[Warfork Fantasy Battles] Ambush on the Old Dwarven Road

Date 2024-05-21
Author Matthias
Published 2026-07-30 16:32:45

The Dwarves of Karaz Gaiaz Bok (Hold of Gold with low tunnels where you often bang your head), which is situated somewhere north of the High Pass, at the northern fringes of the World's Edge Mountains, have a hard life. Their relatively small hold is under constant attack, both from above and from below ground, by greenskins, skaven and marauding chaos bands.
The outcome of their mining isn't that great, both because of the low manpo… dwarfpower in the hold, the many dwarves that need to guard and defend the hold instead of being able to work the mines, as well as because the gold veins are rather thin and long, requiring a high mining effort to outcome ratio. As the name of the hold suggests, they mine mostly gold, but occasionally also discover veins of other metals.
Once they get enough gold mined and processed, they transport it south to other dwarven holds, and to trade with humans from The Empire.
One such convoy just started its dangerous trek southwards, led by Khirgrurd Silverstriker (a poor prospector who never managed to discover the profitable gold veins). As the dwarfpower in the hold is so low, sending enough dwarf guards with the caravan would weaken the defences of the hold too much, so the dwarves often employ the services of norse mercenaries for caravan guard duty.
This is true for the current caravan as well. Unfortunately, one of the norse has fallen under the influence of Chaos. He revealed the exact route of the caravan to Dietbert the Wicked, a champion of Chaos, who is in need of gold to finance the cults he is trying to spread and grow throughout several small villages of Kislev.
While the dwarves are moving their caravan south, Dietbert is waiting in ambush to take the gold and use it for his own dark purposes…

Battlefield

The place for the ambush chosen by Dietmar, is at the place where the old dwarf road leading to Karaz Gaiaz Bok meets the road running through the High Pass, part of which is also still of old dwarven construction.
The road is lined by evenly spaced dwarven statues on plinths. Opposite the road leading to Karaz Gaiaz Bok is an ancient dwarven fence. Rumor has it, that in the past some of the heavily laden carts skidded off the road.
The edges of the forest the road cuts through, mark the Chaos deployment zone, here they are lying in ambush.
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Batallions

Khirgrurd Silverstriker’s Gold Caravan [1,500 points]

Batallion Commander, Khirgrurd Silverstriker

  • Level 15 Hero "War Forger", hand weapon, double-handed weapon, mithril armour, shield
  • Snorri Spangelhelm's Master Rune
  • Rune of Fury

Batallion Standard Bearer, Thrarod Flatfist

  • Level 5 Hero "Foe Smiter", hand weapon, mithril armour
  • Rune of Resistance

Red Section, 11x Warriors

  • hand weapon, light armour, shield, standard, musician
  • Thungrilot Grudgefists
    • Level 5 Hero "Foe Smiter", hand weapon, light armour, shield
    • Rune of Stone
    • Rune of Striking

Turquoise Section, 11x Warriors

  • hand weapon, light armour, spear, standard, musician
  • Dathrargror Broadshoulder
    • Level 5 Hero "Foe Smiter", hand weapon, light armour, spear
    • Rune of Stone
    • Rune of Parrying

Orange Section, 5x Crossbowmen

  • hand weapon, crossbow, light armour

Grey Section, 5x Crossbowmen

  • hand weapon, crossbow, light armour

The Doomed, 10x Giant Slayers

  • Hand weapons, double-handed weapons

The Caravan, Dwarf coachman

  • hand weapon, light armour, leading pony and wagon full of gold

The Caravan, Dwarf coachman

  • hand weapon, light armour, leading pony and wagon full of gold

Norse Mercenary Contingent

Commander, Brynjar
  • hand weapon, light armour, shield, double-handed weapon
Ubbe's Company, 11x Warriors
  • hand weapon, double-handed weapon, unit standard
  • Ubbe
    • Level 10 Hero, hand weapon, double-handed weapon
Frode's Company, 11x Warriors
  • hand weapon, double-handed weapon, unit standard
  • Frode
    • Level 10 Hero, hand weapon, double-handed weapon

Dietbert's Marauders [1,151 points]

Slaanesh Batallion Commander, Dietbert the Wicked

  • Chaos Warrior, hand weapon, shield, heavy armour, barding
  • Warhorse
  • Chaos Runeblade
  • 1D6-2 Personal Attributes
  • Warchest of 150 points; can be used to bribe the norse mercenaries

Chaos Sorceror of Tzeentch, Bykalgroar the Cunning

  • Level 5 Wïzard "Initiate", hand weapon, chaos armour
  • 1D6-3 Personal Attributes
  • magïck power level 3D6
  • S1.1 Boon of Tzeentch, B1.10 Immunity from Poison, B1.6 Fire ball
  • Disc of Tzeentch

The Defilers, 5x Chaos Warriors

  • hand weapon, shield, heavy armour, double-handed weapons

The Corruptors of Nurgle, 7x Beastmen

  • hand weapon, unit standard
  • 50% Chance of 1D3 dominant attributes
  • Ghuzzuk
    • Level 5 Hero "Banebeast", hand weapon
    • Biting Blade
    • 65% chance 1D4 personal attributes

The Hunters

  • Beastmaster
    • hand weapon, shield, light armour
    • 50% Chance of 1D3 personal attributes
  • 3x Chaos Hounds
    • 1D6-4 dominant attributes

The Bashers, 2x Trolls

  • big ol' clubz

Scenario Objectives

Dwarves
Move the two wagons off the map via point B or C. The dwarf player notes down the point he wants to exit through before any units are deployed, but keeps that information secret from the Chaos player.
Chaos
Move the two wagons off the map via point A.

