Tuesday, December 18, 2012

Map - Year 6, Turn 5, continued


History of the Sundered Isles – The Forty Third Year of the Second Age. Macdanalus, Scrivener to the King. The Sixth Year and Fifth Campaign Month of the Great War (part two).


War in the North

The Glorious Siege of the Cauldron
And so it was that after a full month of skirmishes, adventures, dark and heroic deeds, and an unspeakable incident with a warthog, the Bretonnian King’s army cut its way south through the forests of Northern Elswood (B15) until finally they beheld the Great Cauldron of the Norse (C15). Upon its battlements they could see foul daemons and monstrous hosts while behind were the dark pits that gave the forbidding fortress its name. Glory was at hand.

The Chevalier turned to his King. “What are your orders my liege? Let us storm the walls at once so that we may cast the fiend back into hell”. The King thought carefully for a moment before making his decision. 

“We storm that shit...”

Bretonnians elect to storm the walls.

 Attacker (1500pts)
  • Bretonnian 1st Army (1500pts) – accompanied by the Bretonnian King 
      Defender (2090pts x 2)
  •  Norse 4th army (1090pts)
  • Norse defensive muster (300pts)
  • Monstrous Host (400pts)
  • Daemon Host (300pts)
……………………………………………………………………………………………………………

Sven Halfhand, leader of the Skaeling people, and keeper of the dark cauldron listened as the Bretonnian champion issued his challenge. One on one he wanted was it? Halfhand laughed. “Send for the beast”. The gates opened slowly as the shaggoth stomped out to crush the impudent human.  The chevalier charged his monstrous foe. The duel that followed would quickly become part of legend. For over thirty minutes the chevalier danced and weaved around his much larger opponent. The earth shook repeatedly beneath the shaggoth’s blows. Finally, the exhausted beast stumbled and the chevalier leapt upon its back, his carcasonne birth sword piercing the beast’s skull and killing it instantly.

Discipline immediately broke on the Bretonnian side as a regiment of Knights Errant surged recklessly against the walls. The young knights were destroyed quickly and totally by a countercharge from the daemon host and by a barrage of magic from the walls. It was a massacre.

The king withdrew his force to consider his next move.  

Result - Bloody Repulse - The Bretonnians are thrown from the walls. The siege continues but no further assaults are possible until the following campaign turn
  • Bretonnians lose 400 troops from its 1st army which remains camped outside the walls
  • Warriors of Chaos lose 250 troops from its monstrous host
............................................................................................................................................................. 


War in the South

The Battle of Hag Graef
Total war finally returned to Kinsblood after months of posturing and atrocities from all sides. As the Druchii King hurried to meet his Undead allies in Hag Graef (H15) - and with the Deadites waiting patiently for their allies to arrive - a force of Norse warriors and daemons arrived suddenly from the direction of Clar Karond (I16). The Witch King’s forces cautiously approached the battlefield as he carefully watched the two hordes line up for battle before him. Now was the time.

Attacker (900pts)
  • Norse 3rd Army (400pts)
  • Daemon Host (500pts)
Defender (3,650pts)
  • Dark Elf 1st Army (500pts) – accompanied by the Dark Elf King
  • Dark Elf defensive muster (150pts)
  • Undead 1st Army (1500pts) – accompanied by the Vampire Counts King
  • Undead 2nd Army (1500pts)
……………………………………………………………………………………………………………

Result - Druchii/Undead alliance wins and the Chaos army is scattered

The vastly unnumbered berserker horde of Khorne marauders and bloodletters crashed and broke upon a phalanx of steel and bone. The chaos forces take horrendous casualties and are quickly isolated and broken by the defenders in a terrible massacre. The chaos army is driven from Hag Graef and scattered. The force retreats back to Clar Karond in confusion and disorder, breaking up and dispersing as it does so. The victors shadow the retreating force picking off stragglers and isolated groups.
  • Dark Elf 1st army loses 50 troops
  • Undead 2nd army loses 50 troops
  • Daemon Host loses 500 troops and is completely wiped out (includes losses to pursuit)
  • Norse 3rd army retreats to Clar Karond (I16)
……………………………………………………………………………………………………………

The Battle of Mournwood
Just like the Norse King’s army in the far north, the Undead 3rd army stationed in Mournwood (I14) had a scouting mishap at precisely the wrong time. As the master necromancer attempted to get confirmation of his orders he looked up and saw the sky seemingly twist in upon itself...and reality appear to bend. It was too late. The Daemons had arrived.

