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Warhammer Skirmish
Catch 'Em In The Rye

Models Needed

The Snotlings:
• One Snotling Pump Wagon
• Four Snotling Swarms

Farmer Miles and His Hired Hands:
• 150 points of Handgunners and/or Huntsmen, representing the farmer's family and hired hands

Strange giant mushrooms have been growing on Farmer Miles's fertile land for years. Every autumn, Snotlings from the Drakwald Forest trample his barley fields as they try to harvest the coveted red-capped delicacies. However, each time the little green beggars have tried to raid the fields, the Miles family and their hired hands have chased the Greenskins off. Out of frustration, the Snotlings have engineered a harvester (Snotling Pump Wagon) to make a quick midnight run on the mushrooms.

Map - click to enlargeBattlefield

The skirmish takes place on a 24" x 24" playing area. A house, barn, and assorted farm buildings stand on one side of the board. At the centre lies a 12" x 12" square where the mushrooms grow; place four Mushroom tokens in this area in rows (see map) at least 2" away from one another. Opposite the farm buildings are the trees of the Drakwald Forest.

Objectives

For the Snotlings to win, the Harvester must collect all four Mushroom tokens and return to the forest. The farmers must destroy the Harvester to claim victory.

Deployment

The Pump Wagon and Snotlings deploy in the forest within 6" of the table edge. The farmers deploy inside the buildings on the opposite edge of the field.

Who Goes First?

The Snotlings take the first turn.

SnotlingsSpecial Rules

This scenario uses the special rules detailed below:

Town Defenders
At the start of each farmer turn, roll a D6 for each Empire model. On the 1st turn, farmer models will wake up (and can then move and fight normally) on a roll of 6. On the 2nd turn, farmer models will wake up on a roll of 5+. On the 3rd, a 4+, and on the 4th, a 3+. On the 5th turn, they automatically awaken (the Snotlings are making quite a ruckus by this time).

Once on the 12" x 12" field, the Harvester can only move in straight lines. Once per turn, the Pump Wagon can turn 90 degrees – either at the start or end of the Movement phase. The Snotlings are too concerned about collecting all the mushrooms to change directions once the Harvester is in motion.

One of the Snotlings on the Pump Wagon has a slingshot and can shoot unwanted carrots, cabbage, and other "garbage" gathered by the Harvester once per Shooting phase (Strength 3, 18" range). The Snotling with the sling has a BS of 2.

Using Alternate Armies

After you play through this scenario as written, try some of these ideas:

• The Black Coach from a Vampire Counts army tears through a graveyard to gather bones – the raw materials for a new skeletal force. An opposing force tries to stop them.

• A Skaven Screaming Bell lumbers through the field collecting warpstone. Enemy forces want to keep the warpstone for research or some other purpose.

• An Orc chariot runs amok through a town square picking up "shiny bitz." Townspeople try to stop them.

Part of A Larger Battle

The winner of this scenario has protected valuable resources and starts the next battle with 100 extra points of troops. Either the farmers have protected the crops, or the Snotlings have stolen extra resources for their army.

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