warhammer set up: an old grumbler's edition
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ContentsGenerating the Scenario ............................................................................... 3
1. Select Teams/races ........................................................................... 3
2. Location Chart dictates terrain (must be a place that the racesoverlap on) ................................................................................................ 3
3. Season Chart .................................................................................... 4
4. Select Army Lists .............................................................................. 4
5. Weather Chart (seasons and location provide modifier) ................. 4
6. Weather effects ............................................................................... 5
7. Time of day/night fighting ................................................................ 6
8. Magic and its influence on game setting .......................................... 6
9. Establish Each players victory conditions ...................................... 6
10. Deployment .................................................................................. 6
11. Who goes first? ............................................................................ 7
12. Game length ................................................................................ 7
Other helpful tidbits ...................................................................................... 7
Terrain ideas ............................................................................................. 7 The Coast of Lustria ............................................................................... 7
Jungle of Lustria .................................................................................... 7
Ulthuan ................................................................................................. 7
Naggaroth ............................................................................................. 7
Chaos Wastes ........................................................................................ 7
Araby ..................................................................................................... 7
Albion .................................................................................................... 7
Norsca ................................................................................................... 8
The Dark Lands ...................................................................................... 8 Worlds Edge Mountains ........................................................................ 8
Border Princes/Solland .......................................................................... 8
Kislev ..................................................................................................... 8
The Moot ............................................................................................... 8
The Grey Mountains .............................................................................. 8
Estalia/Tilea .......................................................................................... 8
Forest of Loren ...................................................................................... 8
Sylvania ................................................................................................. 8
Southlands ............................................................................................ 8
Khemri ................................................................................................... 8
Black Gul f and Tilean Sea ...................................................................... 9
Marshes of SkavenBlight ....................................................................... 9
The Realm of Bretonnia......................................................................... 9
Underground ......................................................................................... 9
Baggage Train ........................................................................................... 9
Deployment ........................................................................................... 9
Raiding the baggage ............................................................................. 9
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Generating the ScenarioUnless you have a creative Gm or a Mutual understanding/agreementon the scenario, it i s recommended that one consults the following
process.1. Select Teams/racesBoth Players Select a team they wish to play from the followingBeasts of ChaosBretonniaChaos DwarvesDark Elves
DwarvesEmpireHigh Elves
Hordes of ChaosLizardmenOgre KingdomsOrcs and GoblinsSkavenTomb KingsVampire CountsWood Elves
2. Location Chart dictates terrain (must be a place that the races overlap on)
C o a s t o f
L u s t r i a
J u n g
l e o f
L u s t r i a
U l t h u a n
N a g g a r o
t h
C h a o s
W a s
t e s
A r a
b y
A l b i o n
N o r s c a
T h e
D a r
k L a n d s
M o u n t a i n s
S o l l a n d
K i s l e v
T h e
M o o
t
G r e y
M o u n t a i n s
E s t a l i a / T i l e a
F o r e s t o f
L o r e n
S y l v a n
i a
S o u t
h l a n
d s
K h e m r i
T i l e a n
S e a
S k a v e n
B l i g h t
B r e
t o n n
i a
U n d e r
G r o u n
d
AlbionitesBeasts of ChaosBretonniaChaos DwarvesDark ElvesDwarvesEmpireHigh ElvesHordes ofChaosLizardmenOgre KingdomsOrcs & GoblinsSkavenTomb KingsVampireCountsWood ElvesHalflingsGnomesEstalians/Tileans
KislevitesPygmy Allies
Norse Nippon
When determining the location, First randomize between common blue locations. If no common blue location exists, randomize between all blueand red locations, if no blue and red locations exist, randomize between two red locations. If no such location exists, a plot device will need to beinvented by the players/gm.
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10D6-30-5 Ember Gales6,7, Infernal Ash winds8,9,Drought10,11,12,Scorching Sun13-18 Sweltering heat19-27, Sunny Day28-40 Warm Day, with mild wind41-45 Overcast46 Fog47-49 Rain50,51 Windy Rain
52, Torrential Downpour/deluge53 Lightning Storm54 Hail55 Slush and slippery mud56-64 Snowed65-67 Snowing68,69 Blizzard70+ Frigidly Cold
6. Weather effects
Ember GalesAll Black powder weapons misfire on a +1 due to therandom hot embersOrder and Good models have -1LdAll Shots over half range suffer an additional -1 to hitSee Noxious Gas Clouds Generals compendium (p105)
Night: the glow of the embers extends LOS an additional 6 Infernal Ash Winds
All shots over half range suffer an additional -1 to hit due tothe ash in the air.
