Jengen
Warhammer Battle
Of the three places Anselm where reckons on the Chaos assault will fall, he feels most secure at the river port of Jengen. His forces have been digging in and fortifying the docks, and with the wide expanse of the river guarding them, the people of the town feel secure. Yet it is a false security they feel: the men of the twisted north are masters of water craft, and the river is no barrier to them. As dawn breaks, the morning mists reveal a full assault coming directly at the town on all banner of rafts and boats: the men of Jengen curse the fury of their enemy and the bells of Jengen are rung to alert the people that the foe is at hand!
Battlefield
The battlefield is divided lengthways down its centre by the shoreline of the river Staffel. The foreshore represents river port of Jengen, and its fortified foreshore. The other half of the table is the river itself. The left hand edge of the table (from the Empire side) is downriver, the right hand upriver.
Deployment
The Empire deploys first in two zones. The first (the town) is the standard 12” deployment zone from the table edge, where the bulk of the buildings of Jengen are. The second (the docks) is the foreshore, an area which stretches a further 12” into the battlefield.
The Empire may deploy up to half its forces in the docks, but these must comprise Core units and hero level characters only. All other troop types and characters must be deployed in the town.
The Chaos forces deploy in their rafts and boats touching their own table edge.
First Turn
The Chaos forces have the first turn.
Game Length
The game lasts for seven turns.
Special Rules
Rafts and the River
Many thanks to The General's Compendium for these excellent river rules!
Every Chaos mortal infantry or cavalry unit is deployed in a raft/boat at the start of the game: it is assumed that each unit has built a watercraft large enough to get them over the water. War machines and chariots are also secured on rafts, although these rafts cost 10 points per model, as they each have to have two Chaos Marauder crew. Monsters, giants and flying troops do not need rafts: they simply power through or over the water.
Rafts operate by the following rules:
· Rafts can be anchored in order for war machines upon them to fire. An anchored raft does not move, but can be cut loose in order to facilitate crossing. Once cut free, the raft must continue to cross, and the war machine cannot fire until it arrives on shore.
· At the start of the compulsory move phase, roll a D6 for each raft and swimming monster in the river. Rafts with character models on board may reroll the result, but must abide by the second roll (this does not apply to ridden monsters):
1. The raft or monster loses control in the river, and immediately drifts 2D6” downstream. Rafts and monsters that drift off the table are lost. If a raft drifts into another raft that has not yet moved, then both are swept down the river the remaining movement. If the other raft had moved, then pass the first raft through it as if it were not there, as it assumed all rafts are not moving at the same moment.
2. The raft moves 4” in a direction nominated by the Chaos player.
3/4. The raft moves 8” in a direction nominated by the Chaos player.
6. The raft moves 8+D6” in a direction nominated by the Chaos player
· Units on rafts cannot Panic. Should a unit fail a Panic test as the result of casualties, it instead automatically drifts 2D6” downriver, as if it had rolled a 1, in its next turn. After this it is free to move again the turn after (by rolling as normal).
· Units on rafts may be targeted with missile fire as normal (including magic missiles), which automatically strike the troops on board (and not the raft itself). War machines such as cannon, mortar and stone throwers can destroy rafts in a single hit. Rafts under a template of struck by a cannonball are hit as well as the troops aboard them. Rafts have a T of 6 and 3 wounds. Note that cannonballs need to strike the raft directly, as they will not bounce on the water!
· Models whose rafts are destroyed must immediately make an armour save roll. Those that Pass the roll are drowned as their armour drags them to the bottom. Survivors must swim for it. Swimming units are placed in skirmish formation, receive soft cover from further shooting, and move in the Compulsory move phase of the turn. Swimming unit move D6” per turn, and at the end of each compulsory move phase must pass a Strength test or drown. Once a single model from the unit reaches the shore, then all models no longer test, and are reformed into fighting ranks as normal. Swimming unit cannot declare charges.
· Characters test as normal when they fall into the river, but are allowed to make any ward save they have to represent their determination to survive, and will always pass subsequent S tests. Additionally, if a character rolls sufficiently high enough on their swim move, they may board nearby rafts if they move far enough.
· War machines and chariots are instantly destroyed if their raft is destroyed.
· Monsters receive soft cover whilst powering through the river.
· Troops on rafts who can shoot may do so without movement penalties.
· Rafts who reach the shoreline may immediately declare and roll a charge, measuring from the point on the shoreline they reach, but not adding their movement to the roll.
· Units who flee into the river are considered scattered as they are swept apart by the flow of water.
Daemons, Spawn and the River
The secret weapons of the Chaos forces, Daemons and Spawn summoned for the assault on Jengen will not cross by raft: they are not creatures who require air to breathe! Daemon units and characters, and Chaos Spawn simply cross the water by marching along the bottom of the river. This counts as difficult terrain, and every model must roll a test in each movement phase regardless of how far they move under water.
Flying Units and the River
Rather than making short ’hops’ with their wings (or other flying power), it is assumed that flying troops have the energy to remain airborne through multiple turns whilst over the water.
Relentless Foe
Attacking in a frenzied horde, the Chaos force attempts to breach Jengen by simple numbers and brute force. Every Core unit that is eliminated in the game may reappear as fresh troops, on rafts, once.
