cantrips – All wizards know these three extra spells: 1) Teleport your wizard to an empty fulcrum 2) Duel fulcrum-to-fulcrum with an enemy wizard 3) Unbind enemy monsters.
Cataclysm Spells – Every lore and race has access to additional uber-spells depending on how many fulcrums you control. All wizards also know the ‘Seven Secret Sigils of Summoning’ spell which allows you to summon pretty much any unit from any army book to join you (no specials or monsters). The value of the unit depends on your level of fulcrum control.
Notes: Dwarfs get special rules for striking magic runes on fulcrums, so they don’t feel left out; Additional bound monsters are being created by GW, so players aren’t limited to the original list of 45; The book also includes extra magical rules for ordinary terrain.
Source: Storm of Magic rulebook available to buy from GW here.

19. BATTLE OF IRONAXE RIDGE

The Dwarves peered out of the trees into the mist and the rain. No one spoke. Here they would make a stand. Here on Ironaxe Ridge. Hidden in the mist, Goretooth revelled in sensation. He enjoyed the rain on his snout, the stink of his wet fur, the squelch of the mud under his feet. If his misshapen mouth had allowed it, he would have grinned. The mist would hide his force, hide them until they were ready for the rush. Soon the slaughter would begin.

Tuskgor

This scenario enables players to fight a full scale battle using a small 4′ x 2′ battlefield. Great for playing on a kitchen table.

Armies: 2000pts Dwarfs vs 3000pts Beastmen.
Battlefield: Fought on a 4′ x 2′ battlefield with a large and small hill along the northern long edge of the table. The large hill has a forest on one end and there is a gap between the hills.
Deployment: The attacker (Beastmen) deploys in a special way. Every unit he deploys must be placed so that only the front rank appears on the southern long edge of the battlefield. The rest of the unit is placed when the unit moves forward. The defender (Dwarfs) can deploy anywhere on or behind the hills, within 12″ of the northern table edge. The attacker deploys first, after which units are deployed in the normal way, alternating between the two players.
First Turn: The defenders go first.
Game Length: The battle lasts four turns.
Victory Conditions: Calculate victory points as normal. If there are any unbroken defending units on the large hill, the defender gains an additional 200 VPs, the smaller hill is worth 100 VPs. Otherwise the attacker scores those points.
Source: Written by Mike Walker and published in WD 226 (October 1998), pp.83-87.

18. FORCED MARCH

Sometimes two armies will find themselves racing against time in order to occupy a vital piece of ground. The two commanders must carefully judge how much to force the pace; too slow and the enemy will occupy the battleground first, but too quickly and their army will arrive at the battle strung out and exhausted. The general that makes this strategic calculation with the greatest skill and cunning will earn their army a vital advantage in the coming battle.

This scenario forces players to make a difficult choice at the very start. This decision will alter the course of the battle, making for a simple but strategically very interesting scenario.

Source:
Available HERE as a free PDF on the Games Workshop website.

17. BATTLE FOR THE ISLAND OF BLOOD (full)

On an island outpost beyond the borders of the High Elf homeland lies a magical artefact known as the Phoenix Stone. The Skaven warlord Verminkin has infiltrated the island through secret tunnels, seeking the amulet for himself. He has been led there by the double-dealing engineer Ratchitt, and is pursued by the traitor Spinetail, with an endless tide of vile ratmen following in their wake. The elven garrison defending the Phoenix Stone is heavily outnumbered but must fight on until the arriving reinforcements, led by Prince Tyrion himself, can cut through the Skaven army and come to their aid.

This is the full legendary battle upon which the 8th edition boxset is based. It was re-enacted in White Dwarf 370 by two teams of 5 players each, on a specially built board and using all available models. This is a complex scenario that requires considerable preparation but results in an epic battle within a rich narrative setting.

Armies: Roughly 10,000pts per side of Skaven vs High Elves, each divided between 3 or more commanders. One High Elf Player controls the defenders and others control reinforcements. On the Skaven side Ratchitt, Verminkin and Spinetail are controlled by different players. Additional Skaven players secretly write down which character they will align with.

