The Rules

The Wastelands
(From Warhammer Fantasy Role-play book page 280-281)

The Wasteland is a windswept and barren country, largely inhospitable to settlement and offering little shelter from the biting winds that blow from the Sea of Claws.  It owes it’s independence to the importance of Marienburg - largest port in the Old World - whose canny Burgomeisters have gradually wrung a series of privileges and concessions from the Empire over the Years. 

Geography:
The Wasteland lies around the bay where the Reik flows into the sea, stretching as far as the edge of he Reikwald Forest in the south and east, and to the foothills of the Pale Sisters in the west.  A few sheltered spots offer refuge for scattered farms and villages, but most of the Wasteland’s population lives in the city port of Marienburg.

Politics:
Away from the forest of the interior, the Wastelanders see few of the perils of Chaos, and are far more lax with regard to its dangers than the superstitious people of The Empire - some would say far too lax.  Those who live nearer the forest are a little more cautious, more suspicious of strangers and less trusting, even of each other.  In and around Marienburg, however, the people are friendly and open, as befit’s a cosmopolitan port, where traders come from all over the Old Word and beyond.  At one point in its history, the Wasteland was actually part of The Empire, but the country’s inhabitants have always been an independent folk, and have used the fact that they control much of the Empire’s overseas trade to force successive Emperors to allow them greater autonomy.  Supported in these goals by Bretonnia to the west, the Burgomeisters of Marienburg are now in a position to play these two great powers against each other. 

The People:
Wastelnders share many of the physical traits with the Reiklanders of the southern Empire.  They are tall and robust , hard working and strong-minded.

Language:
The people of the Wasteland speak Old Worlder with a similar dialect to that of the citizens of The Empire.

Cities:
The only settlement of any size in the Wasteland is the great city-port of Marienburg. 

Marienburg:  The largest port in the entire Old World, Marinburg is naturally the main trading center in all the north.  Its position at the head of the river Reik means that goods from the southern parts of the Old World and beyond must pass through the city en route to such places as Nuln in the south and Kislev in the east.  Similarly, goods for export pass down the rivers Talabec and Reik towards Marienburg’s harbors, which give access to the south of the Old World, the New World, the South Lands, and countries as far removed as Lustria or Cathay. 

The city is built at the point whre the might River Reik cuts across the ancient bedrock of the north coast before spilling into a vast delta.  By the time it reaches Marienburg, the Reik is the widest river in the Old World, well over a mile from bank to bank.  At Marienburg, however, a series of rocky islands begins to split the river into its fine tributaries, and the city is built upon these islands, joined by numerous bridges.  Only one deep passage is maintained, that being on the south side of the city around the docklands.  Ships may easily pass this great channel into the Reik, or northwards into the sea, or they might put into one of Marienburg’s many harbors.  A single bridge crosses the main ship-way, the ‘High Bridge’, which is raised on a solid stone tower on the southernmost island of Marienburg, corssing to a high rocky hill on the other side.  A great winding road that coils ascends the bridge on the outside of the tower, a feature greatly admired by travelers and known throughout the Old World. 

The city itself is distinguished by its fine houses, many of which are effectively fortresses belonging to the mercantile aristocrats and merchant adventurers that rule the city.  It also has the largest Sea Elf trading community of about 500 Elves.  This is pretty much autonomous, with its own laws and militia, since the city authorities are more than willing to allow the elves to manage their own affairs, given the wealth, which their trade brings to the city. 

Marienburg is a wealthy, cosmopolitan city where there is everywhere a sense of affluence and well-being.  Within its salt stained walls stands the chief temple of Manann, god of the sea, a lofty building, decorated by the city’s finest stonemasons and woodcarvers.  But in such an open city, it is all too easy for the minions of chaos to hide, to perpetrate their evil affairs and to spread their sickening creed.

