SCENARIO: VENGEANCE DUE

The only way out of this cave is through an angry force of heavily armoured Dwarves.
fter weeks of tracking a pair of nasty Goblin Captains through a maze of deep caverns, Múrin and Drár have finally cornered their quarry. These two hated Goblins are guilty of heinous offences against the Dwarves of the Iron Hills and many neighbouring Dwarven settlements. However, the Captains made their most costly mistake the night they killed two of Múrin and Drár's companions during an ambush on the eve of a recent Dwarven holiday. No number of miles or obstacles could stop the pair of stubborn Dwarves on their path to vengeance against these fiends. Now, trapped and barricaded in a dead-end cavern, the Goblins must make their stand against the fury of the Dwarves.
FORCES
GOOD |
EVIL |
Múrin and Drár |
2 Goblin Captains |
Dwarf Warrior with banner |
Goblin Shaman |
10 Khazâd Guard |
2 Cave Trolls |
10 Dwarf Warriors with shields |
20 Moria Goblins with shields |
10 Dwarf Warriors with bows |
15 Moria Goblins with spears |
3 Dwarf Warriors with two-handed axes |
10 Moria Goblins with bows |
Layout. This scenario is played on a 12"/112cm x 48"/28cm area or table that represents a narrow dead-end tunnel. Designate the northern table edge as the end of the tunnel, and the southern edge as the mouth of the tunnel. Place a few (three or five) rock clusters that are about 3"/7cm in diameter along the length of the tunnel. These clusters can be represented by simply scattering a small pile of stones onto the table. Each player, starting with the Evil player, places one of four barricades that span the entire width of the tunnel onto the table. These barriers must be placed at least 6"/14cm away from one another and 6"/14 cm away from either table edge.
Starting Positions. The Evil player places his entire force onto the table in the following manner. At least 10 models must be placed behind each of the four barricades. The two Goblin Captains and Shaman must be placed behind the furthest barrier at the end of the tunnel.
The Good player's force moves onto the table through the mouth of the tunnel during the 1st turn. Priority will go to the Good player on the first turn; after that, roll for Priority as normal.
Objectives. The Good player is trying to end the scourge of two shifty Goblin Captains. The game continues until either the Goblin Captains are slain, or Múrin and Drár are killed.
SPECIAL RULES
Barricades. Each Barricade is considered to be a structure (see p. 62 of the rulebook) with a Defence value of 6 and 10 Batter points. Thus, the Dwarf player can either clamber over them as obstacles or simply smash them to pieces.
Plundered Weapons. These two particular Goblin Captains have actually procured some decent weaponry over the years. Consider one model to be armed with a two-handed weapon that ignores the -1 penalty to dice rolls when working out combats. The other Goblin Captain is armed with a pair of extremely keen blades that he may use to re-roll failed wounding rolls.
Goblin Advantage. Goblins can easily scramble up and down the sides of just about any tunnel. As such, bow-armed Goblins touching the east or west table edge are assumed to be latched onto the cave wall to get a better vantage point for a quick shot. These Goblins can see over any models blocking their line of sight to targets behind them. Basically, if the Evil player is within range of a Good model with one of these Goblins, he can fire at it.
Rock Clusters. Treat all rock clusters as Difficult Terrain.

With their backs against the wall, it's time for these Goblin Captains to face their pursuers.
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