DroughtAll models have the dying of thirst rule and desperatemeasures (generals compendium p. 102)Flammable targets catch fire on a +1
Night: during night time conditions, models take a S1 hit
instead of S2 for thirstScorching SunAny unit that marches (moves a distance greater than M) suffers from heat stroke, each model takes a S1 hit no armorsave. Large Monsters take a S3 hit. Any model/unit thatsuffers a casualty/wound must take a stupidity test the nextturn.
Night: ignore the above ruleSweltering Heat
Everyone is sweaty and irritable, every unit suffers from -1Ld, and -1 Cl for all non-panic/rout tests.
Night: ignore the above ruleBright Sunny Day
Evil and Chaotic models lose 1 Ld, Cl.
Night: ignore the above ruleWarm Day, mild wind
No EffectOvercast
No effect Night: there is no moonlight
FogStarts on the D3rd turn lasts D4 turns. If the Fog starts on thefirst turn both armies deploy 12 apart. While in effect, all units are able to see 4d4 recalculatedeach turn.
Night: whilst there is fog there is no moonlightRain
Starts on the D3rd Turn lasts D4 turnsAll ranged attacks get -1 to hit (black powder weapons sufferthis penalty for the remainder of the game, thoughharquebuses no longer misfire)Warmachines may only fire on a 4+ each turn while it rains
Night: Whilst it rains there is no moonlightWindy/Torrential Rain
Starts on the D3rd Turn, Lasts D3 Turns
Flyers fly at rateAll ranged attacks get -1 to hitWarmachines may only fire on a 4+ each turnAll troops get a -1 to rallyRivers turn to fast rivers, models in fast rivers move downstream 2D6 during compulsory phase.
Night: no moonlight whilst it rainsLightning Storm
Starts on the D3rd Turn lasts D3 TurnsDuring the magic Phase the GM Throws D3 lighting bolts.Roll a DX and a DY Where x equals the length of the
board and y equals the width of the board. Do this for eachlightning bolt and have them hit targets as per the lightning
bolt spell.
Night: No moonlight whilst there is lightning, models maysee any model that is within 6 of a lightning strike.
HailStarts on D3rd Turn lasts D2 TurnsFlyers may not flyAll missile fire at -1-1 to rally
Night: no moon light whilst it is hailingSlush and/or Slippery mud
Any unit moving farther than m must take an i test. If theyfail the unit counts as unformed; warmachines crew must
pass a S test if they wish to move or rotate a warmachine.This rule does not apply in forests, hills or other terrainfeatures.
SnowedPlace random snow drifts on the map, large difficultterrain splotches.
SnowingStarts on D3rd turn, lasts D4 turnsLos reduced to 4D10 for all models Flyers move at half rateOnce over, counts as snowed
Night: No moon light whilst it is snowingBlizzard
Starts D3rd turn lasts D2 turns. Then becomes Snowing forD3-1 turns, then snowed.LOS reduced to 4 any unit that cannot see any significantterrain feature or unit for reference must pass an Ld test ormove in a random direction if ordered to move. Flyers maynot Fly.
Night: no moonlight whilst the blizzard continuesFrigidly Cold
Counts as SnowedSuch is the cold that any idle (eg a model that does not moveat least 1/4M or fight in hand to hand) exposed model (amodel on an outside of a formation, baggage area, or
building) without flaming attacks (or a flaming brasier) takesa 1S hit, no armor save. This can cause panic.
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7. Time of day/night fighting
Roll a D6, on a 6+ the fight takes place at night. (1 is always daytime)Roll another D6 and consult the next chart
During night time conditions LOS is restricted to 12 Moon Phase Roll D20
8. Magic and its influence on game setting
White mages add or subtract equal to their magic level toward theweather result of Warm day, mild wind,
Black mages add or subtract equal to their magic level toward theweather res ult of drought or may alternatively influence whetherthe fight takes place at night by the same amount.
Blue Mages add or subtract equal to their magic level toward the
weather result of Rain
Green mages, add or subtract their level toward Fog
Red Mages subtract their level from the weather roll.