Undead are caught in a pincer as three warbands advance on Mournwood from Nagarythe (I13) while a further three spill in from Karond Kar (J14)

Attacker (2,700pts)
  • Norse 1st Army (500pts)
  • Norse 2nd Army (600pts)
  •  Daemon Host (500pts)
  • Daemon Host (400pts)
  • Daemon Host (400pts)
  • Daemon Host (300pts)
Defender (1149pts)
  •  Undead 3rd Army (1149pts)
……………………………………………………………………………………………………………

 Result - The chaos hordes had retaken Mournwood (I14)

The warbands of chaos crush their enemies and the Undead army is defeated and scattered
Surrounded on all sides and caught unawares the Undead army initially take heavy casualties – the warriors of nurgle reaped a fine harvest of zombie parts for their pots while a lahmian vampire was artistically and lovingly ripped to pieces by an exalted champion of slannesh. 

The master necromancer Davo von Strudlepopper quickly realised the battle was unwinnable. Von Strudlepopper ordered his elites to flee the field and prepared a mass resurrection of the fallen zombies to delay and mire the chaos horde. There were acres of them. Every time the zombies were cut down they rose again – for three whole hours this cycle repeated until finally a herald of Tzeentch found and magically neutralised the master necromancer hiding amidst a mob of zombies. With the Undead general captured the zombie horde collapsed. 

A grim fate awaited the master necromancer. They say the dead can’t scream… they are wrong.
  •  The smallest of the Daemon hosts lose 100 troops
  • The Undead 3rd army loses 550pts and retreats to Hag Graef (H15) - (includes losses to pursuit)

Saturday, November 17, 2012

Map - Year 6, Turn 5


History of the Sundered Isles – The Forty Third Year of the Second Age. Macdanalus, Scrivener to the King. The Sixth Year and Fifth Campaign Month of the Great War.

War in the north
The fight grew fierce, confused, monstrous, unrelenting – a fight whose like no ancient time has ever
recorded... A brook flowing between low banks... was swollen by a strange stream of and torrent
by the flow of blood. Those whose wounds drove them to slake their parching thirst drank water
mingled with gore.
 

Book of Kings Volume III, First Century of the Second Age.
And so it was that after a full month of skirmishes, adventures, dark and heroic deeds, and an
unspeakable incident with a warthog, the Bretonnian King’s army cut its way south through the
forests of Northern Elswood (B15) until finally they beheld the Great Cauldron of the Norse (C15).
Upon its battlements they could see foul daemons and monstrous hosts while behind were the dark
pits that gave the forbidding fortress its name. Glory was at hand.

The Chevalier turned to his King. “What are your orders my liege? Let us storm the walls at once so
that we may cast the fiend back into hell”. The King thought carefully for a moment before making
his decision.

“We storm that shit...”


The Bretonnians elect to storm the walls.

The Glorious Siege of the Cauldron

Attackers:
• Bretonnian 1st Army (1500pts) – contains the Bretonnian King1&2
• Bretonnians get up to 1500pts of any attacking siege equipment (not forces of destruction)

Defenders
• Norse 4th army (1090pts)
• Norse defensive muster (300pts) – must be core troops – they get vanguard or scout
• Monstrous Host (400pts) – any monsters from storm of magic book and/or the WOC book
• Daemon Host (300pts) – ignore army book restrictions for army composition e.g. core/rare
  but no more than one god may be represented in this host
• Norse get up to 2090pts of any defensive siege equipment (not forces of order)

1. The normal restrictions on the total amount of points that can be spent on characters are ignored for the King’s army although 25% must be core as normal. The King gets +1 Leadership to a max of 10. If his Leadership is already 10 then he gets +1 Weapon Skill instead.
2. The King gets a free heirloom which is one free magic item that can be taken for free from the magic item list of the relevant army book. It can’t be a banner. All usual restrictions except cost apply.


The Norse force in Western Elswood (C14) had pre-empted the attack and moved to reinforce the
walls of the Cauldron (C15). However, to the south of the island disaster struck the Norse (E15), a
scouting mishap preventing the Norse King’s army from marching north to confront his Bretonnian
rival. There would be no reinforcements from the south...

The invasion continued to pick up speed as the Bretonnian army in Bjornling (B13) boarded ship
and set sail for the seas off Sarl (B14). The remaining army on the Isle of Mists advanced north to
Bjornling (B13). Finally, back on Norslatch the Bretonnian scout teams failed to discover anything of
interest.

................................................................................................................................

