North of Axe Bite Pass, the Dwarfs of Karak Ziflin operate many mines and workshops, trading their wares with Bretonnia and the Empire, as well as with the scattered settlements throughout the pass. To the Orcs of Waaagh! Drazgog, such workshops and forges were valuable prizes, filled with weapons and armour, obliging the Dwarfs to defend their interests more than once.
BackSource: Warhammer: The Old World Online Rules Index
The Forges of Karak ZiflinURL Copied!
Attacker & Defender
To best represent the events that unfolded in Axe Bite Pass, the attacker should field Waaagh! Drazgog or the Beasts of the Reikwald, and the defender should field the Throng of Karak Ziflin. Alternatively, the players may use a different example muster list, or they may write their own using armies of their choosing.
Set-up
Place terrain as described. In addition, place a single blacksmith's forge, measuring no more than 6" at its widest point, as shown on the map below. The forge is a small building occupied by a blacksmith's workshop. As such, units treat the forge as impassable terrain.
Deployment
Starting with the attacker, players deploy using the alternating deployment method.

First Turn
In this scenario, the defender takes the first turn.
Game Length
The battle will last for five rounds, or until one side concedes.
Victory!
Once the battle has ended, use Victory Points to determine the winner. In addition, the blacksmith's forge is a strategic landmark and can be controlled as described on page 25. At the end of each player's turn, if one player controls the forge, they win a bonus of 25 Victory Points.
Scenario Special Rules
"Plenty o' Sharp Stuff": The blacksmith's forge is a strategic landmark. However, instead of rolling a D6 prior to deployment to determine its unusual property, a unit that controls it gains the Armour Bane (1) special rule. Should a unit cease to control the forge, it immediately loses this special rule.