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Title: Dwarven Campaign


King Ulrik Flamebeard - August 27, 2004 05:43 PM (GMT)
Ok well I've thought about this and have decided to attempt to create a dwarven camapaign pack (ala War of the Beard ot Grudge of Drong).

The basic idea I've had is that the driving idea is the dwarves of a certain hold are sick and tired of sharing it with Skaven/Greenskins, so the king decided that he wants his home back and has called a crusade of sorts. The dwarves are taking the fight to them.

So I'm looking for help, I want ideas on how to create this and types of scenarios to include. I also want to make a few special characters for both sides, say a max of three per side?

Also each scenario would need to be cumulative, if one side wins one their next scenario they gain some sort bonus and the others maybe a penalty.

ie dwarves loose one game and the next game because they lost before they have less war machines or something. etc

Now a few ideas I've had:
  • One scenario to involve a small dwarf force falling up a skaven one, a vanguard so to speak. The dwarves to be mainly miners (restrictions removed) and warriors, the idea is to make sure no skaven unit above US? leaves the table. The skaven roll for a table edge to escape from and the dwarves appear from another random one, dwarves get first turn.
  • A ambush scenario. A dwarven artillery/food train is travellng the Ungdrin (the underway) and are abushed by skaven. The dwarves must get at least two food carts off the boardedge, the skaven must destroy at least three. Skaven go first, to destroy a cart they must remain in contact for a turn (with US5+) to do this they capture it etc. The war machines of the dwarves may fire but have to roll on a D6 to unlimber the machine read to fire.
  • A small scenario involving skaven attempting to gain access to a dwarf tresure vault, maybe using the Boarder patrol rules. If dwarves win then characters and special unit champs get extra rune allowance due to the runeic weapons/armour in the vault. If the Skaven win they get some sort of bonus maybe they melt the armour to make heavy armour for them? Stornvermin get gromril armour?

KU

Boris the Bulletdodger - August 28, 2004 05:09 PM (GMT)
I like this. You could use the Undgrin Ankor (sp?) appendix list from the back of the Dwarf book as a kind of basis for the Dwarf forces. i.e. mostly Miners, Ironbreakers and Warriors. You could include Hammerer in scenarios (prob just 1 or 2) where the king is present and Flame Cannons (I'm pretty sure I read somewhere that they were used to defend the mines), but no other war machines...

For scenery/terrain, look at the LOTR Shadow and Flame stuff from WD: lots of pillars, slag heaps etc. Maybe you could also get some model railway stuff and have some mine cars (and maybe an 'Indiana Jones' escape scenario to go with them :lol: )

For special characters. hmmm.... i might try invent some for you to use if you want. Are you planning on Skaven or Night Goblin bad guys? or both??

If you use both you could have a final 'uneasy alliance' battle with the two evil forces trying to push back the Dwarfs, or even a 3-way fight like La Maisontaal...??

I like the idea of the ambush scenario, you could base it on the Gromril cart/Kadrin Redmane scenario in WD254. Rather than have special 'destroy the cart' rules for the baddies, just give the carts a chariot profile. You will need to improve that scenario a little tho, cos i've tried it and it's pretty hard for the Dwarfs to pull off a win within the alotted turn limit.

Speaking of Kadrin Redmane, why not make it a 'reclaimation of Karak Varn' campaign, and include him in it, using his rules from WD254. At least then you would have one balanced special character to start you off. You could then make rules for Thane Ironeye and invent some other Dwarfs and baddies to join them...

This might be just what I need to resurrect my interest in Dwarfs! I have been a little bored with their static gameplay lately, so been mostly using my undead and other people's armies! I still have my Undgrin Ankor force somewhere (with like 50 Ironbreakers!)....

Combined with Josef Bugman's forthcoming WD campaign (I love that brewer!), Dwarfs may well become my army of choice once more...

If you want/need any help, PM me or something. As of Tuesday I am finished uni (2 degrees, wow!) so will have loads of spare time on my hands (gotta take a year out, it's compulsory!! :D ). Might even be able to pay you a visit or something: Grantham really isn't that far from where I will be living (near p'boro, so just up the A1!). Incidentally, is there a GW in Grantham, or do you visit one elsewhere?? Guess Lincoln/P'boro would be nearest unless there's one in Newark

Ross - August 28, 2004 06:16 PM (GMT)
Can I create a few skaven characters?and maybe a greenie or 2?Its a great Idea,ANd I thought of a scenario a while ago,it involves a few miners and Ironbreakers in the middle of a undergorund passage with skaven on 1 side and a goblin force on the other.both have teamed up to destroy the dwarfs,but may attack each other if the alliance breaks.

