WFB7 Mighty Empires Famous Campaign Idol of Gork Campaign White Dwarf UK 333
WFB7 Mighty Empires Famous Campaign Idol of Gork Campaign White Dwarf UK 333
CAMPAIGNS
Jervis Johnson brings us a variant set of rules for
Mighty Empires, allowing players to refight famous
campaigns from the history of the Warhammer world.
change during the campaign. To represent add itional events), and keep on roll ing
until one player wins the roll. Alternative
armies that are larger or smaller than
average, players can choose a few of the After the player who won the rol l has Approaches
forces and apply bonuses or deductions to moved and fought, the other player may Mighty Empires provides
their points values. For example, an army move or attack with one of his armies. players the opportunity
to devise their own
may receive a 250-point bonus, or a 100-
Forced marches campaign systems. The
point penalty. This bonus or penalty may rules presented here
ever exceed 250 points. The player that rolled higher may use t heir represent only one way
Each player must be able to fie ld each extra moves to move a single army more to play. The booklet in
individual army using models from their than once if they wish to. This is known as the Mighty Empires set
collection. Models can be used multiple forced marching, and each extra move has lots of suggestions to
times in different armies if desired, as each inflicts 2D6 x 1O losses on the army (see feed your imagination!
player will on ly fight w ith one army at a the rules for subtracting losses later). An
time. Units, characters and magic items army may use a fo rced march to attack
with a "0-1" restriction may only be rather than move, but the restriction of one
chosen for one of the armies being used in attack per turn still applies. Apply any
the campaign - Ka·I Franz can only be in losses before fighting the battle.
one army, for example.
More than two players
The map If there are more than two players taking
Any important settlements should be part, then each player rol ls 2D6 to see how
marked on the campaign map using the many arm ies they can move. The player
markers from the Mighty Empires til e set. that rolls highest goes first, as described
The starting locations of the armies should above. Each of the other players may then
also be noted on the map, as well as who move or attack with one arm y, in the order
starts off controll ing each of the settlements determined by their dice rolls.
shown on the map. A maximum of one
army is allowed per ti le on the Mighty
Empires map.
Victory conditions
The scenario needs a set of victory
conditions, probably derived from the
goals of the two sides in the historical
campaign that the scenario is based upon.
These victory concitions can vary widely:
the objective may be fo r one side to
capture a city within a certain number of
turns, or to destroy al l of the enemy's
armies, for example.
Special rules
The scenario may need to have some
special rules to reflect the nature of the
campaign the scenario is based upon. For
example, if the historical campaign was
fought in th e winter you may want to
devise special ru les to reflect the harsh
weather conditions, or a certain special
character may need to be used by one of
the sides taking part, for example. Note
that special rules are not vital, and care
should be taken about using too many of
them as they may bog the campaign down.
A 111 this example the Ore player
Sequence of play Movement and combat rolls 1 and gets to go first. Becwse
With the map set up and the armies Armies may either move to an ar:lj acent tile he rolled three higher than his
opponent he can move up to three
chosen, you are ready to play. that doesn't already have an army in it
;,rmies. 1-/oweve,; the Ore p layer
Each side rolls 2D6 - If you roll a (friend or foe), or attack an enemy army in decides to use his three poin/5 to
double, then a special event takes place; an adjacent t ile, or besiege a city or castle force march one army twice, to
refer to the special events section (pg 66). in an adjacent ti le. All moves must be hex ( I), ,1nd then (2). He then uses
made before any attacks or sieges. llis last point to attack his
The side that rolls highest may move a
opponent's castle (3). Of course,
number of armi es equa l lo the difference he'll have to deduct 406 x 10
between theirs and the opposing side's Mountains points from his army first!
scores. One of the armies may attack You may never launch an attack into or out
instead of moving. If both players roll the of a mountain tile; the narrow passes and
same number, resolve any special events difficult terrain make it impossible to fight
and then roll again (which may result in a battle in or from such terrain.
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► This battlefield wollld Settlements
make for a hard-follght
game, as both armies would Armies may move into an unoccupied
be sbwed by the river. This friend ly settlement. Remove the banner on
kind of setllP col/Id prove the settlement and replace it with the
advantageolls to a shooting-
heavy army.
army's banner to show that the army has
occupied the settlement. Enemy settlements
must be captured using the siege ru les, on
the fol lowing page. If the army leaves,
replace the original banner to show who
the settlement belongs to.
