The Siege of Karak Azul - House Rules

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In designing the game we added a few units and used some house rules. The House Rules fit the scale and size of the armies better, in our view.

Orc Units Dwarf Units House Rules

New Orc & Goblin units

The Squiggoth
Name Type Stands Attacks Hits Armour Command Points Min/Max Special
The Squiggoth Monster 1 8+8/
2 Bolt Throwers + 3 crew
8 3 - 500 -/1 *

Move: 15cm; Command by Shaman only; Non flank or rear; At=8 beast +8 crew / 2+p(BT) +3 crew; Squiggoth attacks +2 Ar; Ar=5 vs no Ar; Batter =
2A auto hit; Amuk; Terror; Badly Hurt: At=4+4/1+p +2, Ht=4

The Squiggoth is a unique creature that wandered out of the Chaos Wastes as a baby. It was captured and reared by a group of squig hunters. They sold it to the crazed goblin Shaman Wierdgit who fed it on mushrooms and snotlings until it reached its present massive size. It is a huge, highly bloodthirsty and somewhat irritable creature. It may only be commanded by Wierdgit, who rides the beast at all times. The Squiggoth moves after all other orc & goblin units have been moved but before characters are moved. It must always be given a separate order and cannot be brigaded with other units. Due to the psychic bond that Weirdgit has developed with the Squiggoth his base command to command the Squiggoth (only) is 8.If you attempt to give an order to the Squiggoth and fail then you must make a test to see what it does. Ignore potential blunders, these are taken into account by the Squiggoth Amuk chart.
The Squiggoth is ponderous and moves 15cm per move. The Squiggoth causes terror in its enemies.
The Squiggoth carries a crew of Orcs and Goblins and is armed with 2 Bolt Throwers and many Archers and Spears. In Shooting the Archers may fire in any direction, the Bolt Throwers can only fire forwards. In combat the Squiggoth has no flank or rear and due to the strength of the creature its attacks count armour values as two worse (4+ counts as 6+ etc). The crew attacks count normally, but they may not shoot and fight in a the same turn, although the Bolt Throwers may fire and the rest of the crew fight.
Due to the thick armour plate covering the beast, hits from artillery that would not normally allow an Armour Roll are saved on a 5+.
The Squiggoth may batter fortifications with its tusks and spiked tail, causing 2 automatic hits.
The Squiggoth has 8 hits, which are almost impossible to inflict during even a fairly lengthy combat engagement, especially considering its heavy armour. If the Squiggoth has accumulated 4-7 hits by the end of the Shooting phase or Combat phase it is deemed to have been badly hurt.
Once The Squiggoth is badly hurt all accumulated hits are discounted and its maximum Hits value and Attacks (both beast & crew) are halved for the rest of the battle (to 4 Hits and 4+4/ 1 Bolt thrower + 2 crew attacks).
There is only ever 1 Squiggoth.

Squiggoth runs Amuk chart, roll 1d6.

D6 Result
1 The Squiggoth will neither move or fight this turn but simply paws the ground looking angry! The crew may shoot or fight.
2-4 The Squiggoth moves in a random direction at full pace, roll a scatter dice to determine which. If it reaches an enemy unit it will attack as normal. If there is a friendly unit is in its way, it will walk straight through the unit. A unit which is walked through instantly takes d6 hits and becomes confused.
5 The Squiggoth moves towards the nearest enemy unit that he can see as fast as it can. If it reaches the foe, it will attack as normal. If friends are in the way, it will walk through them causing damage and confusion as described above.
6 The Squiggoth gives a mighty bellow and rushes straight at the nearest enemy unit that it can see. Move the Squiggoth at double its normal full pace move. If it reaches an enemy unit, it fights furiously doubling its Attacks value (Squiggoth only) in the first round of combat. If friends are in the way, it will walk through them causing damage and confusion as described above.
Snotlings

Snotlings in WHFB are a swarm with less brains than usual.

