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The Objective: enrich the Core Rules with more narrative and story, and add more options for even richer games.

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List of official GW-released scenario sources

  (UNDER CONSTRUCTION)

Here I'm compiling a list of scenario sources from officially released Warhammer Fantasy products.
Most of these are out of print, and are little gems of great rules material.
This page will be updated over time.
Commentary about the applicability/balance of some scenarios is indicated in GREEN.

Detailed scenario rules: 
1- I have saved a compilation from defunct website WarhammerScenarios.net.
(Update: oh no!! WarhammerScenarios.net has gone down! :O So sad to see that great source of information inaccessible... hope it wasn't due to any legal trouble. I have saved a compilation of them, just click above.)
2- A large compilation of many many scenarios, with consistent terrain-generation rules and fully updated to 8th Edition. I grabbed this PDF years ago, and I honestly do not know where from, as it also doesn't contain any credits... whoever put it together, my most sincere thanks.


GW publications where you can find scenarios:

The Warhammer Rulebook (6th Edition)
This is where you'll find the basic scenarios which cover most common battle situations in any "theater of war", that is, any of the historical (and modern) warfare situations.

The specifics of placing some terrain pieces, in some scenarios, is quite vague though, which can give rise to arguments over "how many walls and buildings you should have in your 'defensible position' ", or "what is the objective we must fight over".

In addition to Pitched Battle (Battleline), you have:
Breakthrough: attacker must get units onto the defender's deployment zone;
Meeting Engagement: old version, deployment order planned secretly in advance;
Flank Attack: attacker has part of its force arrive as reinforcements in turn 3 on a 4+, turn 4 on a 3+, etc (this should start at turn 2, if you ask me), and defender has a defensible position (building, obstacles) in his deployment zone.
Capture: typical "King of the Hill" game, the objective can be anything (from a hill to a building, so much like Watchtower);
Ambush: a smaller attacker force surrounds a larger defender force which must deploy first;
Last Stand: a defender force of half the size of the attackers must kill as many of them as possible before being wiped out;
Rear Guard: a defender force of half the size of the attacker must prevent them from moving off the defenders' deployment zone for as long as possible;
Sheer Heroism: the defender consist only of characters (although it should still restrict Lords to 25%), and must take on the whole of the attacker's army.

Small variations on these 9 scenarios can actually cover most of the scenario diversity you could ever ask for.
(EDIT: I'm deliberately skipping the 7th edition Warhammer core rulebook. It only presented 3 (!) of the scenarios above, and had limited information on terrain pieces and table setup)



The Warhammer Rulebook (8th Edition)
In addition to the 6 Core Scenarios, flipping forward towards pgs. 381-474, the "Warhammer Battles" chapter gives a good dose of additional scenarios, fit for 8th edition rules. I highlight some of the more interesting ones here:

Hired Swords: pitched battle where some of your units are unruly (kind of Animosity) or can even switch sides!;
Raze & Ruin: attacker must destroy/take control of buildings throughout the table, against a smaller defender force garrisoning them (I think the building destruction rules here should be applied across every game or Warhammer);
Invasion: waves of attackers (recycling dead Core units) have to take over table quarters, buildings & defensible positions (with options for expanding the scenario into a fleet of Dark Elven ships attacking the shores of Ulthuan).
Hold the High Ground: smaller defender force, castled up on a high hill in the corner, and with several anti-breaking bonuses, against attackers coming from the whole table;
Surprise Encounter: both armies deploy in parts, taking turns deploying units throughout table sections;
Battle Royale: rules for 3-way multiplayer battles, where all players take turns on each phase before proceeding into the next one;
Clash on the Wild Heath: 3-way multiplayer battle with hidden army-specific objectives, to capture warpstone meteorites;
Like Shadows in the Night + All-out Verminous Warfare: 2 linked battles where a force of skaven infiltrates an Empire village, avoiding unsuspecting patrols to occupy buildings, which can become staging points to deploy forces in the final battle (the rules of the first scenario could be adapted for use to any infiltration-based scenario).

Modular scenario options: GW's do-it-yourself scenario options, to adapt into your own games, from Deployment options (including hidden Skulking Ambusher stealth units!), alternative Victory Conditions, environmental effects, etc).




