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Warhammer Skirmish
Artillery Duel

Models Needed

Each Side:
• May have 3 war machines, but they must be Stone Throwers, Cannons or Mortars
• 150 points of troops that may include unit Champions

Dawn 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...

Map - click to enlargeBattlefield

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.

Objectives

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.

Deployment

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.

Who Goes First?

Roll a die; the high roll may decide to go first or second.

Wretched Goblins work hard to reload and fire their rickety machine

Special Rules

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.

Part of A Larger Battle

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.

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