Settlements may confer additional
bonuses to the side that controls them, or
► Tf.is river is ideally
placed to protect the flanks
represent important objectives. This should
of both forces, which means be specified in the Campaign Scenario.
that ,he bridge will become
a vital ohjective. Whichever Attacks
player controls the bridge
will be able to bring
Attacks are resolved by fighti ng a
flanking troops into play. Warhammer battle between the two
armies. The winner of the battle occupies
the contested tile, and the loser must
retreat one tile, j ust as if they were making
a move. The tile the army retreats to must
not be adjacent to the army that just won
the battle. Arm ies that can't retreat fo r any
reason are completely destroyed. In the
Rivers case of a draw both arm ies remain in their
If an army is attacked w hen it is located o n original tiles.
c1 r iver Lile Llie 11 i t 111 c1y d1uuse Lu uu u 11e of A defender can always choose to
the fo llowing things: retreat instead of fighting a battle, in which
Defend behind river: When setting up case the result is a Marginal Victo ry to the
the battlefield, place a river that runs from Attacker for the purposes of casualties.
one narrow edge to the other (A). This ri ver
is considered to be quite shallow and can Losses
be crossed anywhere along its length, but Both sides that take part in a battle w ill
counts as d iffic ult terrain . suffer losses that wi ll reduce the number of
Rest flank on river: When setting up units they can use when they next fight.
the battlefield, place a river that runs from The losses suffered by each side depend on
one long edge to the other (BJ, but is the resu lt of the battle:
.., The Ore pi.lyer is forced to w ithin 18" of one of the narrow edge of the
retreat. He cannot move his table. Place one bridge anywhere along the Losses
flag into the mOllntains (1),
length of the river. This river is considered
nor into an occllpied hex (2).
This leaves h€xes (3), (4/ and to be very deep and counts as impassable
(5) as Viable options. terrain; it can o nly be crossed at the bridge. Winner Loses 2d6 x 10 points
from army (20-120
points).
Warhammer - they are considered to have your attack for the turn . .t. As the campaign progresses,
recovered from their wounds and are ready If the c ity or castle falls then t he army battles can become more
adventurous in scale - when
to fight again. moves in to occupy it, and it counts as a recreating famous campaigns, the
Armies reduced to below half their fr iendly settlement for your side from that armies used and rhe size of r/1ose
starting points value by losses are simply poi nt on. forces may he dictated by
removed from play - they are too weak to "historical" events.
fight on. For example, an army that started Special events
out with a points total of 1500 points If a player roll s a double to see if they
would be removed if it suffered losses of move first or second, then they must refer
750 points or more. to the special events table below :
Reinforcements
The attacking and defending arm ies in a Special Events
battle may cal l on support from friend ly
armies nearby. Each friendly army in an Double6 Mass Desertion: One army of the
adjacent tile at the start of t he battle allows opponent's choice loses D6 x 50 points.
the army it is supporting to ignore up to
250 points worth of losses. Doubles Lost: One army of the opponent's choice
moves 1 hex in a random direction instead
Capturing enemy settlements of making a normal move or attack. If this
Seltlements other than c iti es or castles can takes it into an enemy occupied tile it
be captured by simply moving onto them. must fight a battle instead (in addition to
Unoccupied enemy c ities or castles must the battle you may normally fight this
be besieged in order to capture them. Note turn). If a move or attack in the direction
that a settlement that is occupied by an indicated is impossible for any reason
enemy arm y may rot be captured or then the army may not move this turn.
besieged until the occupiers have been
forced to retreat. Double4 Rotten Food: One army of your opponent's
choice loses D6 x 10 points.
Sieges
Besieging a castle or c ity counts as a move Double3 Ambush: Pick one enemy army that is
for the army concern ed. No more than one adjacent to one of your armies and inflict
army can besiege each enemy city or D6 x 50 losses.
castle. If you besiege a city or castle you
can either try to starve the defender out or Double 2 Surprise Attack: One army of your choice
make an assault: may move one tile and fight a battle
Starve: Roll a D6, and on a 4+ the city instead of making its normal move. The
or castle fa lls. The attacker loses 206 x 10 battle is in addition to your normal attack
points from his army w hether the for the turn.
settlement fa lls or not. Choosing to starve a
city or castle out does not use up your Double 1 Reinforcements: One army of your choice
attack for the turn. may reduce the losses it has suffered by
Assault: The city or castle fal ls on a 2+, 2D6 x 50 points.
but the attacker loses 1 06 x 100 points
from his arm y. Maki ng an assault counts as
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THE IDOL OF GORK
The Idol of Gork is a campaign set in the barren wilderness ruled over by the
Border Princes. Here settlers from the Empire struggle to conquer new lands
from the fierce Ore and Goblin tribes that infest the countryside.
he campaign is based on tales of the grotry, Ilea-ridden rags, shaking him so hard
T
n a ~hallo_wl10llow be9veeo 'two wind•
battles fought between the Ore
Warlord Grotfang, renowned leader
of the Iron Claw tribe, as he attempted to
I scoured hills deep in the heart of the,
Border Princes, a wretched tent of
mangy 'Jl'oU-hide batel)• kept OUL the gale•
d1at several different species of beetle fell
from hiclde,, crannies and scuttled into dark
of
co i·ners the te nt.
"01.sall okay boss, don· hit me boss, I
driven dust. Within, perched on an iron
recapture his ancient tribal lands from stool long since bent and smoc:ithed to the was just remindin' yer, bdss, dat dcy newer
Rutgar, son of Count Wilhelm of ~h~pe of his nether regions, the once- rou11d cla fiogywot is hid down dere. It
mighry Ore Warboss of the Iron Cla,v t1ibe1 musr still be dere!"
