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.