Long time i desired to try out the wagon train scenario in the rulebook. I have always fancied the idea of employing the supply lines somehow in WM games as this was obviously supported intention with all those various cart models existing. I was lucky enough to lay my hands on some of them, and I was anxious to field them in a battle.
However, first look at the original scenario tells that some changes and amendments are neccessary. For example there are few, if anyone, who can muster as many carts as there are units in defender's army. We decided, that 6 carts on 2000 pts game is just about right (and it perfectly was). We also set the main objective to escort the wagons to opposite table edge, not to any edge (however that proved to be unneccessary in the end). We also changed the point system of determining the victor.
2vp for breaking the opponent
1vp for the attacker for destroyed wagon that wasn't plundered(to destroy the wagon must be charged)
3vp for the attacker for plundering a wagon (to plunder the wagon must be charged and held by the unit until its next command phase - the unit must survive the battle)
1vp for the defender for every wagon that hasn't been destroyed or plundered
3vp for every wagon that manage to escape on the opposite table edge.
1-2vp difference=minor victory, 3-5vp = victory, 6+vp massacre
The defender (my Tomb King army) deployed first. I had no idea what was going to happen so I tried to put the units simply around the carts. The attacker (Chaos army) consectvently deployed on one side leaving almost half of my army facing another direction on the other side of the road. Defender goes first.


Things started to move. As expected, units on the other side of the road lagged behind, which ofcourse wasn't what I needed. I felt I have enough strenght to counter the incoming chaos brigades, however I didn't have enough units in position to deal with rightmost Chaos brigade, that was soon to get in the wagons' path.
Second turn and massive charge on Chaos' right flank. Chariots managed to wipe the marauder cavalry, but another undead cavalry bounced harmlessly off the chaos spawn which worked as a chaos version of the steam tank. The charge failed to disable or at least damage this Chaos brigade which was now ready to counter attack.
Chaos right and center brigades pushed forward. Center brigade was luckily repelled by cavalry and chariots, but the left Chaos brigade got just in the wagons' way while some third of my army hasn't reached anywhere near the combat area.
Now it became obvious, that none of my wagons could ever get through. The only option was to protect as many of them as possible. First wagon was charged an plundered. Some heavy fighting continued on Chaos's right and center. Tomb Kings were still holding positions.
Heavy fighting in the center and on the back of the column continued and Tomb King troops were still keeping Chaos units away from most of the carts. However bones and bodies were piling.
Second wagon was charged, however before the marauders were able to plunder it, they were charged by those lagging units that finally got into combat - thanx to Helm of Dominion. Curious situation occured. Both armies filled their break point in the same combat (we had both 0.5 BP left and we both reduced those units to one stand).
I managed to protect 4 wagons an break the opponet (6vps) and the opponent destroyed one wagon, one was plundered and opponent broken (6vps), so it was nice draw. To my surprise the scenario with the amendments worked very well and it was lots of fun.