When the drawbridge opens, chaos reigns.

On Saturday night I'm having my brother and some friends around for a doubles game using an old fort I've had since I was a kid. To be honest I've wanted to use it for a game for a while, and with the idea of having a night of as much fun as possible I pulled some rules out of my arse for the battle.

I don't pretend to be a rules master so see what you think, I imagine we'll be tweaking things in game but any comments or suggestions would be welcome.

As a band of Chaos marauders rampages their way down from the frozen north, they strike a tentative alliance with a local tribe of Orcs and Goblins who are drawn to the promise of spoils.

As this terrifying force descends upon the beleaguered Dwarf fortress of Barak Dundin, a nearby trade caravan of High Elves responds to Dwarfs cries for help in a rare show of Elven fellowship and approaches from the East - but will they arrive in time?

RULES

Barak Dundin will be located in the South West of the Board.

A lone Dwarven watchtower is situated in the north of the board. This is where the horde of darkness will arrive.

The High Elves will arrive on the South Eastern board corner.

The Chaos and OnG armies will be a 1750 points each.

The High Elves will be 1500 points as will the Dwarfs who must take a Gyrocopter.

The game will last until the Dwarven Fortress is captured or the forces of darkness are defeated.

To take the fortress the forces of darkness must either destroy the Dwarven garrison or must capture the three towers of the fortress.
Barak Dundin

The defences of fortress can be breached three ways.

1. Well, you can fly over the walls!

2. The main gate/drawbridge. This is toughness 9 with 10 wounds. It can be breached but not without loss of blood. One unit may take a battering ram to attack the gate this does 3d6 hits wounding on 6s. This requires at least 6 Orcs/Men to wield or 10 goblins. Obviously the gate can also be attacked or shot at normally.

3. There is a secret tunnel under fortress the entrance will be marked by the Wyrding Well. This must also be brokenn open and is T5 6 wounds. The tunnel is only 5 models wide and will be defended. If these defences are broken then the way into the Fortress is open.

Should a flying unit or tunneling unit get into the fortress they can open the gate if they are able to reach it and roll a 3+

The Dwarfs within the fortress will all be stubborn and will benefit from leadership rerolls as if there was a BSB until two of the tree towers have been taken.

All armies must take their own general and will only benefit from their leadership and likewise with BSBs.

The Chaos army will be unaffected by panic caused my Orcs and Goblins. The Orcs and Goblins will only be affected by panic caused by Chaos Characters/Knights/Warriors not marauders or hounds etc.

The Elves and Dwarfs will neither be affected by panic through the actions of the others.

BEGINNING THE GAME

The forces of darkness will deploy first, then the Dwarfs. The High Elves start the game off the board.

The game will commence with a mini game.

The Dwarven Gyrocopter escapes from the watchtower and races towards the SE board corner and the Elves. The forces of Darkness have one turn of shooting and magic to bring it down. The Dwarven fortress is unable to take part in this skirmish other then in the role of magical defence.

If the Gyrocopter is destroyed then the forces of darkness get the 1st turn and the High Elf reinforcements are delayed. They will not appear on the 1st turn and only on the 2nd turn on a 4+ or 3rd turn on 3 + etc. They will arrive as reinforcements as described in the rulebook.

If the Gyrocopter makes it alive then the High Elves can deploy normally and the forces of light gain +1 to the roll for first turn.

LET THE BATTLE FOR BARAK DUNDIN BEGIN!