Campaign · 6 missions · you command the Ork Horde
North of the Kill
The same war, from the losing side, after it has already gone wrong. Whatever was holding the horde together is gone, the tribes are panicking, and the Kingdom is coming east to finish what's left of them. A goblin cries a name — Grulk — and the rabble runs north.
Best played after The Iron Betrayal: it starts where that campaign leaves off, and it does not pretend otherwise.
This is an attrition campaign in warband mode: you field a pool of greenskins that only shrinks, unless you spend plundered gold on fresh ones. Your dead do not come back.
Break the cordon in ash and snow. Seize a bridge and work the drawbridge for the gold behind it. Survive the cull, encircled. Walk Uzgra over a gorge while Imperial knights ride the ice to reach him. Hold a rearguard you are not meant to survive. Then climb Wolf's Pass itself — a real ascent, ledge by ledge — or cut down the Imperial captain sealing it.
Every mission on this campaign is built on its own board: its own size, relief, gorge and props. No two of the six read alike.
You are the hunted, fleeing extermination, and that inversion is the entire point of the campaign.