
Background
I
find it interesting that the various battle reports that appear
in White Dwarf featuring the Dwarf army almost always end in
the defeat of the stout folk. I think the only army that the
Dwarfs can (barely) beat is an Imperial army. For a Dwarf general
like myself, this is a damned (or bloody, if you're British)
crime.
I suspect that part of the problem is the Dwarf
army is always fighting in open country against (generally)
a numerically superior army with fleet cavalry, powerful wizards
and monstrous mounts for opposing generals and heroes. I certainly
don't support adding such to a Dwarf army since it doesn't really
fit with their nature. So, I once again dove into the 3rd edition
of Warhammer Fantasy Battle to find an element I believe to
be missing from the Dwarfs. These rules I have modified for
the 6th edition of Warhammer Battle.
Dwarf Sappers
Dwarfs are a race who, arguably, have been on
the defensive for millennia. They know the full value of defensive
warfare and fortified positions. Dwarf, and to a lesser extent
Imperial, armies use small specialised units to build some fortified
positions in the field to protect vulnerable troops and war
machines. These same specialists are also used to undermine
enemy fortifications such as strongholds and castle walls.
The regiment of renown below gives the profile
and points of a Dwarf Sapper unit.
Human Sappers
Human armies of the Old World are not without
their own sappers, especially given that their demanding price
is considerably less than Dwarfs. As a rule, Human Sappers can
only be used to demolish fortifications, not build defences.
Human Sappers have the same profile as a Human
Spearman and cost +3 points per model more than a Spearman.
Use in 6th edition Warhammer Battle
The following special rules are based (ported)
from the 3rd edition WFB, page 99, with slight modifications:
Sappers are part of the Engineers' Guild who are
specifically trained to construct defences, build bridges, demolish
enemy fortifications, and similar duties.
1. Units of Sappers divide
into small operation teams of two models. If one is killed the
team is useless, although spare models may group together to
make full operation teams if they can.
2. A Sapper team may move up to 1"
during its movement and still able to construct as described
below. If the team moves than 1" it may not construct that
turn.
3. One or two Sapper teams may be attached
to a larger Dwarf unit, usually missile or artillery troops.
Sapper teams may be combined into a unit unto themselves and
fight like other Dwarf units.
Build fortifications/gun emplacements:
Fortifications are built at a rate of 1" per team member
per turn. Two or more teams may work on the same fortifications
to increase the rate of construction. Such fortifications count
as hard cover and defended obstacle. If the player employing
Sappers wants to start the game with a fortification already
built, then the cost is a +10 points for every 1" of hard
cover.
Build bridge: Bridges
may be built to span rivers, ravines, or ditches. A bridge constructed
this way is 1 ½" wide. The rate of construction
is 1" per team member per turn. Two teams may work on the
same bridge if one is on either side of the feature to be bridged.
If the player employing Sappers wants to start the game with
a bridge already built, then the cost is a +10 points for every
1" constructed.
Demolish:
Sappers may attack the foundations of walls, buildings,
or existing constructions. They attack from beneath the surface
and are assumed to start the battle unseen in the same manner
as Dwarf Miners. In fact, Sappers are assumed to have just arrived
at the foundation of the target fortification at the beginning
of the battle. This represents the early deployment of the Sappers
to accomplish their mission. During the second turn, the Sappers
are setting their charges in place while establishing a firewall
to protect themselves. The earliest turn the gunpowder can be
ignited is the third turn of battle.
In attacking the fortified defences, a minimum
of three Sapper teams must be deployed to set and ignite the
barrel of gunpowder used for demolition. The strength of the
blast equals the damage created by a cannonball in siege warfare,
namely d6 wounds at strength 10. Should Sappers need to set
off another blast, they must spend one turn preparing for it.
Thus, gunpowder charges can be set off every other turn until
either successful or the Sapper team is blown to smithereens.
When lighting the fuse to the gunpowder, the player
employing Sappers must roll a D6. If the roll is a 1, then roll
again on the following table:
Result Effect of Misfire
|
Less than 2
|
Spectacular Destruction!!!
|
The Sappers grossly
overestimated the charges needed to demolish the fortifications.