Battlefield: See above image. The board requires a beach at one end for the High Elf reinforcements to arrive, and the Temple of Skulls objective at the other, connected to the mainland only by a narrow bridge (four models wide). Terrain should be warped and twisted to represent the overabundance of magic on the island.

Deployment: High elves deploy the arriving reinforcements on the left of the board, roughly 48″ from the opposite table edge. Prince Arathan on his Griffon, Caladris the mage, Kaeler with 9 Swordmasters, plus 5 Ellyrian Reavers are deployed at the base of the temple on the opposite side of the board, with one unit on the bridge. High Elf Dragons may enter on turn 2, and Tyrion on turn 3. Destroyed High Elf units may return via the beach as reinforcements. The Skaven army is deployed on the right hand side of the board, with one unit assaulting the bridge and the bulk of the army facing off against the High Elf reinforcements. Armies are deployed simultaneously with a screen placed between them.

First Turn: Roll off.

Game Length: Play until either side is victorious.

Victory Conditions: Skaven win if they can destroy all High Elves defending the tower. In addition, only ONE Skaven general will achieve overall victory by being the closest surviving general to the tower when the defenders are destroyed, thus claiming the Phoenix Stone for himself. High Elves win if they get 30 or more models from the main army 6″ or further into the Skaven deployment area (decide where this line should be). High Elves can also win by clearing all attackers from within 8″ of the bridge OR by locating the Phoenix Stone and using it to successfully cast ‘The Spell of Ultimate Destruction’.

Special Rules: Skaven may not cast spells or make shooting attacks onto the bridge for fear of destroying the Phoenix Stone. Skaven characters may attack each other in any way. Skaven players must roll-off if they disagree over any decisions such as which unit to put on the bridge. Only one unit from each side may fight on the bridge at any time. If the Skaven unit is destroyed, another unit within 8″ of the bridge must take its place. If the High Elf unit is destroyed, another defending unit must take its place. If either side is unable to replace their unit on the bridge in this way, they lose the battle. Units on the bridge are ‘Unbreakable’ and may not flee. Units on the bridge have the ‘Unstable’ special rule to represent falling over the sides. Units placed into combat on the bridge count as having charged. Caladris is allowed to enter the tower in search of the Phoenix Stone. He rolls four dice at the end of each High Elf turn, each roll of 4+ counts as a success in his search, after 7 successes he has found the stone and is placed outside the tower, after turn four he may use the stone to cast ‘The Spell of Ultimate Destruction’. Roll a D6: 1 = Spell fails and Caladris is killed, 2-3 = Spell fails but may be attempted again at end of next turn, 4-6 = Spell succeeds, Skaven army is wiped out, High Elves are victorious. Additional rules are provided for coastal statues, mountain catacombs, wrecked ship, etc.

Note: This scenario is best played using a Game Master, who can keep everything flowing smoothly and adjudicate on disagreements or difficulties.

Source:
- Full rules and battle report can be found in White Dwarf 370 (October 2010).
- There is a short NOVEL available that describes the whole battle.
- A detailed description of the battle can also be found in WD369.

16. BATTLE FOR MAUGTHROND PASS

You are the Eltharion, leader of the defenders of the village of Maugthrond. It is early morning and your lookouts in the watchtowers are guarding the village from attack on each of its four sides. This morning the unit in the Eastern watchtower, looking over the pass towards the wooded hills to the east, suddenly sees a horde of Goblins emerging from the mist that shrouds the trees and hillsides. They must warn the village garrison before the Goblins attack… 

This is the introductory scenario outlined in the 16-page booklet that came with the (now discontinued) 4th edition starter boxset. The scenario uses the plastic High Elf and Goblin armies included in the box, plus terrain and cardboard placeholders for larger models.

!!WANTED!! – Does anyone have this booklet? Would you be willing to convert it into an 8th edition scenario? Please get in touch!

Source:
- The boxset (released 1992) is now out of print.

15. TOWER OF SORCERY

“Arcane towers imbued with magic energies are scattered all across the Warhammer world. When a tower lies abandoned, it is not uncommmon for two armies to battle for control of the building and the precious magical artefacts that may lie within.”