Curious Interlude

The Dawi mained their consolidating stance although the army in the Free Villages (I5) moved
north to Kazad Thrund (H5) while one of the fleets in Slave-Slaughter (I9) moved south to Tor Elyr
(J9). There was some excitement though as a lost tribe of surly Dwarven Templars 3 was discovered
in the Dreary Wood (J8). Where had they come from? Nobody knew. But the Dwarfs had gained
themselves a temple.

.............................................................................................................................................................

War in the South
Total war finally returned to Kinsblood after months of posturing and atrocities from all sides. As the
Druchii King hurried to meet his Undead allies in Hag Graef (H15) - and with the Deadites waiting
patiently for their allies to arrive - a force of Norse warriors and daemons arrived suddenly from the
direction of Clar Karond (I16). The Witch King’s forces cautiously approached the battlefield as he
carefully watched the two hordes line up for battle before him. Now was the time.

Battle of Hag Graef
Attackers:
• Norse 3rd Army (400pts)
• Daemon Host (500pts) – ignore army book restrictions for army composition e.g. core/rare but no
  more than one God may be represented in this host.

Defenders
• Dark Elf 1st Army (500pts) – contains the Dark Elf King4
• Dark Elf defensive muster (150pts) – must be core troops – they get vanguard or scout
• Undead 1st Army (1500pts) – contains the Vampire Counts King5
• Undead 2nd Army (1500pts)

3. Dwarf Templars...ummm...lets say they are a community of religious slayers
4. See footnotes for Bretonnian King above
5. See footnotes for Bretonnian King above


Just like the Norse King’s army in the far north, the Undead 3rd army stationed in Mournwood (I14)
had a scouting mishap at precisely the wrong time. As the general attempted to get confirmation of
his orders he looked up and saw the sky seemingly twist in upon itself... and reality appear to bend. It
was too late. The Daemons had arrived.

Undead are caught in a pincer as three warbands advance on Mournwood from Nagarythe (I13)
while a further three spill in from Karond Kar (J14)

Battle of Mournwood
Attackers:
• Norse 1st Army (500pts)
• Norse 2nd Army (600pts)
• Daemon Host (500pts) - ignore army book restrictions for army composition e.g. core/rare but no
  more than one god may be represented in this host.
• Daemon Host (400pts) - ignore army book restrictions for army composition e.g. core/rare
  but no more than one god may be represented in this host.
• Daemon Host (400pts) - ignore army book restrictions for army composition e.g. core/rare
  but no more than one god may be represented in this host.
• Daemon Host (300pts) - ignore army book restrictions for army composition e.g. core/rare
  but no more than one god may be represented in this host.

Defenders:

• Undead 3rd Army (1149pts)

Meanwhile, just off the coast the ghost fleet had sailed across from Nararythe (I13) to Mournwood
(I14) but could only look on helplessly as the battle ensued. Undead domination of Smith’s Isle was
almost complete with half the force in Ghrond marching in to occupy the Bastion Hills (H12) and the
other half seizing the city of Caledor (H13) from their supposed Dark Elf allies. To the north a ghost
fleet sailed silently from Nordland (E13) to Osthof (F12), but on Norslatch the templars again found
nothing of interest to report.

...........................................................................................................................................

Game effects
Dwarfs get a temple full of slayers in the Dreary Wood (J8)

Undead take Bastion Hills (H12) from the Warriors of Chaos – village
Undead take Caledor (H13) from the Dark Elves - city

Wednesday, November 14, 2012

Map - Year 6, Turn 4


History of the Sundered Isles – The Forty Third Year of the Second Age. Macdanalus, Scrivener to the King. The Sixth Year and Fourth Campaign Month of the Great War.

The Chevalier had being getting restless. They had waited for a month without movement and the
Knights Errant were spoiling for battle. All this time the King had remained in his tent while rumours
from the south spoke of the Norsii marshalling their forces. When the command staff had finally all
arrived at their lord’s tent - and of course completed their ritual greetings of bad’min’ton - the King
finally spoke: “I have been in communion with the Lady and she has honoured me with a sign. We
ride east.”


The Bretonnian King’s army finally rides east to Northern Elswood (B15) while its fleet sails back west to Bjornling (B13). On Norslatch the western garrison returned to Couronne (C6) while the eastern commander ordered his troops into the Beast Paths (C9).

Far to the south the Dawi Thane paused to settle into Lothern (I11) as the combined fleets sailed
south towards Slave-Slaughter (I9). The Burning Isle expeditionary force continued its journey
through the barren wastelands to the Free Villages (I5) of the Halfling collective and on Kanesdue
the army marched into Dreary Wood (J8).

