Karak Eight Peaks was once a Greathold, second only to the majesty and strength of Everpeak in the Karaz Ankor. It was ruled by Clan Angrund, whose Royal line can trace its Ancestry back to Grungni and Valaya, which makes the loss of Eight Peaks the most bitter of grudges for all Dwarfs. None feel it more so than the descendants of King Lunn, the last Dwarf to sit on its throne.
Since the fall of Karak Eight Peaks, Clan Angrund has scattered across the Karaz Ankor but retained significant sway simply because of its legacy. When Belegar Ironhammer, descended from King Lunn, rose to power he made great oaths - that he would not rest until the lost Hold had been reclaimed and he, its rightful heir, sat upon its throne. The High King, Thorgrim Grudgebearer, was initially skeptical - Ironhammer's expedition would not be the first to attempt such a feat. Karak Eight Peaks has notoriously been riddled with foes of all kinds ever since its fall. Currently, a particularly sneaky and cunning Night Goblin 'Warlord' rules the upper levels of Eight Peaks, one who has easily thwarted such quests in the past.
Yet two things work to Belegar's advantage. Skarsnik has problems of his own right now - problems of the mutinous kind - and Belegar has a will of iron, as a great leader who excels at subterranean warfare. It should be noted, though, that this is his fourth attempt to recapture his Ancestral fortress, to the great shame of all Dawi, living or dead. However, the Ironhammer will not easily be stopped. Finally, after decades spent fostering the support of Guilds and allies, and with the full support of the High King, Belegar gathers Clan Angrund at Karak Izor. Once more a throng of vengeful Dwarfs will set off under Ironhammer's command, to claim what is rightfully theirs!
Karak Eight Peaks: Reoccupy the fabled settlement to construct unique powerful buildings inside.
The Forge: Experts in binding the Winds of Magic to stone or metal, Dwarfs can forge magical items to improve their strength in battle.
Grudges: Scores against the Dwarfs must be settled by any and all means necessary to keep order.
The Underway: Dwarfs can use the underground tunnels to avoid impassable terrain and enemy forces.
Roster of heavily-armoured units with strong leadership and a variety of deadly war machines.
The Throne of the Eight Peaks is mine, by right!
For many generations the Dwarfs prospered. But then their realm was riven by a chain of devastating earthquakes followed by sustained attacks by Greenskins and other vile foes. Thus the golden age of the Karaz Ankor ended.
As ever, the Dwarfs’ reason for existence is to take back what is rightfully theirs and right the many wrongs recorded in the Great Book of Grudges. One such grudge is against that fiendish Night Goblin, Skarsnik, who will dominate Karak Eight Peaks unless challenged.
As you might expect, Belegar Ironhammer – direct descendant of the legendary King Lunn – has taken this slight very personally indeed, and intends to set the record straight once and for all. In fact, so large a stain was the loss of Vala-Azril-Ungol upon the pride of Clan Angrund, that Belegar’s ancient Ancestors refuse to rest until they have done their part to aid him in reclaiming the pivotal fortress for Clan Angrund and wiping out every nasty little green git who dares stand in his way.
A tall order? Not really – Belegar has bolstered his army with a force of Rangers and some extremely serious hardware for smashing and bashing and flying his way to victory. That ought to do it, but if it doesn’t he’ll shave his beard off and join the Slayers! Mark Belegar’s words, o green tide, and mark them well; the Karaz Ankor will return, with Belegar Ironhammer at its vanguard!
Belegar Ironhammer is a king in exile. Thrice before he has attempted to retake Karak Eight Peaks but been thwarted, his last expedition failing due to the machinations of a particularly-cunning Night Goblin Warlord. But now, after decades of preparation, he is ready to try once more. A call to Clan is sent and the throngs of Clan Angrund gather at the loyal Hold of Karak Izor, ready for battle.
Before the loss of the Eight Peaks, Belegar's Ancestors were the kings of the nigh-impregnable fortress for many generations. The Angrund Clan is seeped in centuries of military understanding and has a keen eye for the particulars of siege warfare.
Upkeep: +50% until Karak Eight Peaks is captured
Leadership: +10 when laying siege
Starts with four Clan Angrund ancestor Heroes
Unique building chain available at Karak Eight Peaks
True King of the Eight Peaks
"The Throne of the Eight Peaks is mine, by right!''
Attribute: Siege Attacker
Attribute: Vanguard Deployment during Underway battles (all armies factionwide)
Karak Eight Peaks is a unique settlement which affects Clan Angrund in the campaign.
Karak Eight Peaks (Clan Angrund)
You do not control Karak Eight Peaks
Recapturing Karak Eight Peaks will be no easy task, that much is certain. Another certainty is that all those joining this undertaking will require great compensation.
Upkeep: +50% until Karak Eight Peaks is captured
You are in control Karak Eight Peaks
Karak Eight Peaks is safe in Dawi hands once more and King Belegar sits once more upon its throne. Even though much of the Hold is in a state of disrepair, Clan Angrund have at least begun to regain their former glory.
An Oath Fulfilled
Belegar and his loyal followers have struck an Ancestral grudge from the great book and restored Clan Angrund to its former glory.
Lord recruit rank: +5 (factionwide)
Leadership: +10 when fighting against Greenskins (all armies)
Clan Angrund's campaign can be considered to be one of the hardest campaigns overall. That being said, some foresight can go a long way to making that challenge easier. Upon starting a new campaign, take out the two Greenskin groups to the Southwest and East of the start. This will give an extremely safe opening position, as Tilea and Estalia will hold off the Beastmen and Skaven for a time. Continue to build your forces and work your way east to Karak Eight Peaks. In spite of the large disadvantage you begin with, the Ethereal Heroes you have gives Belegar a surprisingly powerful opening army, capable of taking out most enemies in a head-to-head fight. Because of their physical resistance, they can absorb high amounts of damage. They also cause terror, which is very pertinent against low leadership Greenskins. Use your heroes to block most of the enemy infantry while your ranged units rain down upon them.
Crooked Moon and Crooked Moon Mutinous Gits will send armies against you whenever they can, so it is a good idea to eliminate Skarsnik as soon as you have consolidated your starting province. This removes one threat, and gives you some more breathing room to focus on infrastructure.
While deep into Greenskin territory, there's little point in colonizing the territories you conquer, as the Orcs will reclaim them behind you. Sack or Raze them instead, until you get close to Karak Eight Peaks. Once close, take over a nearby territory and heal/replace your forces as required. Then, when ready, take on the Karak. Once it's under your control, you can look in to a second (possibly third) army, and can turn your attention to the rest of the Greenskins nearby, as you'll likely have a number of grudges to clear. From then on out, they play no different than any other Dwarfs.
As of Warhammer II, Belegar is further surrounded with Ikit Claw in Skavenblight and Aranessa in Sartosa. One of them will likely wipe out Tilea and pose a threat to your back. War with the two of them is almost inevitable, but should be prolonged as long as possible. Be wary of these two powerful factions pulling you further west away from your goal at Karak Eight Peaks.
Another tip is to consider disbanding the Hammerers Belegar starts with. Their upkeep is crippling in the early game.
It is wise as well to level Belegar towards Lightning Strike as soon as possible, it can prove to be useful in fighting the numerous stacks of Greenskins around Karak Eight Peaks. Further, having a unit of artillery when you make the move towards the Karak allows you to initiate the siege instantly, useful if you catch the Karak undefended.