The Wastelands Warhammer Fantasy Battle Campaign

    Why chose The Wastelands?  Well for one thing it contains the great city-port of Marienburg.  What better a prize in the entire Old world than its most important port?  For another thing it is an area that most factions in the Warhammer World have realistic access to by land and or by sea.  It is also a largely barren land that can not support large armies for any length of time so it is a good place to set a campaign using a relatively small point value for each army banner so it is a good place for new players to get involved in.  Though it is geographically small compared to the Border Princes or the great realms of the Old World it is a significantly large enough territory for more than a couple of players to be involved.   Mix these elements with a cosmopolitan city and a scenario of political corruption and you have a great basis for a campaign of conquest with the Old Worlds biggest port as a prize.

Campaign Duration and Army point limit:

    The Wastelands is not a large realm as realms in the Old World go.  15 campaign turns should be enough to provide a clear victory.  The map could probably handle 6-8 players but 4 players would be ideal giving each player enough territory between enemies at the start of the game. 
    Banners are comprised of 1000 points for the first 7 turns then 1500 points for the next 6 turns and 2000 for the last 2 turns.  On such a small map you will likely have combat by turn three or four even with as few as four players.  There just aren’t that many places to go and there are a number of key map features that will be contested early in the game.  It would probably be best if all the players had between 2000 and 2500 points total to chose their armies from to give them flexibility and troops for instances where they can draw support from other banners.

 

Special Map Sections:

    Lotsburg: Lotsburg is surprisingly small town considering its location south of Marienburg.  Many river pilots make their home here and almost the tiny towns economy is based on river trade.   Marienburg, in fact,keeps the size and influence of Lotsburg to a minimum to ensure that goods flow up and down the Reik the way they want them to for the prices they want them to.    
With such troubling times in Marienburg the town of Lotsbrug has become a staging point for mercenary bands and a number of mercenaries are encamped in the area.  Whenever banners fight a battle in Lotsburg the players should roll a D6 and consult the chart below to determine if the banner commander has found mercenaries to recruit into their banner.  Do not make this roll if the territory has been raised.  The mercenaries have dispersed to look for a more suitable camp.  If the territory recovers the mercenaries return to their camps and you should make this roll as normal.  The additional points for mercenaries should be chosen either from the “Dogs of War core units army list or from the players own core unit selection.  These additional troops do not count as core choices for the purpose of army selection. 


        1 The banner has a hostile encounter with mercenaries after negotiations for their terms of service go sour.  This banner looses 2D6x10 points from skirmishes         with the disgruntled mercenaries before the main battle begins.

        2-4 The banner negotiates a favorable contract with a small mercenary band.  This banner may take 2D6x10 points of additional troops, as outlined above,             before the battle begins

        5-6 The banner negotiates a favorable contract with a large mercenary band.  This banner may take 2D6x25 points of additional troops, as outlined                         above, before the battle begins.
    
  Lotsbrug counts as a ferry and is thus a place where an army can cross the rivers without taking a difficult terrain test if it were a bridge.  If the territory is raised then armies must make a difficult terrain test to cross the river as normal until the territory recovers.  Lotsbrug is a special territory and counts as three territories for the purpose of banner calculation and campaign results so long as the territory is not raised at the time.

    Baumheim Ferry:  Lies on the banks of the Drak Wald river surrounded by the Drakwald forest.  Baumheimers are a hearty and independent folk who don’t trust outsiders.  The Town of Baumheim is small consisting of less than two-dozen buildings within the town itself.  The ferry and most of the buildings are situated on the west bank of the river.  The Baumheimers may live within the confines of the Drak Wald forest but they are not ignorant of their situation.  They are well aware that their independence depends on the power of Marineburg.  Though they are dismayed at current events within the city they are not about to let foreign invaders use their town as a staging point for an attack on Marienburg.  The townspeople will flee but a small number of fighting men will stay and attempt to burn the town and destroy the ferry.  If they should succeed the territory will count as raised and no special benefits with be gained form the town until the territory is re-built.  Baumheimers are a vigilant and aware that the Wastelands are being invaded and will evacuate and raise there town as soon as an army makes a move for the town.  It would be impossible for a commander to bring an entire army to bear against the towns people in such a short period of time.  Only a small force could make enough time to stop the burning of the town.  The first banner that enters the territory must fight a skirmish with the town defenders to keep them from raising the town and making the ferry useless.  The skirmish should be fought exactly as the “Town Raid” scenario on page 22 of the Warhammer Skirmish booklet but the objectives and victory points of the forces are reversed.   Both forces should deploy on opposite ends of the town and the town defender gets to pick table edges and who goes first. 

