By Alfred Nuñez Jr.
I find it
interesting that the various battle reports that appear in White Dwarf
featuring the Dwarf army almost always end in the defeat of the stout
folk. I think the only army that the
Dwarfs can (barely) beat is an Imperial army.
For a Dwarf general like myself, this is a damned (or bloody, if you’re
British) crime.
I suspect
that part of the problem is the Dwarf army is always fighting in open country
against (generally) a numerically superior army with fleet cavalry, powerful
wizards and monstrous mounts for opposing generals and heroes. I certainly don’t support adding such to a
Dwarf army since it doesn’t really fit with their nature. So, I once again dove into the 3rd
edition of Warhammer Fantasy Battle to find an element I believe to be missing
from the Dwarfs. These rules I have
modified for the 6th edition of Warhammer Battle.
Dwarfs are
a race who, arguably, have been on the defensive for millennia. They know the full value of defensive
warfare and fortified positions. Dwarf,
and to a lesser extent Imperial, armies use small specialised units to build
some fortified positions in the field to protect vulnerable troops and war
machines. These same specialists are
also used to undermine enemy fortifications such as strongholds and castle
walls.
The
regiment of renown below gives the profile and points of a Dwarf Sapper unit.
Human
armies of the Old World are not without their own sappers, especially given
that their demanding price is considerably less than Dwarfs. As a rule, Human Sappers can only be used to
demolish fortifications, not build defences.
Human
Sappers have the same profile as a Human Spearman and cost +3 points per model
more than a Spearman.
Use in 6th edition Warhammer Battle
The
following special rules are based (ported) from the 3rd edition WFB,
page 99, with slight modifications:
Sappers are
part of the Engineers’ Guild who are specifically trained to construct
defences, build bridges, demolish enemy fortifications, and similar duties.
1.
Units
of Sappers divide into small operation teams of two models. If one is killed the team is useless,
although spare models may group together to make full operation teams if they
can.
2.
A Sapper
team may move up to 1” during its movement
and still able to construct as
described below. If the team moves than
1” it may not construct that turn.
3.
One or
two Sapper teams may be attached to a larger Dwarf unit, usually missile or
artillery troops. Sapper teams may be
combined into a unit unto themselves and fight like other Dwarf units.
Build fortifications/gun emplacements: Fortifications are built at a rate
of 1” per team member per turn. Two or
more teams may work on the same fortifications to increase the rate of
construction. Such fortifications count
as hard cover and defended obstacle. If the player employing Sappers wants to
start the game with a fortification already built, then the cost is a +10
points for every 1” of hard cover.
Build bridge: Bridges may be built to span rivers, ravines,
or ditches. A bridge constructed this
way is 1 ½” wide. The rate of
construction is 1” per team member per turn.
Two teams may work on the same bridge if one is on either side of the
feature to be bridged. If the player
employing Sappers wants to start the game with a bridge already built, then the
cost is a +10 points for every 1” constructed.
Demolish: Sappers may attack the foundations of walls,
buildings, or existing constructions.
They attack from beneath the surface and are assumed to start the battle
unseen in the same manner as Dwarf Miners. In fact, Sappers are assumed to have just
arrived at the foundation of the target
fortification at the beginning of the battle.
This represents the early deployment of the Sappers to accomplish their
mission. During the second turn, the
Sappers are setting their charges in place while establishing a firewall to
protect themselves. The earliest turn
the gunpowder can be ignited is the third turn of battle.
In
attacking the fortified defences, a minimum of three Sapper teams must be
deployed to set and ignite the barrel of gunpowder used for demolition. The strength of the blast equals the damage
created by a cannonball in siege warfare, namely d6 wounds at strength
10. Should Sappers need to set off
another blast, they must spend one turn preparing for it. Thus, gunpowder charges can be set off every
other turn until either successful or the Sapper team is blown to smithereens.
When
lighting the fuse to the gunpowder, the player employing Sappers must roll a
D6. If the roll is a 1, then roll again
on the following table:
Result
|
Effect of Misfire |
|
Less than 2 |
Spectacular Destruction.