Boris the Bulletdodger - August 28, 2004 06:19 PM (GMT)
There you go, KU: you have two eager pixie helpers to be your Games Development underlings! Just give us a brief and away we go....!! :D

King Ulrik Flamebeard - August 28, 2004 10:26 PM (GMT)
Wow! Thanks guys, I'm gonna have a look at ideas later tonight and maybe get them up tomorrow.

QUOTE
If you want/need any help, PM me or something. As of Tuesday I am finished uni (2 degrees, wow!) so will have loads of spare time on my hands (gotta take a year out, it's compulsory!!  ). Might even be able to pay you a visit or something: Grantham really isn't that far from where I will be living (near p'boro, so just up the A1!). Incidentally, is there a GW in Grantham, or do you visit one elsewhere?? Guess Lincoln/P'boro would be nearest unless there's one in Newark


Really near me?! ^_^ Cool. Nope no GW in Grantham or Newark, and yes indeed the closest ones are Lincoln and Peterbough. Whenever I get chance to visit a GW it's usually Peterbough, but have had a few trips to lincoln as of late.

KU

Boris the Bulletdodger - August 28, 2004 11:18 PM (GMT)
Well I should think I will be becoming a regular at the Peterborough store, so might get to see you around! If you have a good gaming club or something in Grantham, I would be happy to drive there every so often for some different opponents!!

Ross - August 29, 2004 09:08 AM (GMT)
are you going to base the enemies around anything?Like night goblins or clan pestilens?because night goblins are famous for breing subterranean so I think they would attack a hold from underneath.

King Ulrik Flamebeard - August 29, 2004 10:40 AM (GMT)
Longdrong: I think just a normal clan, but maybe we create our own background for the skaven army there? If you want to make some characters then go ahead, but keep them as Skaven. I don't want to over complicate things by having more than two armies in the campaign.

QUOTE
I like the idea of the ambush scenario, you could base it on the Gromril cart/Kadrin Redmane scenario in WD254. Rather than have special 'destroy the cart' rules for the baddies, just give the carts a chariot profile. You will need to improve that scenario a little tho, cos i've tried it and it's pretty hard for the Dwarfs to pull off a win within the alotted turn limit.

Speaking of Kadrin Redmane, why not make it a 'reclaimation of Karak Varn' campaign, and include him in it, using his rules from WD254. At least then you would have one balanced special character to start you off. You could then make rules for Thane Ironeye and invent some other Dwarfs and baddies to join them...


Looking at the scenario this is basically what I planned, but maybe have the dwarves a bit further on the board (to give them a chance). But as for using Redmane, no. He's a cool character but this would make it a historical campaign and also it be more fun to make our own heros etc. But thanks.


Now last night I jotted down a few more ideas on the battles and such, please bare in mind they're in the Work In Progress (WIP) stages and will need lots more work and feedback. But I want to know your thoughts on them and what help you can offer.

These are not in any specific order or anything.

Scenario 1: The Vanguard encounter

The dwarven vanguard attack skaven close to the top levels, The skaven are attempting to flee the tunnels to warn the clan of the dwarfish attack.

Rules: Skirmish rules (either warhammer Skirmish or from back of BRB)

Skaven start in a 12" x 12" square in middle of the board, the dwarves enter via a random table edge.

Win conditions: The skaven must get six models of a randomly determined table edge, failure to do so results in a dwarf win.

Forces: 250pts, no magic items

Skaven: 1 hero, clanrats and skaven slaves. Half the pts must be spent of skavenslaves, due to them doing the demeaning jobs of digging etc

Dwarves: 1 Miner hero (Thane - GW, GA), Miners & Warriors. Half the pts must be spent on miners (as they're the ones who got them there), warriors can't have a save better than 5+ (due to the need to be silent and stealthy).

Scenario 2 = Ambush on the Underway

A dwarven artillery/food/gromril/equipment train is ambushed by a larger skaven force while attampting to reinforce the dwarven army. The foul ratmen attempt to destroy the trains and/or delay/stop the reinforcements arriving, the dwarves will push on to stop the skaven from getting hold of their goods.

Rules: Ambush, the dwarf player marks an order of march and places his units that way, but the carts/war machines may be placed within the centre with units on the outside. the war machines maybe used but first they must unlimber, so on a 4+ the war machine is unlimbered and able to fire next turn.

Skaven goes first as they have the element of surprise.