This scenario uses a multi-level tower as its focal point. Players must control more floors of the tower than their opponent to win the battle.

Armies: Any, see BRB and army books.
Battlefield: An arcane tower, such as the Witchfate Tor, must be placed in the centre of the map, with other terrain set up in a mutually agreeable manner. The battle is played lengthways along the battlefield.
Deployment: Roll off to see who gets to choose their end of the table: they must deploy their whole army first (within 12″ of table end) and roll a D6 for each unit, which must each be held back as reserves on a roll of 1-2.
First Turn: Player that set up second rolls a dice: on 6 he chooses who has first turn, on 1-5 the player that set up first chooses.
Game Length: Maximum 7 turns, but ends on roll of 1-2 at end of turn 5 or 1-3 at end of turn 6.
Victory Conditions: The side that occupies the most floors of the tower at the end of the game is the winner. If it is empty or destroyed, the game is a draw.
Special Rules: ‘The Tower of Sorcery’: special rules for fighting over the 3-4 levels of the tower (anything but a Large Target can garrison, floors are connected, flyers can attack higher levels, etc). ‘The Ground Floor’: level for wizards on the tower’s ground floor is doubled for casting and dispell attempts.
Notes: Written by Jervis Johnson.
Source: Published in White Dwarf 372, pp.76-77

14. THE FROZEN LAKE

Two armies meet over a vast frozen body of water. At any other time of year the roiling waters would make battle impossible. However, at the height of winter, thick ice covered by compacted snow has created a surface that is by no means steady or safe, but may support the opposing armies….

This scenario takes place on a frozen lake, with some interesting and unusual rules to represent the danger of falling through the ice. Monsters and war machines wreak havoc (upon themselves and others), while heavily armoured troops are at a disadvantage versus more nimble opponents.

Armies: Any.
Battlefield: Hills are the only terrain, representing islands in the lake.
Deployment: See BRB.
First Turn: See BRB.
Game Length: See BRB.
Victory Conditions: See BRB.
Special Rules: Under various circumstances units must make a ‘Lost Under the Ice’ roll. This is a normal armour save, but if passed then the unit counts as a casualty, as the weight of its armour has pulled it under the frozen surface.
Notes: There are various rules indicating when a ‘Lost Under the Ice’ test must be taken, and larger units such as ogres and giants can deliberately smash the ice to make units around them fall through. Large and heavily armoured units must test when charging, etc.
Source: The idea and experimental rules in full can be found HERE on the Games Workshop website.

13. BATTLE FOR THE ISLAND OF BLOOD (starter)

On an island outpost beyond the borders of the High Elf homeland lies a magical artefact known as the Phoenix Stone. A Skaven warlord has gathered an army and infiltrated the island through secret tunnels, seeking the amulet for himself. The elven garrison finds itself heavily outnumbered as Prince Althran Stormrider rushes to their aid.

This is the introductory battle outlined in the starter booklet that comes with the 8th edition boxset, “The Island of Blood”. It represents the historic conflict between the ‘Glittering Host’ of Prince Althran Stormrider and the ‘Verminous Horde’, led by Skreet Verminkind, but is more of an example battle setting (using the standard 8th edition rules) than a unique scenario in itself. See the ‘IoB’ tag on this site for other scenarios based upon the ‘Island of Blood’ setting.

Armies: Players use the miniatures from the “Island of Blood” Warhammer starter set.
Battlefield: See BRB.
Deployment: See BRB.
First Turn: See BRB.
Game Length: See BRB.
Victory Conditions: See BRB.
Special Rules: N/A

Source:
- The boxset (released 2010) is available HERE.
- The starter booklet does not contain the rules or characteristics for the models included, but a reference sheet is available to download from the GW site. NB: The High Elf roster comes to 104pts more than the Skaven roster, and it breaks army composition rules.
- White Dwarf 369 contains a battle report using expanded armies based upon those in the boxset, using the Blood and Glory scenario from the BRB. The magazine also gives a summary of the events of the historic battle that the boxset represents, as well as descriptions of the armies etc.
- There is also a short NOVEL available to accompany the boxset.

