Hrafnkel's Dam
Linked Warhammer Battle
At Hrafnkel’s Dam, Anselm decides to try and use the river as his weapon. Dispatching members of the Engineer’s Guild to the crossing, it has been determined that well placed black powder explosives should be able to crack open the ancient Dwarven stones and release the river onto the foe. The Engineers tell Anselm that if they time it just right, they should be able to sweep aside the invaders as they cross the fords below the dam. What they do not tell him is that they have no idea how the dam is still standing in the first place, as their grip on the finer points of Dwarven design and architecture is limited at best.
Battlefields and Deployment
Hrafnkel’s Dam is played upon two tables, simultaneously.
The first table represents the battle below the dam. The Chaos forces simply need to cross the fords over the Staffel and crush the defenders beyond to gain passage into Wissenland. The defenders themselves simply have to hold the fords until the dam can be released.
This battle is played across a table of 8x4’. Deployment zones are the standard 12” from either table edge, with the ground between representing the river crossing. The flow of the Staffel has been low at this point for some years, so the occasional copse of small trees and other large boulders are the only terrain in the river bed. For obvious reasons no buildings or other man-made structures lie in the river bed.
Deployment is alternating unit by unit, with all War Machines deployed at once as per normal. Scouting units may be used as normal.
The second table represents the battle to destroy Hrafnkel’s Dam. This is a skirmish battle played on a 4x4’ table, with the northern table edge representing the base of the dam wall (ie impassable). A low hill abuts the dam wall, and the centre of this hill has been judged the best location to set the explosives and breach the wall. The Empire forces have used a mule-train to get the barrels of blackpowder as far as they can, and are now manhandling the barrels the remaining distance: up the short slope to the base of the dam wall.
The Empire force deploys in a 12” square that has its northernmost edge centred on the northern edge of the table. The barrels, which are carried by the troops, sit at the base of the low hill, with 5 already having been placed when the Chaos forces arrive.
The Chaos force deploys after the Empire, at any point within 6” of the other three table edges.
The Chaos forces at the dam are made up of 150pts worth of troops drawn from units in the main battle (simply remove models from units prior to the battle starting). Due to the treacherous nature of the terrain, only infantry and war beasts may be employed. One unit champion acts as the Army General.
The Empire force consists of 100pts worth of troop, likewise drawn from units at the main battle, and a single Master Engineer, who may take up to 20pts worth of magic items (other gear selected as normal), and counts as the army general. The Empire side may likewise not employ troop types other than infantry.
Game Length
The game lasts seven turns.
First Turn
The Chaos forces have the first turn, and both battles are played simultaneously.
Special Rules
Release the River
There are currently 5 barrels of blackpowder sitting at the base of the dam wall. The Empire have 20 barrels remaining at the base of the hill. It takes one model carrying a barrel one move to take a barrel from the camp to the wall, and one move to get back. Models carrying barrels may do nothing other than move, and models travelling back may likewise do nothing but move.
At ANY TIME, the Master Engineer (if alive) may declare he is Blowing the Charges. Roll a D6 and add the number of barrels: if the resulting roll is beyond the strength of the wall, then it is destroyed, and the river sweeps all the forces on the small table away instantly. On a roll of 1 however, the wall resists even the mightiest explosion and stands regardless.
Exactly ONE TURN (at the end of the equivalent phase one full turn after the dam fell) after the wall is destroyed, the water arrives at the main battlefield. Units that are wholly within the area between the deployment zones are swept away instantly. Units with some models in either deployment zone roll a D6 for every model in the unit, and on a 1-3 that model is swept away and destroyed.
Victory Conditions
Add up the points value of all Chaos and Empire units (excluding Chaos Lord level characters) in the Empire deployment zone at the end of seven turns. If the Chaos force is larger than the Empire force, then they have won. Any other result is an Empire victory.
Battlefields and Deployment
Hrafnkel’s Dam is played upon two tables, simultaneously.
The first table represents the battle below the dam. The Chaos forces simply need to cross the fords over the Staffel and crush the defenders beyond to gain passage into Wissenland. The defenders themselves simply have to hold the fords until the dam can be released.
This battle is played across a table of 8x4’. Deployment zones are the standard 12” from either table edge, with the ground between representing the river crossing. The flow of the Staffel has been low at this point for some years, so the occasional copse of small trees and other large boulders are the only terrain in the river bed. For obvious reasons no buildings or other man-made structures lie in the river bed.
Deployment is alternating unit by unit, with all War Machines deployed at once as per normal. Scouting units may be used as normal.
The second table represents the battle to destroy Hrafnkel’s Dam. This is a skirmish battle played on a 4x4’ table, with the northern table edge representing the base of the dam wall (ie impassable). A low hill abuts the dam wall, and the centre of this hill has been judged the best location to set the explosives and breach the wall. The Empire forces have used a mule-train to get the barrels of blackpowder as far as they can, and are now manhandling the barrels the remaining distance: up the short slope to the base of the dam wall.
The Empire force deploys in a 12” square that has its northernmost edge centred on the northern edge of the table. The barrels, which are carried by the troops, sit at the base of the low hill, with 5 already having been placed when the Chaos forces arrive.
The Chaos force deploys after the Empire, at any point within 6” of the other three table edges.
The Chaos forces at the dam are made up of 150pts worth of troops drawn from units in the main battle (simply remove models from units prior to the battle starting). Due to the treacherous nature of the terrain, only infantry and war beasts may be employed. One unit champion acts as the Army General.
The Empire force consists of 100pts worth of troop, likewise drawn from units at the main battle, and a single Master Engineer, who may take up to 20pts worth of magic items (other gear selected as normal), and counts as the army general. The Empire side may likewise not employ troop types other than infantry.
Game Length
The game lasts seven turns.
First Turn
The Chaos forces have the first turn, and both battles are played simultaneously.
Special Rules
Release the River
There are currently 5 barrels of blackpowder sitting at the base of the dam wall. The Empire have 20 barrels remaining at the base of the hill. It takes one model carrying a barrel one move to take a barrel from the camp to the wall, and one move to get back. Models carrying barrels may do nothing other than move, and models travelling back may likewise do nothing but move.
At ANY TIME, the Master Engineer (if alive) may declare he is Blowing the Charges. Roll a D6 and add the number of barrels: if the resulting roll is beyond the strength of the wall, then it is destroyed, and the river sweeps all the forces on the small table away instantly. On a roll of 1 however, the wall resists even the mightiest explosion and stands regardless.
Exactly ONE TURN (at the end of the equivalent phase one full turn after the dam fell) after the wall is destroyed, the water arrives at the main battlefield. Units that are wholly within the area between the deployment zones are swept away instantly. Units with some models in either deployment zone roll a D6 for every model in the unit, and on a 1-3 that model is swept away and destroyed.
Victory Conditions
Add up the points value of all Chaos and Empire units (excluding Chaos Lord level characters) in the Empire deployment zone at the end of seven turns. If the Chaos force is larger than the Empire force, then they have won. Any other result is an Empire victory.