A Map is Worth
a Thousand Swords

A Warhammer Second Edition
Miniatures Scenario

by Karen A. Summerfelt

The ancient parchment crackled as rough Orcish hands rolled up the map and returned it to its case. "Be careful Gulgrof!. The chief will have our vitals if that map is damaged," growled Bullbait, who was trying vainly to pry one more gold tooth out of his latest victim.

"Shut up you sons of Elven dogs! We're still deep in Law country and this don't look like no school picnic," growled the Captain.

The rest of the Orcs grinned with glee -not only had they captured the map Bradgliff Swordspawn, a Knight of Chaos, wanted, but they had also managed to totally wipe out the twenty soldiers of Law escorting the messenger. Their wolves were already enjoying the fresh meat for dinner. Now all they had to do was get back to Bradgliff with the map.

Spirits were high as the Orcs prepared to move out-Bradgliff was generous when pleased with a soldier's services. Generous with punishment too, when you failed, which made this success even sweeter. This map was a coup for Chaos if any of the places shown still existed. It was a map of 11safehouses" used in ancient times by the members of the Guild of the Seven Flames to hide themselves, their magic items, and their books. According to several old letters written by a Dark Elf wizard, one Dragonneth Aeliel, the map showed places used specifically by the wizard Olerion and several of his journeyman students. Dragonneth was one of those students, so Bradgliff felt the map should be most useful. Afterall, only packrats were worse than magic users when it came to hoarding things.

Meanwhile, life in the camps of Law bordered on total boredom. The fighting had come to a standstill, the forces of Chaos had been pretty badly broken up in this area and the Knights of Law were shut up in some peasant hut pouring over some musty old scrolls that some equally musty old archivist had unearthed. The troops waited, growing more restless-and careless-by the day. The old timers knew how to pass the time, but the new recruits just chafed at the bit. They wanted to fight. mostly they fought among themselves or got drunk.

It was worse for the sentries. They had to be quiet, hidden, and alone. Mostly they whittled or fell asleep. Fortunately for the Law camp, old One Ear, an over-aged Elven scout who didn't have enough sense to retire from the army, had not dozed off. He could smell Orcs coming a mile away, or so he said. He wasted no time, sounding the alarm when he spotted the shadows moving near the woods' edge.

"Ride for your life! and curse that overzealous sentry." The Orcish captain would have given his full year's pay to have One Ear in his claws right now. He wouldn't even leave any bones for the wolves to gnaw on. One Ear would have been most amused.

The Orcs had one chance-to reach the Standing Stones before the Law troops reached them. At least there they could defend themselves until help could be summoned. if only one of them could get out and reach their main camp.

Terrain Features:

Most of the ground is open, grassy plains. Near the center on each side of the table are heavy woods, usable by infantry or nonhuman cavalry but impassable by Human cavalry. There are two small hills and one larger elongated hill which is one elevation higher than the other two hills. The two most notable features are the small stone ruins and the Standing Stones. The stone ruins appear to have been a small chapel and roadhouse for travelers with a barn and stock pen as well. The Standing Stones date back beyond any history of Law or Chaos. They form a circle of 13 stones with smaller stones within the circle scattered about. The inner stones may have been seats or altars or just later additions with no purpose at all.

Troops and Entry Sequences:

Turn 1 -Entry Point 1: Wood Elves, 2 regiments (28 soldiers) Equipment: elf bows, knives, no armor
Led by Zarva. Oaksfriend, these elves are seasoned veterans. Zarva has seen battle so often that he is actually enjoying the lull in the fighting.

Turn 2-Entry Point 2 Wood Elves, 1 regiment (14 soldiers) Equipment: elf bows, knives, no armor
These young elves are all new recruits and haven't seen a battle. Their leader, Sir Dagor Fandarel, is the second son of an Elven knight and is out to prove he can do something besides preside at holiday balls and fetes. His zealousness often irritates his men but the oldtimers see some promise in him.

Turn 2-Entry Point 3 Wood Elf cavalry, 2 regiments (16 soldiers) Equipment: mail armor, sword, and shield
Darian Elliriel recruited and leads these men, most of them have good reason to want to eliminate as many soldiers of Chaos as possible-especially his sergeant, one Ear. They are the only survivors from a small Elven village that Chaos decided was "in its way." Darian's men seldom check morale in battle.