Modify the damage by +3. Not only does the fortifications
take additional damage, the Sappers have blown themselves
up and collapsed the entire length of the tunnel from
the castle to a distance of 8 inches (assume the tunnel
extends in a straight line from the Dwarfs' zone of deployment.
Any other model in that length of tunnel (perhaps Miners?)
suffers one strength 6 hit. Any model on top of the collapsed
tunnel fall and receives one strength 4 hit. |
|
2-3
|
Just a bit too much.
|
The Sappers overestimated
the charges needed to demolish the fortifications. Modify
the damage by +1. Not only does the fortifications take
additional damage, each Sapper suffers one strength 6
hit from the collapsing roof. |
|
4-5
|
Malfunction...
|
Moisture somehow seeped into
that particular barrel of gunpowder. It won't ignite and
needs to be replaced. The Sappers must spend another turn
removing the defective powder and replacing it with a
fresh barrel. The fuse can be lit in the turn that follows
that one |
|
Greater than 6
|
Pffutt!!!!
|
The fuse fizzles out.
The Sappers can try again next turn. |
.
Should an Dwarf Engineer or Human Master Engineer
accompany the Sappers, then add +1 to the D6 roll to determine
the effects of the misfire.
Even if successful in setting off their explosives,
there is a chance that the tunnel built by Human Sappers will
collapse. The player with these troop must roll another D6.
On a result of 1, the roof collapses in the aftermath of the
explosion, causing each Sapper one strength 5 hit.
As they are highly specialised troops, Sappers
can be used on the side of the besiegers in siege warfare. They
can also be used in certain other Warhammer scenarios (6th edition
Warhammer, pages 199-213) where it can be assumed that the Sappers
are able to either collect materials for building fortifications
and/or bridges prior to the battle or have time to build such.
Possible scenarios include Breakthrough, Flank Attack, Ambush,
and Rear Guard. Pitched Battle and Last Stand are additional
possibilities if the background story to the battle allows one
side (in Pitched Battle) or the defenders (in Last Stand) time
to prepare their position.
Brokk's Castle Busters
One of the few known regiments of Sappers, Brokk's
Castle Busters is well-known for their ability to demolish castle
walls and other strongly fortified positions. Brokk Marekson
is an Engineer from Karak Norn who leads others of his craftguild
in providing these specific services. Normally they find themselves
attached to Dwarf armies, particularly those of their Dwarfhold.
They also find employment with various Imperial armies, though
- like other Imperial Dwarf units - they normally will not serve
an Imperial army fighting another or one mustered against a
Dwarf army. In some cases, Brokk's self-styled Castle Busters
unit finds employment in Tilea and the Border Princes, working
for one faction or another.
HEROES

131 points
| |
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
| Brokk Marekson |
3
|
5*
|
4
|
4
|
4
|
2
|
2
|
2
|
9
|
Weapons and Armour:
Great weapon with Runes of Might (double
S against enemies with T 5+) and Striking (+1 WS*), brace of
pistols, amulet with Rune of the Furnace (immunity to fire and
fire attacks, including magical fire), & gromril armour
Special Rules: Ancestral
Grudge; Relentless; Artillery Master; Extra Crewman; Underground
Advance
CORE UNITS
BROKK'S CASTLE BUSTERS
15 points/model
| |
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
| Sappers |
3
|
4
|
3
|
3
|
4
|
1
|
2
|
1
|
9
|
| Master Sapper |
3
|
4
|
3
|
3
|
4
|
1
|
2
|
2
|
9
|
Unit Size: 6+ (3+ 2-man
teams)
Weapons and Armour: Great
weapon (pick), hand weapon & heavy armour
Options:
Promote one Sapper to a Master Sapper for
+12 pts.
Upgrade one Sapper to a Musician for +6 pts.
Upgrade one Sapper to a Standard Bearer for +12 pts.
Note: Musicians
and Standard Bearers can only be included if the Sapper teams
are combined into a unit for battle..
Special Rules: Ancestral
Grudge; Relentless; Underground Advance
(an)