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Walkthrough

by stratifier

Warhammer Shadow Of The Horned Rat Walkthrough v1.01 [PS PAL Version]

Sections:                       Search tag:
=========                       ===========
0. Copyright                    000
1. Introduction                 001
2. General tips                 002
3. Mission tree                 003
4. Mission search tags          004
5. Mission guide                005
6. Magic items                  006
7. Unit index                   007


0. Copyright:
=============
This document may not be copied or distributed in parts or as a whole. It may
only be printed or saved for personal use. Any other usage requires the
permission of the author, which may be sought from the e-mail address below.
Should you find this file on a location other than GameFAQs, Neoseeker or
Supercheats, then please use the same address to contact me.

Contact Address:
quadvod (at) gmail (dot) com


1. Introduction:     001
================
This walkthrough will guide you through each of the forty-four missions of the
game. The mission guide will help you deploy your troops correctly and give
you step-by-step instructions to complete each battle. The guides will also
include enemy lists, magic items, acceptable losses, and the key moment of
each battle. Also included in this walkthrough are some general hints, a
description of all magic items, and a full index of all the game's units'
characteristics.


2. General tips:     002
================
The optimal method of winning most battles is from afar. Your artillery and
wizards will do most of the damage; your cavalry and infantry will have a
more defensive role, apart from the first few missions. The reason for this
is due to the fact that you are almost always heavily outnumbered, and
because the game's combat system is somewhat unpredictable.

The most important character in the game is your Amber Wizard. He has the
perfect mix of spells that can kill single enemy characters, decimate large
enemy units, and block certain parts of the battlefield. Therefore, you
should try and build up his experience as quickly as possible. Once the Amber
Wizard reaches 3000 experience points you should refrain from killing with
him, due to him receiving no more spells and so further experience points are
not necessary.

Always try to kill as many of the enemy as you can. Apart from one mission
(Patrol (i)), letting enemy units flee is a waste of experience points. When
a battle has been won, make sure to mop up as many of these units as is
possible.

Never leave a unit's AI on (bar a very few select instances).

Try to minimise the time spent selecting and targeting units in real time.
Instead, press select during the game and use the shoulder buttons to navigate
to the unit that you wish to select.

Read the full strategy part of the mission guides before attempting the
mission itself. It will give you a general overview of how the battle will
(hopefully!) unfold.


3. Mission tree:     003
================
I have split the game into four different sections: the Early Missions, the
Path To Zhufbar, Zhufbar To Loren, and From Loren To Victory. Three of the
sections have a pretty linear path and only allow you to choose whether you
want to avoid the odd mission here and there. The Path To Zhufbar section
however, splits into three significantly different paths which will affect
which friendly units your army will be able to hire. The mission tree is
below - mission names that have been capitalized are unavoidable (given the
route taken), those that are not may be avoided. Any mission with an "(a)"
beside it represents an ambush, i.e. there is no deployment allowed. Further
clarification of the sections and paths are illustrated in the "Mission
search tag" section.

i. The Early Missions:
----------------------
PROTECT SCHNAPPLEBURG
escort to holst (i) (a)
escort to holst (ii) (a)
SVEN CARLSSON
PATROL (i) (a)
patrol (ii) (a)
RESCUE ILMARIN
ORC PURSUIT

ii. The Path To Zhufbar:
------------------------
A:
MARCH TO ZHUFBAR (i)  [Goblin Battle]
MARCH TO ZHUFBAR (ii) [Squig Hoppers]
mole machine
MARCH TO ZHUFBAR (no battle)

B:
REVENGE (no battle)
VANBERG
AGAINST THE GRAIN
BRIDGE OVER THE RIVER WEISS
slave train
shattered pass
TO LOREN (no battle) [Becomes Path C] or
MARCH TO KARAK HIRN (aka MARCH TO ZHUFBAR (iii)) (a) [Becomes Path D]

C:
ESCORT TO LOREN FOREST (no battle)
surprise attack
valley of the trolls
the vermin burrows
MARCH TO ZHUFBAR (iii) (a) [Becomes Path D]

D:
MARCH TO ZHUFBAR (iv) [Attacked Keep]
counter attack
MARCH TO ZHUFBAR (no battle)
squatter's rights
MARCH TO ZHUFBAR (no battle)
GRUMM'S GATE / THE LISTENING GATE

iii. Zhufbar To Loren:
----------------------
the iron fort
SLAVE ASSAULT
rat trap
ESCORT ENGROL GOLDTONGUE (i)  [The Dragon's Hall]
escort engrol goldtongue (ii) [Rescue Bright Wizard] (a)
decoy
bandits' hideout
capture guy gourard
TO LOREN (i) (a)
extermination*
bugman's brewery
TO LOREN (ii) [No Battle]*
to loren (ii) (a)*
to loren (iii) (a)*
*If the Extermination mission is avoided, then you will be ambushed twice 
after the two Dwarf missions. You must at least attempt Extermination or you
will be ambushed (even failing the mission will mean avoiding the ambushes).

iv. From Loren To Victory:
--------------------------
patrol loren (i) (a)
patrol loren (ii) (a)
POISONED WIND
RESCUE
THE FINAL BATTLE (i)
THE FINAL BATTLE (ii)


4. Mission search tags:     004
=======================
Section One:
------------
Protect Schnappleburg           S101
Escort To Holst (i)             S102
Escort To Holst (ii)            S103
Sven Carlsson                   S104
Patrol (i)                      S105
Patrol (ii)                     S106
Rescue Ilmarin                  S107
Orc Pursuit                     S108

Section Two:
------------
March To Zhufbar (i)            S209
March To Zhufbar (ii)           S210
Mole Machine                    S211

Vanberg                         S212
Against The Grain               S213
Bridge Over The River Weiss     S214
Slave Train                     S215
Shattered Pass                  S216

Surprise Attack			S217
Valley Of The Trolls            S218
The Vermin Burrows              S219

March To Zhufbar (iii)          S220
March To Zhufbar (iv)           S221
Counter Attack                  S222
Squatter's Rights               S223
Grumm's Gate                    S224
The Listening Gate              S225


Section Three:
--------------
The Iron Fort                   S326
Slave Assault                   S327
Rat Trap                        S328
Escort Engrol Goldtongue (i)    S329
Escort Engrol Goldtongue (ii)   S330
Decoy                           S331
Bandits' Hideout                S332
Capture Guy Gourard             S333
To Loren (i)                    S334
Extermination                   S335
Bugman's Brewery                S336
To Loren (ii)                   S337
To Loren (iii)                  S338


Section Four:
-------------
Patrol Loren (i)                S439
Patrol Loren (ii)               S440
Poisoned Wind                   S441
Rescue                          S442
The Final Battle (i)            S443
The Final Battle (ii)           S444


5. Mission guides:     005
==================
Protect Schnappleburg (100/400)     S101
===============================

Units To Use:
-------------
Grudgebringer Cavalry (GC) (1)
Grudgebringer Infantry (GI) (2)

Enemies:
--------
Goblin Stickers (20)
Goblin Wolf Riders (12)

Magic Items:
------------
Sword Of Might, located amongst the trees in the center of the battlefield.

Deployment:
-----------
     xxx
  xxx  1xx
xx 2      x
x         x
x         x
x         x
x         x
x         x
xxxxxxxxxxx
Place your GC as close to the Goblin Stickers as possible. Put the GI at the
bottom left of the northern house in the deployment zone, and have them set to
walk the left of the clump of trees that hides the sword.

Strategy:
---------
A pretty straightforward battle to begin with. Have your GC attack the Goblin
Stickers once the battle begins. The Wolf Riders will appear shortly after and
head towards the center of the village, where your GI will be waiting for
them. By the time the Wolfriders attack them, they're Sticker counterparts
should have broke. Use your GC to charge them from behind, which should
pretty much end the battle. Make sure to mop up any fleeing enemy Wolf Rider
unit with your cavalry and send the infantry to get the Sword of Might.

Comments:
---------
An easy battle, just make sure that no more than eight of your men get
killed so as to have fully replenished squads for the next mission.

Key Moment:
-----------
Whether or not your GI can hold up the Wolfriders before the proverbial
cavalry arrives.

Acceptable Losses:
------------------
Eight men.

Reinforcements:
---------------
Eight men.




Escort To Holst (i) (400/400)     S102
=============================

Units To Use:
-------------
Grudgebringer Cavalry
Grudgebringer Infantry

Enemies:
--------
Goblin Stickers (10)
Goblin Stickers (8)
Orc Boyz (9)

Magic Items:
------------
None.

Deployment:
-----------
None.

Strategy:
---------
A fairly similar plan to that of the previous battle here. Select the GC and
have them attack the Stickers on the left flank, and make sure to turn off
the AI when you select them. On the right flank, have your GI attack the
other Sticker unit. The Orcs will shortly turn up and head down towards your
GI. Hopefully by this time your GC will have broken the Stickers so bring
them across to charge the Orcs from behind, which should quickly end the
battle.

Comments:
---------
You might have to manually manoeuvre the GC around the convoy when you send
them across to fight the Orcs (just send them under it).

Key Moment:
-----------
Once again it's whether the GI can hold out until help arrives.

Acceptable Losses:
------------------
Five men.

Reinforcements:
---------------
Mercenary Crossbows.




Escort To Holst (ii) (400/400)     S103
==============================

Units To Use:
-------------
Grudgebringer Cavalry
Grudgebringer Infantry
Mercenary Crossbows (MC)

Enemies:
--------
Goblin Stickers (12)
Goblin Stickers (9)
Goblin Stickers (12)
Goblin Stickers (11)

Magic Items:
------------
None.

Deployment:
-----------
None.

Strategy:
---------
Select your GI and have them attack the first Sticker unit on the right
(remember to also deselect AI on the unit), and send your GC ahead to attack
the second unit that appears. The MC play an important role in this battle.
As soon as you send the other two units ahead, select them (and turn off their
AI) and move them in front of the convoy. It's easiest to move them up
parallel to the convoy until they're ahead and then cut them off. Once in
front of them, sort out the rank of the men so it's two rows of six (thus
allowing more men to shoot). By now the third Sticker unit should have
emerged and will be descending down upon your GC. If you're quick you should
be able to fire two volleys off at them, which should seriously weaken or
break them. Either way they shouldn't be a problem for your GC. The last
Sticker unit will shortly emerge from the north as either the convoy moves
around you or your GC run down a broken enemy unit. Again, use your MC to
weaken/break the enemy, and let your cavalry finish them off.

Comments:
---------
Blocking the convoy with your MC delays the arrival of the last Sticker unit
so you shouldn't be overrun at all in this battle.

Key Moment:
-----------
None really, as long as you block the convoy and the GC/GI don't run into
trouble against their first Sticker units you should be fine.

Acceptable Losses:
------------------
Six men.

Reinforcements:
---------------
Eleven men.




Sven Carlsson (0/1300*)     S104
=======================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Grudgebringer Infantry (2)
Mercenary Crossbows (3)

Enemies:
--------
Hiln's Guard (7)
Clanrat Warriors (13)
Clanrat Warriors (14)
Clanrat Warriors (11)

Magic Items:
------------
Dragon Blade, located in the snowman in the north-eastern area of the map.

Deployment:
-----------
xxxxxxxxxxxxx
x         1 x
x        3  x
x        2  x
x          x
x         x 
xxxxxxxxxx
Place your GC just to the left of the clump of trees at the north-eastern
corner of the deployment zone. Underneath both them and the other set of
trees place the MC. Have them facing the east so that they'll be ready to
fire upon the Skaven units, and make sure that their rank is two rows of six.
To their right place the GI (also facing east), making sure to have them
slightly more forward so as to tackle any Skaven that get through the MC's
fire.

Strategy:
---------
Once the battle starts, immediately have your GC engage Hiln's Guard. They're
an annoyingly difficult unit to break despite their small number. Once the
first Skaven unit emerges, target it with your MC. The aim here is to break
at least one of the units before they reach you. The terrain causes a natural
bottleneck so although the enemy come one after another, it's better than a
simultaneous attack. The first unit usually scatters after a couple of rounds
of crossbolts. By now your GC should have finished with Hiln's Guard, so you
can return them to their starting position, where they'll be ready to
rear-charge any unit that attacks your MC. Alternatively, if the MC break an
enemy unit they may flee right towards your GC, where you can easily run them
down. You'll probably only have time for one shot at the second unit (if
any), so wait until they're just about to charge before shooting. Should they
go for your MC, you can throw the strategy out the window and just plough
your GI and GC into the battle (scoring at least one side/rear charge from
one of them). If the Skaven attack your GI you could probably get away with
continuing to aim your fire at them without hitting your own units. If it's
too close, just fire at the third Skaven unit. If your GI are getting into
trouble you can send in the GC, although this will probably block the MC's
line of fire. Once the battle is over, send the MC up to get the Dragon Blade.

Comments:
---------
This is the first battle wherein you use your artillery to keep the enemy at
arm's length while saving your infantry for defence only. It's the best tactic
for most of the battles, as we will see.
*The reason why I put 1300 for the mission payment is because you always get
200 deducted due to Hiln being killed.

Key Moment:
-----------
You need a bit of luck with your MC to break at least one Skaven unit.

Acceptable Losses:
------------------
Ten men.

Reinforcements:
---------------
Ten men.




Patrol (i) (200/200)+(20 per Skaven killed)     S105
===========================================

Units To Use:
-------------
Grudgebringer Cavalry
Grudgebringer Infantry
Mercenary Crossbows

Enemies:
--------
Clanrat Warriors (16)
Clanrat Warriors (17)
Clanrat Warriors (14)

Magic Items:
------------
None.

Deployment:
-----------
None.

Strategy:
---------
There isn't much scope for strategy here. To buy myself a bit of time, I
usually send the GC forward a small bit, and then make them go around the
set of three rocks near to where all your units start. In this time your
MC should be able to get a couple of rounds in at the first Skaven unit,
who initially target your GC and so will go out of their way to follow them.
While the GC are circling around I put the GI at the set of rocks so that
the GC lead them right into me (seeing as they're weakened by the MC the
Skaven unit shouldn't pose a problem). The second Skaven unit will be heading
your way all too quickly. After firing their second volley, have the MC
target this second unit instead. By now your GC should have completed their
circle and ended up beside the MC. Wait for the second Skaven unit to charge
your MC and then rear-charge them with your GC. That should take care of the
first two units, which leaves one more. They will more than likely
rear-charge your GC, so you're going to need a bit of luck in that your GC
will hold. Hopefully the GI will have dealt with the first unit by now so
send them in too. If not, send in the MC (seeing as their line of sight will
probably be blocked anyway). This should take care of the initial battles,
you can basically whittle down any reformed units with your MC after that and
mop them up with either the GC or GI. However, make sure that at least one
Skaven escapes, otherwise you won't face a second ambush.

