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Use two tables, 24" x 24" each, and set them about 4' to 8' apart. Place steep hills on one side of each of the two tables, up to 8" in. Scatter trees, hedges and other scenery about the remainder of the tables.
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The player who destroys the most war machines in 10 turns is the winner. If there is a tie, play additional turns until the tie is broken.
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Each side starts with three war machines, each positioned on the hills of their respective table. Once the war machines are set up, each player secretly divides their troops into a defender and attacker group. When ready, defenders are placed on guard within 6" of their war machines while the attackers are placed up to 6" in from the southern board edge of their opponent's table.
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Roll a die; the high roll may decide to go first or second.
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This scenario uses the special rules detailed below:
Siege Engines
The attacking war machines have been magically reinforced to be able
to fire at extreme distances. Players may guess a range between 12" and
144" when firing. Due to the fact that these engines of destruction have
magical formulas already placed on them, any other enchantments will fail. No
Dwarf runes may be used.
This is an easy skirmish to work into your next game of Warhammer. The victor may take one extra war machine (up to 100 points in value) in the next battle. However, the loser counts all war machines as Rare units.


awn
has broken over the battlefield; the heat of the sun burns through the
morning mist. The long steep valley has afforded you and your troops with
excellent placement for your teams of artillery. From this vantage point
your war machines will be able to crush anything in the valley below.
As the fog rolls away you get a glimpse of the opposing hilltops and realise
that this may not be as easy as it first seemed. The enemy seems to have
read your mind...