Beastmen raced towards the camp as the snow continued to fall, the blizzard concealing their approach. Their hot, foul breath came in great gouts of fog against the freezing air, and the pristine white blanket of snow became stained with blood and filth as they passed. The soldiers in the encampment would only have moments to sound the alarm before the Cloven Ones were upon them.
BackSource: Warhammer: The Old World Online Rules Index
Clash at the Northern CrossroadsURL Copied!
Historical Recreation
This midwinter encounter on the eastern borders of the Drakwald was fought between a Beastmen Brayherd under the direction of Kralmaw, the Prophet of Ruin and a company of mercenary soldiers from Middenheim. To represent this, the players should write two muster lists (one for the attacker and one for the defender) as follows:
The Attacker
The attacker should write a single 2,500 points muster list using the Wild Herd Army of Infamy composition list. The General of this army must be Kralmaw, the Prophet of Ruin.
The Defender
The defender should write a single 2,500 points muster list using the Empire of Man Grand Army composition list found in Forces of Fantasy.
Alternatively, this scenario may be played with any two armies of the players' choosing.
Set-up
Place terrain as described. As this battle is taking place on an otherwise empty stretch of road, we advise keeping the terrain fairly sparse save for a few copses of trees clustered around the edges of the board and perhaps some tents and campfires towards the centre.
Deployment
The defender deploys their entire army anywhere in the defender's deployment zone as shown on the map. Once complete, the attacker then deploys their entire army within the attacker's deployment zone, as shown on the map below.

First Turn
In this scenario, the attacker will automatically take the first turn.
Game Length
There is no turn limit for this scenario. Instead, the battle will last until one side reaches its break point' or until one side concedes.
Scenario Special Rules
Break Point: All armies in this scenario have a breaking point. This is equal to a quarter (25%) of the total Unit Strength of the army at the start of the game. To calculate the break point of your army, simply add together the Unit Strength of every unit (including characters) in your muster list and divide the total by four, rounding fractions down.
With each model removed from play as a casualty and with each unit destroyed, an army approaches its break point. If, during any Start of Turn sub-phase, the remaining Unit Strength of either army has fallen below its break point, that army is considered to have 'broken' At this point, the game ends as models begin to flee.
Note that units that have pursued a fleeing enemy off the battlefield and units held in reserve count as being on the battlefield for the purposes of determining whether or not an army has reached its break point.
Heavy Snowfall: To represent the swirling snow, all missile weapons (including magic missiles) suffer a -3" modifier to their Range characteristic. In addition, due to the thick blanket of snow covering the earth, all Charge rolls suffer a -1 modifier (to a minimum of 1).
Victory!
If the game ends with one army having broken, the unbroken army achieves a crushing victory. Should both armies fall below their break point at the same time, use Victory Points to determine which player is the winner, as described in the Warhammer: the Old World rulebook.