The war drums grew louder on Kinsblood as the two Undead armies at the Black Pillar (H14) crossed
the channel into Hag Graef (H15). However, the Druchii force garrisoning the Black Pillar stayed
still – perhaps a communications breakdown had foiled their plans. Meanwhile the Undead army in
Nagarythe (I13) moved north and east into Mournwood (I14) in order to try and pin the vice around
Naggarond. The army based at the Walls of Azul (F13) shambled south into Ghrond (G13) before
splitting into two separate banners while the templars on Norslatch unsuccessfully searched for
hidden arcana.

The hard pressed Norse King continued his mad destruction of the eastern realms. He ordered
the deaths of every peasant in Western Elswood (C14) and Clar Karond (I16) so theirs screams of
suffering and terror could summon forth foul hosts of daemons whose very existence offended the
land. The Bretonnians were not the only ones that could pray to their gods! The daemon armies of
Har Ganeth (J15) surged north to rendezvous with the army waiting in Karond Kar (J14) while the
horde in the Fortress of the Dawn (J12) poured east to retake Nagarythe (I13) from the Undead.

Game effects
Undead take Mournwood (I14) from the Dark Elves – barren
Undead take Hag Graef (H15) from the Warriors of Chaos – razed village

Bretonnians take Northern Elswood (B15) from the Warriors of Chaos – barren

Warriors of Chaos take Nagarythe (I13) from the Undead - barren
Western Elswood razed (C14) – Warriors lose 100 troops but summon a 300pt Daemon army.
Clar Karond razed (I16) – Warriors lose 100 troops but summon a 500pt Daemon army.

Tuesday, November 6, 2012

Map - Year 6, Turn 3


History of the Sundered Isles – The Forty Third Year of the Second Age. Macdanalus, Scrivener to the King. The Sixth Year and Third Campaign Month of the Great War.

The Dwarf warriors looked around in horror as they entered the ancient and abandoned city of
Lothern (I11) beneath the multicolour skies of the storm of magic. There didn’t appear to be a soul
alive yet each one of the Dawi warriors would later swear that they could hear screaming coming
from within the very walls themselves. Anguished faces appeared to ripple across the road while
unspeakable runes of dark power were daubed everywhere in blood and in other substances. Similar
horrors faced the accompanying fleet as it steamed into harbour. Insane mewling creatures loped
around the grand square but did not trouble the Thane as he passed through the doors of the throne
room. His prize rested inside – the Asur Crown. Two more crowns and Lordship of the Sundered Isles would be his.

Elsewhere the Kanesdue fleet sailed east to Tor Achare (I10) while the expeditionary force in the
Scorpion wastes (J4) reported nothing of interest to be found.

The Lord of the Deadites continued his own schemes for Overlordship of the Sundered Isles.
The ghost fleet deposited its cargo of skeletons onto Kinsblood Isle and the undead troops then
proceeded to seize control of the unoccupied Nagarythe province (I13). Meanwhile the force outside
the Black Pillar (H14) was reinforced by a second undead army marching from Talabheim (G14).
Unfortunately due to a communications breakdown the force at the Walls of Azul (F13) failed to
move. Its fleet however moved north to the coast off Nordland (E13). Back on Norslatch the undead
templars rode out on a secret mission to the Red River (D2).

The frustrated King of the Druchii could only watch, wait and plan as the undead hordes waited
outside his bastion.

Far to the north the King of the Bretonni decided the time had come. After completing his morning
offerings to the Lady of the Lake he declared a great crusade against the Norsemen and their
monstrous allies. The Bretonnian fleet landed with immense fanfare at the northernmost point of
the Foot. Upon landing the King announced the liberation of the benighted isle while his knights
took control of the local villages (B14) of Sarl. Back on Norslatch the Bretonnian armies restlessly
continued their manoeuvres before garrisoning in the Plains of Fimul (C8) and the Grey Mountains
(C5).

