warhammer set up: an old grumbler's edition

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  • 8/11/2019 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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