Garbag’s Cunnin’ Alliance
The Goblin forces have mustered in such numbers that they can make a direct assault on the gates of Karak Eight Peaks in an attempt to wrest it from the Dwarfs. Due to the fact that the mountain fortress is so well-defended, with Dwarf artillery ranged upon its many miles of buttresses, the taking of the ancient Dwarf hold will be nigh on impossible regardless of the assailants’ numbers. However, the Goblins have allied with the Skaven, and when two such enemies scheme together, great evils indeed can be achieved.
Although the majority of the fighting is focused at the East Gate, where Warlord Skarsnik himself leads the assault, this battle report focuses on the diversionary attack on the massive Grimni’s Gate. Throughout the lower levels of the fortress, the Skaven have pumped fast-spreading and poisonous warpstone gas from their burrows in the disused mines under the mountains. This gas has filtered up through the Dwarf halls, forcing the Dwarfs to open the gates and fight in the open rather than bombard the enemy from the safety of their ancestral home. As a result, the thousands of Goblins gathered in the valleys can bring the crushing weight of their numbers to bear, and for the first time in centuries, the walls of Karak Eight Peaks stand a good chance of being breached by the Dwarf’s most ancient and hated foes.
- Garbag’s Cunnin’ Alliance – Setting off from Mount Grey Hag, Garbag’s alliance has one goal in mind – get to Karak Eight Peaks and conquer it for Skarsnik and Queek. Course, there’s lots o’ gits between here and there…
- Garbag’s Cunnin’ Alliance – Tucked into the Darkhold but surrounded by enemies on all sides, Garbag must win free if his goal to conquer the world at the head of a Goblin & Skaven alliance is to be realized.
- The Strange Alliance – 1 Legendary Lord, 1 Legendary Hero, 4 new units (including Skaven Squiggyback Riders!), 4 new RoRs with available troops and characters being a strange mixture of Goblin and Skaven (There’s no Orcs here).
- One Playable Faction – A tough starting area with many foes will test players, but there is the potential of an early prize…
- Custom Mechanics –
- Cunnin’ Alliance – Garbag must keep both sides of his unstable alliance happy. If he sways too far to one partner or another, there will be benefits… and consequences.
- Skaven Waaagh – Ain’t much of a proper Waaagh if you don’t include all your gits, even the furry ones.
- Dual Tech Trees – Garbag being a smart little git, he’s hired a few Skaven Warlock Engineers to teach him about his rodent allies.

Relaunched with Skaven Squiggyback Riders, custom artwork for Garbag and his faithful Skaven bodyguard Spite, Squig mounts for Goblin Shamans (including Garbag!), a brand new campaign mechanic focused around keeping both sides happy, 4 new units, 4 new RoRs, double tech trees, Skaven Waaagh units, and more, this is a complete rebuild of the original mod with significant support from Kou, Thom, and others.
Thom for Garbag, Spite, and the flag
Kou for Skaven Squiggyback Riders, unit cards, the flag, and portraits
Matthew39 for the photos
Rhox for pointing me in the right direction for the Cunnin’ Alliance mechanic
Sil for the inspiration
Urgat and co for letting me use his Triple Wolf Chariot as a unit base.
Without Mixer, you get no faction to play.
#skeleton_crew on the Modding Den – https://discord.gg/Sg2Vf9hSZy
#skeleton_crew on the SCM discord – https://discord.gg/erk2Tv89C4
Revisions:
Old revisions of this mod are available below. Click the link to download.