The despoiling of Kinsblood continued apace. The armies in the Fortress of the Dawn (J12) and in
Har Ganeth (J15) spent weeks rounding up the terrified populaces into large pens before unleashing
vast blood sacrifices to the chaos gods. The massive energies released by the dark rituals appeared to burn reality as dark and unnatural figures emerged howling from the void. The army in Lothern
abandoned the now dead city to the Dwarfs and moved east into the newly destroyed Fortress of
the Dawn (J12), while the army in Naggarond (I15) marched west into Karond Kar (J14). Meanwhile
the banner in Hag Graef (H15) withdrew south into Clar Karond (I16). The chaos fleet continued its
pursuit north to catch the Bretonnians – moving into the waters off Western Elswood (C14). The
two armies in Western Elswood (C14) merged into a single force while the monstrous host to the
south withdrew back to the Norse capital (C15)

..................................................................................................................................................................

Game Effects
Dwarfs take Lothern (I11) from the Warriors of Chaos – razed High Elf capital

Undead take Nararythe (I13) from the Warriors of Chaos – barren

Bretonnians take Sarl (B14) from the Warriors of Chaos – village

Fortress of the Dawn is razed (J12) – Warriors of Chaos lose 100 troops but summon a 400pt
Daemon army.
Har Ganeth is razed (J15) – Warriors of Chaos lose 100 troops but summon a 400pt Daemon army.

Tuesday, October 30, 2012

Map - Year 6, Turn 2


History of the Sundered Isles – The Forty Third Year of the Second Age. Macdanalus, Scrivener to the King. The Sixth Year and Second Campaign Month of the Great War.

While the Bretonnian King’s armies on Kanesdue searched in vain on glorious quests for hidden treasure, the King’s own royal fleet continued north along the coast of Western Elswood (C14) – the King would choose his place of invasion in his own time – a surgical strike to decapitate the beast.

The Druchii King returned his army to the great fortress known only to locals as the Black Pillar (H14). A day later the undead poured down from the hills of Ghrond (G13). For now the tenuous alliance appeared to hold as the deadites waited in silence outside the obsidian walls. However, the undead army in Altdorf was less generous – marching south to seize Talabheim (G14) from their supposed Dark Elf allies. The undead occupation of Smith’s Isle continued to gather pace as tattered troops were deposited ashore by ghost fleets at the Walls of Azul (F13) and the undead fleet sailed on to Cothique (I12). Meanwhile the Undead Templars of the Iron Hills rode west to enter Castle Drakenhof (C3).

The Dawi invasion of Kinsblood Isle began with an amphibious assault. The Dwarf marines stormed the coastal villages of Avelorn (J10) in a dawn attack of shocking and sudden violence as axe clashed with spear. The villages were soon pacified although 100 Dwarfs troops died fighting the stubborn Asur defenders. The Dwarf rangers on the Burning Isle reported nothing of interest in the harsh desert while the third fleet sailed east to Gash Kardak (H9).

The hard pressed Norsemen were beset by scouting mishaps. The army in Hag Graef (H15) was distracted by a merchant convoy from which it obtained four months supply of baggage while the regular army banner in Naggarond was forced to stay in the city due to localised storms. The Daemon army in Naggarond marched south towards the terrified villagers of Har Ganeth (J15) while the regular army banner in Lothern surged into the Fortress of the Dawn (J12) under an inky black sky. Finally, the chaos fleet sailed north along the coast to Kvellig (D14) to try and force the hand of the Bretonnian admiral.     

Conquest
Undead seize Talabheim (G14) from the Dark Elves – razed villages

Dwarfs take Avelorn (J10) from Independents – village 

Losses:
Dwarfs lose 100 troops in the battle of Avelorn.

Wednesday, October 17, 2012

Map - Year 6, Turn 1

 
History of the Sundered Isles – The Forty Third Year of the Second Age. Macdanalus, Scrivener to the King.

The Sixth Year and First Campaign Month of the Great War.

And so it was that the rampant Undead horde (E13) shambled into the dead city of Altdorf (F14) to
take the Reikland throne while its ghost fleet lingered offshore. Ghrond (G13) was also lost – falling
to a horde marching east from Bilbali (G12). The Undead banners at Bloodpeak (H10) and Osthof
(F12) boarded ship – however while the southern fleet sailed into Chrace (H11) – the northern army
was forced to hold steady due to poor weather conditions.

Bereft of a capital the Druchii King began his bid to regain his empire by seizing the city of Caledor
(H13) back from the Norsemen. However, in what would become known ever more as the night
of terror, the legions of the lost and the damned unleashed their hideous wrath on Kinsblood Isle.
Thousands of years of Elf civilization - whether Asur or Druchii - ended in despair as the populations
of both Lothern (I11) and Naggarond (I15) were sacrificed in unholy and dark ritual as the slaves to
darkness cavorted beneath in manic celebration. As the soul scream grew louder an iridescent light
bloomed from within the blackening pyre at the height of the rituals - and foul hosts of warp spawn
materialised through a rip in the fabric of reality to bear witness to the death of a people. Far to the
north, the Norse army in the Cauldron (C15) marched out to Western Elswood (C14) while the fleet
sailed west to the cliffs of Baersonling (E14).

