CampaignWD 346 · pp. 36–41
Gav Thorpe completes the raiding series with surprise camp attacks, coastal landings, settlement plunder and a final escape from vengeful defenders. Jervis Johnson adds a Mighty Empires event that temporarily disables a captured asset and awards treasure. A staged campaign links the scenarios through Raid and Pillage points, letting early success purchase more opportunities while exposing the raiders to increasing danger. The final withdrawal decides the campaign.
Warhammer Fantasy BattlesDark Elves
RulesWD 346 · p. 37
An unsuspecting army is scattered among camp objectives in randomly selected two-foot squares. Attackers enter from any edge and can burn or loot the tents and supplies, while ordinary defenders must pass activation tests before responding. Characters wake their accompanying troops immediately and nearby action improves other units’ chances. Eight turns leave the raiders balancing plunder against the points the defenders earn for intact objectives and repelled attackers.
Warhammer Fantasy Battles
RulesWD 346 · p. 38
The raiding army arrives in numbered waves along coastal sections, limiting the number of units that can land each turn. Defenders begin inland and must overcome the same surprise activation process as a dawn raid. Loot, prisoners and destroyed buildings reward the attackers, while intact settlements and defeated raiders reward the defenders. Flying units and carefully ordered waves can change how quickly pressure reaches the shore’s objectives.
Warhammer Fantasy BattlesDark Elves