Comments:
---------
It's a tough start having to organise all three units quickly (removing their
AI/changing the MC's ranks) so it might take a couple of goes. If there's a
lull in the action (enemy units reforming far away), then move your MC to
higher ground, ie the lighter shades on the map.

Key Moment:
-----------
The third Skaven unit hitting your GC from behind. You're not relying on any
unit to break so them holding is the only bit of luck that you require.

Acceptable Losses:
------------------
Ten men (between both missions).

Reinforcements:
---------------
None.




Patrol (ii*) (200/200)+(20 per Skaven killed)     S106
=============================================

Units To Use:
-------------
Grudgebringer Cavalry
Grudgebringer Infantry
Mercenary Crossbows

Enemies:
--------
Clanrat Warriors (12)
Clanrat Warriors (10)
Clanrat Warriors (12)

Magic Items:
------------
None.

Deployment:
-----------
None.

Strategy:
---------
Even less room for strategy here! Move your GC out of the MC's line of fire
and target any incoming unit with crossbows and the Grudgebringer. There
really isn't much more I can say than that!

Comments:
---------
*If any Skaven escape from the previous battle you will get ambushed again.
The battlefield shapes into a nice bottleneck so it prevents you from getting
too overrun too quickly.

Key Moment:
-----------
Nothing really, I suppose breaking the first Skaven unit early would help but
other than that.

Acceptable Losses:
------------------
Ten men (between both missions).

Reinforcements:
---------------
Ten men.




Rescue Ilmarin (0/1000)     S107
=======================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Mercenary Crossbows (2)
Amber Wizard (AW) (3)

Enemies:
--------
Clanrat Warriors (14)
Rat Ogre x2
Stormvermin (11)
Stormvermin (15)

Magic Items:
------------
Shield Of Ptolos, located amongst the trees to the west.

Deployment:
-----------
xxxxxxxxxxx
x        3x
x       2  x
x       1  x
x           x
xxxxxxxxxxxxx
Place AW at the most north-eastern corner so as to be in range of both Rat
Ogres from the beginning. Place your MC beside him and a small bit more
behind, making sure that they've a line of fire to the Clanrat Warriors.
Place your GC near enough to help them, but not get in their way.

Strategy:
---------
There's no need to bring the GI for this battle; even the GC will see little
action. The list of enemies is a bit deceiving as they come at you in three
easy waves. Once the battle starts, try and cast a Hunting Spear on the Rat
Ogre that is nearest to the Dwarves. If you don't have enough power then fall
back behind the MC and move your GC up a little seeing as it's likely that
the Clanrat Warriors will reach your crossbowmen. If you do have enough power,
hit the oncoming Skaven with the Curse of Anraheir and then try and take out
the other Rat Ogre with a Hunting Spear. Once you have them cursed, focus all
your magic on killing the two Rat Ogres, if they're still alive. Through a
combination of magic, crossbows and combat the Clanrat Warriors should be gone
in no time. This should mean it's just the Stormvermin left. Curse whichever
unit is in front to block the other and hit it with your MC, Hunting Spear
and Grudgebringer. Once the unit breaks, lift the curse and place it on the
other unit and again hit it with everything you've got. There's a chance that
your GC will be called into combat but the Stormvermin shouldn't be a problem.
Of course, the Stormvermin might get held up by the Dwarves. If so, then use
AW's Hunting Spears to pick a few off and then revert to the above strategy
should the Dwarves break. Use AW to mop up any remaining Skaven (the quicker
he earns new spells the better), and send the GC to the west to get the Shield
Of Ptolos.

Comments:
---------
You acquire the AW before this mission. It is very possible to do this using
just the MC and AW, it just takes a bit of luck. Should a Rat Ogre manage to
get into combat with one of your units then I'd just restart.

Key Moment:
-----------
Getting some magic points early (at least five points over the first two
cycles) is crucial.

Acceptable Losses:
------------------
Ten men.

Reinforcements:
---------------
Black Avengers.
Ten men.




Orc Pursuit (0/0) (2x Experience Points Awarded)     S108
================================================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Grudgebringer Infantry (2)
Ceridan (3)
Mercenary Crossbows (4)
Amber Wizard (5)

Enemies:
--------
Black Orcs (15)
Orc Boyz (18)
Orc Arrer Boyz (10)
Orc Boyz (12)
Orc Boyz (16)
Orc Big 'Uns (15)
Orc Boyz (8)

Magic Items:
------------
None.

Deployment:
-----------
xxxxxxxxxxxxxxx
x        5    x
x     243     x
x          1  x
x             x
xxxxxxxxxxxxxxx
Place AW behind the trees in the north-north-eastern part of the deployment
zone, which will allow him to hit both flanks. Place your MC under AW and a
bit to the left, with Ceridan to their right and the GI slightly ahead of
them to the left. Place the GC in the south-west in a position out of the
way, but yet not too far away should they need to enter combat.

Strategy:
---------
The basic strategy is for the MC to take care of the left, AW to take care of
the right, and the Dwarves to hold in the middle until the aforementioned
units can concentrate on the center together. Once the battle starts, have
AW and MC target the newly uncovered Big 'Uns on the left flank. Once the
second magic cycle begins, have AW focus on the Black Orcs, hitting them with
Hunting Spears and slowing them down with the Curse of Anraheir. Have the MC
focus on the Orc Boyz heading down the left flank if they don't go for the
Dwarves, otherwise keep hitting the Big 'Uns. If the Orc Boyz make it down
to attack you, get the GI to tie them up and bring around the GC to help them
(the GC's only purpose on the right flank is to be there in case the Black
Orcs get to AW, which is unlikely). By now the Dwarves will have probably
broke, but your flanks should be clear. Have AW curse whichever unit is
heading towards you the quickest (usually the Big 'Uns), and start hitting
the other two units one at a time with your MC and AW's Hunting Spear. The
Orcs should be aiming for AW, so all you need to do is have him circle around
the trees a small bit to avoid them. Because of how awkwardly the bigger
units move around corners and how close they will be to your MC, you should
have ample opportunity to take them out. If they're getting too close to
either AW or the MC, just send in Ceridan to tie them up. Your GC and GI
should be able to take care of any unit that manages to squeeze through
anyway. Now you should just be left with the Orc Arrer Boyz and the Orc Boyz
holding Carlsson's family. Stick AW behind a tree and get him to mow down the
Arrer Boyz with his Hunting Spear, and simply move within range of the Orc
Boyz and do the same.

Comments:
---------
The first battle that needs a bit of thinking about, and is one of the most
satisfying missions in the game. Again you should be taking minimal casualties
here as most of the killing will be done from afar.

Key Moment:
-----------
The length of time the Dwarves hold for pretty much decides how easy or hard
this mission will be.

Acceptable Losses:
------------------
Five men.

Reinforcements:
---------------
None (unless you choose the "Revenge" path after this battle, in which case
there will be seventeen men available as reinforcements before your next
battle, or you choose the March To Zhufbar path, in which case there will be
ten men available).




March To Zhufbar (i) (0/2000)     S209
=============================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Vannheim's 75th (VS) (2)
Dwarf Warriors (DW) (3)
Ceridan (4)
Mercenary Crossbows (5)
Amber Wizard (6)

Enemies:
--------
Night Goblins (24)
Night Goblin Shaman Champion
Goblin Archers (23)
Goblin Stickers (24)
Night Goblins (18)

Magic Items:
------------
None.

Deployment:
-----------
     xxxxxxxxxxxxxx
   xx          6 5x
 xx              1x
x4              2 x
x3                x
xxxxxxxxxxxxxxxxxxx
Place Ceridan on the most western point of the deployment zone, and have him
run to the rock just north-west of his starting position. Put the Dwarves
behind him. On the opposite flank put the MC across from the rock at the
most eastern point and angle them to the north-west. Place AW behind the
rock and slightly to the right, the GC behind the MC (with a bit of room to
shoot the Grudgebringer), and put VS behind them. The deployment looks a bit
weird but the enemy change who they go for depending on the starting
positions of your units.

Strategy:
---------
Once the battle starts have your MC target the nearby Night Goblins. The
Night Goblin Shaman Champion should move into range within the first magic
cycle so use AW's Hunting Spear to kill him. Next use the Curse Of Anraheir
to slow down the (same) Night Goblin unit. Once that unit breaks, keep
hitting it with the MC and AW. Next, send your GC and VS out to attack the
Goblin Archers and Stickers, who should both be making their way over from
the west. The Night Goblin unit on that side should now be descending on
Ceridan. His only job here is to draw the lethal Fanatics out of the group
and hold the unit up. Try and circle Ceridan around the rocks so that the
Night Goblins will have to attack him from the south (leaving themselves open
to a rear-charge).  Once the Fanatics have been drawn out and are either dead
or away from the unit, send the DW up to help Ceridan (Night Goblins hate
Dwarves but the rear-charge makes up for this). With all the enemy units
engaged in combat they really shouldn't be much of a match for your troops.

Comments:
---------
You acquire Vannheim's 75th before this battle, as well as some
reinforcements (ten men). This can be a frustrating mission due to the
Fanatics and their random movement (as well as the variance of hand to hand
combat in this game). Nonetheless, you should be looking to suffer no more
than five casualties.

Key Moment:
-----------
The first two magic cycles: you need to take out the Shaman and curse the
Night Goblins early to make things easy.

Acceptable Losses:
------------------
Five men.

Reinforcements:
---------------
None.




March To Zhufbar (ii) (0/2000)     S210
==============================

Units To Use:
-------------
Grudgebringer Cavalry
Vannheim's 75th
Dwarf Warriors
Ceridan
Mercenary Crossbows
Amber Wizard

Enemies:
--------
Squig Hopper x7

Magic Items:
------------
None.

Deployment:
-----------
None.

Strategy:
---------
Not a whole lot to this mission. Once it begins, quickly move your GC, VS and
DW to either flank, and keep them as far south as possible. Move Ceridan up
towards the pole as bait, and take the Squig Hoppers out with a combination
of Hunting Spears and crossbows.

Comments:
---------
Pretty easy as long as you get a decent amount of magic.

Key Moment:
-----------
None.

Acceptable Losses:
------------------
None.

Reinforcements:
---------------
None.




Mole Machine (0/0)     S211
==================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Vannheim's 75th (2)
Dwarf Slayers (DS) (3)
Dwarf Warriors (4)
Mercenary Crossbows (5)
Amber Wizard (6)

Enemies:
--------
Skavenslaves (32)
Rat Ogre x3
Stormvermin (18)
Grey Seer
Skavenslaves (29)
Stormvermin (19)
Skavenslaves (32)
Clan Moulder Packmaster

Magic Items:
------------
None.

Deployment:
-----------
xxxxxxxxxxxxxxxxx
x           346 x
x               x
x              1x
x          52   x
xxxxxxxxxxxxxxxxx
Put AW behind the center of the rocks. Put the DS to the left of AW, leaving
a bit of a gap so AW can launch Hunting Spears around (behind) them. Have
them facing the west, ready to charge into any passing units. The rocks will
probably protect them from any side-charges but seeing as they never break it
doesn't really matter anyway. Line the DW up the same way on AW's right (but
having them facing east obviously). Next place the GC on the right flank,
about half way between the bottom of the deployment zone and the rocks. Place
VS at the very bottom of the zone underneath the DS, and angle them
north-westerly. Their main job is to protect the MC from any enemy units
that break through. To their left place the MC.

Strategy:
---------
This battle appears pretty daunting at first with all the units, but it's not
overly difficult. The aim is to knock out the big threats with AW before they
reach you, and to break up the oncoming units with your MC and by cursing
them. Once the battle begins, have your MC target the nearest Stormvermin
unit. Take out the Grey Seer as soon as possible with AW's Hunting Spear.
Use the Curse Of Anraheir to slow down the Skavenslave unit coming down from
the right, and if they start moving over (i.e. they begin to come from you from
the rock's left) then wait until they get in front of the Stormvermin unit
before casting it. Use any remaining magic to take out the Rat Ogres,
starting with the one on the right flank. It is difficult to make a step by
step guide after this point due to the constant breaking of the Skaven units
so I'll just give a few general tips. Always have your MC aim at Stormvermin
(unless they're all fleeing) and make sure that they never enter combat by
using VS. You will probably need to manually charge into passing units with
your Dwarfs, but they'll be so close that they'll never miss. On the right
flank the GC can rear-charge any unit that fights with the DW, while on the
left you can fire away into any battle with the MC seeing as it's unlikely
that a DS will be hit (the VS can also be sent in of course). Make sure to
always cancel the Curse Of Anraheir on a unit once they're fleeing to maximise
the distance that they have to recover. Once the main force is repelled, move
forward with AW and take out the Clan Moulder Packmaster, the last Rat Ogre
and the Mole Machine.

Comments:
---------
You acquire the Dwarf Slayers before this battle, and the Dwarf Warriors will
be leaving you afterwards. It is surprising just how easily the Skavenslaves
will break, especially once charged from behind. Make sure to keep an eye on
your Dwarf units so you don't let an enemy unit pass you by.

Key Moment:
-----------
The second and third magic cycles; if you get enough points to take out the
Seer, apply the Curse and take out at least one Rat Ogre it should be pretty
straightforward.

Acceptable Losses:
------------------
Any of the Dwarf Warriors, and six others.

Reinforcements:
---------------
Dwarf Crossbowmen.




Vanberg (500/1000)     S212
==================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Mercenary Crossbows (2)
Amber Wizard (3)

Enemies:
--------
Goblin Wolf Riders (18)
Orc Boar Boyz (12)
Goblin Wolf Riders (15)
Goblin Wolf Riders (16)

Magic Items:
------------
None.

Deployment:
-----------
For this mission I like to rotate the camera so that it is placed behind your
troops, looking up at the enemy.
xxxxxxxxxxxx
x          x
x          x
x          x
x          x
x          x
x          x
x          x
x          x
x          x
x       132x
xxxxxxxxxxxx
Place the MC in the south-eastern corner of the deployment zone between the
house and rock, facing east. Left of them place AW, also facing east, and left
of him place the GC, again facing east.