12. FORENROND’S LAST STAND

‘The Open Sore Tribe’ of Orcs and Goblins have built a settlement on the fringes of the Athel Loren forest. They send the Orc scout Gratnak Nakk (clearly the most cunning Orc ever to have lived!) to offer to reveal the location of the camp to the elven sentinels patrolling the forest borders. The young elven general Forenrond Breezenimble completely falls for the ruse and leads his cavalry column straight into an ambush. The battle begins as the Orcs and Goblins open fire on the Elvish host at a river crossing. Forenrond is the first to fall. Corma Lightmantle, Forenrond’s second in command, must take control to fight off the attackers.

This narrative scenario featured in the 3rd edition Warhammer rulebook, but there’s nothing to stop you from playing it with 8th edition rules. It’s an amusing story about an impetuous yet foolish elven general who is lured into carrying out a cavalry raid on an Orc settlement. First his infantry and baggage train get left far behind the cavalry, and then he has them shot when they arrive at their camp in the night, thinking them to be ambushers. Forenrond is killed the next day in the actual greenskin ambush before the scenario begins. Greenskin players will have a lot of fun turning the tables on the Wood Elves, getting to trick and ambush them for a change!

Armies: The lists given in the 3rd edition rulebook for the scenario can actually be adapted into fairly viable 8th edition Wood Elf and Orc & Goblin lists as follows (or otherwise use your own lists of around 1500pts).

The Elven Charge:

  • Corma Lightmantle – Wild Rider Noble, Helm of the Hunt, Talisman of Endurance, army general.
  • Atlanta – lvl 3 Spellweaver (lore of life), Talisman of Preservation.
  • 9 Wildriders (joined by Corma)
  • 10 Wildriders
  • 5 Glade Riders x2
  • 10 Glade Guard x2

The Open Sore Orcs:

  • Mandraks the Murderer – Orc Warboss, Armour of Fortune, Giant Blade, shield, army general.
  • Gratnak Nakk – Orc Bigboss, BSB, Gambler’s Armour, shield
  • 20 Orc Big Uns
  • 20 Black Orcs
  • 10 Orc Arrer Boys
  • 30 Goblins, spears
  • 20 Nightgoblins, shortbows, one fanatic x2
  • 10 Goblin Wolfriders x2

Battlefield: Lay out the terrain on a 6′x4′ board as shown in the map above. The battlefield is a river valley, and the elves are ambushed half way across a ford in the river. Use appropriate terrain rules for all items of terrain depicted.
Deployment: The player controlling the Orcs & Goblins draws a copy of the map by hand and marks where each unit of his ambushers will be deployed. They must all be within 12″ of a table edge. The Wood Elf player deploys his units in a column along the road in the deployment area, and must deploy at least two cavalry units at the head of the army on the northern side of the stream. The Orc player then reveals his ambush map and deploys his units as drawn on the map.
First Turn: Orc & Goblin ambushers.
Game Length: Six turns.
Victory Conditions: Use victory points to determine the winner of the battle, as described on page 143 of the BRB. The Wood Elves get a bonus of 50 points if they kill the traitorous Gratnak.
Scenario Special Rules: N/A
Source: Warhammer 3rd edition rulebook, 1991, pp.273-289. Track down a copy of the book for the full narrative, army lists, and paper cut-out armies!

11. IT WILL LIVE AGAIN!

A slumbering Hell Pit Abomination stirs deep in the enemy’s half of the field, but does the foe weaken his battleline to deal with it? This scenario presents players with a real tactical teaser and some fun rules inspired by the best vintage horror movies.

This web exclusive scenario was written by Jervis Johnson in January 2011 for players to have fun with the new Hell Pit Abomination model. The HPA starts off ‘Dormant’ in the opponents deployment zone. Using the ‘It’s Alive!’ special rule, the Skaven player has to jolt it to life by channeling a passing lightning storm.

Source:
Available HERE as a free PDF on the Games Workshop website.