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Warhammer Skirmish
Oi! Yer Fur's In Me Beer

Models Needed

Skaven Forces
• 4 Skaven Gutter Runners with poisoned throwing stars

Dwarf Forces
• 1 Beer Warden (Hammerer Champion)
• 4 Bartenders (Dwarf Warriors with hand weapons)

Deep in the earth, Dwarf strongholds lie, maintaining a solid defence against the threat of Skaven incursions which seek to undermine their very roots. The beer hall of a Dwarf Keep is one of the centres of activity and communication for the Dwarfs within. Here strategies are discussed, plans formulated and vast quantities of fine beer like Bugman's XXXXXX are consumed.

Map - click to enlargeBattlefield

Use a special table of 24" x 24" or mark off an area this size on a larger surface. Set up bar terrain (tables, benches, a bar, etc.) as depicted on the map. The six racks of ale should be placed in two rows across the centre of the room.

Objectives

To claim victory, the Skaven forces must corrupt at least three racks of beer within five turns or slay the Dwarf defenders.

The Dwarfs will win the scenario if they prevent the Skaven from meeting their objective or if they slay all of the invading vermin.

Deployment

The Gutter Runners are set up within 4” of the tunnel they have built in the northeast corner of the room.

The Beer Warden and Bartenders may be set up anywhere within the room as long as they are 10” or more from the Skaven tunnel.

Who Goes First?

As they are attacking, the Skaven go first in this scenario.

Special Rules

This scenario uses the special rules detailed below:

Extra Stout
Due to their long sampling of Grudgemaster Stout over the course of the evening and their inherent toughness, the Dwarfs do not suffer from Critical Hits.

All Alone
Due to the desperate situation, all models ignore the All Alone rules in this scenario.

Rout Tests
Combatants do not have to take Rout tests in this scenario.

Corrupting Ale
Corrupting the ale on a rack requires a Skaven to be in contact with it and do nothing else for one complete game turn.

Cleaning up
The bar staff are not expecting company so late in the night and are wandering about cleaning up. Until the alarm is sounds, the bartenders move D6-3” per turn. Roll separately for each Dwarf to determine how far he moves. If the distance is a negative number, then the Skaven player is allowed to move the Dwarf model. For example, a roll of 1 gives a move of -2”, so the attacker moves the bartender 2” in any direction.

After moving each Dwarf, roll the Scatter dice and turn the model to face the direction indicated.

Spotting Something Strange
To determine the distance a Dwarf can see clearly through the smoky haze (and their intoxication) roll 2D6” for each model at the end of the Dwarf’s turn. If there is a Gutter Runner in that distance and in line of site (a 90 degree arc), you may roll a further D6 and consult the spotting chart below:

Gutter RunnersSounding the Alarm
The alarm is sounded when:

What happens when the Alarm sounds
When the alarm sounds, the Dwarfs become aware of all the Gutter Runners in the room. The bar staff may then move freely.

Using Alternate Armies

While Dwarfs vs. Skaven is a classic match-up, you could just as easily replace the Dwarfs with Empire or Bretonnians, and the Skaven could be replaced with Dark Elves, Lizardmen or Dogs of War. Just remember to give the Defenders a grizzled veteran as a barkeep!

Part of A Larger Battle

This is a great scenario for Dwarf and Skaven players to link to a campaign of skirmish games with Gates of Iron and Collapse the Tunnels.

If the Dwarfs win this scenario each Special or Rare unit in their army automatically passes their first Leadership test. In addition, the opposing Skaven army may not take any Gutter Runners or Assassins.

If the Skaven win, the Dwarfs are demoralised and each unit suffers a -1 penalty to the first Leadership test it has to take. Also, one regiment at random in the Dwarf army has its Toughness reduced to 3 for the duration of the battle due to ale-poisoning.

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