Karak Eight Peaks – Introduction
Karak Eight Peaks, the newest addition in the Great Book of Grudges. Seized by Skarsnik and his horde of Night Goblins, the defenders were finally overwhelmed by the arrival of the Bloody Sun Boyz. A greenskin tribe with no previous reputation, suddenly accelerated to the most dangerous horde in the known world by mysterious gifts which empowered its two leaders, the Bloody Sun Boyz pushed into Karak Eight Peaks and slaughtered the last dwarven defenders in the citadel and pushed the skaven back deep under the city. Now the city lies firmly in the hands of the greenskin hordes and the Bloody Sun Boyz with the aid of Malekith have set their eyes on Karaz-a-Karak. The Oathbearers have been formed to counter this threat and avenge the great grudge of the fall of Karak Eight Peaks.
Once one of the mightiest Holds of the southern Holds along the World’s Edge Mountains, Karak Eight Peaks was a great center of commerce. It gained its name from the eight mountains that formed a natural amphitheater; Karag Lhune, Karag Rhyn, Karag Nar, and Kvinn-Wyr (also known as the White Lady) in the west, and Karag Zilfin, Karag Yar, Karag Mhonar, and Karagril (also known as Silverhorn) in the east. To the south a great flat granite monolith lay between the two southernmost massive mountains known as ‘the Anvil’. From the amphitheater a great entrance lead into the halls of each mountain. Behind the massive gates of Karak Eight Peaks a massive fortress lay as a second line of defense. Within the valley itself there was a tavern, inns, and a market square – all to facilitate trade and commerce. The pinnacle of each mountain crowned by a massive bastion forming the very crenelations of the grand wall that circled the dwarven stronghold. The defenses were so impregnable that it was sworn that Karak Eight Peaks will never fall. That was until the mines were breached…
The massive fortress Hold was overly prepared for an attack from above ground, but underground, they never expected anything. And then new tunnels began to open, mines began to collapse from being undermined. Then the skaven and greenskins began to pour into the tunnels and mines. The Hold was under attack from within – the impregnable defenses on the mountains proved useless against this threat. Hall by hall, mountain by mountain, Karak Eight Peaks was overrun by children of Chaos. The last defenders barricaded themselves in the Kings hall in Karagril, the Citadel of Karak Eight Peaks. The Night Goblins of Skarsnik could not break the defenses, and then the Bloody Sun Boyz came and through sheer strength in numbers overwhelmed the defenders and slaughtered them all. After but a few decades the dwarven architecture was defaced and destroyed and ramshackle villages sprang up clinging to every possible column, mountain, and flat piece of ground. Now the Oathbears march back with eyes of vengeance. Karak Eight Peaks will be reclaimed. The tides of greenskin will be turned back. Karak Ankor will shine once more!
The invasion of Karak Eight Peaks begins in the north from Black Crag. The green dot indicates the point of invasion, the blue dots indicate crude greenskin siege equipment turned on the path of the invaders ready to fire upon them when they breach the city gates. An Oathbearer prompts you “Commander, we’ve breached the gates and the Oathbearer army is with you! Those filthy greenskins are pouring oil on us from above and firing upon us from the cliffs. If we don’t clear the siege equipment above the gate it’ll be a massacre… We await your command!” Behind you, the Oathbearer army with shields raised above them to protect them from falling rocks and arrows, above you oil is pouring and rock lobbas ready their deadly loads, ahead of you more siege weapons aim at you with hordes of greenskin waiting for the war cry to charge.
Along the cliffs Doom Reaper Catapults ready for fire with their living missiles.
The oil and missiles from the rock lobbas can be deflected with Shield of the Skies and Deflect Oil, but the Doom Reaper Catapults will fire away until you delve deeper into the mountainside villages and destroy the launchers. The first task is to destroy the gate on the stairs or lock pick past it and get onto the wall to destroy the oil and siege weapons, however the second you begin to ascend the stairs the greenskins will turn their siege weapons on the flimsy ramp and try to destroy it, so your tanks will have to bulwark it to keep it stable long enough for your dps to get up and destroy the siege equipment and come back down. Once the siege equipment above the gate is cleared you can push forward slowly to clear the entrance square and capture the rally flag beyond the first greenskin siege weapons, only then will your army advance and the siege weapons stop firing upon you. Once the entrance has been secured the valley floor and all the entrances to the mountain Holds lay open to you.
However, the cliffside villages are armed with crude siege weapons of every sort, from rock lobbas and doom reaper catapults to trolls hurling boulders. Maneuvering through the greenskin capital will be a costly enterprise if you do not clear the siege weapons on the two massive dwarven statues at the entrance of the town which have been turned into makeshift siege pads. Clear the statues of their vile residents and open the skies to the gyrocopters!
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