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 Best Scenarios For Whfb, Scenario Catelog - GW and Player Created
Goomb
Posted: Jan 8 2008, 04:13 AM


Generally Fluffy
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Scenarios are exciting ways to play Warhammer. Sure, we all love to line up massive 2000 point armies and rumble across the field into each other in order to destroy each other, but I think games that are based on fighting for some objective are not only fluffy but a lot of fun.

The purpose of this thread is to collect some neat scenarios that are created from the minds of GW and from the minds of the members here. I know some of you created some very interesting scenarios in the Nemesis Crown Campaign and the Animosity 2 Campaign, and I would love you showcase your ideas here. Feel free to list out your scenario ideas and rules here, and some of us will playtest them!

NOTE: Keep in mind that we cannot reprint stock GW scenarios here due to copyright issues, but simple links to them will suffice!

Just to set the baseline, GW does keep a nice database of Skirmish/Warband scenarios here. Which of these scenarios are the best?

Let's see where this takes us!

Goomb
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Warboss Dragoneye
Posted: Jan 10 2008, 12:05 AM


Pyromaniac Goblin Warboss
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Ooh! Ooh! I like the Zombie one!...
We have a fatal flaw in the new smilies. There are none that say "braaaiiiinnsss...". I'll have to improvise. ohmy.gif ohmy.gif

I wrote a three-player scenario during the Nemesis campaign. Beastmen, Wood Elves, and Goblins duking it out at low points! We had a lot of fun with it, so I thought it would be good here.

Armies:
Lists are 700 points with normal restrictions. Bonuses are awarded for completing certain objectives.

Objectives:
  • Wood Elf objective: Assassinate Leaders. If the desecrating invaders of the forest lose their leaders, they will soon fall to infighting and become the mindless rabble they normally are. Your mission is clear... For each enemy character the Wood Elves kill, they get an extra 50 victory points. For each standard they capture, they get another 50 points in addition to the 100 they normally get.

  • Beastman objective: The Dark Gods will claim this forest as their own! We must gather their eyes here, and erect a great monument to them. Raise a Herdstone, that we may crush the foe! During deployment, the Beastmen may place the Herdstone. It does not have to be in his deployment zone. It acts as an Arcane Monolith, with T5 and W2. It has a 5+ armor save, US 3, and is Immune to Poison, and Unbreakable. If it is alive and well at the end of the game, the Beastmen get another 50 points. If it's under their control, they get another 50, for a total of 100. In addition, it can be made Unstable and/or Warping for 20 points each.
    Unstable:The Herdstone moves in and out of reality, disappearing and reappearing. Though it makes it hard to control, it makes it harder to hit.
    The Herdstone moves 2d6 in a random direction each movement phase. It ignores any terrain and models, unless it lands in impassible terrain or a unit, in which case it moves 1 inch beyond. It has a 5+ Ward save.
    Warping: The Herdstone projects a field of dark energy, ripped straight from the heart of the Realm of Chaos. Those not skilled in deflecting it fall to the chaotic power, twisting and mutating.
    This counts as a Bound Spell with power level 4 that is cast every Chaos Magic phase. All units that are within 12 inches of the Herdstone at the start of the Chaos Magic phase take D6 S3 hits with the exclusion of Chaos Sorcerors, Bray-Shamans, Chaos Spawn and Daemons. Casualties are transformed into Horrors under the command of the Beastmen. If they were from an enemy unit, they are placed into combat at they front and count as charging. Units not in combat will take a Panic test if they suffer enough casualties.

  • Greenskin objective:Zoggin' gitz! Dat's da last time we'ez gonna be ambushed! Dey come from da trees all da time, let'z burn down da stinkin' fings! WAAAAAGH!

    Burn 'em Out, Ladz:The battlefield has D3+1 forests in addition to other terrain. All greenskin units are assumed to have torches in addition to normal weapons, except for Fanatics, Squigs, Trolls, Giants, and Snotlings. Whenever a torch-carrying unit comes in contact with any forest, it is set on fire and burns for D3 turns before being removed. Any Greenskins armed with missile weapons (including artillery) may shoot at the forest. They counts as large targets that are impossible to wound, and when hit, will catch fire on a roll of a 4+. Any troops moving through burning forests take D6 S5 flaming hits. Any Dryads or models with the Flammable rule catch fire if they move through burning forests in addition to the original hits. During each of their movement phases, they will take D6 S5 hits. They will gain flaming attacks. Ariel's Blessing can be cast on burning forests or troops to quench the flames. For each forest burned down at the end of the game, the Greenskins gain 50 points. For each burning forest at the end of the game, they get 25 points.

    Stop the Desecrators: Any Wood Elf unit within 6 inches of a burning forest is Stubborn. Any Wood Elf unit that comes within 6 inches of a burning friendly unit will hate all enemies for the rest of the game.

