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Warhammer Skirmish
Gate Crashers

Models Needed

Attacking Force - Dwarfs:
• Eight Miners
• One Hero (up to 100 points, including magic items and equipment)

Defending Force - Bretonnians:
• Eight Men-at-arms with either halberds or spears and shields
• Eight Squires with bows (must be on foot)
• One Paladin (up to 100 points, including magic items and equipment, must be on foot)

Norin shoved the small periscope through the tiny hole he'd made with his gloved finger. At first, he couldn't see much of anything except for a big white blur, his eyes being accustomed to the candlelight from his fellow Miners' helms. His fellow Dwarfs had reinforced the dirt ceiling so that a sudden sinkhole wouldn't give away their position.

"All right lads," Norin whispered, trying to suppress his mirth over the fact that the humans had no idea that his Dwarfs were right below them. "We had ourselves a first-rate dig. We're only a short jog from the gate. Those filthy Bretonnians won't know what hit 'em!"

Norin pulled his periscope back into the tunnel and brushed the dirt out of his bushy eyebrows. Putting on his best "business" face, he signalled the charge...

Map - click to enlargeBattlefield

The battle takes place inside the castle in a courtyard where the Miners have emerged. The gate mechanism must be placed on the Bretonnian side of the battlefield. The entire playable surface area measures 24" x 24".

Objectives

The Dwarfs must reach the gate mechanism and destroy it to win.

The Bretonnians must stop them!

The game last 8 turns, at which time overwhelming Bretonnian reinforcements arrive to stop the Dwarfs.

Deployment

The Dwarfs pop up in the courtyard having tunnelled under the wall. See Special Rules for the Dwarf deployment. The Bretonnians are caught unaware, and only four Men-at-arms may start on the table; they must be at least 8" away from the Dwarfs.

Who Goes First?

The Dwarfs take the first turn.

Special Rules

This scenario uses the special rules detailed below:

The Gate Mechanism
The gate mechanism that the Dwarfs must destroy has a Toughness of 5 and 2 Wounds. It can be hit automatically by a Dwarf in base contact. The Dwarfs can allocate their attacks to this apparatus even if they are engaged in combat. The gate must come down! Destroying this device will open the castle gates and allow the entire Dwarf army to swarm inside.

Dig Dug
The Dwarf Miners have dug under the castle wall and emerge in the courtyard D6" from the centre of the table. Use the scatter dice to find the exact location for each of the nine invaders.

Bretonnian Reinforcements
During every Bretonnian Movement phase, three additional defenders can enter the battlefield through the door at the opposite end. The Bretonnian player decides which of his models (from those still available) will enter on any given turn. Recycling Core troops is allowed, but once all models listed have been deployed, reinforcements stop coming until Bretonnian casualties occur.

Using Alternate Armies

You may select up to 200 points of troops from any army, eg. Skaven, Goblins, and Ghouls/Zombies.

GatecrasherPart of A Larger Battle

You can apply the results of the battle to your next Siege game! If the Dwarfs win, the gate of the Bretonnian castle will suddenly open on the same turn that the Dwarfs destroyed the Gate Mechanism in the Skirmish game.

If the Bretonnians are the victors, not only does their gate remain closed (until the Dwarfs break in the old fashioned way), but the Bretonnian player may send a 250-point force (no cavalry) back through the Dwarf tunnel. These troops are free and do not count against the Bretonnian player's point allowance for the Siege game. This force may be deployed at the start of Turn 3 and may move as normal from the Dwarf player's table edge.

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