Blood in the Badlands (8th Edition)
This book offers 8th edition's official Campaign System as well as official Siege Battle rules.
It should, in my opinion, be held as Core rules, as the next essential supplement for Warhammer Fantasy Battle right after the big Core rulebook. This expands Warhammer's replayability infinitely, with a simple rule-system allowing a gaming group to do more than just League games.
- The Campaign rules are 8 pages long, easy and straightforward, making use of the Mighty Empires terrain tiles (but you can simply use a large printed map and colored pins) and occasionally (or optionally) the Storm of Magic expansion. The book then describes how the developers' studio harnessed the rules to run their own campaign to hunt down Fozzrik Flying fortress across the Badlands. It includes rules for various Badlands locales, as well as new magic items which can be won as rewards.

Underground environment rules:
First published in a polished form in this book (and picked up later for The End Times: Nagash), they include limited visibility in the dark, wandering monsters, low ceilings and footing hampering cavalry and flyers, and falling stalactites.
Underground scenarios:
Bitterstone Mine: a side-game as part of a larger battle, where players vie for the foundations of a fortress' walls, to either undermine them or repel the invaders, before joining the main battle.
Poison the Wells: skaven must protect their assassins until they can reach the wells and poison the whole water supply of the dwarven hold.
Undermine the Defences: Skaven attempt to destroy the four pillars so they can collapse the fortifications.
Storming the Gates of Barak Varr: a 'Hold the Line' scenario where the dwarven forces are standing right in front of the gate, to defend against the skaven onslaught, trying to penetrate into the Hold.

Siege Rules: these are the only official release of Siege rules for 8th edition. It is a much-streamlined take on siege, by the veteran Jervis Johnson, fast-paced and putting the attacker right at the defender's walls in the first turn! Any army list can be used to defend the castle, as a fraction of it forms the relief force arriving later in the battle, while the garrison in the fortress is somewhat depleted through starvation. Both players get a number of points to spend on siege equipment, like siege towers and battering rams, or wizards towers and cauldrons of boiling oil. Included are also Siege-related Cataclysm spells which become available to Wizards during Storm of Magic siege battles. Note that Siege rules from Blood in the Badlands are NOT compatible with previous 6th Edition rules, as featured in the 6thEd Core rulebook and the General's Compendium (but I'm sure there can be some cross-adaptation, 6thEd siege has great options in there).

Siege scenarios:
Siege Battle: the generic standard scenario for siege, with a simple fortress layout and no other special rules, besides the Siege rules.
The Gates of Ekrund: a 3 part battle, where two parallel side-battles (to undermine the fortress's foundations and to bypass a guard tower leading to the fortress) contribute to the fate of the central siege battle.
The Storming of the Flying Fastness: a two-part Storm of Magic battle, where armies vie for control of Fozzrik's flying fortress. The parallel battlefield is where the lower-ranking armies in the campaign have a chance to fight for access to the fortress, where their wizards ride Arcane Fulcrums aloft floating rocks, attempting to reach the fortress.




The General's Compendium (6th Edition)
 (click to download)
If you are a Warhammer player interested in narrative and story, then you must have at least heard of the General's Compendium.  
The General's Compendium is the grandfather of all narrative pursuits for Warhammer. 
This book alone can feed all your narrative needs for a very long time. Scenarios, terrain, campaign frameworks, boats, siege, raids, the list goes on.

Includes not only scenarios themselves but terrain and special rules that you can insert in other scenarios: barrows that spew out undead, dense forests where large units are unmaneuverable, frozen rivers and snow, parched deserts, etc.

