SCENARIO THREE - DEFEND THE ALE!
Finally, your Dragon Slayer and his growing entourage of Troll Slayers have arrived at their destination: the Dwarf hold of Karak Kadrin and the Temple of the Slayers. Unfortunately, the feeling of accomplishment is short-lived when a daring raid from beneath the hold takes place. The hold and – more importantly – the beer stores need your protection. To your axes!
MODELS NEEDED |
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- Slayer Forces - |
- Skaven Forces - |
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Scenario Map - click to enlarge |
This battle takes place on a 48" x 48" table. The scenario takes place in a basement filled with racks of beer barrels. Don't place the racks too close together, or your troops will not be able to move through them.
DEPLOYMENT
The units of the Skaven warband begin the game in the 12" x 12" deployment zone in the north-east corner of the table.
The units of the Slayer warband begin the game in the 24" deployment zone in the middle of the southern table edge.
WHO GOES FIRST?
The player controlling the Skaven takes the 1st turn.
LENGTH OF GAME
The game lasts 6 turns.
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A Dwarf Doomseeker battles with two |
SPECIAL RULES
Bugman's Finest. As mentioned above, the cellar is filled with racks of beer barrels. These barrels are 6' high and block line of sight. In addition, small units and units of skirmishers can climb up on these barrels to gain a better line of sight and a High Ground bonus to Combat Resolution. Climbing up onto the racks takes 2" of a unit's movement.
"Look Snorri, Trolls!" When surrounded by their fellows, Slayers find it very difficult to resist the urge to close with the enemy as soon as they can.
After all deployment, but before the first player's turn, the Slayer army surges forward. Each unit and character moves directly ahead 2D6". Units may only make a single wheel during this movement, and only if it is necessary to avoid terrain or another unit.
The Prize. The Skaven want to get out of the basement and into the Dwarf living quarters. If the Skaven player has any units in the Slayer deployment zone at the beginning of the Skaven turn, he can elect to remove them from play to reduce the Slayers' victory points (see below).
VICTORY CONDITIONS
The Slayers want to wipe out the Skaven invaders and keep them from getting out of the basement. Achieving these goals will earn them precious victory points in the Slayer campaign.
Dealing Death: |
VP equal to the points cost of the unit for every Skaven unit destroyed. |
Hurtin' 'Em: |
VP equal to half the points cost of the unit for every Skaven unit reduced to half size. |
Think of the Children: |
-VP equal to the points cost of the unit for every Skaven unit that leaves the basement. |
Fill the Gap: |
100 VP for ending the game with a Slayer unit in the Skaven deployment zone. |
Remember to keep careful track of these victory points, as the winner of the campaign will be determined by them.
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A group of Dwarf Slayers fend of a Skaven attack. |
PART OF A LARGER GAME
If this scenario is instead played as the preamble to a larger Warhammer battle then use the following effects:
If the Dwarfs win the scenario, they are filled with intense rage directed toward the murderous Skaven. Treat all Dwarf units as having Hatred for the Skaven throughout the next large game. Dwarfs never forget a grudge!
If the Skaven win, the Dwarfs will be demoralized by their loss of family and will suffer -1 to their Leadership for the next large game.
Next: Scenario Four - Into the Depths
Previous: Scenario Two - Band of Brothers (Grimnir)