Victory Conditions

Dwarf Victory
Both wagons have been moved off the map via the chosen exit point.
Draw
Both sides move off one wagon via their respective exit points. The dwarves also score a draw, if they move both wagons off the board though the opposite point from the one chosen (e.g. through C when B had been chosen).
Chaos Victory
Both wagons have been taken over from the dwarves and moved off the board via point A.

Deployment

The dwarves deploy first. The dwarf commander, Khirgrurd, did order his troops into a certain formation, but the longer the trek the more this inital formation gets disturbed, one unit stopping to take a leak, a second moving past, the first then reigning in at the end of the column, etc. Also, the Chaos player lies in ambush, therefore has some advantages, initiating the ambush at a convenient time. This includes waiting until certain units have passed certain points on the road, etc.
To represent these aspects, the deployment of the dwarven force's deployment is subject to some random elements, both in their own as well as in the Chaos deployment phase.

Dwarves

The first two units to be deployed are the two wagons. The dwarf player chooses any point along the line between A and D, declaring to deploy one wagon there. He then rolls 2D10, one after the other. The wagon is moved a number of inches equal to the score of the 1st D10 towards point D, then a number of inches equal to the score of the 2nd D10 towards point A. At points A and D, the wagon bounces back.
A wagon is placed 5" short of point D. The first D10 roll moves it 8"
towards D; it moves 5" to point D, then 3" back towards point A. The
final position is the distance of the 2nd D10 also moved towards A.
This is the final deployment point of the wagon. The process is then repeated for the second wagon. Should they end up overlapping, move both the least distance possible to place them with a gap of 1".
Once both wagons have been placed by this method, the dwarf commander can place the rest of his troops as he sees fit, adhering to the following restrictions:
  • All units must be placed on the road between points A and D.
  • All units must be placed completly on the road, no part of a unit may be deployed off the road.
  • All units must be placed facing along the road in the direction of point D.
  • All units must be placed at least 1" away from any other unit.
If, for whatever strange reasons, not all units can be placed on the board following the restrictions, they have become stragglers. During each dwarven Turn Begin Phase, starting with the second turn, these units may take a LDS test; if passed they can move onto the board from point A in their movement phase. Only one unit of stragglers may arrive per turn.

Chaos

The Chaos commander deploys his units anywhere in the three wooden areas. He then rolls 1D10 per dwarven unit, including the norse mercenaries. On a roll of 8+ (6+ for the norse), he may swap this unit's position with another unit's position from the dwarven batallion, obeying the following rules:
  • No unit may be repositioned more than once; regardless of whether on its own roll, or as swapping partner on another unit's roll. Mark swapped units in some way.
  • The wagons may not be rolled for, nor chosen as swapping partner.
  • The dwarven commander (if deployed alone) or the unit he is deployed with, may not be diced for or chosen as swapping partner.
  • The point for swapping is the unit leader. The two leader's positions are swapped, then the unit is deployed around them as they were before the swap.
  • Only in case a 1" gap cannot be maintained, the dwarven player may change the formation of the unit, still keeping its leader in place. This is the only situation in which a unit may be deployed off the road; if it does not fit into the space between two other unit and keeping the 1" gap, models are placed left and right off the road.

First Turn

The Chaos player starts the first turn.

Scenario Rules

Woods in the first turn

As the Chaos commander prepared the ambush, his troops are hiding in places convenient for initiating the ambush. Therefore, during the first turn, the Chaos units do not suffer any movement penalties from moving through the woods. This allows them to leave the woods without any penalty.
Starting with the second turn, normal movement penalties apply for all woods.

Wagons

The wagons start the game with one dwarf assigned, who leads the pony. The dwarf player has full control over that unit.
If the dwarf leading the pony gets killed, the pony will follow the movement of the dwarf unit directly in front of it. The GM has the last word on the exact movement.
If a Chaos unit kills the dwarf guide in hand-to-hand combat, or moves into contact with a leaderless pony/wagon, that unit takes control of the pony/wagon. It is placed at the rear of the unit, and is let by them from now on (remember that mixed units move at the MOV of its slowest member).
The dwarves can regain control by killing the controlling Chaos unit; or routing it in hand-to-hand combat, in which case the wagon is placed at their rear and moved by them.
If a unit takes control of the wagon, it can detach 1-n members of the unit to lead it; it can be the whole unit, but this is up to the player's choice. Once detached, these models form their own unit until the rest of the game (or their existence).
The wagon and the pony itself will not be attacked by either side, after all both want to keep/gain posession of it and move it off the board.
Due to the weight of their freight (2.2 pounds of gold weigh about 1 kilogram after all, a bit more in leap years), the wagons cannot leave the road, they would get stuck in the fields surrounding the roads. If they are lead by unit, this means also the unit cannot leave the road, unless they abandon the pony/wagon.
Turning a wagon in place by 180° uses up one complete movement phase.

References
Is referenced from the following post
Tags assigned to post
Faction
Chaos
Dwarf
Orc
Period
Fantasy
Rule System
Warfork Fantasy Battles
Scale
28mm
Setting
Warhammer