We had a 4 player game on sun 8th July, i was going to do a battle report but decided it's not really worth doing. So instead here's a summary of the basic rules and background of the game we had. The idea was to include an extra force that attacked everyone, it didn't quite go to plan because the game was over by turn 3.
background........
The Orc Problem
The Bretonnian city of La Herve lies in a valley overshadowed by the Black Mountains. It’s only threat is a disorganised clan of Orcs that constantly squabble amongst themselves, their Orc generals usually don’t live long enough to start an attack.
Recently this has changed. The Orcs have become more aggressive, and have started to charge from their underground dwellings. Crossing the Silver River and throwing themselves at the walls of La Herve. This alone isn’t that strange, for a clan of Orcs is often aggressive. What is odd is that these Orcs are often solitary. A single Orc stands no chance attacking La Herve by himself.
Suspecting foul play the wizard Malganis investigates. He soon discovers an elven waystone not far away guarded by many Dark Elves and Chaos units. This waystone radiates a magic aura that affects the feeble minded, those with little resistance to it’s enchantments. It’s this magic that’s making the Orcs so aggressive, and it seems to be getting stronger. The number of Orcs charging from the Black Mountains is increasing, big groups of 200 or more are now crossing the Silver River.
Malganis ponders this problem and from his tower enchants a spell that reduces the power of the waystone. The Orcs still come in groups of 40 or 50, they can only be stopped completely if the waystone is destroyed.
In a council of war the Bretonnian General Noldaire le Cux meets with his guest, the Empire General Lord Borric. It’s decided that an alliance of their two armies would destroy the only crossing-point of the Silver River, a bridge. Lord Borric summons forth his engineers, they knew the secret of black powder and could destroy the bridge for good.
Not all goes to plan. Hidden beyond sight are two large armies of Dark Elves and Chaos. They ambush the Empire and Bretonnian scouts, kill the engineers and throw their black powder into the river. A savage combat takes place on the bridge as both sides reveal their hand and send their units forth. The Dark Elf and Chaos armies are intent on destroying the wizards tower so that La Herve will be crushed by an Orc invasion. The Bretonnian and Empire armies must destroy the waystone to save La Herve. Both sides have different objectives for the bridge. The good side must hold it so that their engineers have time to destroy it and prevent the Orcs crossing the river. The evil side wants to hold the bridge to keep it intact.
Rules of the scenario
DeploymentEach side chooses one unit. This unit is deployed within 10cm of the bridge. Roll 1 d6 to see which side deploys first. The other side must then place their units in contact, must be to the front.
NB
....this represents the remnants of the battle on the bridge. We were going to limit the points value, but left it open. We figured that if one wants to put an expensive unit within 40cm of the enemy it's their gamble. In our game it was all infantry... chaos warriors and DE spears v's halberdiers and men-at-arms and the good side won that encounter
OrcsAt the end of each turn, after both sides have finished the orcs will move/appear.
Roll 1d6 to see which new orc unit appears;
1 = 2 goblins
2 = 1 orc, 1 goblin
3 = 1 ogre, 1 orc
4 = 1 black orc, 1 orc
5 = 1 troll, 2 goblins
6 = 1 orc, 1 goblin and another brigade of 1 orc, 1 goblin
The brigade starts touching the table edge inbetween the mountains. They move 20cm towards the nearest enemy. Units the other side of the river don't count for LOS, if there's no enemy in LOS they'll cross the bridge.
Victory Points100vp for holding your own objective
200 vp holding the bridge
400 vp capturing your enemies objective
Number of turnsTo avoid an unrealistic charge towards an objective on turn 6 roll 1d6 after both sides (and the orcs) have completed turn 6....
Turn 6 = 4+ and the game ends
Turn 7 = 3+ game ends
Turn 8 = 2+ game ends
Turn 9 = game ends
Few pics from our game
The only crossing point of the Silver River, and one of the objectives

The table before people arrive

The Dark Elf and Chaos objective

The Bretonnian and Empire objective

The spare orcs

Dark Elf and Chaos deployment

Bretonnian and Empire deployment

The evil side pushing forward

Three units of Chaos Knights crush all before them and help secure our right flank

Cold One Knights charge Empire Knights with the help of a Manticore

Harpies charge the Empire cannons as Chaos chariots reach the Empire lines

That was basically it. By turn 3 the good side had lost 22 units, enough to break them. The evil side only lost 4 units. It was a bit one sided, but a friend was borrowing my Empire army, it was only his second game of warmaster.