New Warhammer Siege Scenario - Coastal Attack!

Written by John Large 1999


This scenario represents an attack on an isolated watch tower by a pirate raiding force, the fort defenders try desperately to hold out until reinforcements arrive whilst the pirates are desperate to take and hold the tower against the advancing army.

A copy of the Warhammer Siege Rulebook by Games Workshop is essential for the running of this scenario. Any forces may be used although 'good' races with lots of missile weapons (i.e. dwarves) work well as defenders and combat orientated 'evil' armies (such as Chaos) work well as attacking pirates.

Although most of the army composition is left to the individual players, it might be fun to come up with your own pirate list or something similar. Hopefully I should have a pirate army organisation list up on this website soon (plug, plug J ).

Enjoy!

Fighting the Scenario

This scenario is an encounter between a small defence force and a larger pirate shore party.

Objectives

The defenders objective is to hold out for five turns (until their reinforcements arrive) whilst the pirates must try to kill all of the defenders or destroy the tower within this turn limit.

The Battlefield

The setting for this battle is a plain just inland from the coast, the attacking force have just landing and have quickly organised their attack.

Choosing Terrain

The terrain for this battle should be sparse (possibly just a few hills), the only essential terrain feature is a single tower in the centre of the battlefield.

The Forces

This scenario is designed for quite modestly sized forces.

 

Special Rules

Commanders. The character with the highest leadership counts as the general of his own side. If several characters have the same leadership then choose one to be general at the start of this battle.

Wizards. No wizards or sorcerors of any kind may be used in this scenario.

Special Deployment. Troops such as wardancers and wood elf scouts may not use their special deployment rules in this scenario.

Magic Items. Magic items may not be used by any side, the small defence force would not be equipped with such rare treasures and the pirate force would have likely sold any such items that came their way.

Siege Equipment. The pirate force only has what siege equipment it has hastily assembled during the attack, the attacking player may only use ladders, grappling hooks and log rams.

The defending force may use any siege equipment normally available to them.

The Tower. The coastal tower is an ancient crumbling, poorly maintained edifice and as such is easier to destroy then the towers mentioned in the Warhammer Siege Rulebook, all damage rolls on the TOWER table add +2.

 

Deployment

The defenders must deploy either in or within 12" of the central tower. The attackers may set up within 12" of any one of the far edges of the table.

Who has the first turn? The defenders have the first turn.

How long does the scenario last? The scenario last for five turns or until the defenders are all slain or until the tower is destroyed.

Who wins? If all of the defenders are slain or the tower is destroyed then the pirates win, if the defneders and the tower survive the five turns then they win.


Attacking Player's Roster

Pirate Raiding Force

The pirate raiding force consists of a maximum of 1000 points worth of troops chosen from the list below.

Captain. The pirate captain may be any character allowed by you army list. He may be equipped in any manner permitted by the relevant army book but can not carry magic items or be mounted on a monster, flying creature or in a chariot or war machine.

Infantry Units. The rest of the army must be made up of infantry units, they must be organised into units of at least five men. Any unit may include a champion and musician NOT a standard.


Defending Player's Roster

Coastal Defence Force

The defence force consists of a maximum of 500 points worth of troops chosen from the list below.

Captain of the Guard. The captain of the defence force may be any character chosen from the relevant army list. He may be equipped in any legitimate manner but can not carry magic items or be mounted or riding in a chariot or war machine.

Infantry Units. The rest of the army must be made up of infantry units, they must be organised into units of at least five men. Any unit may include a champion, a standard bearer and musician.