Strategy:
---------
The strategy here is to get your troops into a position where they can strike
the enemy, but because of the map's terrain and the enemy's AI they can't
reach you. Once the battle begins send your MC in between the house and the
southern rock (you may have to change their formation and manually charge
them to get them through). Once they're east of the house, manually charge them
up to the rock just above the house. Have them facing towards the gap and
change their formation back to two rows of six if necessary. Send AW in
behind them, moving him as close as possible to them (he won't be casting any
Hunting Spears in this battle). Behind him, send in the GC. Manually charge
them in as far as possible and then get them to turn around so that they're
facing towards any enemy units that might break through (ie face them in the
direction that they came from. If all your units are positioned correctly, the
enemy will be unable to engage you and will instead just mill around your
deployment area, where your MC can easily pick them off. Once there is only
one remaining enemy unit you can either use the MC again, or instead charge
them with your GC and then curse them with AW, which will cause the enemy to
flee.

Comments:
---------
When an enemy unit has been reduced to just five or six units then it is
possible that they'll make it through the gap to attack your MC. Should this
happen then simply cast AW's Curse Of Anraheir. Your MC won't try to run the
fleeing enemy unit down so you can just continue as normal once they break.
You acquire the 1st and 2nd Carlsson Guard before this mission.

Key Moment:
-----------
Positioning your troops correctly at the beginning.

Acceptable Losses:
------------------
Five men.

Reinforcements:
---------------
Ragnar's Wolves.
1st Mortar Crew.
2nd Mortar Crew.
Fifteen men.




Against The Grain (0/1000)     S213
==========================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Mercenary Crossbows (2)
Amber Wizard (3)
1st Mortar Crew (M1) (4)
2nd Mortar Crew (M2) (5)

Enemies:
--------
Orc Boyz (16)
Orc Boyz (22)
Orc Arrer Boyz (15)
Orc Boyz (18)
Orc Big 'Uns (18)
Orc Boyz (15)
Orc Arrer Boyz (20)

Magic Items:
------------
None.

Deployment:
-----------
For this mission I like to rotate the camera so that it is placed behind your
troops, looking up at the enemy.
xxxxxxxx
x       xxxxxxx
 x            x
 x            x
  x           x
   x          x
   x        3 x
   x2         x
   x451       x
   xxxxxxxxxxxx
   
Place the two mortar units side by side at the south-western corner of your
deployment zone. Ahead of them place the MC, and to their (the mortars')
right place the GC. Put AW behind the trees in the center of your deployment
zone.

Strategy:
---------
The enemy never seems to follow a set pattern at the beginning of the mission
(sometimes units head to the village and other times to you), so the advice
given here will be somewhat generalised. After a minute or two, an enemy unit
should begin making its way towards you. Aim all your artillery (mortars and
MC) at them, and slow them down with AW's Curse Of Anraheir if necessary.
As soon as one unit breaks, switch target (and remember to uncurse them too).
The main part of the battle is just a repetition of the above. The enemy
units come in a staggered approach towards you, with two combat units coming
at you from the start while the other three units go for the village (the
Arrer Boyz just stay in the village). You shouldn't really be overrun at any
stage, but if you are there's a couple of ways to deal with it. The first
wave of enemy units should be gunning for the AW, so you can easily
outmanoeuvre them by rounding the trees while your artillery continue firing
at them. The other option is to send in your GC. After the enemy combat units
have been dealt with, the two Arrer Boyz units will be left in the village.
I normally send AW to the bottom of the ridge and behind the trees to pick
off the fifteen strong unit with Hunting Spears, and let the GC take care of
the bigger unit. (When sending the GC in to attack, don't just engage the
enemy. Instead, move them right in front of them. The enemy will turn their
back on you in and attempt to manoeuvre backwards, at which point you can
charge in, greatly increasing the likelihood of them breaking.)

Comments:
---------
You are deducted 100 from your payment if any buildings are destroyed.

Key Moment:
-----------
None.

Acceptable Losses:
------------------
Eight men.

Reinforcements:
---------------
None.




Bridge Over The River Weiss (0/0)     S214
=================================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Amber Wizard (2)

Enemies:
--------
Orc Big 'Uns (12)
Goblin Wolf Riders (16)
Orc Boyz (15)
Orc Boyz (18)
Night Goblins (18)
Night Goblin Shaman Champion
Orc Arrer Boyz (18)
Goblin Wolf Riders (15)

Magic Items:
------------
None.

Deployment:
-----------
For this mission I like to rotate the camera so that it is placed behind your
troops, looking up at the enemy.
   xxxxxxxxxxxxxxxxx
  x       2        x
 x                 x
x                1 x
x                  x
x                  x
x                  x
xxxxxxxxxxxxxxxxxxxx
Place AW behind the trees beside the building and have him set to move right
behind them. Put the GC on the eastern flank of your deployment zone.

Strategy:
---------
Use AW's Hunting Spear to take out the Night Goblin Shaman Champion once the
battle begins. Use any remaining magic to pick off some Orc Boyz. Once the
Goblin Wolf Riders attack your GC, use AW's Curse Of Anraheir to make them
flee. Once the GC have run them down, send them up to take out the Orc Arrer
Boyz (making sure to move right beside the unit and charging as they attempt
to manoeuvre backwards).

Comments:
---------
There isn't much point trying to stop the majority of the Orc army from
crossing; unless you go to extreme measures to prevent them then it is
largely impossible, and with probably the game's hardest mission coming
soon it makes little sense to go to such measures. I think the number of Orcs
that have to escape for this mission to be a fail is around 50.

Key Moment:
-----------
Having enough magic points to curse the Goblin Wolf Riders.

Acceptable Losses:
------------------
Eight men.

Reinforcements:
---------------
Twenty men.




Slave Train (0/200*) (2x Experience Points Awarded)     S215
===================================================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Ragnar's Wolves (RW) (2)
1st Carlsson Guard (C1) (3)
2nd Carlsson Guard (C2) (4)
Amber Wizard (5)

Enemies:
--------
Goblin Wolf Riders (14)
Goblin Stickers (18)
Goblin Stickers (19)
Goblin Stickers (16)
Goblin Wolf Riders (12)
Goblin Wolf Riders (14)
Goblin Wolf Riders (15)

Magic Items:
------------
Sword Of Heroes, located west of the church.

Deployment:
-----------
For this mission I like to rotate the camera so that it is placed behind your
troops, looking up at the enemy.
xxxxxxxxxxxxxxxxxxxxxxxx
x 12                   x
x                      x
x                      x
x           543        x
x                      x
xxxxxxxxxxxxxxxxxxxxxxxx
Place the GC and RW in the north-western corner of the deployment zone. Place
AW behind the trees in the center, and to his right place the C1 and C2. Have
the Carlsson's Guards in narrow formations (five rows of two) as it makes it
easier to run enemies down.

Strategy:
---------
The first Goblin Wolf Rider unit will attack one of your cavalry units:
charge the adjacent unit into the battle to help. The second unit will
descend down the battlefield to your infantry. Again, send in the adjacent
unit to help and then cast AW's Curse Of Anraheir to break the enemy. Your
cavalry should now be free, so send them after the Goblin Wolf Rider unit
that is farthest away (both the remaining two units should be heading down
towards your infantry). Once they do reach one of your infantry units, again
charge in with the free unit and then curse the enemy. With all the Goblin
Wolf Rider units now taken care of, the mission will be a victory (yes,
despite the Goblin Stickers marching off with the slaves). Don't forget to
send Ragnar's Wolves to the church to get the Sword Of Heroes.

Comments:
---------
You can attack the Goblin Sticker units at the end if you wish, but as they
offer so little experience (plus the fact that there's a very tough battle
ahead) I feel that the best option is just to let them go.
*One of the rescued slaves gives you 200 crowns after the battle.

Key Moment:
-----------
Having enough magic points available so that your infantry isn't in combat
for too long.

Acceptable Losses:
------------------
Ten men (with no more than five being from the GC and RW combined).

Reinforcements:
---------------
None.




Shattered Pass (0/2000)     S216
=======================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Ragnar's Wolves (2)
Grudgebringer Infantry (3)
1st Carlsson Guard (4)
2nd Carlsson Guard (5)
3rd Carlsson Guard (C3) (6)
Mercenary Crossbows (7)
1st Mortar Crew (8)
2nd Mortar Crew (9)
Amber Wizard (0)

Enemies:
--------
Black Orcs (16)
Black Orcs (18)
Black Orcs (15)
Troll
Black Orcs (20)
Orc Arrer Boyz (17)
Night Goblins (19)
Black Orcs (15)
Doomdivers (5)
Doomdivers (5)
Goblin Stickers (22)
Orc Arrer Boyz (23)

Magic Items:
------------
Potion Of Strength, located in the north-eastern corner of the battlefield,
beside the rocks.

Deployment:
-----------
   xxxxxxxxxxxxx
   x    4  65  x
   x           x
   x02317      x
  x  89        x
  x            x
 x            x
x            x
xxxxxxxxxxxxx
Place all three units of Carlsson's Guards at the top of your deployment
zone, with C1 somewhat western so as to attract the enemy units. Have the
AI on each unit turned on; once the battle begins they're mostly on their
own. Have each unit set to move to the north-eastern corner of the
battlefield (make sure not to send them too close to the Potion Of Strength
however). Put AW directly behind the rock at the mid-western point of your
deployment zone, and south-east of him place RW (making sure that there is
enough room for AW's Hunting Spears). To the right of RW place the GI, the GC
and the MC, having the latter slightly ahead of the other units. Behind RW
place the two mortars, having both facing north-north-west.

Strategy:
---------
Once the battle begins, have your mortars fire off a round each at the Arrer
Boyz. After that, switch their aim to the central Black Orc unit (it consists
of eighteen orcs). Have AW curse the first enemy unit that is descending upon
your troops and use any remaining magic to take out the Troll with Hunting
Spears. Have the MC target the cursed unit and uncurse them once they break
(repeat the process, assuming that the Troll has been taken care of). Up
north, circle Carlsson's Guards around so that they're facing the oncoming
enemies and then leave them be. From here, it is difficult to provide a
step-by-step strategy due to variance of mortars hitting and units breaking
so I'll just give some general advice. Don't target the Arrer Boyz with magic
or artillery until all enemy combat units have been destroyed; their aim is
so poor that it doesn't really matter. Use GI's Potion Of Strength: the unit
doesn't play a big part in the campaign after this (plus they can always get
a refill in the Loren missions). Don't be afraid to enter combat: when one of
your units gets charged send in the other two immediately. Also, of course, be
proactive: if your MC or AW is about to be attacked then get in there first
with one of your units. Once the enemy's combat units have been taken care
of, send your strongest cavalry unit (usually RW) in to take care of the
Arrer Boyz and the Doomdivers, and remember to give them the Potion Of
Strength.

Comments:
---------
You acquire the 3rd Carlsson Guard before this battle.

Key Moment:
-----------
Taking out the Troll early is important as he can totally wreck your
defensive line if a couple of your units flee.

Acceptable Losses:
------------------
1st Carlsson Guard.
2nd Carlsson Guard.
3rd Carlsson Guard.
Twenty-five (other) men.

Reinforcements:
---------------
Twenty men.




Surprise Attack (0/0*)     S217
======================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Ragnar's Wolves (2)
Grudgebringer Infantry (3)
Ceridan (4)

Enemies:
--------
n/a

Magic Items:
------------
Banner Of Arcane Protection, located in the Orc camp between the two western
tents.
Potion Of Strength, located directly north of the rock situated in the
north-east of your deployment zone.

Deployment:
-----------
     xxxxxxxxxx
   xx       43x
 xx2          x
x             x
 x           x
  x         x
   x       x
    x      x
    x      x
    x      x
    x  1   x
    xxxxxxxx
Place RW at the north-western corner of the deployment zone and have them set
to go for the magic item. On the opposite corner put the GI, and have them
set to go for the other magic item. To their left place Ceridan, giving him
instructions to go straight past the magic item as a diversion. At the bottom
of the deployment zone place the GC.

Strategy:
---------
Begin the battle with everyone moving towards their pre-arranged positions.
Once the first enemy unit emerges from the north, send Ceridan in to tie
them up. As soon as the GI get their item, turn them around and send them
down towards the GC. Once RW obtain their item, have them face the enemy and
wait for the chance to retreat.

Comments:
---------
*This mission will always be failed regardless of whether you actually defeat
the entire Orc army.

Key Moment:
-----------
None.

Acceptable Losses:
------------------
Two men.

Reinforcements:
---------------
None.




Valley Of The Trolls (0/0*)     S218
===========================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Ceridan (2)
Mercenary Crossbows (3)

Enemies:
--------
n/a

Magic Items:
------------
Banner Of Wrath, located next to the three small lava pools north of the
deployment zone.
Potion Of Strength, located at the base of the lava flow past the two trees
just east of the deployment zone.

Deployment:
-----------
     xxxxxx
    x      x
   x     2  x
  x3         x
 x           x
x            x
x  1         x
x           x
x          x
xxxxxxxxxxx
Place the MC next to the rock at the north-west of the deployment zone and
have them set to advance towards the item. Put Ceridan in front of the large
lava pool at the top, and place the GC about five flags under the MC, facing
south.

Strategy:
---------
The aim of this mission is to get the MC to the magic item and then to keep
them out of trouble until you can retreat. Once the battle begins, all the
trolls should go for Ceridan so the MC should get to the magic item easily
enough. As soon as they do, send them to the edge of the battlefield from
the direction that they initially came from. Once they're at the edge you can
manually break them once charged and they will flee without loss. You can
risk doing the same with the (now engaged) GC or instead wait for the call to
retreat.

Comments:
---------
I opt not to go for the Potion Of Strength in this mission. With there being
three of them available in missions prior to and after this one I don't feel
that it is necessary to try and obtain (what would be with great difficulty)
an additional one. This is a very luck based mission which will take a few
retries, with the upside being that each try will only take two or three
minutes. 
*This mission will always be failed regardless of whether you actually defeat
all of the Trolls.

Key Moment:
-----------
The amount of time that Ceridan can hold out.

Acceptable Losses:
------------------
Five men (but no more than three from a unit).

Reinforcements:
---------------
None.




The Vermin Burrows (0/0*)     S219
=========================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Black Avengers (2)
Ceridan (3)

Enemies:
--------
n/a

Magic Items:
------------
Banner Of Arcane Protection, located north-west of your deployment zone (from
the north-west corner).
Potion Of Strength, located amongst the rocks north of your deployment zone
(from the center).

Deployment:
-----------
xxxxxxxxxxxxxxxxxxxxxx
x2   3               x
x                    x
x                    x
x                    x
x                   1x
xxxxxxxxxxxxxxxxxxxxxx
Place the BA in the north-west corner of the deployment zone and have them
set to march to the Banner Of Arcane Protection. Also, set their formation
to the narrowest one possible to allow them to move easier. A bit to their
right place Ceridan, and have him set to march north (his role is purely that
of a diversion). In the south-eastern corner place the GC, having them face
south.

