Scenarios and Deployment

The single player campaign contains three types of standard scenarios that will be randomly generated on the scenario map. If all available scenarios types, mission difficulty or deployment types are unappealing scouts can be sent to find more. Up to three scouts can be sent per day (at rising costs) and the day has to be skipped in order to refresh the map and scout options if all else fails.

In addition, each warband has its own set of Campaign Story missions to be gone through and are played in acts and parts. These scenarios, once they appear, will remain an option until victory for that act and part is completed. Each Campaign Story difficulty is based on a static warband rating.

## ***Standard Scenario Types***

All standard scenarios have the same primary objective of routing the other warband. The secondary objective is dependent on the scenario type. Gaining the primary objective probably means your warband suffered the least possible losses while gaining the secondary objective gives +3 experience and gaining both gives a "Decisive Victory" and adds extra +1 experience. It is important to know what type of scenario and deployment type (aside from mission difficulty) is winnable for the Decisive Victory.

Notes:

1. Completing the secondary objective without completing the primary objective still counts as a success in terms of the warbands success rate in the opening screen after loading the warband.
2. Taking all enemies out of action counts as a 'Crushing Victory' in the opening screen after loading the warband.
3. Stealing the enemies idol will result in -16 morale for the enemy. This can be used as a (situational) way to complete the primary objective, putting the enemy at or below the morale threshold for rolling rout tests. Furthermore, if the enemy passes a rout test the enemy idol can be taken (or replaced and re-taken) to force another rout test.

### **Wyrdstone Rush**

Wyrdstone Rush is a straight looting scenario. Getting a percentage of Wyrdstone on the map will complete the secondary objective. It can range from easy to very difficult depending on where the Wyrdstone is, what warband you are playing and who your opponent is.

In general, it is the "go to" scenario if the deployment type and mission difficulty is appealing because gathering Wyrdstone is a personal goal to complete shipments which lends to any opportunistic gathering of Wyrdstone within any scenario.

Paying attention to which specific opponents pick up Wyrdstone, focusing on taking them out of action and looting their body can be the difference between completing the secondary objective or not. Sometimes, after a certain point in the scenario, it is best to let the enemy bring Wyrdstone to you, rather than spread your warband out.

The opponent with Initiative 74 has Wyrdstone as follows:

Taking the opponent with Initiative 74 out of action (if possible) will allow Wyrdstone to be looted from the body.

Dropping off Wyrdstone at your cart further secures the secondary objective because members of your warband that go out of action will take away from any Wyrdstone that they have claimed and you will have to loot their bodies to get that Wyrdstone back toward the objective. Furthermore, any members going out of action reduces the overall amount of Wyrdstone that your warband can carry. If all standing members are full of Wyrdstone, the secondary objective may not be able to be completed.

While at your cart, you can gain the Idol boon by praying at your idol. This may help in avoiding Wyrdstone debuffs while grabbing extra Wyrdstone before the fight happens:

1. ↑ 1.0 1.1 The percent buff depends on your Warband rank

### **Marked for Death**

Marked for Death is a hunt for specific warband members in your opponents warband. These members must be taken out of action and their tokens collected to receive the secondary objective. There will be 1-3 targets. Once seen, these targets are marked with a small white skull on the overhead map.

In general, this is the second "go to" scenario to chose if the deployment type and mission difficulty is appealing because routing the enemy is the primary objective and taking certain members out of action goes toward both objectives.

Try not to get engaged with too many warband members who are not marked for death as a rout from the enemy will end the game without benefit of the secondary objective.

Sometimes those marked for death will either get stuck on their cart or be deployed and not take action until seen. It may be necessary to search for those opponents (using Perception is easiest). In general, this does not happen and normal fighting will give the opportunity to loot the tokens needed to complete the objective.

Note: Although the specific mechanics are unknown, in general, it is advisable to take 4-6 warriors. If you take 7+ the amount of enemies who are "Marked for Death" generally increases by +1.

### **Crush their Will**

Crush their Will is reasonable to avoid. While the other two scenarios have a decent chance at completing the secondary objective, Crush their Will is difficult to accomplish.

You have to get a warrior to the enemies cart, take their idol and return it to your cart, securing it in your stash. All this without routing the enemy warband who, naturally, will be fighting you.

As always, taking the enemy's idol gives the Liberator's boon buff:

As well as the normal Idol bearer debuff:

Note: Be aware that the normal -16 to morale from stealing the enemies idol can put the enemy at or below the morale threshold and force rout tests, potentially losing the secondary objective. If the secondary objective is able to be completed, take into account the loss of morale from stealing the enemy idol beforehand.

The practicality of having a free unit fast enough to traverse unhindered to complete the secondary objective before the enemy routs is rare. Furthermore, many maps will also make your warband one warrior short for the entire fight while attempting the secondary objective.