Forces : 1000pts

Skaven has 750pts more than the dwarves, but may have no warp fire throwers or WFcannons. (This is because they're to heavy and cumbersome to get into position without giving them away, and the WFT is too much of a unstable and is more likely to give them away)

Dwarves: No war machines, miners or rangers maybe chosen. The general must have Gromril armour, the train guard will be Ironbreakers, warriors and thunderers (a well protected train and to give them a chance of winning)

The dwarves get three-four free war machines (cannon, ST or BT) and must start the battle touching the cart in front (its being wheeled there). Carts x 6 : M6, WS4, BS3, S4, T5, W4, A2, LD9, SV4+ (combines the mules, crew and the cart itself), the crew have HA, HW, X-bows.

Win Conditions: If the dwarves can get three carts off the table edge then they win regardless of anything else. If the skaven can destroy over half the carts then they win, or if they kill all the dwarves (no one then left to led the carts).

Scenario 3 - Protect the Past

A skaven force are attempting to break the protective runes on a vault and then desecrate the deads graves inside. A small dwarf force has been sent to stop this and to restore the runes.

Rules: Boarder Patrol, Take and Hold

The skaven get four free engineers, they may NOT cast spells or attack/shoot. They must all remain in btb with a selected terrain piece, as they are too busy attempting to break the ancient dwarf runic magic. The dwarves get a free runesmith who must aim to get to the terrain and restore the runes, if able he must ALWAYS move toward the piece.

Forces: 500pts, NO war machines allowed (it's a race to the end)

Skaven:Four free engineers + Normal boarder patrol rules
Dwarves: One free Runesmith + Normal boarder patrol rules (character maybe Runesmith any may help the other in his job)

Win conditions: If the four engineers remain the entire game in btb with the terrain and no runesmith is touching it, then it counts as a skaven win. If one Runesmith is touching the terrain piece then it counts as a draw. If the dwarves kill two engineers AND have one Runesmith in btb then it counts as a dwarf win if the dwarf player can roll a 4+ on a D6 (represents him resealing the runes and not enough enginners to stop him) then it's a dwarven victory.

Skaven win: Stormvermin get gromril armour (4+ sv) & clanrats get +1Sv
Dwarf win: Special unit champions may have 25pts of runes & banners at 75pts

Scenario 4 = Assault on the Shrine
The dwarven advance army finds the holy shrines of Valaya, Grimnir and Grungni under attack, inside a small force of priests hold out against the odds. Seeing their breathren in trouble the dwarf army falls on the skaven from behind, and attempt to liberate the holy shrines.

Rules: Flank attack

The priests force setup in a 12" x 12" square in middle of the board, the skaven then setup 18" from this (may be deployed on any side of the dwarves ie surrounding them). The priests must hold out for three turns then the relief force shall appear from any table edge, due to their unwillingness to leave the shrines the priests and their units are stubborn and immune to panic (they know they have nowhere to run)

Forces: Skaven: 2500pts (Chosen normally), dwarf priests: 1500pts, dwarves: 1500pts

Skaven: Normal choices allowed
Dwarven Priests: Three heros - two thanes (one with no save beter than 4+ & must have a runic weapon) & one Runesmith + Ibs, slayers, warriors and crossbowmen, max TWO war machines
Dwarves: Normal choices allowed, excpet no war machines, rangers, hammerers

Win conditions: If the skaven end the game with more units (US10) inside the dwarven deplyment zone than there is dwarven units then they win. If the flanking dwarves can get two units into the priests DZ then it counts as a dwarf win.

So there you have it, a few ideas. Needs work and such but what do you think? Feedback wanted.

KU

Ross - August 30, 2004 10:01 AM (GMT)
Well considering this is a war where the dwarfs wage war on the skaven why isn't there any with dwarfs attacking skaven?




P.S I know someone who has written rules for dwarf priests for each god (well the main 3)SO I cna get them if you like.

King Ulrik Flamebeard - August 30, 2004 10:18 AM (GMT)
Well becuase these are only a few ideas, trust me I'm getting to the dwarf assaults.

As for the priests, I've seen some pretty decent rules for them too. So We'll see, if you want to post/pm me yours then feel free.

Also this is how I was thinking of setting out the campaign:

user posted image


KU

King Ulrik Flamebeard - September 7, 2004 08:46 PM (GMT)
Ok double post I know....

Some extremely basic fluff, on the battles:

Vanguard Asault

The first of the dwarfs push into the skaven held tunnels and mines, a small force of miners and lightly armoured dwarfs fall on the bewieldered rats. But can they stop any from raising the alarm?

Scouts & Pickets - Skirmish, Generals Comp

Win -
S: Must get half of their force off the dwarf opposite board edge
D: Any other result

Upper Hall

Further on the skaven have managed to pull together a small force of slaves and others, this meger group are to slow the dwarf advance. With their death...

