The Captain aimed a kick at the armoured hull only to slip and fall backwards into the mud, his colourful language lost in the groans of his men. As they gave one last exasperated heave, the Tank lurched forward and then halted, venting a huge cloud of steam, to the muffled curses of the Engineer inside. Just then a pair of riders galloped up to the mud drenched Captain... "Orc raiders are on our heels... you must hurry!" With a panicked look over their shoulders, they sped off in the direction of Nuln. "Bring back reinforcements!", yelled Meissen after them, before turning to look at the disabled Steam Tank and silently cursing several known, lesser known and then fictitious gods over his run of luck. "We can't just leave this here..." exclaimed the slightly singed, sweaty Engineer from the steam-filled Tank's top hatch. The Captain looked up at him, annoyance dancing across his eyes, "Then we must defend it." Turning on his heel, Meissen stalked away from the Tank calling to his men to make ready. |
Mark out an area on your table to about 36" x 24". Mark out a road running across the board from east to west, and place two hills on either side of the road at the eastern end of the table. Then add a scattering of terrain on the table like woods, hedges and trees.
![]()
A large Orc raiding force is marching on Nuln. The army's vanguard is sweeping through the stragglers of an Empire army trying to reach Nuln to reinforce it. This is when they encounter the great Empire Steam Tank 'The Magnificent' held up in marshy ground and stuck solid.
The
Empire player must hold back the Orc vanguard for 10 turns in the hope that
the Riders get back to Nuln and bring word of their plight. The Orc player is
interested in plundering the Tank and must attempt to break the defender's back
(reducing them to less than 25% of their starting strength) before the end of
the last turn.
![]()
The Empire player sets up first, placing the Steam Tank to the side of the road as shown on the map. He may set up 6" of barricades around the Tank and then deploy his defenders within 8" inches of the machine. The Orc player then sets up 6" in from the eastern table edge.
![]()
The Orc player gets the first turn.
![]()
This
scenario uses the special rules detailed below:
A Wave of Green
Any Wolf Riders that are removed as casualties may re-enter the table from the
Eastern board edge at the beginning of the Orc player's turn.
Pillbox
The Imperial Engineer starts the game inside the Steam Tank. The mighty machine
may be broken down and stuck in the mud, but the turret mounted steam cannon
still works. This gun may be fired once per turn, but the Engineer must aim
the gun by poking his head through the top hatch. This means he can be shot
with a -2 'to hit' modifier.
![]()
This scenario could be easily adapted to incorporate a large variety of armies, below are a few examples:
- Lizardmen attempt to defend a horde of Old One treasures against Lustrian explorers.
- A Dwarf cannon crew is besieged by Skaven.
- Bretonnian Grail Knights defend their chapel against Wood Elves.

This scenario can be used as the precursor to a full-scale Warhammer battle. If the Empire holds back the enemy, then in the next battle the Empire player can field an Imperial Engineer with 25 points of magic items, at no additional points cost (he is very grateful for saving his 'Magnificent' Tank).
If the Orc player breaks the defenders, they capture the Steam Tank and after much lever pulling, pipe bashing and snotling beating, they manage to figure out how to fire the Steam Cannon. In the next battle the Orcs haul the broken down machine onto the field and use the Steam Cannon against the Empire troops for free as an immobile firing platform.


amn
this infernal contraption!", yelled Meissen, frustration oozing from
every pore. "We were supposed to be in Nuln two days ago!"