That being said, you can enter this scenario to complete the primary objective (depending on mission difficulty and deployment type) without being worried about the secondary objective if skipping a day or any other deployment type/mission difficulty/scenario is unappealing. Just keep open strategically for opportunities that allow the secondary objective to be completed (enemies who get stuck or carts close to each other, for instance).

## ***Mission Difficulty***

The mission difficulty gives indication of how hard the enemy will be. The enemy will have a damage, wound and warband rating buff according to the difficulty:

 +10% Wounds
 +0-5% of your Warband Rating

In addition, If the primary objective is completed your warband will receive extra experience for harder opponents and a percentage of all loot left on the map when the enemy routs. The percentage is based on the mission difficulty:

 +0 XP on winning

Brutal and Deadly missions have extra difficulty associated with them by having a chance at a Ambush scenario happening and a Daemon appearing on the map (or both).

## ***Tips and Mechanics***

The video game AI does several things to be aware of. Knowing how the mechanics work can give you informed decisions and mitigate your risk.

### **Warband Matching and Changing the Numbers of Warriors**

The AI matches your warband member for member. This means if you bring a leader, 2 hero's, an impressive and 3 henchmen the AI will bring the same.

Before entering each scenario you have an option screen that allows switching out active and reserve units. This allows you to be flexible when choosing different deployment types, mission difficulties and scenario types.

Note: Any time you enter a strike team deployment, there is always a deployment zone (of 4 members) near your cart and two deployment zones (of 3 members each) that are separated and farther away. Depending on how far away they are from each other and how your warband is set up for small strike teams, use this knowledge to your advantage. Bringing 5 or 8 members is worst case since it will leave a weaker group of 2 or you can leave a lone member with the hopes of grabbing some loot and (rarely) re-grouping.

Also Note: There is a glitch that sometimes makes it possible to see enemy positions if your warriors are within a certain distance without having actual line-of-sight. Zooming in will reveal enemy positions (if not in a building) on the map. This is particularly useful when the enemy is deployed in strike teams.

### **AI Reaction**

The AI goes after whatever member it sees with many enemies. If the AI has only seen one of your warband it will not, in general, spread out looking for other members/groups. You can conceivably sacrifice one member by using this to kite the enemy away from the rest of your position. Also, if you don't want to engage with a member/group you should keep that group out of line-of-sight as much as reasonably possible.

Once the AI is close enough, it is good to note that the AI will go after the weakest target in range.

Also note that the AI does not "backtrack" in any way but the AI seems to know positions of your warriors if they are in range of movement, as if the AI scouted and backtracked with its members. This seems to be the AI making up for the fact that it can't backtrack.

### **Time Factor**

Once the enemy has seen you (or has line-of-sight within its movement range), there will be very little time to do secondary objectives (like gathering wyrdstone) because the AI will go after you, in general. Whenever a fight is inevitable and it is not possible to complete the secondary objective beforehand, it is best to drop secondary objectives and pick where you want to fight. Obviously, if it is feasible to fight close to where a bunch of wyrdstone is then that would be the best chance at gaining the secondary objective of Wyrdstone Rush.

### **Switching Tactics**

Once you have secured a fight but haven't killed the opponents yet, switching tactics at the right time can give a chance to gain the secondary objective (or just go loot whatever remains on the map) before the enemy routs. Finding and putting the ones "Marked for Death" out of action before a rout test can be done this way.

## ***Deployment Type***

Deployment type is one of the most important factors when choosing a scenario. A scenario can go bad from the start because of the deployment type. Always choose to deploy your own warband instead of letting the AI do it for you whenever possible.
Note: Each deployment type is scored a hardcore level of: Softcore, Regular, Medium, Tough or Extreme.

### **Rivals in the Ruins**

Both warbands deploy tightly around their wagons and prepare to face each other.

Description:
Your scouts have discovered a rival warband in the vicinity. These warriors are clustered around their wagon, making them a very attractive target.

The hardcore level of this type of deployment: Softcore

Having your warband grouped up is one of the easiest ways to deploy. It allows you many options for dispersing onto the map as a unit, single members or small groups. You can control further proximity to other warband members as you see fit throughout the game.

It can be harder to complete the secondary objective from time to time due to being far away from resources or routing the enemy too soon.

### **A Walk in the Fog**

Each warband deploys in a wide arc from their wagon, far from each other.

Description:
Scouts have reported a rival warband i the vicinity. Before you can find them a heavy fog settles over the ruins. Unable to pick up the enemy's trail, your warriors deploy from their wagon and spread out to sweep the area in search of your foe.

The hardcore level of this type of deployment: Softcore

Not quite as optimal as a tight formation, the ease of either regrouping or dispersing into smaller units is still just as valid.