The Sappers grossly overestimated the charges needed to demolish the
fortifications. Modify the damage by
+3. Not only does the fortifications
take additional damage, the Sappers have blown themselves up and collapsed
the entire length of the tunnel from the castle to a distance of 8 inches
(assume the tunnel extends in a straight line from the Dwarfs’ zone of
deployment. Any other model in that
length of tunnel (perhaps Miners?) suffers one strength 6 hit. Any model
on top of the collapsed tunnel fall and receives one strength 4 hit. |
|
2-3 |
Just a bit too much. The Sappers overestimated the
charges needed to demolish the fortifications. Modify the damage by +1.
Not only does the fortifications take additional damage, each Sapper
suffers one strength 6 hit from
the collapsing roof. |
|
4-5 |
Malfunction.
Moisture somehow seeped into that particular barrel of gunpowder. It won’t ignite and needs to be
replaced. The Sappers must spend another
turn removing the defective powder and replacing it with a fresh barrel. The fuse can be lit in the turn that
follows that one. |
|
6 or greater |
Pffutt.
The fuse
fizzles out. The Sappers can try
again next turn. |
Should an
Dwarf Engineer or Human Master Engineer accompany the Sappers, then add +1 to
the D6 roll to determine the effects of the misfire.
Even if
successful in setting off their explosives, there is a chance that the tunnel
built by Human Sappers will collapse.
The player with these troop must roll another D6. On a result of 1, the roof collapses in the
aftermath of the explosion, causing each Sapper one strength 5 hit.
As they are
highly specialised troops, Sappers can be used on the side of the besiegers in
siege warfare. They can also be used in
certain other Warhammer scenarios (6th edition Warhammer, pages
199-213) where it can be assumed that the Sappers are able to either collect
materials for building fortifications and/or bridges prior to the battle or
have time to build such. Possible scenarios
include Breakthrough, Flank Attack, Ambush, and Rear Guard. Pitched Battle and Last Stand are additional
possibilities if the background story to the battle allows one side (in Pitched
Battle) or the defenders (in Last Stand) time to prepare their position.
One of the
few known regiments of Sappers, Brokk’s Castle Busters is well-known for their
ability to demolish castle walls and other strongly fortified positions. Brokk
Marekson is an Engineer from Karak Norn who leads others of his craftguild in
providing these specific services.
Normally they find themselves attached to Dwarf armies, particularly
those of their Dwarfhold. They also
find employment with various Imperial armies, though – like other Imperial
Dwarf units – they normally will not serve an Imperial army fighting another or
one mustered against a Dwarf army. In
some cases, Brokk’s self-styled Castle Busters unit finds employment in Tilea
and the Border Princes, working for one faction or another.
|
HEROES |
|
BROKK MAREKSON 131 points |
||||||||||
|
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
|
Engineer |
3 |
5* |
4 |
4 |
4 |
2 |
2 |
2 |
9 |
|
Weapons and Armour: Great weapon with Runes of
Might (double S against enemies with T 5+) and Striking (+1 WS*), brace of pistols, amulet with Rune of the Furnace (immunity to fire
and fire attacks, including magical fire), & gromril armour
Special Rules:
Ancestral Grudge; Relentless; Artillery
Master; Extra Crewman; Underground Advance
|
CORE UNITS |
|
BROKK’S CASTLE BUSTERS 15 points/model |
|||||||||
|
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Sappers |
3 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
|
Master Sapper |
3 |
4 |
3 |
3 |
4 |
1 |
2 |
2 |
9 |
Unit Size:
6+ (3+ 2-man teams)
Weapons and Armour: Great weapon (pick), hand weapon & heavy armour
Options:
·
Promote
one Sapper to a Master Sapper for +12 pts.
·
Upgrade
one Sapper to a Musician for +6 pts.
·
Upgrade
one Sapper to a Standard Bearer for +12 pts.
Note:
Musicians and Standard Bearers can only be included if the Sapper teams are
combined into a unit for battle..
Special Rules:
Ancestral Grudge; Relentless; Underground
Advance