9. Establish Each players victory conditions It is best if two separate victory condition sheets or sets are created,one for each player. These should be kept secret from the opposing
player. Victory conditions should be creative and involved, perhapsfollowing or suggesting an underlying plot to the battle. Strictlyspeaking all victory conditions in this section are suggestions.Though creating conflicting or similar victory conditions may yieldfun results in the battle. One might imagine an empire force with anobject of great power that must be flighted to safety at all cost, insuch a situation, losses of troops may not factor significantly againstthem because only the item truly matters. Be creative and have funwith them.Fairly standard/common Victory points+50pts for each 2x2 sector in which you outnumber an opponent byat least 3 to 1+100pts if the enemy never enters your deployment zone+pts value of every model you killed/fled/ or is fleeing when thegame ends+50pts for each standard captured
+100 for the enemy standard+100 pts for slaying the opposing general+100pts for owning unlooted baggage train
+50 for being in the process of looting+100 for fully looting
IdeasFirst blood (first team to kill a model or whichever team kills themost models on the first turn)Offense!/gaining ground (units in opp. Deployment zone)Defense (preventing enemy from entering deployment zone)Holding Bridges (control of bridges)Pillage (Destroying buildings)
No Treewives (extra Vps for killing particular units due toirreplaceability)Settling grudges (extra VPs for killing particular models with
particular models)Holding some location
10. Deployment
1. Scenery 3 a. Each player divides the board into 2X2 s ectors after
deciding which side each player is on. b. Each player writes 0-4 in each sector in secretc. The GM averages the numbers out in each sector.
d.
The GM then randomly determines and places thescenery in the sectors.e. OR alternatively, the GM sets up the entire board in
accordance with the scenario.f. The Gm will determine the deployment zones
2. Designate advanced forces (maximum of 2 units)3. Initiate a pre-battle magic phase for spells intended to be cast
before the battle (See Magic rule supplement)4. Determine which army has the slowest advanced force. Eg where
one side has two units, one of M 6 and the other of M 9 and theiropponent has a single advanced force of M7, the first side would
be the slower advanced force. Where there is a tie for slowness both are deployed as normal.
3 Remember that players get a pre-battle magic phase, and if one of themhas illusion magic, this would influence scenery set up. Deployment taken
from Warhammer 3 rd ed. though with aspects removed. Alternatively, theGM may arrange the playing field as she/he sees fit. Though really everyedition seems to have its own take on scenery deployment, take your pick.It is highly advisable to have the GM set up if there is a particular scenarioin mind.
5. Deploy both armies in Movement speed order, slowest fi rst. Eg.All units are deployed in order of movement value, Slowest unitsto fastest. Where there is a tie for speed, the Gm will randomlydetermine which tying unit to deploy next. Including the sloweradvanced force.
6.
Deploy the fastest advanced force7. Deploy scouts anywhere on the map outside of l ine of sight ofthe enemy and outside the enemy deployment zone, or within afriendly deployment zone. Fastest scouts are deployed first
8. Both players get to make a scouting move. Units with the scoutspecial rule get to make an additional move. This is only onemove up to the units maximum movement value. The team withthe highest lowest movement value for their advance force mayhave their advance force also move in this scouting movement
phase. In the event of a tie for highest lowest, both tying unitscannot move in the scout turn.
1,2 Nightfall comes on the D3rd turn and laststhe rest of the game
3,4 The night lasts the entire fight
5,6 Dawn comes on the D3rd turn and day timeconditions prevail for the remainder of the game
1-4 New Moon +0 LOS
5-14 First or last quart moon +4 LOS
15+ Full moon +8 LOS
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11. Who goes first?
The GM may elect any of the following methods for determining who goes firstThe attacking player goes firstThe players roll off adding modifiers
o +1 to player who deployed the last unitOr whichever turn order suits the needs of the scenario
12. Game length
GM establishes the game length, determining the number of turns the game will last.
Other helpful tidbits
Terrain ideas
This section is a list of ideas for what kind of terrain one might expect in
each different location and tries to avoid things that would appear in
massive cities.
The Coast of Lustria
Coast line, sandy beaches, precipitous cliffs
River estuaries/deltas (monsters lurking in the water?)
Marshes (Malaria and yellow fever?)
Lizardmen Ruins overlooking the Ocean
Empire/Estalian/Tilean trading post/ruins (buried Sartosian pirate
treasure?)
Sand Bar
Jungle/dense rain forest inland
Jungle of Lustria
Dense Jungle/rain forest (wandering predators?)Monuments to the Old Ones
Ruins (gold?)
High elevations/mountains
Broad Rivers
Fountain of Youth (actually poison?)
Lakes and swamps
Ulthuan
Shore or Inland
Towering Cliffs
Way stones (magical?)
RuinsElven settlement/city (soon to be ruins? Hidden wealth? Land in
cultivation?)