Victory Conditions
The Empire must control Jengen at all costs. If the Chaos side has units (not individual characters or monsters) in the town at the end of the game then they have won. If they have troops on the docks but not the town, then the game is a draw. Any other result is an Empire victory.
Battlefield
The battlefield is divided lengthways down its centre by the shoreline of the river Staffel. The foreshore represents river port of Jengen, and its fortified foreshore. The other half of the table is the river itself. The left hand edge of the table (from the Empire side) is downriver, the right hand upriver.
Deployment
The Empire deploys first in two zones. The first (the town) is the standard 12” deployment zone from the table edge, where the bulk of the buildings of Jengen are. The second (the docks) is the foreshore, an area which stretches a further 12” into the battlefield.
The Empire may deploy up to half its forces in the docks, but these must comprise Core units and hero level characters only. All other troop types and characters must be deployed in the town.
The Chaos forces deploy in their rafts and boats touching their own table edge.
First Turn
The Chaos forces have the first turn.
Game Length
The game lasts for seven turns.
Special Rules
Rafts and the River
Many thanks to The General's Compendium for these excellent river rules!
Every Chaos mortal infantry or cavalry unit is deployed in a raft/boat at the start of the game: it is assumed that each unit has built a watercraft large enough to get them over the water. War machines and chariots are also secured on rafts, although these rafts cost 10 points per model, as they each have to have two Chaos Marauder crew. Monsters, giants and flying troops do not need rafts: they simply power through or over the water.
Rafts operate by the following rules:
· Rafts can be anchored in order for war machines upon them to fire. An anchored raft does not move, but can be cut loose in order to facilitate crossing. Once cut free, the raft must continue to cross, and the war machine cannot fire until it arrives on shore.
· At the start of the compulsory move phase, roll a D6 for each raft and swimming monster in the river. Rafts with character models on board may reroll the result, but must abide by the second roll (this does not apply to ridden monsters):
1. The raft or monster loses control in the river, and immediately drifts 2D6” downstream. Rafts and monsters that drift off the table are lost. If a raft drifts into another raft that has not yet moved, then both are swept down the river the remaining movement. If the other raft had moved, then pass the first raft through it as if it were not there, as it assumed all rafts are not moving at the same moment.
2. The raft moves 4” in a direction nominated by the Chaos player.
3/4. The raft moves 8” in a direction nominated by the Chaos player.
6. The raft moves 8+D6” in a direction nominated by the Chaos player
· Units on rafts cannot Panic. Should a unit fail a Panic test as the result of casualties, it instead automatically drifts 2D6” downriver, as if it had rolled a 1, in its next turn. After this it is free to move again the turn after (by rolling as normal).
· Units on rafts may be targeted with missile fire as normal (including magic missiles), which automatically strike the troops on board (and not the raft itself). War machines such as cannon, mortar and stone throwers can destroy rafts in a single hit. Rafts under a template of struck by a cannonball are hit as well as the troops aboard them. Rafts have a T of 6 and 3 wounds. Note that cannonballs need to strike the raft directly, as they will not bounce on the water!
· Models whose rafts are destroyed must immediately make an armour save roll. Those that Pass the roll are drowned as their armour drags them to the bottom. Survivors must swim for it. Swimming units are placed in skirmish formation, receive soft cover from further shooting, and move in the Compulsory move phase of the turn. Swimming unit move D6” per turn, and at the end of each compulsory move phase must pass a Strength test or drown. Once a single model from the unit reaches the shore, then all models no longer test, and are reformed into fighting ranks as normal. Swimming unit cannot declare charges.
· Characters test as normal when they fall into the river, but are allowed to make any ward save they have to represent their determination to survive, and will always pass subsequent S tests. Additionally, if a character rolls sufficiently high enough on their swim move, they may board nearby rafts if they move far enough.
· War machines and chariots are instantly destroyed if their raft is destroyed.
· Monsters receive soft cover whilst powering through the river.
· Troops on rafts who can shoot may do so without movement penalties.
· Rafts who reach the shoreline may immediately declare and roll a charge, measuring from the point on the shoreline they reach, but not adding their movement to the roll.
· Units who flee into the river are considered scattered as they are swept apart by the flow of water.
Daemons, Spawn and the River
The secret weapons of the Chaos forces, Daemons and Spawn summoned for the assault on Jengen will not cross by raft: they are not creatures who require air to breathe! Daemon units and characters, and Chaos Spawn simply cross the water by marching along the bottom of the river. This counts as difficult terrain, and every model must roll a test in each movement phase regardless of how far they move under water.
Flying Units and the River
Rather than making short ’hops’ with their wings (or other flying power), it is assumed that flying troops have the energy to remain airborne through multiple turns whilst over the water.
Relentless Foe
Attacking in a frenzied horde, the Chaos force attempts to breach Jengen by simple numbers and brute force. Every Core unit that is eliminated in the game may reappear as fresh troops, on rafts, once.
Victory Conditions
The Empire must control Jengen at all costs. If the Chaos side has units (not individual characters or monsters) in the town at the end of the game then they have won. If they have troops on the docks but not the town, then the game is a draw. Any other result is an Empire victory.