Strategy:
---------
As soon as the BA get their item, send them back to the bottom of your
deployment zone, manually charging them as close to the bottom of the screen
as possible. Once the enemy charges you, manually retreat (do the same with the
GC): being right at the edge of the battlefield means that your units will
suffer no losses.

Comments:
---------
As in the previous mission, the Potion Of Strength isn't worth going for
because of its precarious position.
*This mission will always be failed regardless of whether you actually defeat
the entire Skaven army.

Key Moment:
-----------
None.

Acceptable Losses:
------------------
Two men.

Reinforcements:
---------------
None.




March To Zhufbar (iii) (0/2000)     S220
===============================

Units To Use:
-------------
Grudgebringer Cavalry
Ragnar's Wolves
Dwarf Warriors (DW)
Mercenary Crossbows
Amber Wizard

Enemies:
--------
Orc Shaman Marak
Orc Big 'Uns (18)
Orc Boyz (19)
Orc Boyz (22)
Black Orcs (12)
Orc Arrer Boyz (14)
Rock Lobber Crew (4)

Magic Items:
------------
None.

Deployment:
-----------
None.

Strategy:
---------
Once the battle begins, send the GC to the eastern edge of the map to make
sure that a couple of enemy units will go for them (you don't have to move
too far up the battlefield). While they're moving, bring RW back to the
left of the MC, and change the latter's rank if needs be. Move AW behind the
MC and switch all your units' AI off. Bring the GC back to the south-west
corner of the map; the Orc Big 'Uns and the Shaman should now be aiming for
them. Let your MC fire one volley at the Big 'Uns and then switch their
target to the Black Orcs, who should be appearing around the trees to the
left. Use AW's Hunting Spear to take out the Shaman, and send the GC from
the south-west corner to the north-west one. Curse the nearer of the Orc Boyz
units that are heading towards you and charge them with your DW. Send RW in
against the Black Orcs if they haven't broke (run them down if they have).
Have the MC target the Arrer Boyz once the Black Orcs have been taken care of
and all other enemy units are in combat or out of range (you can move them
closer than normal to the enemy for a better shot if you wish, as the enemy
artillery rarely engages you in combat). Up north, send the GC into battle
against the Rock Lobber Crew if it looks like they'll have enough time to
defeat them before the Big 'Uns reach them. If not, hit them a couple of
times with the Grudgebringer to try and disable the Lobber and then send them
back south to your starting position. By now, both Orc Boyz units and the Black
Orc unit should be defeated so just the Big 'Uns should remain. Use AW and the
MC to break them and run them down with the cavalry of your choice.

Comments:
---------
If your MC break the Big 'Uns with their initial hit, then they will no longer
chase your GC once they reform. Also, don't forget to use the MC's newly
acquired Banner Of Wrath.
You acquire the Dwarf Warriors before this mission.

Key Moment:
-----------
Taking out the Shaman early. His Wyvern seems to be quicker than your cavalry
(despite what the manual says), and so he can chase down your GC, ruining
your strategy.

Acceptable Losses:
------------------
Fifteen men.

Reinforcements:
---------------
None.




March To Zhufbar (iv) (0/2000)     S221
==============================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Ragnar's Wolves (2)
Dwarf Warriors (3)
Mercenary Crossbows (4)
Amber Wizard (5)

Enemies:
--------
Orc Big 'Uns (20)
Orc Boyz (20)
Orc Boar Boyz (15)
Orc Arrer Boyz (24)

Magic Items:
------------
None.

Deployment:
-----------
  xxxxxxxxxx
 x3  1    4x
x5         x
x2         x
x          x
x          x
x          x
x          x
xxxxxxxxxxxx
Place the DW at the north-western corner of the deployment zone, and behind
them put the AW. Underneath him, place RW, having them face to the west. A
couple of flags to the DW's right place the GC, and put the MC in the
north-eastern corner.

Strategy:
---------
Once the battle begins, send the DW in against the Orc Boyz. Move the MC up
towards the Arrer Boyz, stopping momentarily to hit them with crossbolts and
the Banner Of Wrath. Continue to move close to the unit as it causes them to
back off, preventing them from firing. In the center, engage the Boar Boyz with
your GC and have AW use his Curse Of Anraheir to make them flee. Use any
remaining points on casting Hunting Spears against the Big 'Uns (once the
Boar Boyz have been run down curse them next). If the Big 'Uns defeat the
NPC Dwarves and are heading towards AW, send in RW to finish them.

Comments:
---------
A pretty straightforward mission; you should suffer minimal casualties here.

Key Moment:
-----------
None.

Acceptable Losses:
------------------
Eight men.

Reinforcements:
---------------
Leitdorf 9th Crossbows
Fifteen men.




Counter Attack (0/1000*)     S222
========================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Grudgebringer Infantry (2)
Dwarf Warriors (3)
Leitdorf 9th Crossbows (LC) (4)
Mercenary Crossbows (5)
Amber Wizard (6)

Enemies:
--------
Orc Boyz (22)
Orc Boar Boyz (19)
Orc Boar Boyz (18)
Orc Big 'Uns (16)
Orc Big 'Uns (20)
Orc Arrer Boyz (29)
Orc Arrer Boyz (26)
Rock Lobber Crew (4)
Rock Lobber Crew (4)
Rock Lobber Crew (4)

Magic Items:
------------
None.

Deployment:
-----------
xxxxxxxxxxxxxxxxxxx
x                3x
x                1x
x                4x
x             256 x
x                 x
xxxxxxxxxxxxxxxxxxx
Place the DW in the north-eastern corner of the deployment zone, facing west.
A couple of flags behind them place the GC (also facing west), and a couple
of flags behind them (on the green ground) place the LC, having them face
north-west. South-west of the LC place the MC, making sure to leave a big
enough gap for AW's Hunting Spears, who you should place between (and
slightly behind) the two crossbow units. To the MC's left place the GI.

Strategy:
---------
Once the battle begins, have the MC and LC target the nearest Boar Boyz unit
in the slim hope of getting them to break with one volley. Once they've fired
(and regardless of the outcome), switch both units' aim to the nearest Big
'Uns unit, and have AW curse the nearest Boar Boyz unit to make them flee. By
now the enemy should be almost upon you, with the Orc Boyz unit likely
already in combat with your DW. The second Boar Boyz unit should be heading
towards your archers; manually charge the GC into them from the side. Switch
your archers and AW's attention to the second Big 'Uns unit who should be
descending towards them. If they make it down close to them, send in the GI
to hold them up. If all the enemy combat units are engaged, use AW's Hunting
Spears to help the GC defeat the Boar Boyz, and then send them in against
whichever of your units is having the most difficulty against the two Big
'Uns units. Your crossbowmen should be targeting any fleeing/reformed combat
unit that they have a line of sight to; if there are none then target the
nearest Arrer Boyz unit. Once the enemy's combat units have been defeated,
you can either shoot it out with the Arrer Boyz or risk sending in your GC
and getting hit by the Rock Lobber Crew (I recommend basing your decision on
the number of Lobber Crews that have malfunctioned). Finally, to defeat the
Lobber Crews I'd recommend sending the AW up from the western flank to the
rear of the three crews so he can safely use his Hunting Spear to pick them
off.

Comments:
---------
You acquire the Leitdorf 9th Crossbows before this mission. There's quite a
bit of luck involved in this mission; the strategy above should see you win
the battle each time, but the amount of casualties suffered depends a lot upon
when enemy units break and how well your troops fare in close combat.
*You get 300 for each Rock Lobber destroyed, plus a bonus of 100 for
destroying them all.

Key Moment:
-----------
The DW holding up the Orc Boyz and Big 'Uns before the GC can help them.

Acceptable Losses:
------------------
Eighteen men.

Reinforcements:
---------------
None.




Squatter's Rights (0/600)     S223
=========================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Grudgebringer Infantry (2)
Black Avengers (3)
Leitdorf 9th Crossbows (4)
Amber Wizard (5)

Enemies:
--------
Goblin Stickers (20)
Goblin Stickers (23)
Goblin Wolf Riders (15)
Goblin Wolf Riders (16)

Magic Items:
------------
Talisman Of Obsidian, located between the house and trees on the eastern flank.

Deployment:
-----------
   xxxxxxxxxxxxx
  x3         4 x
 x  1    5   2 x
x              x
xxxxxxxxxxxxxxxx
Place the LC on the eastern flank, with the GI behind them. Have the GI set
to walk to the LC's left once the battle begins. Place the BA to the right of
the house located in the north-western part of the deployment zone, and have
the GC behind them and to the right, facing the north-west. Between the GC
and GI place the AW.

Strategy:
---------
Once the battle begins, target the eastern Goblin Stickers unit with the LC
and AW, and send the BA after the other unit. The Goblin Wolf Rider units
should be heading for the LC; send in the GC to stop the first one and the GI
for the other. Curse both enemy units as soon as possible to make them break
(target the GC's one first as you can dispel it once the enemy breaks (to
cast on the GI's unit) and they will still be run down by your cavalry. Once
the battle ends, let the GC pick up the magic item.

Comments:
---------
A pretty straightforward mission. If you're having money problems, i.e. you
would have less than 1000 crowns after completing this mission (plus
reinforcements), then don't bring the GI. For each livestock killed, you are
deducted ten gold crowns.

Key Moment:
-----------
Having enough magic to cast the Curse Of Anraheir twice in a short space of
time.

Acceptable Losses:
------------------
Ten men.

Reinforcements:
---------------
Eight men.




Grumm's Gate (0/2000)     S224
=====================

Units To Use*:
--------------
Grudgebringer Cavalry (1)
Ragnar's Wolves (2)
Grudgebringer Infantry (3)
Dwarf Warriors (4)
Leitdorf 9th Crossbows (5)
Mercenary Crossbows (6)
Amber Wizard (7)

Enemies:
--------
Goblin Shaman Zarag
Goblin Archers (24)
Night Goblins (27)
Goblin Wolf Riders (22)
Goblin Wolf Riders (18)
Goblin Archers (20)

Magic Items:
------------
None.

Deployment:
-----------
        xxx
      xx12 xx
    xx   3   xx
  xx   56     7xx
xx              x
x               x
x        4      x
xxxxxxxxxxxxxxxxx
Place AW to the right of the trees in the middle of the deployment zone. On
the left of them, place the GC and RW. Have both units set to move to right
outside the gates once the battle starts. Behind the cavalry have GI, with
them set to march towards the shade of ground that is more gray than green.
Behind the GI place the LC and MC and have them set to march to the shade of
ground before the GI's target. Place the DW directly in front of the caravan,
making their formation as wide as possible. The slower the caravans reach the
gates, the more time you have to take out the enemy and get everyone in
position.

Strategy:
---------
Once the battle begins, take out the Shaman with AW's Hunting Spear(s).
Once the Night Goblins get into range, stop the LC and MC and take aim, and
then continue moving them upwards. One of the Wolf Rider units should be now
heading down towards the AW; use his Curse Of Anraheir to rout them. The
other Wolf Rider unit will be heading for either your cavalry (in which case
send in both units to easily deal with them), or the GI. If it's the later,
turn them to face the enemy. Now is the time to start moving the AW upwards:
if the cursed Wolf Rider unit has fled south uncurse them and curse the unit
fighting your GI (once the original unit regroups they will target your DW).
If they haven't fled south then use Hunting Spears to help the GI. Once the
crossbowmen reach the gate, turn them around to target the Night Goblins, if
they have a line of sight. By now, most of your army should have bypassed the
DW so move them up in front of the trees that had been in your deployment zone.
Once the gate opens the enemy units will head for them, so it's good to get
them in a position where they can't be fully surrounded. Once the gate does
open, your units will have to move right into the center of the entrance to
get in.

Comments:
---------
*If you can't afford all the units, then don't bring the GI. If you still
can't afford it, then leave out the MC instead (or both if needs be).

Key Moment:
-----------
Breaking the Night Goblins with your first volley is pretty important,
especially due to the Fanatics hidden inside the unit.

Acceptable Losses:
------------------
Ten men.
Grudgebringer Infantry. (Your infantry play a very limited role in the game
from here, so losing one of them is acceptable.)
Dwarf Warriors. (This is the perfect unit to sacrifice for this mission; you
do retain control of them should they survive but their effectiveness drops
somewhat when faced with Skaven rather than greenskins.)
1st Mortar Crew. (The mortars are helpful but not essential in the Zhufbar
missions, and become useless once you reach Nuln where you can hire better
artillery. I would recommend firing them upon reaching Zhufbar should you still
have them.)
2nd Mortar Crew. (As above.)

Reinforcements:
---------------
Dwarf Crossbowmen.




The Listening Gate (0/2000)     S225
===========================

Units To Use*:
--------------
Grudgebringer Cavalry (1)
Ragnar's Wolves (2)
Grudgebringer Infantry (3)
Dwarf Warriors (4)
Leitdorf 9th Crossbows (5)
Mercenary Crossbows (6)
Amber Wizard (7)

Enemies:
--------
Orc Boyz (15)
Rock Lobber Crew (4)
Rock Lobber Crew (4)
Rock Lobber Crew (4)
Orc Arrer Boyz (18)
Orc Big 'Uns (23)
Orc Boar Boyz (16)
Orc Arrer Boyz (16)

Magic Items:
------------
None.

Deployment:
-----------
xxxxxxxxx
x      21x
x        5x
x         6x
x        73 x
x           x
x      4    x
xxxxxxxxxxxxx
Place RW to the right of the trees and put the GC to the right of them.
South-east of the GC deploy the MC and have them facing north-easterly.
South-east of them place the LC and have them facing in the same direction.
Place the GI again to the south-east of the LC, and face them eastwards.
Behind the GI put the AW. Place the DW directly in front of the caravan, with
their formation as wide as possible.

Strategy:
---------
Once the battle begins, send the GC north to engage the Orc Boyz. Send RW up
north too, and have them attack the Orc Boyz from the rear once they engage
in combat with your GC. Have the LC and MC fire their first volley of shots
against the nearest Lobber Crew and then switch their aim (along with any
Hunting Spears) to the Big 'Uns. The Orc Boyz unit should break pretty
quickly; send RW north to take out the Lobber Crew that is not on the hill,
and once the Big 'Uns unit breaks from crossbow fire, manually run them down
with your GC. As soon as the Big 'Uns have broken send both the LC and MC
towards the gate. By now the Orc Boar Boyz should be bearing down on your GI
so cast the Curse Of Anraheir upon them. Once they have been cursed start
sending the AW towards the gate, stopping occasionally to launch a Hunting
Spear at the nearest Rock Lobber Crew. Once you have run the Big 'Uns down,
send the GC in against one of the Rock Lobber Crews. Your GI should now be
free so send them north towards the gate, and do the same with the GC once
they have defeated any of the remaining Rock Lobber Crews.  By now, most of
your army should have bypassed the DW so move them up in front of the trees
that had been in your deployment zone. Once the gate opens the enemy units
will head for them, so it's good to get them in a position where they can't
be fully surrounded. Once the gate does open, your units will have to move
right into the center of the entrance to get in.