Watch tower
Forests
hills
Fjords and jagged isles
Rivers
Naggaroth
Shore or inland
Few hillsJagged cliffs
Watch towers
Shrines to Khaine
Harpy dens in mountainous areas
Dark forests, dead forests
Dark lakes
Black granite quarry
Tainted rivers
Dark elf cities are described as few, but massive and fortified, seems
it would be best to avoid dark elf cities in a battle for modeling
reasons
Chaos Wastes
Standing stones and monoliths
Chaos mutated ground and features
Rare portals to the realm of chaos
Swamps (with burning methane? Or faces in the water? Sentient
swamps?)
Barren ground
Chaos warrior settlements
Mass graves
Twisted forests
Snow, tundra, mud
Chasm
Infernal fortress/outpost
Rivers of blood, magic, ice, fire, lava
Hovering islands 4
Alters to the chaos gods
Temples, platforms and the like to the gods
Barbed nettles and other thorny malovent plants and scrub
Araby
Coast or inland
Coastal trading post
Desert Oasis
Dunes (hill and difficult terrain)
Sand (difficult terrain)
Ruins (buried in sand)
Mirage (gm cast illusion)
Areas around cities or significant settlements may have a well, or
olive tree groves or date trees
Albion
Shore or inland
Small and primitive human settlemento Land in cultivation/livestock
Lots of hills, lakes/ponds/bogs
Forests
Rare hill forts
4 Warhammer armies Chaos features a picture of paths and islands floatingin the air
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Burial mounds (haunted?)Standing stones and monoliths (druid ritual area?)
Isolated monasteries
Occasional large rocks and outcroppings
Streams
Norsca
Shore or inland
Fjords
High cliffsHills
Caves (trolls?)
Settlement (temple? Land in cultivation? Fort? Fishing community?)
Ponds
Forests
River
The Dark Lands
Common Barren earth of ash, dust and bones
Sparse Burnt forests
Rare Mines
Rare Craggy spires of stoneRare Chaos dwarf outpost/watch tower
Rare Hob goblin dwelling (yurts)
Rare Orc and goblin slave camp
Rare cliffs
Rare Chaos dwarf industry spewing soot into the air
Worlds Edge Mountains
Mountains, cliffs, passes, caves
Rivers, mountain lakes, falls
Chasms
Rare dwarf keep
Orc and goblin settlement/fortRare dwarf watch tower/midway house
Rare gnome hide/hold
Dwarf Ruins (gyrocopter landing pad, Tower, Ranger outpost,
aqueducts, Miles stones, Highway, bridges, mine)
Skaven post
Rare nest (wyvern, chimera, spiders)
Border Princes/Solland
Empire/Tilean/border prince/Dwarf settlement/ruins (land in
cultivation, Inn, Palisade/hill fort, Trading post, Granary, Brewery)
Rivers
Sparse forestsHills
Blackfire Pass
Orc and goblin settlement (idle of Gork or Mork)
Kislev
Ice, snow, tundra
Rivers
Sparse forests
In summer lots of land in cultivation
Rare Lone farmstead
Fortified settlement
Rare hill
The Moot
Halfling settlement (brewery, Inn, mill, granary, hobbit holes, bakery)
Hills
Lots of land in cultivation, small hedges and fences
Forests
Small rivers
Lots of paths and bridges
Large happy grassy fields
The Grey Mountains
Mountains, passes, caves
rivers
Dwarf settlement (ranger station, brewery, mine, tower, etc)Forest
Foothills
Bretonnian Settlement (keep/tower, village, shepherd, no land in
cultivation)
Wood elf listening post
Skaven lair
Rare Nests (Hippogriffs, eagles, warhawks, griffons, Pegasus)
Estalia/Tilea
Villa, settlement, village, tower, mill, lots of land in cultivation,
fences and hedges
Trading post/way stationRolling hills
Rivers
Sparse forests
Foothills
Forest of Loren
Lots of Forest
Elven way stones of varying quality
Lumber mill (Dwarves, empire, Bretonnia, Skaven, Orcs)
Encampment (Orcs and goblins, Skaven)
Glades
RiverElven watch towers, listening posts, and lone houses
Sylvania
Dark forests
Mausoleums, graveyards, abandoned churches
Ghost towns
Burial mounds, mass graves, heaps of bones
Rare swamps
Sparse rivers
Rare Hills
Rare foot hills
Creepy towersAbandoned farmsteads
Southlands
Rare Temple (Tomb Kings or Lizardmen)
Rare Pygmy tribe
Dense jungle and forest
Mountains
Rivers
Sparse Spiders and snakes
Rare Volcanoes
Savage and primordial landscape
Rare Lizardmen ruins
Khemri
Rare Oasis (springs of strange water)
Rare Mirages
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