The Battle of the Byre

A scenario for Warhammer

Part of the fun of a battle is trying to get the most out of the terrain available.  If there is a hill in the middle of the field, you plant your archers there as soon as possible, or use it to hide your valuable troops from the enemy's archers.  If there's a river, you
can use it to guard a flank.  So far so good.

Now, many battle plans will be quite dependant upon the terrain - for example, you might rely on a village slowing down the enemy, either when he tries to go through it or when he goes around it, enough to let you execute your daring stratagem.  What happens, then, if these obstacles aren't quite as fixed as you thought...?

This is an odd little scenario I came up with simply for the fun of it.  Two armies have approached each other in a somewhat wooded pastoral area.  Their conflict will rage through a wide meadow, really just an oversized clearing in the forest.  They have, however, come across something a little unusual - a herd of cattle, quietly grazing near their byre.  This could be interesting...

As you can see from the map, the edges of the table will largely be covered with trees to represent the surrounding forest.  Each player deploys as normal, in the indicated areas (12 inches deep, 48 inches wide, centred along the table).  The building is a nice big byre, or cow-shed for those unfamiliar with things bovine.  On the left is the herd of cows.

Special Rules

The cows (use whatever you like to represent them - the herd should be about 8 inches in diameter) move randomly at the start of each turn, before anything else happens.  Roll the scatter dice, and move them d6 inches in that direction.  The cows cannot be moved through, and cannot move through units - but if they should move into a unit, then that unit will be forced aside in whichever direction is the shortest path out of their way.  This unit will be unable to move or shoot during that turn.  If two units in combat are blundered into, then they can be separated if the cows hit them in the appropriate place, and, if not, the entire combat can be shifted.  Combat can be fought normally, although rank bonuses will be lost for the rest of the combat.

If a combat occurs within 6 inches of the herd, or if someone should shoot them (yes, you can do this - a really sneaky general might consider it the best way to deal with them, albeit a very risky way), or if they are hit by anything by accident, the cows will become startled and will then stampede.  They will move 2d6 inches instead of 1d6, and will do 1d6 S7 hits to anything they run into (or rather, over).  Armour saves are allowed.

The cows will not move off into the trees (this is why they are unfenced), but they can move off through the open areas in each deployment zone.  Consider them to be just off the edge of the table - should the scatter dice roll the right way, they can return.