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The playing area should be a long corridor about 48" long by about 6" wide. At regularly spaced intervals the hallway is supported with buttresses which narrow the passageway by an inch on each side. The door should be 6" in from the western tunnel end.
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The Dwarfs must shut the door and ensure the Skaven are not allowed to reopen it.
The Skaven must end the game with an open door, thus allowing their superior numbers free entry to swarm into the halls above!
The game lasts until the door is shut with no Skaven on the western side of it, or until all the Dwarfs are slain.
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The Dwarfs must start with all their models within 12" of the eastern exit. They have heard some disturbing sounds and have advanced to investigate!
The Skaven pour up from the depths from the eastern edge of the tunnel.
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The Skaven get the first turn.
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This
scenario uses the special rules detailed below:
Narrow confines
Due to the tight spaces that models must negotiate in the narrow confines of
the tunnels, it seems reasonable to define some blocking rules.
It is not possible to manoeuvre or pass by within 1" of an enemy model. In other words there is a "zone of control" within an inch of each model that an enemy may not pass through. This represents how, in the tightly packed spaces, you cannot just run by an enemy without being attacked.
The only exception occurs when the enemy model is engaged in combat and outnumbered by at least three attacks to one! For example, a lone Ironbreaker (who has 1 Attack) can block any enemy Skaven models from passing within 1", until the Ironbreaker is engaged in combat by either 3 Skaven Clanrats (their one attack each adding up to three) or some enemy combination that equals three attacks (a Rat Ogre for instance). With that amount of outnumbering attacks, the defending model has far too much to do to worry about who is passing nearby!
Closing the Iron Door
The deepest tunnel is protected by a massive iron door. This mechanical marvel
is so large and heavy it takes a full 5 turns to close - each turn moving 20%
of the distance to the closed position.
To start the process the switch can be thrown during either side's Movement phase. The door will start to swing shut in the same Movement phase as it was pulled.
No
force is powerful enough to stop the rune-encrusted doors from shutting, but
if the lever is pulled back it will reverse the process. In either case, whether
opening or closing, the lever may be pulled only by models not engaged in combat
or within 1" of an enemy (unless of course, that enemy model is engaged
by at least 3 to 1 attacking odds).
Reinforcements
The attackers gain reinforcements every round to represent the full weight of
their army rushing up from the tunnels. Any models already taken out of action
may re-enter from the eastern board edge. Also, in turn 3 a force of 150 pts
may enter as well. This may be Rat Ogres, Warpfire Throwers, or anything from
the army book.
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Skaven and Night Goblins have historically plagued the Dwarfen Realm but a raiding force of Hobgoblins, Chaos Dwarfs, or gold-crazed Dogs of War could be used.
Attackers - gaining access from below will cause all kinds of havoc, so in a larger battle this is represented by the attacker bringing up to four units from the flanks.
Defenders - If the Dwarfs can hold the tunnel then the element of surprise will have been lost! To represent this the Dwarfs are better prepared and may have an additional 200 points for their force in the larger battle.
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Warhammer Skirmish - Gates of Iron: [Download PDF - 49 Kb]
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any
Dwarf Holds contain tunnels, played out mineshafts, or even entire abandoned
halls from a more prosperous age. It is here, in the dark beneath the
world, that evil begins to gnaw at the underbelly of the Dwarfen Realms.
Skaven tunnels intersect, Night Goblins find secret entrances, and even
worse lurks up from the nameless depths. To guard against these underground
invaders, the Dwarfs rely on rune-encrusted steel bulkheads, mechanical
traps, and most of all, the steadfast vigilance of the Ironbreakers. This
scenario represents a horde trying to overcome the guard before the magically
protected door can be sealed.