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Warhammer Skirmish
Dark Elf Raid

Models Needed

Dark Elf Raiders:
• 9 Dark Elf Corsairs and 1 Dark Elf Reaver

Defenders:
• The defending force is split into 3 roughly equal groups for a total of 150 points.

•These groups must consist of Core troops on foot, however 40 of the 150 points may be spent on Special troops on foot if you wish.

It was dusk when they struck. Those pale-skinned daemons appeared from nowhere, slicing through the thick fog like a keen edged knife. The fishermen were bringing in their last catch of the evening. Those poor souls didn't stand a chance; they were the first to be snared in the wickedly barbed nets. Then the screaming women, who fought to reach their loved ones. They were taken too.

Those who could fight gathered together what weapons they could: fishing spears, gaffs and bare fists, but the Elven invaders were too strong, too skilled in the arts of warfare and fear. If only the men from the nearby town could get here in time...

Map - click to enlargeBattlefield

Using a 24" x 24" space, set up a small coastal village. You will need 10 small fishing huts. Split the board into four 12" x 12" quarters. Place one building in the centre of the board and then take turns placing 3 buildings in each table quarter except for the southwest quarter of the table. Now take turns putting a single villager counter or model next to each hut.

Objectives

The Dark Elves are attempting to set up a perimeter, find villagers, kidnap as many as possible, and get out before local forces become too strong. The game ends when either all the Dark Elves have been slain or routed, or there are no more villagers left on the table.

7+

Villagers captured: Victory

5-6

Villagers captured: Draw

1-4

Villagers captured: Loss

The defending player is trying to stop the evil Dark Elves from performing this dastardly act!

Deployment

The defending player places his first group of models within 2" of the centre building. This first group will be the one out of the three that cost the least amount of points.

The attackers set up anywhere in their deployment zone. (See map)

Who Goes First?

The Dark Elves move swiftly and take the first turn.

Dark Elf raiding partySpecial Rules

This scenario uses the special rules detailed below:

Defender Reinforcements
As time passes, more and more defenders will come to fend off the attack. On Turn 4 the defender may bring in his Group Two models. Then on Turn 7, Group Three appears. All reinforcements move in from the northeastern corner edge of the table.

Capturing Villagers
To kidnap a villager, an unengaged attacking model simply has to move over a villager counter during their Movement phase. That's it! This does not further effect the Dark Elf's movement in any way. (They are really good at this kind of thing!) You may only carry one villager at a time.

If a Dark Elf is forced to fight in close combat while in possession of a villager, all of his attacks are at -1 to hit. If the Dark Elf is wounded for whatever reason, the villager will Break Free.

Breaking Free
When a villager Breaks Free, they will run for safety! At the start of each defending player's turn move each villager 2D6 inches toward the north or east table edge, whichever is closest. Please note that you do not roll to move villagers that have yet to be kidnapped from their building! The counters next to the buildings are merely there to keep track of which house has been raided so far. Only roll to move villagers that have Broken Free!

Taking Villagers back to the Boat
Once a Dark Elf with a villager moves off any table edge within the Dark Elf deployment zone, the villager is gone. However the Dark Elf can return for more at the start of the player's next turn!

Rout Tests
The Dark Elves are determined to get the job done so don't begin taking Rout tests until they are at 50% of their starting numbers. The defenders however, can ignore the Rout test completely!

Using Alternate Armies

There are a number of different armies that this scenario would be particularly fitting for:
• Orcs and Goblins raiding a Dwarf or Elven outpost.
• A Chaos warband attacking an Empire village.
• Skaven infiltrate a Bretonnian town for unthinkable purposes.
• An civil war where both players use Empire, Skaven or Chaos forces!

Part of A Larger Battle

Villiagers about to take up a new carreer as slavesTo fit this scenario into a larger battle, try having the outcome affect the points used in the next game.

If the Raiders are successful, have the defenders lose 50 points of their main force as they have been stationed back home to keep further attacks from happening!

If the Raiders are thwarted, they will be down 50 points, and must set up first during the big battle. News of their arrival has alerted the defenders and they are quite ready for them!

This scenario also works as a great set up for the scenario Slave Train.

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