I will list some scenarios that best complement the options already mentioned above:
Toll House on the Bridge Road + Delay Tactics + The Bridge on the river Reik: 3 linked scenarios, starting with undercover goblins sneaking across the bridge toll (a skirmish scenario), then delaying the greenskin army advance with an artillery battery (this requires some adaptation in terms of unit selection for 8th edition), then finally the battle across the bridge with greenskins crossing the river on rafts (with full rules for them).
Past the Edge of Reason: armies fight on the Chaos Wastes; includes environmental rules for the dangers of that region (monoliths, spawn infestations, and more);
Break Out from the Forest: attacker can deploy several units as Hidden, and includes rules for units to adopt 'Loose Formation' so they can move as skirmishers within the dense forest;
Rock Labyrinth: dense rocky impassable terrain make using large units difficult, both armies may convert some units into Skirmishers and Ambushers;
Defend the Pass: defender takes advantage of terrain to prevent advance of the attacker; variation of the siege rules, using pieces of natural terrain as walls and towers;
Vanguard: multiplayer scenario (but there is no reason why one player can't control both allied armies), a small messenger force is escaping the attacker's army to deliver intel to the general across the table;
Construction: multiplayer scenario (see previous), defender must protect and finish a construction project before the attacker can take over;
Raid! and Battle in the Streets: 2 raiding scenarios, where the attacker must loot and burn as many buildings as possible; includes rules for burning and looting (as well as carry the loot around!);
Bursting through the City walls: an all-out invasion of a town/city, with raiding and burning, and defenders can rally around and gain bonuses from the key buildings in their city: barracks, warehouses, armories, taverns, etc.;
Those Boats don't look Friendly: attackers converge on a slightly larger defender force, from both land and with a few boats flanking from the water;
River Raid: a large force of attackers besiege a coastal village with a defensive tower; includes rules from Siege, Boats and Raid.



Lustria (6th Edition)
This book offers a complete ruleset to help enact battles in the jungle continent.
This is where the Jungle Fighting rules were first introduced, and recently revamped for "End Times: Thanquol". 
It includes several jungle-themed scenarios (but can be used for other purposes), and also a map-based campaign system to gain control over the lost cities of the Old Ones.
In it are also a few special units for the Red Host of Tehenhauin (Red Crested Skinks and the original incarnation of the Engine of the Gods) and the Bubonic Court of Nurglitch Army lists (Plague Lord, Stinking Thing, Pusbag, Rat Spawn and Nurglitch).
Scenarios included:
Last Ditch Defense: the absolute Hold the Line scenario, where the defender must prevent even one attacker from setting foot into a small area in his deployment zone (The Sacred Ground).
Rescue: the defender has one Character perform a ritual sacrifice at the right time, in an objective area in front of his Deployment zone, while the Attacker must disrupt the ritual.
Flight: the defenders have been reduced to an A-team of veterans, loaded with stolen magic item loot, and all their force is composed of Characters (but I would suggest keeping the 25% Lords restriction). They are flanked by enemies on both sides and must evade traps and cross the table to win the battle.
Plunder: defender must protect several Treasure markers scattered around the table, and hold fast close to them.
Night Attack: the defenders deploy in a small area in the center, while attackers deploy all around in the perimeter of the table. The table is full of defender traps and has limited nighttime visibility. A very interesting scenario, pitting the attacker as an underdog with large deployment and first turn advantage, with victory being granted if they eliminate enough defenders before they themselves suffer too many losses.



Conquest of the New World (6th Edition)
Pretty much an expansion to the Lustria campaign book, it takes the Traps & Encounters rules plus the campaign rules and uses them to serve the narrative of the Old World's exploration of the jungle continent.
 Scenarios included:
Beach Landing: attacker deploys in open terrain, with no warmachines, while defender deploys in dense terrain. The attacker must plow through sections of the table with increasingly denser terrain towards the attacker's table edge to win.
Fortune and Glory: armies deploy from opposite corners along the longest table axis across, and must control and objective in the center... except a large magical thunderstorm batters both armies with lighting bolts!!



Storm of Chaos (6th Edition)
The original telling of Archaon's invasion of the Empire. Also with a final battle taking place in Middenheim.
Includes several alternative army lists, including the Army of Middenland, The Slayer Army of Karak Kadrin, The Cult of Slaanesh, The Army of Sylvania, Skaven Clan Eshin, among others. And rules for new units and characters such as the Ar-Ulric, Flayerkin, Boris Todbringer, Slayer Doomseekers and Malakai Makaison's Goblin-hewer, and the Eshin Sorceror and assassin Triad.

 Scenarios included: 
Unstoppable Assault: a rear guard scenario, the defenders must hold out for as long as possible, against attackers who can recycle onto the battlefield any unit that has been destroyed.
Guard: defenders must protect objectives (supply wagons, etc) behind their lines from being destroyed by the attacker.


To be included:

The Nemesis Crown supplement
White Dwarf 'Raid' scenarios
The End Times: Nagash
The End Times: Glottkin
The End Times: Khaine
The End Times: Thanquol
The End Times: Archaon



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