        Models Needed:
    Baumheim defenders:
    100 points of Empire Core Troops chosen from the; Free Companies, Archers (and/or Huntsmen0 and Crossbowmen  (there are no State Troops in Baumheim),     and up to two champions of different types. 

    Attacking forces:   
    Up to 200 points of troops 50 points of which may be chosen from the Special troop section.  No     heroes or rare choices but up to three different champions. 

 
Baumheim Ferry counts as a ferry and is thus a place where an army can cross the rivers without taking a difficult terrain test if it were a bridge.  If the territory is raised then armies must make a difficult terrain test to cross the river as normal until the territory recovers.  Baumheim Ferry is a special territory and counts as three territories for the purpose of banner calculation and campaign results so long as the territory is not raised at the time.



Road Watch:  Road Watch is the main base of the Road Wardens who patrol the Great North Road.  Due to the political turmoil most of the Road Wardens have abandoned there post due to lack of pay and Road Watch has been abandoned but remains in tact.  Any banner that controls Road Watch gains a number of distinct advantages when a battle if fought in the territory.  When a battle takes place in Road Watch the defending banner may chose sides first, and who deploys first, and who goes first. 
Road Watch is a special territory and counts as three territories for the purpose of banner calculation and campaign results so long as the territory is not raised at the time.


The Old Dwarf Fort:  The Old Dwarf Fort is and small and ancient fortress in the Grey Mountains.  Long abandoned by the Dwarves it is now infested with Skaven who use the fort as a base for their clandestine activities in The Wastelands.  Though the Skaven infestation has left the fort somewhat worse for wear the strong dwarf craftsmanship remains intact. 
The first banner that tries to take the Old Dwarf Fort must first drive out the Skaven that infest it.  This Battle should be fought as a standard siege.  Even if the Skaven are driven out they may return from within the mountain itself with a force equal to a single regular banner.  During each Campaign Turn the controlling player must roll a D6.  On a roll of a 1 the Skaven have returned and will automatically take over the territory if there is no banner in the Dwarf Fort to oppose them.  If they should defeat a banner defending the territory the controlling player will loose the control of the territory and anyone invading  the territory must again root the Skaven out before they can gain control of the fort.  Should two armies invade the territory at the same time they should fight a regular battle against each other then in the next turn they may attempt to root out the Skaven to gain control of the territory.  
The Old Dwarf Fort is a special territory and counts as three territories for the purpose of banner calculation and campaign results so long as the territory is not raised at the time.
The Old Dwarf Fort counts as a fortified map section and cannot be further fortified.

Marienburg:  Marienburg, the busy prosperous port, which lies at the mouth of the Reik, is no longer part of our great Empire.  Her Wealth is legendary.  Her Ships from every realm are docked bringing all manner of exotic goods and luxuries.  The pride and pretension of the citizens knows no bounds and they claim to be equal in every way of the Tileans in art and culture.  (Warhammer Fantasy rulebook exert from Ye History Of Ye Old World, as told by the Venerable Hieronymous of Nuln)
Something is rotten in the State of Marienburg.  The Council of Bourgomeisters has accused the Mayor of trying to sell the city back into the Empire.  Accusations of conspiracy and corruption fly between the Mayor and the Council members who are now embroiled in a bloody conflict throughout the city.  Many of the State Troops are involved in the conflict leaving only a few men, more loyal to the city than the coin offered by the various factions, to defend it’s walls.  It will take a strong hand to bring the city under control.
The first banner that tries to invade Marienburg must fight a siege to gain control of it’s land side gate.  This should be fought as a regular siege but the point value of the troops should never be set lower than 800 points.   The Marienburg army should be chosen from the Empire army list but may take up to 200 points of High Elves chosen from the High Elf core units These core units may not however count towards the minimum core units for the defending army.  The army may also take Dogs of War and regiments of renown. 
Holding on to Marienburg will be almost as hard as taking control of the city.  No doubt many of the factions will cease their infighting and turn their efforts to throwing out the invaders.   Each turn of the campaign that any players controls Marineburg the controlling player must make a revolt check.  Roll a D6.  On a roll of a 1 the Marienburgers have taken to the streets to repel the invaders of their city.  If this happens roll another D6 to determine the scale of the revolt and consult the chart below.