Turn 2-Entry Point 3 Human Men at Arms, 2 regiments (40 soldiers) Equipment: chain mail, sword, and shield
Angus the Bold is noted for two things, his way with both men and blades. Angus keeps his troops and his swords honed to a fine edge, ready to fight. However, Angus and his boys also enjoy a fine keg of ale now and again. This latest action has kept Angus and his boys out of the local taverns far too long as far as Angus is concerned.

Turn 2-Entry Point 5 Human Infantry, 1 regiment (22 soldiers)
The men following Beltron Gorsk often wish terrible fates on the old man but the Knights of Law humor him and overlook the multitude of complaints from his men as much as possible. Beltron is a master tactician. He is also a "by the book" nit- picking, mean-tempered captain who is never satisfied with anything.

Turn 4 -Entry Point 4 Orcish Infantry, 2 regiments (40 soldiers) Equipment: mixed chain and/or leather and swords
Led by Oxnose Spinebender, these orcs are well on their way to becoming one of Bradgliff Swordspawn's front line regiments. The ability of Oxnose to lead them in and out of seemingly hopeless situations gives him considerable status among members of his tribe.

Orcish Wolf Riders, 2 regiments (20 soldiers) Equipment: leather armor, swords, and short bows
Torgon Elvesbane won his captaincy in a card game and Lady Luck seems to have continued to follow him benevolently. His men consider him their own personal good luck charm.

Turn 6-Entry Point 4 Human Cavalry, 4 regiments (48 soldiers) Equipment: mail armor, swords, and shields
Tandrak Fairhelm's troops are among the best in the army, but the men have never heard Tandrak utter a single command, nor have they ever seen him without armor or helm. Tandrak's orderly issues all commands and no one ever questions them. If they ever find out that Tandrak is actually Tandara and the fiancee of Sir Linveer Von Searl all sorts of problems could arise. Most surprised of all would probably be Sir Linveer himself, whose genteel fiancee is so sensitive that even discussing a battle in her presence makes her faint.

Turn 12-Entry Point 6 Knights of Law, 3 regiments (30 soldiers) Equipment: mail armor, lance, and sword
Sir Linveer Von Searl leads these Knights. His lands and castle are not far from here. He was chosen by his fellow Knights to lead this time because of his knowledge of the surrounding area.

Special Notes:

The woods areas are impassable to Human cavalry.

Victory Conditions:

1) Chaos must leave the board at entry point #1.
2) Law must destroy Chaos completely.

Note: Law will have the advantage of position against the cavalry of Chaos, just as the English longbowmen had the advantage of position against the flower of French nobility at the battle of Agincourt.

Orders of Battle

Fighting and
Personal Characteristics
WOOD ELVES
Zarva
Oaksfriend
Seasoned
Veteran
Regiments
Dagor
Fandarel
New Recruit
Regiment
Darian
Elliriel
Cavalry
Movement Allowance444488
Weapon Skill544454
Bow Skill545454
Strength434343
Toughness333333
Wounds111111
Initiative767676
Attacks111111
Leadership888888
Intelligence999999
Cool999999
Will Power888888

Fighting and
Personal Characteristics
HUMANS
Angus
The Bold
Men
At Arms
Beltron
Gorsk
Infantry Tandralk
Fairhelm
CavalrySir Linveer
Von Searl
Knights
of Law
Movement Allowance444488 88
Weapon Skill53535466
Bow Skill53535366
Strength43434344
Toughness43434344
Wounds21212133
Initiative53535366
Attacks21212133
Leadership87878799
Intelligence87878799
Cool87878799
Will Power87878799

Fighting and
Personal Characteristics
ORCS
Oxnose
Spinebender
InfantryTorgon
Elvesbane
Wolf
Riders
Wolves
Movement Allowance4499 9
Weapon Skill43533
Bow Skill43530
Strength43432
Toughness44542
Wounds11211
Initiative32423
Attacks11211
Leadership77873
Intelligence55653
Cool77874
Will Power77874


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© Copyright 1986 by Dana Lombardy.
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