RulesWD 297 · p. 13
Ten Flayerkin try to climb into Middenheim before an eight-turn deadline. Tired sentries move unpredictably until the infiltrators are detected, and the attackers’ speed affects the chance of raising the alarm. A single successful escape over the walls weakens the inner gate for the subsequent siege. If the sentries stop them, the defence instead receives a preliminary artillery volley in the larger battle.
Warhammer Fantasy BattlesWarriors of Chaos
RulesWD 297 · p. 17
Attackers with twice the defenders’ points advance along a causeway or scale the surrounding cliffs. Defeated attacking units can return, making the assault a sustained test of the fortress rather than a finite skirmish. The double gatehouse, magical wards and boiling oil complicate entry. The attackers must overwhelm the defence or establish sufficiently strong units inside Middenheim before the ten-turn battle ends.
Warhammer Fantasy BattlesWarriors of Chaos
RulesWD 297 · pp. 28–29
Matt Keefe recreates the campaign’s climactic field battle with three factions. The defenders begin outnumbered by Chaos, while unexpected allies wait to intervene after a secretly nominated defending army breaks. Separate armies retain their own commanders and withdrawal limits, creating the feel of a vast and imperfect alliance. Orcs or Vampires can become unlikely saviours in a battle fought until one main faction is destroyed.
WarmasterThe Empire