Pitched Battle - WFB, BRB

Win -
S: VPs, scores double vps for each dwarf unit destroyed, routed or below 1/2 Stren
D: VPs

Protect the Past

A group of foul Skaven are attempting to break open the protective runes on the hidden vaults of the Dwarfs, unbeknown what's inside they will plunder the good. No dwarf will ever let this happen, accompanied by a Runesmith they shall slay and reseal the runes.

Take and Hold- Boarder Patrol , WD, GW online

Win -
S: Kills Rsmith or has four engineers in btb with "vault" at end of turn 6
D: Kills four or more engineers, or gets Rsmith in btb with Vault and lasts there a turn

Stairs

An small band of Ironbreakers and Miners attempt to take the stairs leading to the mines, knowing how improtant these are the skaven are attempting to collapse the roof of the tunnel. If this is achieved then the dwarfs must take the long route round, and face the entirety of the skaven hordes, but neither side is sure where the other is.

Meeting Engagement - WRB BRB

Win -
S: Normal rules
D: "

Tunnels

While the other dwarven force draws the main skaven defence, the tunnels leading throughtout the hold are now being shadowed through by an elite force of Ironbreakers and miners. Hoping to break past the badly defended tunnels they plan to appear behind the skaven, and shatter them against two soild walls of iron. But the tunnels are guarded by great beays and swarms of rats, and the dwarfs get past?

Boarder Patrol - Breakthrough (maybe, TBD), WD, GW Online

Win -
S: Reduce all dwarf units to 1/2 strength, stop any from escaping the boardedge
D: Get at least 10 models off the boardedge

Reinforcements

While the small vanguard pushes forward the rest of the dwarven host advances, but many of the supply trains are being attacked. Crossing many of the halls and through the tunnels the dwarfs keep a sharp eye out, but the skaven have made new tunnels. Pouring from these hidden holes the furry carpet aims to devour the dwarfs.

Ambush - WFB, BRB

Win -
S: Destroys four carts or 3/4 of dwarf army
D: Gets three carts off table edge

To The Shrines

Below and beyond the dwarven army, as small utpost has held against the horde of rats. These beleagued dwarfs hold out as news of a dwarven support army has reached them, they will not allow their ancestors graves and the holy shrines of the gods to be desecrated.

Overwielmed - Generals Comp.

Win
S - Must end game with three units of US10 inside the dwarf deployment zone
D: Lasts till end of game with no Skaven unit over US10 in Deployment zone

Lower Halls

Further and deep the dwarfs have pushed the saven into the bowels of the world, counter-attacks repulsed and assaults pushed forward. Now they purse a fleeing skaven army into one of the eldest halls, but now changed it's a fury of furry activity. Where are the reinforcements? And who's shall appear first?

Flank Attack - WFB, BRB

Win -
S: Use normal VPs
D: "

A few changes made I know, but give me time. Will finish the rest later, but what do you all think? And any ideas for special rules to link the scearios?

KU

LordChilipepa - September 8, 2004 08:34 PM (GMT)
Here are a few protagonists for you: Use them or not, they're just what little contribution I can make in my capacity as resident writer and fluff fanatic:

Grey Seer Sk'reep
M5
WS3
BS3
S3
T4
W3
I5
A1
Ld6

S'kreep is overlord of Verminous Peak: formerly Karak Unkor. Officially, he is the counsellor of Warlord Haskdrask, the potentate of clan Skruten who was to take over command after the recent conquest of the hold: unfortunately Haskdrask met his end in the tunnels of the underway in a most unfortunate accident involving a loaded Jezzail and an exploding pinata, leaving S'kreep as the most sorrowful commander of the Skaven forces :).

Equipment: 5 Warp Tokens, the Stave of Dominance.

The Stave of Dominance: A symbol of 'gratitude' for his role in the conquest of Karak Unkor, and more importantly as an act of obsequious abasement to the Seers, this potent artefact was gifted to S'kreep by clan Skruten. Having cleaned off the last of the skin-burning warpstone-laced poison smeared over the package, the Seer was surprised to find the clan had in fact enclosed a real gift, presumably as a cover when his death was investigated. Worked by 'talented' Warlock Engineers and designed by the 'gifted' Mad-Eye Quickchitter the Scorched, the stave is nevertheless a dangerous sorcerous tool - especially to its bearer.