Comments:
---------
This mission is more difficult than Grumm's Gate, mainly because you can't
set up your army around the gate and wait for it to open until you've
destroyed the three Rock Lobbers (you do however receive 50 crowns for each
Rock Lobber destroyed). *If you can't afford all the units, then don't bring
the GI. If you still can't afford it, then leave out the MC instead (or both
if needs be).

Key Moment:
-----------
The Boar Boyz unit breaking early is important as the GI can get caught
behind the slow moving caravans.

Acceptable Losses:
------------------
Ten men.
Grudgebringer Infantry. (Your infantry play a very limited role in the game
from here, so losing one of them is acceptable.)
Dwarf Warriors. (This is the perfect unit to sacrifice for this mission; you
do retain control of them should they survive but their effectiveness drops
somewhat when faced with Skaven rather than greenskins.)
1st Mortar Crew. (The mortars are helpful but not essential in the Zhufbar
missions, and become useless once you reach Nuln where you can hire better
artillery. I would recommend firing them upon reaching Zhufbar should you still
have them.)
2nd Mortar Crew. (As above.)

Reinforcements:
---------------
Dwarf Crossbowmen.




The Iron Fort (0/0)+(200 per Dwarf saved)     S326
=========================================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Black Avengers (2)
Mercenary Crossbows (3)
Dwarf Crossbowmen (DC) (4)
Amber Wizard (5)

Enemies:
--------
Stormvermin (18)
Stormvermin (17)
Clanrat Warriors (21)
Stormvermin (14)
Stormvermin (19)
Clanrat Warriors (26)
Clanrat Warriors (27)
Clanrat Warriors (23)
Clanrat Warriors (20)
Stormvermin (14)
Stormvermin (14)

Magic Items:
------------
None.

Deployment:
-----------
xxxxxxxxxxxxxxxxx
x       5       x
x               x
x         324   x
x          1    x
xxxxxxxxxxxxxxxxx
Place AW hidden behind the pillar and south-west of him line up the MC, the
BA and the DC, having the BA slightly ahead of the other two units. Behind
the BA put the GC, who won't be playing much of a role in this battle.

Strategy:
---------
The main goal of this mission is to get enough experience for AW so that he
will have all three extra spells. By now he should have one extra, or at
least be very close to getting it. For this mission I'm going to assume that
he still only has his two original spells. Once the battle begins, have your
MC and DC target the Stormvermin unit on the right flank, and have AW target
the one on the left (curse it as soon as possible). (If there are more than
four enemy units attacking you then your troops are deployed too far
forward, or AW isn't hidden. At the very top of the map there should be two
Clanrat Warrior units and a Stormvermin unit, and a bit behind them should be
another Stormvermin unit.) If the Stormvermin to the left break quickly, then
change targets to the Clanrat Warriors. Should they make it down, attack them
with your BA and they should deal with them easily. Don't shoot the fleeing
Stormvermin unit on the right, save them for AW to kill, i.e. only shoot them
when necessary. After the initial wave has been repelled, edge forward with
AW to the small fort. Move forward a small bit more until you uncover the
Clanrat Warrior pack to the right. Once you spot them you should be in range
of one of the units above you. Pick them off with Hunting Spears. It may take
a while as they'll break and possibly need to regroup to be in your range
again. When they're finished with edge forward again, and you'll probably
trigger the newly uncovered Clanrat Warrior unit to attack you. Curse them
and hit them with Hunting Spears until they too are destroyed (circle the
fort if they get too close). Move up to the rock just north of the fort to be
within range of the second group and hit them with Hunting Spears as well.
After that, advance past the rock and look around the corner to the west to
uncover another unit. Curse and spear that one too and head up to the pillar
located north-west of the rock. From here you can pick off the Stormvermin
unit. Move slightly ahead again (stay in line with the corner on the left)
and you can reach the one of the Clanrat Warrior units. After this you'll
have to move forward to trigger the Dwarves' escape. Ignore the emerging
Stormvermin and take out the last Clanrat Warrior unit in the usual manner.
Now focus on the nearest Stormvermin unit, who should be shooting badly at
the fleeing Dwarfs. Use the usual Curse/Spear combo to take them down (you'll
probably have to lift a curse from a unit once they break and cast it on the
other one as you fall back towards your deployment zone. Move the BA out of
the way to make a hole for the Dwarfs should they try and escape that way.
And lastly, stay well clear of the Stormvermin when you finish the unit off
as their Warpfire Thrower will explode.

Comments:
---------
It doesn't really matter if a few Dwarfs get killed, this mission is all
about your Amber Wizard. It can be tedious at times but it ensures that you
should now have all the spells.

Key Moment:
-----------
You need a small bit of luck to break the first four units but other than
that there's nothing.

Acceptable Losses:
------------------
Five men.

Reinforcements:
---------------
None.




Slave Assault (0/750)     S327
=====================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Vannheim's 75th / Ragnar's Wolves (2)
Mercenary Crossbows (3)
Dwarf Crossbowmen (4)
Amber Wizard (5)

Enemies:
--------
Skavenslaves (29)
Skavenslaves (26)
Skavenslaves (28)
Skavenslaves (22)
Skavenslaves (24)
Skavenslaves (23)
Rat Ogre x2
Skavenslaves (27)
Skavenslaves (26)

Magic Items:
------------
Banner Of Might, located amongst the rocks north of the top pillar in the
middle column.

Deployment:
-----------
xxxxxxxxxxxxxxxxx
x            531x
x             42x
x               x
x               x
xxxxxxxxxxxxxxxxx
It is crucial to get the deployment right. Put the GC at the most
north-easternly point of the deployment zone and have them set to move
straight ahead into the corner. Behind them have VS/RW. Beside the GC place the
MC and have them move set to move to the tile with the black mark on it
(three tiles down from the edge of the wall). Behind them have the DC and
have them set to move to two tiles south-west of the marked tile (there
should be one tile diagonally between the two flags). Place AW left of the MC
and have him set to move behind the well.

Strategy:
---------
The aim of this mission is to get your Amber Wizard the last of his spells.
There's a good chance that you already have all three, in which case you can
easily do this mission by using only him and by jumping around the
battlefield with his Flying Bower and cursing/entangling/dooming the enemy
units. Even with just the Flying Bower and Flock Of Doom it is
straightforward (as long as you don't move forward and trigger the enemy
reinforcements early). Therefore I'm going to assume that you didn't get one
of those two spells, i.e. you have the Tangling Thorn and one other spell. You
should only need around 500 more experience points so you only need to kill
three Skavenslave units and the Rat Ogres to reach this, the rest of the
enemy units can be killed by your archers. Once the battle begins your units
will start moving into position. Move the VS/RW in behind the GC (they're only
here to collect the Banner Of Might). Wait until the first Skavenslave unit
gets into a position the is between the well and the corner of the wall, and
cast Tangling Thorn upon it. If you cast it at the correct time the unit will
completely block the rest of the other units from passing by it. Start firing
upon the untangled units with your crossbowmen and AW (if AW has the Flock Of
Doom then this mission will be quickly over, if not just use the Hunting
Spear). An enemy unit might circle around the well and come at you from the
west. If this happens, first curse them to slow them down and then get your
crossbowmen to target them once they get into their line of sight. Kill as
many fleeing units with AW as possible without moving onto the darker ground,
and let him kill all of the entangled unit (you may have to move to their
rear for the Hunting Spear to hit them seeing as they're entangled). Once the
initial units are killed move forward with AW to trigger the enemy
reinforcements. Take out the two Rat Ogres and start falling back if necessary.
Next try to entangle one of the Skavenslave units and curse the other. You
should be able to destroy both units using only AW but if they get too close,
just fall back to your crossbowmen who should take care of them. Use AW to
mop up any Skavenslave units still fleeing around the map, and remember to
get the Banner Of Might with VS/RW.

Comments:
---------
You acquire the 1st Dwarf Iron Breakers before this battle.

Key Moment:
-----------
Having enough magic points for the first Tangling Thorn, and getting it
positioned correctly.

Acceptable Losses:
------------------
None.

Reinforcements:
---------------
Ten men.




Rat Trap (0/500)+(25 per man selected)     S328
======================================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Vannheim's 75th / Ragnar's Wolves (2)
Grudgebringer Infantry (if available) (3)
Black Avengers (4)
Dwarf Slayers (5)
1st Dwarf Iron Breakers (6)
2nd Dwarf Iron Breakers (IB2) (7)
Mercenary Crossbows (8)
Dwarf Crossbowmen (9)
Amber Wizard (10)

Enemies:
--------
Stormvermin (18)
Clanrat Warriors (24)
Clanrat Warriors (23)
Warpfire Thrower x2
Stormvermin (15)
Clanrat Warriors (25)
Clanrat Warriors (22)
Stormvermin (20)
Stormvermin (19)

Magic Items:
------------
None.

Deployment:
-----------
xxxxxxxxxxxxxx
x        10 6x
x           9x
x         78 x
x54          x
x 132        x
xxxxxxxxxxxxxx
Place AW at the edge of the puddle as far north as possible and have him set
to walk to the set of rocks that are beside the cliff (not the nearer set of
rocks). Place your DC on the fourth flag to the east of your deployment zone,
and have them facing north-westerly. Place the MC slightly behind and beside
them, facing the same way and have the IB2 beside them. Put the IB1 above the
DC, facing west. Both Iron Breaker units are with you for just this mission,
so don't be afraid to use them. Put your GC a couple of flags in from the very
bottom of your deployment zone, and put your GI and VS/RW east of them. Have
VS/RW facing east. Above the GC place the BA and to their left have the DS.

Strategy:
---------
The previous Zhufbar battles were about getting AW's spells. This one is
about improving your crossbowmen, in particular the MC. The majority of your
infantry/cavalry are really only here to increase your payment at the end of
the battle, although a couple of units will probably have to enter combat.
Unlike previous missions I can only give a general strategy rather than a
step by step one, due to the unpredictability of enemy units breaking. The
aim here is to split the enemy army into two: one half descending upon you
and the other chasing AW. Start the battle by having AW walk towards the
rocks. This will cause enemy units to get in each other's way as they try to
get to him. Have your crossbows target any units that don't appear to be
heading for AW, and have AW use his Curse Of Anraheir and the Tangling Thorn
to slow them down. Use any spare magic points to take out the Warpfire
Throwers - they can still hit AW when he uses his Flying Bower so they're
really his only danger. As the enemy closes in on your wizard, cast the
Flying Bower and move him up towards the rocks at the north-west point of the
map. Once there take out the other Warpfire Thrower and wait until the enemy
reach you again before heading down to the set of rocks nearest your
deployment zone, i.e. not the ones next to the cliff. During all this your MC
and DC should be repelling the enemy units heading their way. If an enemy
unit reaches your infantry/cavalry, use the DS to attack them, and if they
attack your archers then send in the Iron Breakers to delay them (and keep
firing at the enemy even when they're in combat with them). If they're in big
danger of being attacked, use AW's Flock Of Doom to decimate a unit, or, if
he's up the north at the time, send in VS/RW as a last resort. Once there are
only fleeing/cursed/entangled units left, use your MC to pick them off.

Comments:
---------
You acquire the 2nd Dwarf Iron Breakers before this mission. The Black
Avengers, Mercenary Crossbows and Amber Wizard all receive +1 (or +2
according to the Troop Roster) to their armour rating after (before?) the
battle. During the battle, try and kill as little Stormvermin as possible with
AW. By all means, if he's up north and a fleeing enemy unit is heading off the
map then go for them but you want to save as much of them as possible for
your crossbowmen (your MC in particular). Don't, however, be afraid to take out
a couple of Clanrat Warrior units, as it is easy to become overrun. Lastly, if
an entangled unit gets hit by Warpfire they will be set free, so you may want
to use the Tangling Thorn on a unit that is not in its line of fire.

Key Moment:
-----------
There's no one moment that will change the battle, but I suppose after both
Warpfire Throwers are dead you can breathe a little easier.

Acceptable Losses:
------------------
Any of the Dwarves.
Five men.

Reinforcements:
---------------
None.




Escort Engrol Goldtongue (i) (400/400)     S329
======================================

Units To Use:
-------------
Grudgebringer Cavalry
Dwarf Hammerers (DH)
Ceridan
Dwarf Envoy (DE)
Mercenary Crossbows
Amber Wizard

Enemies:
--------
Orc Big 'Uns (19)
Black Orcs (23)
Orc Big 'Uns (20)
Orc Big 'Uns (20)

Magic Items:
------------
None.

Deployment:
-----------
None.

Strategy:
---------
This is a straightforward battle. Use the Flying Bower to move AW into the
northern half of the battlefield to trigger the enemy's arrival. Once there,
use the Tangling Thorn on any of the units and head back to your part of the
battlefield, somewhere on the eastern flank. While you're waiting for the
enemy to move down, move your MC also to the eastern flank so that they've a
clear line of fire at the enemy. As the enemy units start moving down, hit
them with your MC. You can also move your GC alongside the MC to fire off
their Grudgebringer but it isn't really worth it. Should an enemy unit start
getting close, you can either curse them or use the Tangling Thorn on them
instead. No unit should reach you though so hopefully the Tangling Thorn will
still be intact on its initial victim. When the other three units have been
dealt with, release the last unit. Once they get to the northern edge of the
Dragon's range, use the Tangling Thorn on them again. Move your MC to the
southern edge of the Dragon's range and let them eliminate the enemy. Once
all of them have been killed, move AW west so he won't have to go through the
Dragon's line of fire, and then move him north again with the Flying Bower.

Comments:
---------
You gain the Dwarf Hammerers and the Dwarf Envoy before this mission, but lose
all the other Dwarf units. This battle will purely be about the MC gaining more
experience.

Key Moment:
-----------
None.

Acceptable Losses:
------------------
None.

Reinforcements:
---------------
Keeler's Longbows.
Ten men.