Name Type Stands Attacks Hits Armour Command Points Min/Max Special
Snotlings Infantry 3 2 5 - - 45 -/1  

I was thinking of giving them a command penalty, but with Goblin Heroes commanding it's be dire. An alternative would be to force them to be brigaded with either goblins or orcs in order to move. As it stands they make a great tar pit.

Snotling Pumpwagon

The new pumpwagon model is a substantial piece of kit, very solid, and I've always liked the idea of using pumpwagons as gate-crashers...

Name Type Stands Attacks Hits Armour Command Points Min/Max Special
Snotling Pumpwagon Chariot 3 3 3 6 - 90 -/1 *

Moves 8D6 cm per move. If attacking a gate it automatically causes 1 hit @ +1 to breach and is then destroyed.

Squig Hunters

We had a mixed unit of Squigs, hunters and riders.

Name Type Stands Attacks Hits Armour Command Points Min/Max Special
Goblin Squig Herders Infantry 3 5 4 - - 90 -/1 *

Ignore terrain and may bounce over fortifications. Flagellants on steroids.

Netters and Clubbers

The newer WHFB rules treat them as additions to goblin units, but I wanted to field distinct units, purely for the look of them..

Name Type Stands Attacks Hits Armour Command Points Min/Max Special
Goblin Netters Infantry 3 4 3 - - 50 -/1 *

Opponents lose 1A when in front of Netters.

Goblin 3 Wolf Chariots

The Mail Order conversion, it fits is on a bigger base than the other,

Name Type Stands Attacks Hits Armour Command Points Min/Max Special
3 Wolf Chariot Charot 3 3 4 6 - 50 -/1  
Orc Boar Chariots

Seemed to have a bunch of these, could be an easy conversion in 10mm too.

Name Type Stands Attacks Hits Armour Command Points Min/Max Special
Orc Boar Chariot Chariot 3 4 4 5 - 125 -/1  

As nasty as Black Orcs, but faster. Don't let them catch you in the open.

Goblin Bolt Throwers

The same rules apply to those mounted on The Squiggoth and those used on the ground..

Name Type Stands Attacks Hits Armour Command Points Min/Max Special
Goblin Bolt Thrower Artillery 2 1/1+pen 2 - - 65 -/1  

Bolt Thrower: 40cm, ignores Ar, penetrates up to 2 extra stands

Orc Wyvern Riders

These weren't used in the end, but were intended to give the green guys some flyers.

Name Type Stands Attacks Hits Armour Command Points Min/Max Special
Orc Wyvern Riders Monster 1 6 6 4 - 300 -/1 *

Flyer, Terror, Uses the badly hurt rules as Elf Dragon Riders.

Doom Divers

Rock Lobbas in every respect. (How many special rules do you really want?)

Orc Units Dwarf Units House Rules

Dwarf Units

Dwarf Steam Juggernaut
Name Type Stands Attacks Hits Armour Command Points Min/Max Special
Steam Juggernaut Machine 1 2/3 +2 4 4 - 180 -/1 *

The Juggernaut was the original upon which the Empire Steam Tank is based. It is armed with a more powerful version of the Steam cannon from the Gyrocopter . Hits from the gun count armour values as two worse (4+ counts as 6+ etc). The crew is also armed to the teeth with both missile and combat weapons, getting 2 shots in the missile phase.

Elite Dwarf Warriors

Same as Chaos Warriors

Name Type Stands Attacks Hits Armour Command Points Min/Max Special
Elite Dwarf Warriors Infantry 3 4 4 4 - 150 -/1  

Longbeards and Ironbreakers.

Dwarf Crossbows
Name Type Stands Attacks Hits Armour Command Points Min/Max Special
Dwarf Crossbows Infantry 3 3/1 4 6 - 80 -/1  

Crossbows: Range 30cm.

