Skip to main content

The Big Carngrad Bash

When Drosus Allslaughter, the newest Talon of Carngrad, swore to wipe out the savage beasts of Destruction that roamed the Bloodwind Spoil, he made things personal. You are still convinced that your plan was a good one. Fighting your way into one of the city's blood pits, you released an imprisoned Dankhold Troggoth. With its help, you had planned to knock down a monument Allslaughter has recently erected to his own glory.

Unfortunately, the troggoth seems to think differently. In fact, it doesn't seem to think at all. All the excitement has confused the brute and left it even more erratic than normal. More than once, it has wandered off to smash a nearby tower, sit on an unlucky foe or simply stand around drooling. You must get the troggoth moving again to reach the monument. Or, at the very least, make sure it bites off the enemy's heads rather than your own.

Set-up

Prerequisite: 2 dominated territories

Stake: 1 dominated territory

The Warbands

The Challenger and the Adversary each muster a warband with the following amendments:

  1. The Challenger must muster a Destruction warband, and all fighters in the Challenger warband must be chosen from the Challenger's warband roster.
  2. The Challenger warband also includes 1 Dankhold Troggoth. This fighter is treated as a monster. It costs points just like any other fighter but is not added to the Challenger's warband roster.
  3. All adversaries must have the same Chaos faction runemark.
  4. The combined points value of the fighters in each warband cannot exceed 1,250.

Special Rules

The Monument: Fighters in the Challenger warband can make attack actions that target the monument while they are within 3" of the monument and more than 3" from any adversaries.

The monument has a Toughness characteristic of 5 and a Wounds characteristic of 50. When 50 damage points have been allocated to the monument, it is destroyed.

Puny Intellect: At the start of each combat phase, before the player who has the initiative picks which player will take the first turn, the Challenger must take a stupidity test for the Dankhold Troggoth. To do so, the Challenger must roll a dice and consult the table below.

D6Effect
1Who's da bad guy again?: Until the end of the battle round, the Dankhold Troggoth is controlled by the Adversary. It is treated as a fighter in the Adversary warband for that battle round and is no longer treated as a fighter in the Challenger warband.
2Hurr hurr, the sky looks pretty... The Dankhold Troggoth cannot be picked to activate this battle round.
3+Okay boss, let's go smash!: The Dankhold Troggoth activates as normal.

Battleplan

Terrain: The Challenger places 1 building in the centre of the battlefield to be the monument. We recommend the Bell Tower, but any building no wider than 6" across at its widest point is suitable. The Challenger then sets up the rest of the terrain.

Deployment: Frontal Assault

The Adversary decides how to orientate the deployment card with the battlefield and chooses which player will use the red deployment points and which player will use the blue deployment points.

Victory: If the monument is destroyed (see right), the battle ends and the Challenger wins. Otherwise, at the end of the fifth battle round, the battle ends and the Adversary wins.

Twist: No Holding Back

The Spoils

If the Challenger wins the battle, they can choose 1 of the following spoils:

Treasure Hoard: See page 105.

Artefact of Power: The Challenger can give 1 fighter in their warband the following artefact of power:

Monster: The Dankhold Troggoth can be added to the Challenger's warband roster.