The Stave of Dominance graints power over the minions of the Horned Rat. It contains the spell Vermintide at power level 4, and infers +1 Ld on all Skaven units within 6" (including S'kreep's own). However, every time the staff is used to unleash the Vermintide, roll a dice: on a 1, the staff is drained of its power. If this result is rolled, roll another dice: on a second 1, the staff is drained of its power AND unleashes its spell in the wrong direction, sending the Vermintide sweeping towards the nearest Skaven unit. If this happens, all results of the staff are lost, as the skaven around S'kreep no longer feel respect at their leader's power after this display of incompetence

.Special rules: Master of intrigue, Incompetent underlings, Delusions of grandeur.


Master of Intrigue: S'kreep is a master of the constant intercenine backstabbing of Skaven politics, and the other Skaven leaders in Verminous Peak are all too aware of this. Before the battle, roll a dice for every skaven character present: on a 2+, they and any unit they are in gain the ability to re-roll panic checks as they know the consequences of failing S'kreep; on a 1 they are removed as casualties before the battle begins, the victims of 'harsh justice' as S'kreep calls it and 'assassination' as others call it.

Incompetent underlings: In the best Skaven tradition, S'kreep blames the skaven under his command for all his mistakes. Sure that he must be present to ensure victory with his brilliant genius, the Grey Seer must be your general if you use him at all.

Delusions of grandeur: S'kreep believes himself to be the guiding light of all Skavendom, a genius yet to be recognised as the greatest rat-man ever to walk the earth. This complex originates partly from the lashback from childhood bullying by the larger skaven (as is only proper) in Skavenblight when he was the runt of a litter: its result in rules terms is that he must pass a Ld test not to accept any challenge issued that he could accept, and that in his overweening confidence he does actually gain some spellcasting ability: he has +1 to cast; however a roll of double 1 OR double 2 counts a miscast as his overbearing belief in his own powers makes him slipshod.

375pts

More to come...

King Ulrik Flamebeard - September 8, 2004 08:47 PM (GMT)
hehe I like chilli, I like. Very Skaven ^_^

I will having a crack at a miner hero sometime soon, also the scenario's will most likely be defined. But I still need more ideas on what the bonuses for each winner of the battles could get, anyone with ideas?

KU

LordChilipepa - September 10, 2004 07:11 PM (GMT)
Chieftain S'kuri Snitchpaw
M5
WS5
BS4
S4
T4
W2
I6
A3
Ld6

S'kuri is the browbeaten aide of S'kreep. A runt by the standards of the warrior caste he was born into, he endured years of bullying to claw his way to the top of the military pile, only to find an even bigger bully dominating his life. A coward at heart (what skaven isn't?), he finds himself as S'kreep's unwilling and resentful lackey...

Equipment: Blade of Skruten, hand weapon, Heavy Armour, Shield

The Blade of Skruten: These well-made weapons (by Skaven standards) are given to all the high-ranking military officials in the clan. Warpstone-edged, their surface is inlaid with runes of potent destruction - or so the travelling Warlock Engineer who sells them wholesale claims.

The Blade of Skruten gives S'kuri +1 attack and +1 strength. However, should he ever roll 4 1s to hit, the blade will give a damp phut noise and disintegrate in a cloud of nasty-smelling gas as the slipshod enchantments go wrong.

Special rules: Resentment, 'Yes Master' & Mental Browbeating

Resentment: S'kuri dislikes S'kreep intensely, and will do his best to stay away from the overbearing egomaniac even in the heat of battle. S'kuri cannot be deployed in the same unit as S'kreep, and cannot join a unit that contains S'kreep - if S'kreep joins a unit containing S'kuri, he will be at -1 WS as it is hard to mutter under your breath and fight at the same time, and cannot leave the unit until S'kreep takes his leave of it - any attempts will warrant a suspicious 'Where going are you, hm? HM?'

'Yes Master': S'kuri is enough of a coward to submit to the delusions of grandeur and egotistical ramblings of S'kreep without a word to the contrary (at least to S'kreep's face). Whenever S'kreep occupies the same unit as S'kuri, the Grey Seer will gain +1 Ld from being in flattery range of his yes-man.

Mental Browbeating: In any game, S'kuri feels the constant annoyance of S'kreep's mental communication via a warpstone charm around his neck. Knowing the Grey Seer is watching him, and hoping to gain recognition from levels above his oppressor, he will do his damnedest not to incriminate himself. S'kuri and his unit may re-roll failed break tests - this rule does not apply if he is occupying the same unit as a character of higher points cost, as it was his fault!

95pts

In the scenarios you listed below, I would intend S'kuri for use in the Pitched Battle, the 'Protect the Past' scenario, and in the Ambush. S'kreep should be used in the Overwhelmed scenario. Both characters should be used in the Desperation Defence and Death or Glory scenarios.

Durin hammerhand - February 8, 2005 06:55 PM (GMT)
ooooh this seems to be really cool, and I will try and help. :clap:




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