Escort Engrol Goldtongue (ii) (400/400)     S330
=======================================

Units To Use:
-------------
Grudgebringer Cavalry
Ceridan
Dwarf Envoy
Mercenary Crossbows
Keeler's Longbows (KL)
Amber Wizard

Enemies:
--------
Goblin Wolf Riders (9)
Goblin Wolf Riders (12)
Goblin Wolf Riders (11)
Goblin Wolf Riders (14)

Magic Items:
------------
None.

Deployment:
-----------
None.

Strategy:
---------
This is a very easy battle, and one where one of your recently underused
units can gain a few experience points. Move your GC slightly forward and
await the first Wolf Rider unit's attack. While waiting, move your AW in
behind them to ensure that he's in range. Once the Wolf Riders are in combat
(or have even charged), cast the Curse Of Anraheir on them. They will quickly
flee and your GC will run them down. This will be the modus operandi for the
rest of the mission. The first thing to do however, is to get rid of the
Bright Wizard (to stop him casting spells at the last unit and preventing you
from cursing them). Move AW to below the trees that are south of him (the
Bright Wizard), and cast the Curse Of Anraheir upon him. This will cause him
to flee and at the end of the mission it will say display that the mission was
failed as you were routed from battle but it doesn't matter: you can still
hire the Bright Wizard. Next, you need to cover the Wolf Riders' escape routes
to make sure that they will run out into the open and not off the map
when fleeing. Move KL and Ceridan to the west and position KL in between the
two sets of trees. Move Ceridan up past KL until you reach a position where
he's north of where the Bright Wizard was. Move the AW to the east of the
Bright Wizard's position. Next, curse any of the Wolf Riders and run them down
with the GC once they move south-west and into the open. Repeat the process
for the last two units.

Comments:
---------
Your GC unit should gain almost 500 experience points here, which should push
them close to the 2000 mark.

Key Moment:
-----------
None.

Acceptable Losses:
------------------
Five men.

Reinforcements:
---------------
Bright Wizard.
Carroburg Greatswords.
Nuln Halberdiers.
Imperial Great Cannon Crew.
Cannon Crew.
Hellblaster Crew.
Forty men.




Decoy (100/200)     S331
===============

Units To Use:
-------------
Grudgebringer Cavalry (1)
Amber Wizard (2)

Enemies:
--------
Bandits (11)
Bandits (14)
Bandits (11)
Bandits (12)
Bandits (15)
Bandits (15)

Magic Items:
------------
None.

Deployment:
-----------
xxxxxxxxxxxxxxxx
x              x
x              x
x2            1x
x              x
x              x
x              x
xxxxxxxxxxxxxxxx
Not really important but AW to the west, the GC to the east.

Strategy:
---------
I'd recommend not selecting any unit other than the Amber Wizard. The enemy
is just too poor and unrewarding to try anything difficult. Simply kill all
the units using the Flock Of Doom. It doesn't even matter if you lose all
three of the caravans.

Comments:
---------
If you choose to do neither this mission or the Capture Guy Gourard one and
instead leave immediately for Loren, the Emperor will summon you and give you
command of a unit of his Reiksguard Knights. For the purpose of this guide I'm
going to assume that you chose to do these missions instead. Ultimately the
choice is yours, but if you do choose to take them then select them  when
you're about to enter Loren (after the two Dwarven missions) to view a minor
additional cut scene.

Key Moment:
-----------
None.

Acceptable Losses:
------------------
None.

Reinforcements:
---------------
None.




Bandits' Hideout (0/1000)     S332
=========================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Vannheim's 75th (2)
Amber Wizard (3)
Imperial Great Cannon Crew (IG) (4)

Enemies:
--------
Bandits (15)
Bandits (12)
Bandits (16)
Bandits (15)
Bandits (11)

Magic Items:
------------
Armour Of Meteoric Iron, located amongst the trees in the north-west region
of the map (after the camera has been rotated for deployment).

Deployment:
-----------
For this mission I like to rotate the camera so that it is placed behind your
troops, looking up at the enemy.
 xxxxxxxxxxxxxx
x             x
x             x
x            3x
x             x
x       124   x
xxxxxxxxxxxxxxx
Place the IG in the south-east corner of the deployment zone and have it
angled half way north-westerly so that it can hit both the gap to the
smaller camp and straight forward at the enemy units from the main camp.
Place the AW at the western point of the deployment zone (out of the
IG's line of fire) and place the GC and VS to the left of the IC.

Strategy:
---------
This mission is really just target practice for the IG, with AW there to
help out if its accuracy goes awry. Target the two units from the small camp
first. If the first two hits go astray have AW block the route by either
cursing or entangling the first unit. This should give you enough shots to take
care of both units. If any survivors break through just send in one of your
cavalry units to take care of them. After this switch the IG to the main camp's
Bandits. Have AW switch flanks and have him entangle the first unit from the
main camp that reaches you. Curse the second, and this should give the IG
more than enough shots to take out all three units. Once all the enemy units
have been dealt with, send VS north to get the Armour Of Meteoric Iron.

Comments:
---------
If a unit from either camp does manage to break through, don't be afraid to
use AW's Flock Of Doom to destroy them. Now that VS have both the Armour Of
Meteoric Iron and the Banner Of Might, they're going to be a force to be
reckoned with when in combat.

Key Moment:
-----------
None.

Acceptable Losses:
------------------
None.

Reinforcements:
---------------
Ten men.




Capture Guy Gourard (0/350)     S333
===========================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Amber Wizard (2)
Imperial Great Cannon Crew (3)

Enemies:
--------
Guy Gourard's Bandits (18)
Guy Gourard's Bandits (23)
Guy Gourard's Bandits (15)
Guy Gourard's Bandits (16)

Magic Items:
------------
None.

Deployment:
-----------
For this mission I like to rotate the camera so that it is placed behind your
troops, looking up at the enemy.
xxxxxxxxxxxxxxx
 x         23x
  x        1x
   x       x
    x     x
     x   x
      x x
       x
Have the IG as far to the north-east as possible (facing north-north-west),
as this is the highest point in the deployment zone. To its left place AW and
underneath it place the GC.

Strategy:
---------
This is basically just more target practice for the IG. Take out the first
two units (slowing them down if necessary with AW) and use AW's Flying Bower
to lure out the other two units located in the north-west. Return him to the
deployment zone and take those two units out using the same method as before.

Comments:
---------
You need to kill Guy Gourard in order to complete this mission, i.e. you can't
let him flee.

Key Moment:
-----------
None.

Acceptable Losses:
------------------
None.

Reinforcements:
---------------
Ten men.




To Loren (0/0)     S334
==============

Units To Use:
-------------
Grudgebringer Cavalry
Grudgebringer Infantry
Carroburg Greatswords (CG)
Dwarf Hammerers
Ceridan
Dwarf Envoy
Keeler's Longbows
Amber Wizard

Enemies:
--------
Clanrat Warriors (19)
Stormvermin (19)
Clanrat Warriors (18)
Clanrat Warriors (23)
Clanrat Warriors (21)
Stormvermin (18)
Grey Seer
Stormvermin (16)
Stormvermin (18)

Magic Items:
------------
None.

Deployment:
-----------
None.

Strategy:
---------
A lot of the previous missions have been about maximising the amount of
experience that some of your units can acquire. This one is purely about
winning and getting through with as little damage as possible. As you may
notice in the 'Units To Use' part above, you will be leaving out most of your
best units. Your army is too big as it is, so you can afford to lose a couple
of your lesser units. The reason why VS/RW are left out is because they are
simply too valuable to risk in such an unpredictable mission. Your BA are
simply too large in number to manoeuvre quickly at the start, and your MC
would be useless given that they start behind all of your units. Once the
battle begins, move your GC to the south-east corner. A few of the enemy
units will be targeting them so having them fall back will allow other units
to attack the enemy as they try to reach them (they are also too valuable to
risk). Next, have AW use his Flying Bower to head up to the bottom of the
rocks. While he's travelling up, deselect the AI of all your other units and
have Ceridan move to the left of the CG in the frontline. Also, send your DE
towards the opening in the east of the map, where the enemy reinforcements
will arrive. By now your AW will have reached the rocks and will be amidst
the enemy units. Use the Flock Of Doom on as many units as possible, starting
with the Stormvermin. If you have three magic points instead of two at some
stage, use the Tangling Thorn instead (again preferably on a Stormvermin
unit). Keep pummelling the enemy with the Flock Of Doom whenever possible.
Have Ceridan attack any unit that breaks through and target them with KL.
Send in CG for any other unit, and if necessary, the GI and DH. On the
eastern flank your DE will probably be decimated by the Warpfire Throwers and
Grey Seer, but if not have them attack the later. At this point your AW may
also be the target of the Grey Seer or some reformed enemy units so have him
use his Flying Bower to move behind the rock that's beside the cliff on the
eastern flank. From here use his Hunting Spear to kill the Grey Seer (if
there's a lull in the battle and you have some spare magic points then by
all means take out the Grey Seer before then). By now the original Skaven units
should be almost destroyed, and any units that do reform and attack again
should be now outnumbered. That leaves the two Stormvermin units on the
eastern flank. Have AW use his Flying Bower to move to the left side of the
rocks in the center of the battlefield and use the Flock Of Doom to take
them out. (If they're out of range then move AW west to draw the enemy units
closer as they move in to fire at him, while still using the rocks as cover.
Once they've moved in a bit move AW back east to the rocks and they should
now be in range.) If you have an entangled enemy unit left, then I'd suggest
moving your GC in behind them. Curse them, remove the Tangling Thorn and
rear charge them for what should be an easy rout and some handy experience
points.

Comments:
---------
This is an incredibly hard mission, largely down to the fact that it's an
ambush. The battle is usually either lost or won within the first couple of
minutes. It doesn't matter if your Dwarf Envoy is destroyed, it doesn't
effect the game in any way. Also, the Carroburg Greatswords are a very poor
unit given their cost so don't be too distressed should you lose them (I'm
going to assume that you have lost them after this battle so even if they
survive you should fire them to save money). Likewise I'd recommend firing
Keeler's Longbows, due to the imminent arrival of the vastly superior Wood Elf
Archers.

Key Moment:
-----------
By far the second magic cycle. You really need enough points for at least
three Flock Of Dooms to really disrupt the enemy's advance. I'd nearly even
advocate restarting if you get only enough points for one, seeing as it's so
early on in the mission.

Acceptable Losses:
------------------
Carroburg Greatswords.
Dwarf Envoy.
Keeler's Longbows.
Ten (other) men.

Reinforcements:
---------------
Dwarf Warriors.
Celestial Wizard.




Extermination (0/1000)     S335
======================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Ceridan (2)
Dwarf Warriors (3)
Celestial Wizard (CW) (4)
Amber Wizard (5)
Imperial Great Cannon Crew (6)
Cannon Crew (CC) (7)
Hellblaster Crew (HC) (8)

Enemies:
--------
Clanrat Warriors (17)
Clanrat Warriors (15)
Clanrat Warriors (17)
Clanrat Warriors (15)
Clanrat Warriors (14)
Stormvermin (13)
Grey Seer x2
Stormvermin (15)
Stormvermin (14)
Stormvermin (15)

Magic Items:
------------
Dread Banner, located between the south-eastern bolt holes.

Deployment:
-----------
xxxxxxxxxxxxxx
x            x
x            x
x            x
 x          x
  x        x
  x        x
  x24      x
  x5  38671x
  xxxxxxxxxx
Place the IG at the bottom of your deployment zone, right in the center.
To their right, place the CC and to the right of them, the GC. On the IG's
left place the HC and to their left, place the DW. Put AW in the south-west
corner of the deployment zone. Position Ceridan ahead of him, but leave a
bit of a gap to make sure that any Hunting Spears won't hit him. To Ceridan's
right, place the CW.

Strategy:
---------
The most effective way to complete this mission is to simply obliterate the
enemy with your newly acquired artillery. Given that it's only the Clanrat
Warrior units who try to engage your army you shouldn't be overrun at any
stage. The main concern is the presence of the two Grey Seers, who can pick
off your units from afar. Once the battle starts, have the CW cast Wind Blast
so that it goes a bit ahead of Ceridan. With Ceridan being your most
forwardly placed unit, the Grey Seers will target him. However, seeing as he
is behind the Wind Blast all their attacks will be negated and so you can
pick them off with AW whenever you wish. Once the first Clanrat Warrior unit
emerges, target it with your IG. Let them do most of the shooting to gain as
much experience as possible; the CC and HC are only there to stop you from
being overrun at any stage. When using the HC, allow the enemy unit to get as
close as possible before firing. All your artillery units are more accurate
this way, but the HC's chances of hitting are pretty poor at even medium
range so it's best not to fire from afar and risk a malfunction. Once you
have dealt with the Clanrat Warriors and Grey Seers, turn your attention to
the Stormvermin units and pick them off with the IG. Mop up any remaining
broken Clanrat Warriors with your GC, and use CW to finish any remaining
Stormvermin (due to them all carrying Warpfire Throwers). Destroy all the
bolt holes (AW's Hunting Spear is probably the quickest way to do so - aim at
the entrances), and get the Dread Banner with your GC.

Comments:
---------
The remaining few battles of the campaign will follow a similar pattern to
this, i.e. combining your wizards and artillery together to decimate the enemy
from afar.

Key Moment:
-----------
None.

Acceptable Losses:
------------------
Five men.

Reinforcements:
---------------
None.




Bugman's Brewery (0/600)     S336
========================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Dwarf Warriors (2)
Amber Wizard (3)

Enemies:
--------
Giant x4

Magic Items:
------------
None.

Deployment:
-----------
xxxxxxxxxxxxxxxx
x3             x
x              x
x              x
x            12x
xxxxxxxxxxxxxxxx
Place AW in the north-west and your other two units in the south-east.

Strategy:
---------
One of those straightforward missions, simply use AW's Hunting Spears to
kill the Giants.

Comments:
---------
After this mission you will finally complete the journey to Loren. Don't
select any units (other than those which you are forced to choose) as you
will not encounter any battles on the last leg.

Key Moment:
-----------
None.

Acceptable Losses:
------------------
None.

Reinforcements:
---------------
Fifteen men (an additional twenty men will be available before the next
mission if you tried the Extermination mission).
Wood Elf Archers (if you tried the Extermination mission).
Gnarl Fist (if you tried the Extermination mission).




To Loren (ii) (0/0)     S337
===================

Units To Use:
-------------
Grudgebringer Cavalry
Ceridan
Dwarf Envoy*
Celestial Wizard
Amber Wizard

Enemies:
--------
Grey Seer
Clanrat Warriors (18)
Clanrat Warriors (23)
Stormvermin (19)
Clanrat Warriors (22)
Clanrat Warriors (27)
Rat Ogre
Stormvermin (19)
Stormvermin (15)
Stormvermin (18)
Clanrat Warriors (23)
Rat Ogre

Magic Items:
------------
None.