Dwarf Organ Guns

Same as the Empire Helblaster

Name Type Stands Attacks Hits Armour Command Points Min/Max Special
Dwarf Organ Guns Artillery 1 1/6-2-1 2 - - 65 -/1 *

Range 30cm. Attacks 1/ 6-3-1. Shooting attacks are 6 at up to l0cm, 3 at up to 20cm, and 1 at up to 30cm. Targets count their armour value as one worse than normal. Charging targets are fired at the most effective range. When shooting more than one shot, if more is are rolled than 6s the Organ Gun explodes and is destroyed.

Dwarf Bolt Throwers

Same as the Goblin ones.

Name Type Stands Attacks Hits Armour Command Points Min/Max Special
Dwarf Bolt Thrower Artillery 2 1/1+pen 2 - - 65 -/1  

Bolt Thrower: 40cm, ignores Ar, penetrates up to 2 extra stands

Dwarf Stone Throwers

Same as the Orc ones.

Name Type Stands Attacks Hits Armour Command Points Min/Max Special
Dwarf Stone Thrower Artillery 1 1/3 3 - - 75 -/1  

Range 60cm. Attacks 1/3. No armour rolls are made against hits scored. Cannot shoot at charging enemy.

Orc Units Dwarf Units House Rules

House Rules

Game Specific Rules
Kazriks Folly

Prince Kazrik, son of King Kazador is enormously vain, and obsessed with appearance. Many older Dwarfs see an baleful Elvish influence in this. In a drunken boast, he has said that he would stand before the gates of Karak Azul and prevent the Grungi from so much as scratching them.
One third of the Dwarfen army, including all of the Princes personal guard, start the battle set up outside the walls, and may not retreat inside the gates until over half of them, or Kazrik, are dead.

Skarsnik & Gorfang

Skarsniks Goblins of the Eight peaks and Gorfangs Orcs of the Black Crag form separate armies. Goblin commanders may not command Orcs, and Orcs may not command Goblins. Giants, Trolls and Ogres may be commanded by either. Snotlings can be also kicked around by either army.

Attack Waves

Each assault on the Hold will comprise a group of units from the Goblin and Orc army. When 50% of that wave die, that wave is considered beaten back. Which units form which waves is up to Skarsnik and Gorfang. Note that the Goblin and Orc waves are separate.

Changes to the Basic Rules
Brigades in Charges

A brigade may move as a whole when charging.
The stands in a brigade that moves into contact with an enemy unit (or brigade) are moved exactly as if they were stands in a single unit. The first stand moved may come from one of the units in the brigade and the second and subsequent stands from the same or another unit. At the end of movement all of the stands in each unit in the brigade must still be in contact with another stand from the same unit. They are subject to all the rules governing movement of the stands in a single unit.

Combat Resolution

All units involved in a combat may pursue, advance, fall back or reform as if they were active in the combat. A unit is regarded as being involved in a combat if, at the start of the combat round, the unit is in contact with an enemy unit, or is touching another unit that is involved in the combat.
No unit may advance more than once in a turn.

Obvious Targets

Some targets are so large, obvious and important that they can be seen anywhere on the battlefield. Any artillery unit within range may target any creature with 5 or more hits (Giants, Wyverns and The Squiggoth) as well as Siege Towers, even if they are not the closest target.

Siege Engine Movement

Trebuchet, Mangonels and Bombards may be moved if they are dismantled and reassembled. Both operations require a complete command phase, and require a successful command roll. As a complete phase is required the operations cannot be combined with movement. All such machines may start the game unassembled.

Counter Battery Fire

Artillery units may fire at the closest visible artillery unit instead of the closest unit.

Units on Hills.

Cavalry, Chariots and Monster units that are uphill are not in the open. If charged from downhill the attackers will not get additional dice and will normally require 4 to hit.

Cut Down

A unit that is forced to retreat, is driven back or falls back into a friendly unit may be removed from play at the owning players discretion.

Orc Units Dwarf Units House Rules

 

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This page may not be copied without permission. Last modified: July 6th 2002 by Orclord