### **Scavengers**

One warband is caught exploring buildings while the other deploys tightly around its wagon.

Building Description:
Exploring one of the city's old residential districts, you quickly discover that you aren't alone. Another warband is looting the nearby buildings. Dispersed in the ruins, the scavengers present an inviting target for your warriors as they deploy near your wagon.

The hardcore level of this type of deployment: Softcore

Being in the tight deployment is an easy way to start picking off small units of the enemy.

Wagon Description:
Believing yourself to be alone in what was a residential district, you spread your warband to ransack the nearby houses. Just as your warriors are starting to explore the buildings, however, an enemy warband arrives; ready to attack your dispersed forces.

The hardcore level of this type of deployment: Regular

Being slightly spread out inside a building can cut off members from each other. Be sure to scroll through all deployment zones to get a feel for how the building layout can be used to your advantage, or at least take away any disadvantage. Get resources when the opportunity arises if it doesn't offer disadvantages. Regroup as soon as possible.

### **Pillagers**

One warband is caught exploring buildings while the other divides into 3 strike teams surrounding the buildings.

Building Description:
Seemingly alone in the ruins, you take the opportunity to send your warriors to pillage the nearby buildings. As your warband disperses and begins to explore, however, an enemy warband arrives and deploys its own patrols in the area.

The hardcore level of this type of deployment: Regular

As long as you mitigate disadvantages (see Scavengers above), being inside the building has the best regroup possibilities and possibly taking advantage of the separated enemy.

Strike Team Description:
Your scouts report that a rival warband has been spotted in the area pillaging houses. While they are dispersed and distracted, you deploy your own patrols in the hope of surprising the enemy.

The hardcore level of this type of deployment: Medium

Being in strike teams is much harder to act as a cohesive warband. The enemy has the advantage of possibly catching your units while separated from each other. Falling back away from the building is the best chance to regroup. If your warband is built on having small strike teams, this may be easier.

### **Hunters and Prey**

Both warbands divide into 3 strike teams and disperse in the area.

Description:
An enemy warband has fragmented into small patrols - possibly to try and slip past your own warband and escape with some wyrdstone. Aware of these patrols, you quickly dispatch your own forces in small groups to intercept them and prevent any enemies from leaving the area without a fight!

The hardcore level of this type of deployment: Regular to Tough

The small groups are venerable because the team deployment zones are spread out for both sides. This means that regrouping is going to be tricky since the opponent may be between you. If your warband is built for small strike teams, this is easier but any one group may get jumped by two groups of the opponent.

The easiest way to deal with this is to bring 4 or 6 members (see Warband Matching and Changing the Numbers of Warriors above for more details). With 4 members you will not be spread and the AI may spread itself. Taking 6 is a bit riskier but you have a better chance at the opponent not putting a decent strike team between your groups. The AI may even spread its members thin between its three deployment choices, giving more chance of ambushing the enemy.

If you have a full 10 members who are streamlined for strike teams, you can choose to use all of them but the deployment zones may make the map difficult.

If you are using Skaven or a highly mobile warband, this is the most viable option to do the Crush their Will secondary objective. It is still difficult and a quick strategy change may be in order.

### **The Cache**

One warband deploys tightly around its wagon, while the other divides into 3 strike teams.

Wagon Description:
Your scouts reported a secret cache of equipment in the ruins, but recovering it has become no easy task. Somehow an enemy warband has learned of your plan. Worse, they're lying in wait for you and have deployed patrols to flank your warriors.

The hardcore level of this type of deployment: Regular

You can potentially jump an enemy strike team, however, be careful of being flanked or over-extending while going after loot as multiple teams can arrive at about the same time.

Strike Team Description:
A spy has reported that an enemy warband is hurrying to recover a secret cache of equipment in the area. With this information you are able to beat them to the location and deploy patrols to watch for the enemy's arrival.

The hardcore level of this type of deployment: Tough

Bringing 4 members levels the playing field no matter which deployment you get. Bringing 6 or more members becomes very risky if your deployed as strike teams since the enemy may have the opportunity of jumping a lone group. Plan very carefully before deploying more than 4 members.

### **Vision of Dread**

One warband deploys tightly around its wagon while the other is scattered randomly around the area, scared by something.

Scattered Description:
A ghastly manifestation frightened your warband and scattered them in the ruins. They soon recover from their fright, but before the warriors can regroup and enemy warband arrives and deploys near their wagon.

The hardcore level of this type of deployment: Regular to Tough (depending on deployment)

If your warband ends up scattered (no choice in deployment), unless your fighting Skaven with a slower warband, you should be able to regroup or join wherever the skirmish starts. Taking a medium amount of members is best. Too few and they may end up far from one another, too many and it takes longer to regroup. Usually 5-7 members works best.