Deployment:
-----------
n/a

Strategy:
---------
The strategy here is to set up a wall to protect your units, and then attack.
As soon as the battle begins, use the AW's Flying Bower to move to the
north-eastern clump of trees close to your deployment zone, and have Ceridan
move about half way up there too. As they move, send the CW to the western
edge of the battlefield. Send your GC in to the bottom left corner, and have
the CW use his Wind Blast to cut of the corner in which your army began the
battle. Once it's cast, pivot your CW and have him manually charge in behind
the Wind Blast (he will walk in front of the spell if you try to move him
normally). Now bring your AW back behind the Wind Blast with the Flying Bower
(he was sent north just to create a bit more space for your GC to move) and
have him cast the Tangling Thorn in the position where your CW was when he
cast the Wind Blast. Your three units should now all be safely behind the
barrier. If Ceridan is still around then send him in against one of the Rat
Ogres, if not it doesn't really matter. Use AW's Flock Of Doom to destroy all
the Skaven units. If any units remain and are out of reach, send the AW to the
north-eastern clump of trees again using his Flying Bower, but this time send
him to the far side. He should now be able to hit any of the remaining units.

Comments:
---------
This mission can be very frustrating due to the enemy units' annoying ability
to saunter through the Wind Blast at random times. Should it happen, send your
AW north with the Flying Bower and send in the GC, or cast the Azure Blades on
your CW and send in the GC (depending on who is attacked). When casting the
Wind Blast, cast it in the direction you want but only slightly away from the
CW to minimize the chance of it being cast inaccurately.
*The Dwarf Envoy leaves you before this mission.

Key Moment:
-----------
Setting up the Wind Blast and Tangling Thorn correctly.

Acceptable Losses:
------------------
Four men.

Reinforcements:
---------------
None.




To Loren (iii) (0/4000)     S338
=======================

Units To Use:
-------------
Grudgebringer Cavalry
Ceridan
Celestial Wizard
Amber Wizard

Enemies:
--------
Skavenslaves (27)
Rat Ogre
Skavenslaves (28)
Skavenslaves (27)
Rat Ogre
Clanrat Warriors (26)
Clanrat Warriors (27)

Magic Items:
------------
None.

Deployment:
-----------
n/a

Strategy:
---------
This mission is pretty much a carbon copy of the previous ambush. Send AW and
Ceridan forward to the trees again, to make some space. Move the CW to the
west flank and the GC to the bottom left corner. Have the CW cast the Wind
Blast diagonally across the corner, and manually charge him back behind it.
Bring AW back and cast the Tangling Thorn on the Wind Blast's "blind spot".
With everyone important safe, use the AW's Flock Of Doom to wipe out the
enemy.

Comments:
---------
An easier version of the previous mission.

Key Moment:
-----------
Setting up the Wind Blast and Tangling Thorn correctly.

Acceptable Losses:
------------------
Two men.

Reinforcements:
---------------
Gnarl Fist.
Wood Elf Archers.
Twenty men.




Patrol Loren (i) (200/300)     S439
==========================

Units To Use:
-------------
Grudgebringer Cavalry
Ceridan
Wood Elf Archers (WA)
Celestial Wizard
Amber Wizard

Enemies:
--------
Clanrat Warriors (27)
Stormvermin (19)
Stormvermin (15)
Stormvermin (24)
Stormvermin (18)
Grey Seer x2
Clanrat Warriors (21)
Clanrat Warriors (19)
Clanrat Warriors (24)
Stormvermin (18)
Warpfire Thrower

Magic Items:
------------
Parrying Blade, located in between the middle (third) rock and the cliff.

Deployment:
-----------
n/a

Strategy:
---------
Once the battle begins, select your GC and move them to the south-eastern
point of the map, right up against the cliff. Next select AW and have him move
under the trees that are adjacent to the high ground on the map (the larger
group to the left). From here you want to just take out the Grey Seers if
possible (it isn't completely necessary to kill either that early, it just
helps). Next, select the WA and your CW and have them follow your GC. Place
Ceridan in the enemy's path - his sole use here is just to hold up the enemy
and give you an extra magic cycle if necessary. By now most of your troops
will be gathered together at the south-eastern point of the map (you can
manually charge your GC up the mountain to create more space if it's a bit
cramped). The plan now is to use your CW's Wind Blast to cut them off,
preventing the enemy from charging you or using any magic against you (the
terrain will also prevent the later). Stand under the rock on the very bottom
of the battlefield and cast the spell up towards it. In order to get your CW
also safely behind it, turn him towards the east and manually charge inwards.
Now is a good time to bring your AW back with the Flying Bower. You can use
AW's Tangling Thorn to block up the last gap in your defence: the spot where
the CW was when he cast the Wind Blast. Now with everything secure you can use
your WA to take out the enemy. Once the enemy has been defeated, get the
Parrying Blade with your WA.

Comments:
---------
This battle is frustrating due to the length of time it takes for your WA to
take out the enemy, as well as the fact that sometimes an enemy unit manages
to wander through the Wind Blast to attack your wizards/archers. You
therefore may be tempted to take out the enemy with AW's Flock Of Doom, which
is fine. If you do choose to use it, then I'd recommend targeting just the
Clanrat Warrior units and save the more experience-rich Stormvermin units for
your WA.

Key Moment:
-----------
Setting up the Wind Blast. You probably have a couple of magic cycles to cast
it thanks to Ceridan.

Acceptable Losses:
------------------
None.

Reinforcements:
---------------
None.




Patrol Loren (ii) (200/300)     S440
===========================

Units To Use:
-------------
Grudgebringer Cavalry
Ceridan
Wood Elf Archers
Amber Wizard
Celestial Wizard

Enemies:
--------
Clanrat Warriors (24)
Clanrat Warriors (22)
Clanrat Warriors (23)
Clanrat Warriors (19)
Stormvermin (18)
Doomwheel
Stormvermin (15)
Clanrat Warriors (28)
Stormvermin (17)
Grey Seer

Magic Items:
------------
None.

Deployment:
-----------
n/a

Strategy:
---------
The plan here is pretty much the same as that of the previous battle: protect
your troops with CW's Wind Blast and then hit the enemy with your WA.
Unfortunately the battlefield is a bit more sparse this time around so you'll
have to just pick a corner and cut it off by casting the Wind Blast
diagonally across it. Again, I go for the south-eastern corner as it gives
you the most time to get prepared. Select your GC and have them move to that
south-east corner. Next, select AW and use his Flying Bower to move to the
group of trees just north of where you started. His role here is to take out
the Doomwheel with his Hunting Spear (if you're quick you can fire one of
inside the first magic cycle). If you get lucky and take it out with your
first one, then target the Grey Seer. While you're waiting for AW to reach
the trees, send the rest of your units after your GC to the south-east.
Specifically, have your WA move just north of your GC, and your CW under the
brownish bit of land, ready to cast the Wind Blast as soon as possible. Keep
Ceridan near your units, ready to attack the first unit that approaches you.
If you manage to cast the Wind Blast before the enemy reaches you, then use
Ceridan instead to attack the Grey Seer (if he's still alive). Once the Wind
Blast is up, bring back AW to the safe zone and place him in the southern
part of it, where he'll have a line of sight to send out Hunting Spears at
the Grey Seer (again if he's still alive). Use AW's Tangling Thorn to cover
the gap that may exist from where the CW cast the Wind Blast. With everyone
safely behind the Wind Blast and the Doomwheel and Grey Seer taken out, use
your WA to take out the enemy.

Comments:
---------
This is a more frustrating version of the previous battle. Thankfully the key
moment occurs (or doesn't) after only a couple of minutes, so restarting
isn't too painful. Again you can use AW's Flock Of Doom to aid the WA once
the Wind Blast's up, and again I recommend using it to target only the
Clanrat Warrior units.

Key Moment:
-----------
Setting up the Wind Blast.

Acceptable Losses:
------------------
Twenty men.

Reinforcements:
---------------
Twenty men.




Poisoned Wind (0/800)     S441
=====================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Ceridan (2)
Gnarl Fist (GF) (3)
Wood Elf Archers (4)
Celestial Wizard (5)
Amber Wizard (6)


Enemies:
--------
Skaven Plague Monks (29)
Skaven Plague Monks (24)
Skaven Plague Monks (25)
Skaven Plague Monks (24)
Skaven Plague Monks (25)
Skaven Plague Monks (27)
Skaven Plague Monks (22)
Skaven Plague Monks (27)

Magic Items:
------------
None.

Deployment:
-----------
xxxxxxxxxxxxxxxxxxxxx
x6                  x
x                   x
x2                 1x
x435                x
xxxxxxxxxxxxxxxxxxxxx
Place the WA in the south-western corner, having them face north-easterly.
In front of them place Ceridan, and to their right place Gnarl Fist. Place
the CW at the back of the deployment zone on the third flag from the left,
and have him facing the clump of trees to his left. Place the AW ahead of
Ceridan, making sure that there's a decent sized gap between the two. On the
opposite flank, pick up your GC and change their rank to two rows of six.
Move them up and down the deployment zone beside the trees until they
suddenly jump out into the black, way off the actual deployment zone. Place
them there, as they're going to play no part in this battle.

Strategy:
---------
This battle is similar to the previous two, in that your wizards are going to
defend your army while your archers take the enemy out. Cast the Wind Blast
with the CW, aiming at the trees, and then move him inside and behind the
trees, making sure to get him into cover as much as possible. Have AW cast
the Tangling Thorn in front of Ceridan (aim slightly more into the dark than
into the trees) to block off the other side. Once the enemy starts making its
way down, use the Flying Bower to move the AW out of harms way (up to one of
the northern corners behind some trees works best). Use your WA to take out
the enemy units from here. Should an enemy unit break through the Wind Blast,
shoot at them as they'll be attacking Gnarl Fist who should be able to
withstand your archers' fire. Remember to check on the AW to make sure that
none of the enemy are chasing him (if they are just move him from corner to
corner, making sure to keep him hidden behind trees).

Comments:
---------
This can be a very frustrating mission due to the fact that the Plague Monks'
attack is so random and can be so devastating. This is the last mission where
the CW is used so if he dies towards the end then it doesn't matter. The
percentage of trees that need to be saved to complete the mission is <40%.

Key Moment:
-----------
No one moment, but the CW needs to stay alive for a while and so avoid the
Plague Monks' random attack. Therefore I guess that you need to avoid being
unlucky rather than having to get lucky.

Acceptable Losses:
------------------
Celestial Wizard.
Ten men.

Reinforcements:
---------------
None.




Rescue (0/0*)     S442
=============

Units To Use:
-------------
Grudgebringer Cavalry (1)
Ceridan (2)
Gnarl Fist (3)
Wood Elf Archers (4)
Amber Wizard (5)
Imperial Great Cannon Crew (6)
Cannon Crew (7)
Hellblaster Crew (8)

Enemies:
--------
Stormvermin (19)
Stormvermin (18)
Stormvermin (18)
Stormvermin (16)
Grey Seer
Stormvermin (20)
Stormvermin (24)
Stormvermin (21)

Magic Items:
------------
None.

Deployment:
-----------
For this mission I like to rotate the camera so that it is placed behind your
troops, looking up at the enemy.
xxxxxxxxxxxxxxx
x             x
 x 5         x
  x         x
   x       x
    x28762x
     x 4 x
      x1x
       x
Place the GC at the very back, with the WA just in front of them. Ahead of them
place the CC, having them face slightly to the west. To their right place the
IC, again slightly western facing, and to their right GF. To the left of the
CC place the HC and to their left Ceridan. Place the AW south of the clump of
trees in the western part of the deployment zone.

Strategy:
---------
After a few backs to the wall missions this one comes as a bit of a relief as
your artillery can blast you to victory. Before that though, you've to tie up
a couple of loose ends with your AW. Wait for the enemy to descend down the
map until they're on the western flank just about to round the trees, and cast
the Tangling Thorn upon them. Next, take out the Grey Seer with a couple of
Hunting Spears and then use the Flying Bower to drop back towards the GC. The
other enemy units should now be in firing range (any that make it into the
outline of your deployment zone are in range) so blast away. If any seem to
be closing in on your artillery units, tie them up with Gnarl Fist (who
you'll lose after this battle anyway). Mop up any remaining fleeing units
(and the entangled one) with the WA.

Comments:
---------
*The reason why I put zero for mission payment is due to the fact that you
don't find the High Elder and thus don't get paid.

Key Moment:
-----------
Having enough magic to cast the Tangling Thorn to block up the west flank.

Acceptable Losses:
------------------
Gnarl Fist.
Ten men.

Reinforcements:
---------------
Twenty-five men.




The Final Battle (i) (0/0)     S443
==========================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Vannheim's 75th / Ragnar's Wolves (2)
Dwarf Hammerers (3)
Nuln Halberdiers (NH) (4)
Ceridan (5)
Wood Elf Archers (6)
Amber Wizard (7)
Imperial Great Cannon Crew (8)
Cannon Crew (9)
Hellblaster Crew (10)

Enemies:
--------
Night Goblins (20)
Night Goblins (26)
Night Goblins (20)
Orc Big 'Uns (12)
Orc Big 'Uns (18)
Orc Big 'Uns (14)
Orc Arrer Boyz (18)
Orc Arrer Boyz (15)
Orc Arrer Boyz (16)
Night Goblin Shaman Champion x2
Rock Lobber Crew x4
Orc Big 'Uns (19)
Orc Boar Boyz (12)
Orc Boar Boyz (16)

Magic Items:
------------
Potion Of Strength, located in the north-western corner of the deployment zone
(after the map has been rotated for deployment) among the trees.
Potion Of Strength, located in between the house and the nearby trees.

Deployment:
-----------
I like to rotate the map so that the camera is behind your troops, looking up
towards the enemy.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
x10     7                       x
x59     63                      x
x1 8 2 4                        x
x                               x
x                               x
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
The most important part of the deployment stage is the positioning of your
artillery. Place the HC at the north-western corner and have them aiming
north, as this is the only area that they need to cover. South-east of them
place the IG and have them facing north-easterly, and south-east of them
place the CC, also having them face north-easterly. Between the HC and IG
put Ceridan, whose only role is to engage any enemy units that are getting
too close to your artillery. Place the GC behind your artillery; they're
there to charge any units that have engaged your artillery (in the hope that
they'll cause said enemy units to flee because of the Dread Banner). Place the
WA behind the trees east of your artillery and to their right place the DH.
Have the later facing the right ready to engage any units that come by the
trees. Directly ahead of the WA (but still behind the trees) place the AW.
Place NH to the WA's immediate south-west, and place VS somewhere between
the two groups as reinforcements.