        1-2:  A small revolt.   A few citizens and state troops have managed to gather a force together.  This force consists of 500 plus 2D6X10 points of troops fought                 within the City streets.   As the defender the player in control of the city may chose which side of the table to defend from and which side goes first but they                 must start to deploy first.


        3-5:  A sizable revolt.  Several factions have banded together to for a formidable force in an attempt to drive foreign troops from the city.  This force consists of                 500 plus 2D6X25 points of troops fought within the City.  As the Defender the player in control of the city may chose which side of the table to                                 defend from and which side goes first but they must start to deploy first.


        6:  A major revolt.  Every able bodied man, some women, and the occasional dog have turned out to rid the city of the invaders.  This force consist of 1000                  plus  2D6X25 points of troops fought within the city.  As the Defender the player in control of the city  may chose which side of  t he  table to defend from                 and which side goes first but the must start to deploy first.

The revolting forces may be chosen in the same manner as the army selection outlined above for the Marienburgers defending the City.  It is unlikely that anything short of a major revolt would bring liberty to the city through a victory on the battlefield.  However the efforts of even a minor revolt can have dire results for the player in control of the city.  Depending on the success of the revolt there is a chance that the revolting force inspire the Marineburgers to further revolts by increasing the chance of a revolt depending on the percentage of casualties inflicted on the controlling players army.  Consult the chart below.

Less than 25% casualties:  Any revolt that inflicts less than 25% casualties will be considered a failed revolt.  The invaders have crushed the revolt beneath a mailed fist and driven the spirit of revolt out of the Marienburgers for the time being.  As a result the controlling player does not need to make a revolt check for the subsequent campaign turn.  Should any player manage to crush three revolts then that player will no longer be required to take revolt test.   The spirit of the Marienburgers will be utterly defeated and they will resign themselves to the hopes that an army friendly to their cause may one day liberate them. 

25-49% casualties:  This is considered a successful revolt.  The Marienburgers may not have driven the invaders out but they have bloodied them.  The controlling player must take the subsequent revolt test with a -1 modifier.

50-74% casualties:  This is considered an inspired success.  The Marienburgers have inflicted heavy casualties on the invaders.  The controlling player must take the subsequent revolt test with a -3 modifier.

    75% or more casualties:  This is considered and awe inspiring success.  The controlling player     need not take a revolt test because a revolt automatically happens.   In addition the scale of the     revolt roll must be taken with a +1 modifier.

In addition the controlling player may only recover half the points lost during a revolt for the subsequent campaign turn.  For instance if a revolt inflicts 100 points of damage on a 1000 point banner then  for any battles that the banner participates in in the following turn that banner may only field 950 points of troops.   These effects are cumulative until the controlling player has a campaign turn of peace.  If a controlling player should suffer from two or more subsequent revolts the effects of those revolts will compound.  Casualties taken when another player attacks the controlling player will not count towards this total however.  The controlling banner will never drop below 50% of its total strength.   Should a revolt of any kind occur while the controlling player has no banner on Marienburg then the city will automatically revert back to independent status.
Marienburg  is a special territory and counts as six territories for the purpose of banner calculation and campaign results so long as the territory is not raised at the time.
Marienburg counts as a fortified map section and it cannot be further fortified. 

Victory Conditions:  The player in control of the most map sections at the end of 15 campaign turns will be the victor.  Raised territories do not count toward the total number of territories a player controls. 

Army Specific Rules:  The Wastelands Campaign uses the army specific rules outlined on page 40 and 41 of the Warhammer Generals Compendium.