Wagon Description: Easy Prey
Enemy Warriors have been spotted all over the area in small groups as if they were scattered by something. You stage your warband near your wagon, ready to take advantage of the enemy's misfortune.

The hardcore level of this type of deployment: Regular

It can be easy to catch the enemy off guard if your deployed at your wagon. Be careful of being flanked from a stray enemy (or two).

### **Horrors of Mordheim**

One warband divides into 3 strike teams while the other is scattered randomly around the area, scared by something.

Scattered Description:
A hideous manifestation has frightened your warriors and scattered your warband. Before you could regroup, an enemy warband arrived and deployed patrols to intercept your warriors.

The hardcore level of this type of deployment: Medium

Being scattered is the easier deployment, as you should still be able to regroup, but the AI will be spread out in 3 teams. Not being able to choose deployment can open up lone members being jumped so choose the regroup point carefully.

Strike Team Description:
Small groups of enemy warriors have been discovered across the area, scattered in fright. Before they can regroup, you break your warband into three patrols to intercept and engage your disorganized rivals.

The hardcore level of this type of deployment: Tough

If your not prepared to deploy in strong strike teams, the enemy may have some deployment close enough to overwhelm a group. You can take 4 members to mitigate this risk.

Note: The enemy can, at any random time, jump lone members or small groups no matter which deployment you have. Be aware of the randomization and prepare accordingly.

### **The Haunter in Darkness**

Both warbands are scattered randomly around the area, scared by something.

Description:
Just as you were closing to engage a rival warband, the horrific manifestation of the ghostly Town Crier causes both groups of warriors to flee in terror. As the apparition fades away, your warriors recover their courage. Scattered in their fright, your warband is spread out across the ruins, but so too are your enemies!

The hardcore level of this type of deployment: Extreme

Due to randomization of both warbands being scattered among themselves, plan on members going out of action through factors beyond control. While an advanced warband may win the primary objective, the price of random losses can be very high.

A deployment type to avoid unless your very experienced and confident in the members you bring. Even then, plan on factors out of your control.

## ***Random Scenarios***

During Brutal and Deadly missions, there are special scenarios that can randomly occur (10% chance) instead of whatever scenario you have chosen. It overrides the deployment choice and throws you into into an random scenario. Note that there has to be at least 1 warrior in the game who is rank 6, which can be either in your warband or in the AI warband.

### **Ambushed**

Description:
Your scouts have failed to detect an enemy warband in the area! Caught unawares and out of position, you will need to make the most out of the situation.

Marching through the ruins, you are suddenly ambushed by another warband. You manage to slip through the trap and get your warriors into a group of buildings. Now the enemy will have to lay siege to your defensive position if they want to prevail.

Your warband receives the Ambushed Debuff for 1 turn:

Your enemy receives the Ambusher Buff for 1 turn:

The hardcore level of this type of deployment: Tough

If you can survive the first turn of being surprised, a regroup can calm things down to a normal difficulty.

### **Ambush**

Description:
Your scouts have reported an enemy warband in the area. If you approach carefully, there may be an opportunity for ambush.

Warned of an enemy in the area, you have prepared an ambush for them. The attack, however, did not succeed as planned an the enemy has managed to slip inside a group of buildings and establish a defensive position.

Your enemy receives the Ambushed Debuff for 2 turns:

Your warband receives the Ambusher Buff for 1 turn:

The hardcore level of this type of deployment: Regular to medium

The enemy is scattered but not far away. You have a choice of two lines of deployment "surrounding" the enemy. Spreading yourself in 2 groups is riskier. Taking it slowly and picking off a couple enemies while regrouping from one line is less likely to stall the momentum.

### **Sneak Attack**

Description:
Your scouts have failed to detect an enemy warband in the area! Caught unawares and out of position, you will need to make the most out of the situation.

Moving through a supposedly deserted area of the city, you find yourself suddenly surrounded by enemy warriors and must make a stand around your wagon.

Your warband receives the Ambushed Debuff for 1 turn:

Your enemy receives the Ambusher Buff for 1 turn:

The hardcore level of this type of deployment: Medium

Being grouped, surviving the first turn is easier but the enemy may have momentum.

### **Sneak Attack**

Description:
Your scouts have reported an enemy warband in the area. If you approach carefully, there may be an opportunity for ambush.
Aware of an enemy warband approaching, your warriors quickly dispersed and hid in the adjacent streets. As the enemy comes to a stop, your warband emerges from hiding and surrounds them near their wagon.

Your enemy receives the Ambushed Debuff for 1 turn:

Your warband receives the Ambusher Buff for 1 turn:

The hardcore level of this type of deployment: Regular

The enemy is grouped and not far away. Quickly taking advantage of the enemies debuff is sound, however, be careful to keep tactically advantageous numbers against the group.