Strategy:
---------
Given the large number of enemy units it is difficult to give a step by step
guide so I'll just give some general advice. Although the enemy seems to be
large in number at first, you'll notice that there are only nine units that
will try to engage you in hand to hand combat, and even they don't all
descend at once. Given that you can shoot at them from the very start there's
a good chance that only a couple of units will manage to enter combat with
you. Once the battle begins, give each of your artillery units a target. Aim
the HC at the Night Goblin unit on the west, give the CC the one to the east,
and aim the IG at the small Orc Big 'Uns unit beside them. The IG will
probably fire first, and after they do switch their target to the central
Night Goblin unit (regardless of whether they hit their initial target).
Hopefully your HC will have hit their Night Goblin unit after one or two
shots, so switch their target to the Orc Big 'Uns. If the HC are struggling
to hold the enemy back on their side, have the IG aid them and use Ceridan to
buy you more time. In the center at least one of the enemy units should be
hit by your artillery. You can use AW's Tangling Thorn to stop another of
them, and the WA can target any units that are left over. The Orc Boar Boyz
will probably be near enough to your units and will probably attack the DH.
Let AW cast the Curse Of Anraheir on them to make them flee (remember to
bring your DH back behind the cover of the trees if they chase them down).
The only real threat left now are the two enemy wizards. Use AW's Hunting
Spear or the WA to kill the one in the center, and Ceridan can be used to at
least hold up the one on the western flank while targeting him with your IG.
Should he still survive, move up besides the house with AW's Flying Bower and
kill him with a couple of Hunting Spears before moving back to the cover of
the trees again (be careful not to get the Potion Of Strength with AW). By now
all that's left are the reinforcements and the Arrer Boyz. Give preference to
the reinforcement units first as they can do a lot more damage to you than
the Arrer Boyz; use your artillery/AW/WA to take them out. When everything
else is taken care of, take out the Arrer Boyz with the same units. You can
risk running your GC/VS/RW up the battlefield to take care of the Rock Lobber
Crews and gain some easy experience points, or you can just use your AW to
take them out. Don't forget to pick up the Potions Of Strength when all's
clear (I usually give one each to VS/RW and the DH).

Comments:
---------
This battle seems a lot tougher than it really is. The large number of
artillery and archers that the enemy has and the staggered descent of its
assault units make this a relatively comfortable mission when compared to
more recent ones.

Key Moment:
-----------
Your HC clearing the western flank.

Acceptable Losses:
------------------
Forty men.

Reinforcements:
---------------
Dwarf Warriors.
Forty men.




The Final Battle (ii) (0/0)     S444
===========================

Units To Use:
-------------
Grudgebringer Cavalry (1)
Vannheim's 75th / Ragnar's Wolves (2)
Dwarf Hammerers (3)
Nuln Halberdiers (4)
Ceridan (5)
Wood Elf Archers (6)
Amber Wizard (7)
Imperial Great Cannon Crew (8)
Cannon Crew (9)
Hellblaster Crew (10)

Enemies:
--------
Stormvermin (23)
Grey Seer
Stormvermin (19)
Stormvermin (22)
Stormvermin (23)
Stormvermin (25)
Stormvermin (28)
Stormvermin (22)
Stormvermin (24)
Stormvermin (23)
Stormvermin (23)
Stormvermin (28)
Rat Ogre x3

Magic Items:
------------
None.

Deployment:
-----------
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
x                             7         x
x                            265        x
x                                       x
x                                     83x
x                                    10 x
x                                   49 1x
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
The deployment stage is somewhat similar to that of the previous battle in
that your army will be split into two groups: your artillery, and your wizard
plus archers. Place AW behind the eastern trees at the very top of your
deployment zone, and behind him place the WA, making sure to leave a small
gap for Hunting Spears. To the WA's right place Ceridan and have him facing
east, ready to attack any units that come by the trees. To the WA's left
place VS and have them facing north-westerly, again ready to attack any
units advance past the trees. Place your IG in the south-east corner of your
deployment zone on the second flag. South-west of them place the HC and
south-west of them the CC. Make sure all three units are facing
north-westerly so that all advancing enemy units will be in their firing
arc. Behind your artillery place the GC, ready to charge any units that
engage your cannons. To the CC's left place NH, and to the IG's right place
the DH (once the battle starts you may have to charge the DH east to make
sure that they're out of the IG's firing line).

Strategy:
---------
Once the battle begins, target the Stormvermin unit on the eastern flank with
your IG, and give the other two cannons targets in the center. Look to take
out the Grey Seer with AW's Hunting Spear as early as possible, and after
that target the Rat Ogres. With the three cannons combined firepower (and
back-up from the WA and AW's Flock Of Doom), it's unlikely that any unit will
even manage to engage you in combat. Should couple of units may make it down
the western side of the trees then you can simply cast AW's Tangling
Thorn/Curse of Anraheir and hit them with your WA. Even if they still make
it through to you, VS should be more than a match for them. Once the main
force has been defeated, move AW up north with his Flying Bower to trigger
the last two enemy units, and return him back south to safety or just use
him to kill both units if he has enough magic).

Comments:
---------
You can destroy the menhir with the DH for an alternative ending.

Key Moment:
-----------
Taking out the Grey Seer early.

Acceptable Losses:
------------------
n/a

Reinforcements:
---------------
n/a




6. Magic items:     006
===============
Banners:
--------
Arcane Warding          =       Deflects spells in a random direction.
Arcane Protection       =       50% chance that a magic spell will dispelled.
Dread                   =       Unit causes (and is immune to) fear.
Might                   =       Unit less likely to break in combat.
Wrath                   =       One bolt may be cast per magic cycle.

Other:
------
Armour Of The Beard     =       Extra protection from wounds.
Meteoric Armour         =       Extra protection from wounds.
Potion Of Strength      =       Strength increases for the battle duration.
Rocksplitter            =       Can destroy stone structures.
Shield Of Ptolos        =       Increased protection from artillery.
Talisman of Obsidian    =       Protects unit from all magic.

Swords:
-------
Dragon Blade            =       One hit counts as two.
Elior                   =       More likely to inflict wounds in combat.
Grudgebringer           =       One fireball may be cast per magic cycle.
Heroes                  =       Helps against monsters with a toughness
                                greater than five.
Might                   =       More likely to inflict wounds in combat, when
                                in a Dwarf's presence.
Parrying                =       More likely to dodge attacks.


7. Unit index:     007
==============
Men:                    M WS BS  S  T  W  I  A LD  Exp
----                    - -- --  -  -  -  -  - --  ---
Black Avengers          4  3  3  3  3  1  3  1  7  n/a
  Ramon Black           4  3  3  4  3  1  3  2  8  n/a

1st Carlsson Guard      4  3  3  3  3  1  3  1  7  n/a
  Captain Bernard       4  4  3  3  3  2  3  2  9  n/a

2nd Carlsson Guard      4  3  3  3  3  1  3  1  7  n/a

3rd Carlsson Guard      4  3  3  3  3  1  3  1  7  n/a

Carroburg Greatswords   4  3  3  3  3  1  3  1  7  n/a
  Captain Schaeffer     4  4  4  4  4  2  4  2  9  n/a

Gourard's Bandits       4  3  3  3  3  1  3  1  7    4
  Guy Gourard           4  3  3  3  3  1  3  1  7  n/a

Grudgebringer Cavalry   8  3  3  3  3  1  3  1  7  n/a
  Commander Bernhardt   8  4  5  4  4  2  4  2  9  n/a

Grudgebringer Infantry  4  3  3  3  3  1  1  1  7  n/a
  Lieutenant Schepke    4  4  4  4  3  1  3  1  9  n/a

Keeler's Longbows       4  3  4  3  3  1  3  1  7  n/a
  Johann Keeler         4  3  4  3  3  1  4  1  8  n/a

9th Leitdorf Crossbow   4  3  3  3  3  1  3  1  7  n/a
  Captain Holger        4  3  3  3  3  1  3  1  8  n/a

Mercenary Crossbowmen   4  3  4  3  3  1  3  1  7  n/a
  Corporal Fletcher     4  3  4  3  3  1  3  1  7  n/a

4th Nuln Halberdiers    4  3  3  3  3  1  3  2  7  n/a
  Captain von Raukov    4  3  3  3  3  1  3  2  8  n/a

Otto Hiln's Bodyguard   4  4  3  3  3  1  3  2  7   13

Ragnar's Wolves         8  3  3  3  3  1  3  1  7  n/a
  Captain Ragnar        8  4  4  4  4  2  4  2  8  n/a

Reiksguard Mounted      8  4  3  4  3  1  4  1  7  n/a
  Captain Todbringer    8  5  3  4  3  2  5  2  9  n/a

Vannheim's 75th         8  4  3  3  3  1  3  1  7  n/a
  Captain Vannheim      8  5  5  4  4  2  4  3  9  n/a

Villagers               4  3  3  3  3  1  3  1  7  n/a

Allor                   4  3  3  4  4  2  4  1  7  n/a
(Amber Wizard)		

Luther Flamestrike      8* 3  3  4  4  2  4  1  7  n/a
(Bright Wizard)		

Marius Uberstrom        4  3  3  4  4  3  5  2  7  n/a
(Celestial Wizard)


Elves:
------
Ceridan                 5  6  6  4  4  2  8  3  9  n/a

Wood Elf Archers        5  4  4  3  3  1  6  1  8  n/a
  Galed                 5  4  4  3  3  1  6  2  9  n/a


Dwarfs:
-------
Crossbowmen             3  4  3  3  4  1  2  1  9  n/a
  Gromdal Orcbane       3  4  3  3  4  1  2  1  9  n/a

Gottrek Gurnisson       3  8  6  4  5  3  5  4 10  n/a

Hammerers               3  5  3  4  4  1  3  1  9  n/a
  Furgal Fragman        3  5  3  4  4  1  3  1  9  n/a

Iron Breakers           3  5  3  4  4  1  3  1  9  n/a
  Grunti Bigfoot        3  5  3  4  4  1  4  2  9  n/a

Slayers                 3  4  3  3  4  1  2  1  9  n/a

Warriors                3  4  3  3  4  1  2  1  9  n/a
  Harkon Skull Splitter 3  5  4  4  4  1  3  2  9  n/a
  Dargrimm Firebeard    3  5  4  4  4  1  3  2  9  n/a
  Azguz Bloodfist       3  5  4  4  4  1  3  2  9  n/a
  Engrol Goldtongue     3  5  4  4  4  1  3  2  9  n/a


Skaven:
-------
Clanrat Warriors        5  3  3  3  3  1  4  1  5    8
  Warlord Queezil       5  6  6  4  4  3  7  4  7  n/a

Clan Eshin Sleaquit     6  5  4  4  3  1  5  2  7  n/a

Warpfire Thrower Team   4  3  3  3  3  1  4  1  5   57

Grey Seer               5  6  6  4  4  4  7  4  7   90

Pack Master             5  4  4  3  3  1  4  1  7   11
  Skrik                 5  4  4  3  3  1  4  1  7  n/a

Plague Monks            5  3  3  3  4  1  4  1  5   51
  Priest Maggot Pragg   5  5  5  4  5  2  6  3  6  n/a

Rat Ogres               6  4  0  5  5  3  5  2  5   69

Skavenslaves            5  2  2  3  3  1  4  1  4    6

Stormvermin             5  4  3  4  3  1  5  1  5   19

Thanquol                5  6  6  4  4  4  7  4  7  n/a


Orcs:
-----
Arrer Boyz              4  3  3  3  4  1  2  1  7   10

Big 'Uns                4  4  3  4  4  1  3  1  7   20
  Warboss Urgat Rip-Eye 4  6  6  4  5  3  5  4  9  n/a
  Gorgrhum Snot         4  4  4  4  4  1  2  2  7  n/a

Black Orcs              4  4  3  4  4  1  2  2  8   18
  Oruk Gutspiller       4  6  5  5  5  2  4  3  9  n/a

Boar Boyz               7  4  3  3  4  1  2  1  7   22

Marak                   6  3  3  4  5  3  4  2  7   81

Orc Boyz                4  3  3  3  4  1  2  1  7   10


Goblins:
--------
Archers                 4  2  3  3  3  1  2  1  5    5

Doom Divers             4  2  3  3  3  1  2  1  5   24

Fanatics**	      2-12 -  -  5  3  1  2 1-6 -   25

Goblins                 4  2  3  3  3  1  2  1  5    4

Night Goblins           4  2  3  3  3  1  2  1  5    4
  Gribnick the Black    4  3  4  4  3  1  3  2  5  n/a

Squig Hoppers         2-12 2  3  3  3  1  2  1  5   25

Wolf Riders             9  2  3  3  3  1  2  1  5   15

Zorag (Shaman)          4  2  3  4  4  2  3  1  5   60


Monsters:
---------
Dragon                  6  6  0  6  6  7  8  7  7  n/a

Giants                  6  3  3  7  6  6  3  1  6   56

Treemen                 6  8  3  6  7  6  2  4  9  n/a

Trolls                  6  3  1  5  4  3  1  3  4   69

Wyvern                  6  5  0  5  6  4  4  3  5  n/a


War Machines:
-------------
Cannon                  -  -  -  -  7  3  -  -  -  n/a

Imperial Cannon         -  -  -  -  7  3  -  -  -  n/a

Hellblaster Volley Gun  -  -  -  -  7  3  -  -  -  n/a
 
Mortar                  -  -  -  -  7  3  -  -  -  n/a

Doom Diver Catapult     -  -  -  -  7  3  -  -  -  n/a

Orc Rock Lobber         -  -  -  -  7  3  -  -  -  n/a

Skaven Doomwheel***   3-18 -  -  7  7  3  1  3 10   90

Skaven Mole Machine     2  -  -  -  7  3  -  -  -   78


Others:
-------
Giant Wolf              9  4  0  3  3  1  3  1  3  n/a

Squig                 2-12 4  0  5  3  1  5  2  2  n/a

Wagon & Rider		2  -  -  -  7  3  -  -  -  n/a

War Boar		7  4  0  3  4  1  3  1  5  n/a

War Horse		8  3  0  3  3  1  3  1  5  n/a


*   The manual says four, but as he is on horseback I have amended it.
**  Goblin Fanatics can inflict 1-6 Strength 5 hits per attack. Armour is
ineffective against Fanatic attacks.
*** The Skaven Doomwheel has three potential attacks, from Warp Lightning, the
Wheel and the crew.