    Water Buckets (I borrowed this from someone else on here with a similar scenario): Should an unengaged Elven or Chaos unit come in base contact with a burning object, they can fight the flames. On a 5+ they put out the fire. Should they fail and try next turn, it will go out a 4+ and so on.
Have fun! I enjoyed it. It turned into a draw between me and the Beast player, although he gave up on about the fourth turn and sat there. He gave his Herdstone both upgrades, and it devastated the small units of Wolfies I was using to set the forests on fire. His Bray-Shaman was out on his own and had some kind of item that gave him Regeneration. He survived HAILS of Elven arrows, including Waywatchers (they subsequently got hit with flocks of crows laugh.gif). If he hadn't given up, he would have mopped the floor with both of us. I managed to kill the Herdstone with a Mork Wants Ya on the last turn, and the Bray-Shaman got blasted by an Elf leader on the last turn as well. It was loads of fun!
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MorkaisChosen
Posted: Jan 10 2008, 07:29 PM


Now understands Goofycabal's avatar...
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My favourite has to be the Seven Knights (OK, Sheer Heroism is the scenario name, but Seven Knights sounds better!) from the 6th Ed rulebook. Basically, it's a normal pitche battle, except one player has a standard force, and the other has an army made up entirely of characters- as many heroes as you want and no more than twice the normal number of lords...
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Goomb
Posted: Jan 15 2008, 03:54 AM


Generally Fluffy
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I have not tried that one, MC. I will have to look it up in my 6th Edition Book.

I have a couple favorites that are fairly easy to pull off, plus it helps keep me motivated for building new scenary. I will hold off until some other peeps add to the list.

In no particular order:

1) Dragoneye's Own Burn the Forest Scenario
2) MC's 7 Knights from the 6th Edition Rules Book

Anyone else?

Goomb
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Warboss Skarz
Posted: May 28 2008, 07:44 PM


Orc
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Tunnel Battle:
One player must be dwarves. The other must be night gobbos or skaven.

The table's width varies, depending on the points size:

1000: 12 inches

1500: 18 inches

2000: 24 inches

These sizes are judged by the gobbo/skaven player's points. The dwarf player has only half the points.

Objectives:

Gobbos/Skaven: To end the game with more then half their total points in the dwarven deployment zone. If they do, They win.

Dwarves: To stop the skaven/gobbos.

Special Rules:

Master's of the tunnels: Any model(s) that can "deepstrike" (Don't know the real term) can appear anywhere on the table on turn 2. No restrictions.

No other options: The dwarves are defending their homes. They are all stubborn if not already.

Master's in warfare: only the best dwarves have been sent to defend against the invaders. The dwarves do not need to bring core units.

The squig path: A a small squig path connects the two deployment zones. Either player may send up to a quarter of their army down the path. The units come onto the table as if they had pursued off, in their opponent's deployment zone. It take 4 turns for them to travel down the path.

That's it. Anyone sense a little 300?

Skarz





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Arrgberg
Posted: Nov 5 2008, 05:26 PM


Orc
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Does anyone have a link to the Storm of Chaos scenarios?

laugh.gif
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Goofycabal
Posted: Nov 5 2008, 11:44 PM


Offical Welcome Admin, and Master of Chug an' Lug
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Can't believe I missed this thread when it was first started...

Anyways, anyone know if the Warhammer Skirmish stuff is still on the GW site? Since their redesign, I can't seem to find them sad.gif
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Goomb
Posted: Nov 26 2008, 12:17 AM


Generally Fluffy
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Yep, Goofs, the new GW site seems to have lost a lot of that good old stuff. The skirmishes and specialist games were top notch. Pity that GW decided to flush all that good stuff. You figure they would have kept some of it around, although it tended to favor smaller forces, not legendary ones. Legendary games = lots more armies purchased by consumers.

Goomb
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Roba-Fett
Posted: Mar 30 2009, 10:18 PM


AKA Uzgor Scabgrit
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QUOTE (Goomb @ Nov 26 2008, 12:17 AM)
Yep, Goofs, the new GW site seems to have lost a lot of that good old stuff. The skirmishes and specialist games were top notch. Pity that GW decided to flush all that good stuff. You figure they would have kept some of it around, although it tended to favor smaller forces, not legendary ones. Legendary games = lots more armies purchased by consumers.

Goomb

I must commend the GW oz site however for still having a load of the good stuff it's always had!

Onto topic then. I was wondering if anyone had any ideas for scenarios for my NG vs Dwarfs massive narrative campaign? We keep trying to use and adapt scenarios to fit it.
The section we're currently dealing with involves a lot of tunnel and passages style areas that have been flooded. We are trying to come up with some nice flooded rooms/passages warband type stuff. We especially like the idea of some of the scenarios having a timed rising water effect, becoming progressively higher in turns of the game.

Regarding our campaign (Karak Baldour) that some of you might have been following on here before da Paff was hacked, we're going strong with it still, after a nice long break to recharge. We've kicked real life back out the window and we're getting on with what we do best - geekage. tongue.gif
The actual narrative storyline is now approx 105 pages of word document and still has a long way to go.
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Goofycabal
Posted: Mar 31 2009, 04:59 AM


Offical Welcome Admin, and Master of Chug an' Lug
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QUOTE (Roba-Fett @ Mar 31 2009, 11:18 AM)
The section we're currently dealing with involves a lot of tunnel and passages style areas that have been flooded. We are trying to come up with some nice flooded rooms/passages warband type stuff. We especially like the idea of some of the scenarios having a timed rising water effect, becoming progressively higher in turns of the game.

Did you get a copy of the Warhammer Siege rules? There's a scenario or two about tunnel fighting in those. Chuck me a PM if you need to know more or want me to send you a copy ninja.gif
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