Wissenland, who rashly desecrated the "Wor '6ni,,y?" Grotfang panted,
.Grotfang Skab, skulked and brooded upon
idols of the Ore Gods! A series of battles the fate of his people. With a dull rustle, the depositing the Shaman back down on the
led up to the dramatic final conflict in tattered door-flap slapped open and his ground without too much of a thump. .
which Grotfang's hordes, inspired by their trusted henchman, rhe peculiar Qoblin "Yeh, yeh, \issen t0 dis. It's da Crown of
Shaman Ocldgit, entered. Gork boss, da awesome Crown of Gork wot
warlike gods Cork and Mork, made a wuz buried under da great stone Lribal idols
·'What d'yer want, Oddgit, can't yer see
desperate assault on Rutgar's stronghold. I'm fmkin'?" scowled Grorfang, poking at s1nce dem times immem ... immumi ..
In the original campaign Grotfang was something caugbt between cwo of his ummimem ... since flippin' ages ago!"
(only just) defeated. Now you are in mtten teeth with a giime-rimmed talon. ·"Newer 'eard of it, yer scumbag!"
"LiSten, boss," replied the Shaman with Grocfang qujpped. "Yer l;ietter nor be
command ! Will Grotfang recapture his winclin' me up or I'll 'ave yer wotn012 fer
an ingratiating grin. "1 bin finkin' myself, an'
tribal lands, or w ill Rutgar hold on to his L reckons 1 got a cunning plan." knucklebones!"
new territory against impossible odds? "Just wot I vluz needin', anuvver ·•would I do a flog like dat, boss, 1 1
<;u1ming pla,l. Grotfaog grumbled} with a
0 mean, wotilrl H" rhc Shaman ,ipluttered with
a smile a crocodile would have been proud
The sides distinct lack of enthusiasm.
of, as he hastened tO•somhe the warboss
"Yeh, yeh, but lissen, dis is da one,
Idol of Cork is a two-player M ighty boss, dis is it! I saw it in da bones - an' ya before he did something rypically violent.
Empires campaign. One player commands know dey newer lies! '' Oddgit made an ''Nar, lissen, da awesome Crown of Gork is a.
the Ore & Goblin army of the Iron Claw a~can:e sign with his fingers, as if t◊ ward off relic woe dein ol' shamanz put under da
an evil influence. He was an experienced Idol just in case ft wuz needed fer savin' da
tribe, and the other the Empire army of uibe. lf yer go an· get it, yer can use all <lat
Shaman,.and knew well the 6ckle nature of
Rutgar of Wissenland. the gifts char the bones bestowed. wild an' crazy magic wot's stored up in it to
"ff.(la bones sez it, l s'pose you better stick it to dem 'umani. and make da tribe
The armies tell me den," Grotfang said, his interest now de-ad powerful once more!"
The proverbial gold piece finally
The two players wil l need to create rosters ,;nildly aroused. There was so mething
spook)' about those bones, that was for dropped into the cavernous void of
for the fo llowing Empire and Ore & Goblin suce, and no Ore chieftain could afford to Grotfang·s brain, Batting the Shaman aside
arm ies. We've included notes describing ignore. thei1• messiiges, no matter how daft and ignoring the subsequem yelp, he
the name of the general for each army, so and irrelevant they seemed at. the time. rubbed hiS jaw with a gnarled and craggy
"Yeh boss, you got it, sure ting. Fink hand. "Y'know, l just bet dat if I could get
that the players can theme their armies me mitts on dat Crown, l could use-au dat
• back, back into the drm past. Do ya
appropri ately should they wish to do so remember when da 'uman gitz with da wild an' crazr magic wor·s scored up in it to
(you don't have to, though) . glitzy armour, an' cannons and scuff blasted -stick it to dem 'uroanz and make da tribe
All armies should have the same basic yer sLronghokl, an' wiped out .ycr Gobbos dead powed'ul once more! Oat's it.!" He
down to da ve1y last Gobbo, an' smashed grabbed r!1e cowering sh~man b)' the throat
points value to be determined by mutual and raised him to eyeball height,, "Rigbt, I
upyer..." .
agreement between the p layers. From 1500 "Get on wiv itl" yelled Grotfang, a.~ he wants it! J need-~ it! I gocz to 'av it!"
to 2000 points each is ideal. Some arm ies g,ipped the sharnan by the scruff of liis bellowed Grotfong. "NOW!"
will suffer a penalty or bonus to this value
f w
WHITE DWARF MIGHTY EMPIRES: FAMOUS CAMPAI GNS
MIGHTY EMPIRES
Campaign maps
When recreating a famous campaign map from one of our
campaign like this one, it's well supplements. The example
worth foregoing the map- shown here is from the Idol of
building rules from the Mighty Gork campaign, and the setup
Empires set. Instead, the players below shows how we ·~~
can agree to set up the map in represented the campaign map ~~
· advance, basing it on a in three-dimensional hex form.
. ...
=-----" " ' •~.• :3.:in.-..,;,:.,.
MAP OFDA IRON CIAW TRIBAL IANDZ WOT DA UMANZ 'AV ROBBED!
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