In preparation for the coming war, the would-be Dwarven invaders of Kinsblood steamed south
around the storm of magic and into the seas off Avelorn (J10). Meanwhile their kinsfolk marched
into the Great Hall (I7) of the Ogres to seize the Kanesdue throne from the Deadites. The Dwarf
garrison on the Burning Isle (I4) marched south into the Scorpion wastes (J4) on some unknown
mission while its attendant fleet steamed east into Kazad Thrund (H5). The Dwarf patrol ships
around Kanesdue sailed east from Rockguts to Shattered Stone Bay (H8).

After a month of feasting and praying the King of the Bretonni boarded ship with his knights from
Uzkulak and set sail north to Skaeling (C13). Finally, the Bretonni armies on Norslatch redeployed -
south to Carcasonne (D5) and east to Bastonne (B7).

Game effects:
  • Lothern (I11) is razed by the Warriors of Chaos.
  • Naggarond (I15) is razed by the Warriors of Chaos.
  • Dark Elves seize Caledor (H13) from the Warriors of Chaos - city.
  • Dwarfs seize the Great Hall of the Ogres (I7) from the Undead – capital city and Ogre throne.
  • Undead seize Altdorf (F14) from the Dark Elves – capital city and Reikland throne. 
  • Undead seize Ghrond (G13) from the Warriors of Chaos - village. 
  • A Daemon army of 500 troops is born out of the ashes of Lothern (I11) – 100 Warriors of chaos troops are sacrificed as part of the ritual.
  • A Daemon army of 400 troops is born out of the ashes of Naggarond (I15) – 100 Warriors of chaos troops are sacrificed as part of the ritual.

Thursday, October 11, 2012

Map - Year 6, Spring Spells


The Lord of the Undead redoubled his sorcerous assault on the lands of the Norsii and brought the
powers of raw magic into a deadly coalescence, dissolving the contents of barren Ostland (F15)
and creating a vortex of chaos. Efforts to cast withershins on Castle Hastling failed however. Similar
efforts by the Bretonni to cast portents of terror also failed. Meanwhile, the Sorceror Lords of the
Norse summoned a host of monsters to defend Kvellig (D14) from the coming invasion

An army of undead templars rode out again from the Iron Hills temple (C4) to follow the commands
of their undead master.

Far to the south the Runesmiths directed their elemental smith craft against the ancient walls of
Lothern (I11). The walls of Lothern crash spectacularly in the resulting earthquake – leaving the city
virtually helpless against attack. Meanwhile, the garrison’s leader looked with trepidation as the
great storm of magic rolled slowly over the city – covering it in an eldritch and ominous light. It was
exhilarating. Such power... Just to the west on Kanesdue the Dwarf infantry battalions prepared to
board the fleet. The Thane looked up just as they were about to set to sea and watched the arcane
storm rumbling in the distance. He put his pipe to his mouth. A new war was about to begin.

Game effects
  1. Banner of Vampire count cavalry1 worth 600pts appears in the Iron Hills (C4)*
  2. Banner of Warriors of chaos monsters2 worth 400pts appears in Kvellig (D14)*
  3. Ostland (F15) is impassable this campaign season
  4. Lothern’s (I11) defensive value is reduced to 0 until the following winter season
  5. The Storm of Magic settles over Lothern (I11)

*1. Entire army is composed of ether Black Knights and Wight kings or is composed of Blood Knights – no character – army does not have to be legally constructed
*2.  Entire army is composed of monsters, monstrous cavalry, monstrous beasts and monstrous infantry from theWarriors of Chaos book and/or the storm of magic book – army does not have to be legally constructed.

Tuesday, October 9, 2012

Map - Year 6, Espionage


Espionage
The Bretonnian King unleashed his coterie of saboteurs against Castle Hastling (E15) in preparation
for the coming invasion. Yet the Norse were well prepared, and their own band of agents were
deployed to defend the coastal fortress and its fleets. However, the defenders could not prevent all
the saboteurs getting through. Half the Castle Hastling armada is destroyed following a spectacular
night time raid and all the settlement’s baggage stocks are poisoned amid the confusion. The
Norse struck back with assassins and saboteurs of their own. In the frozen wastes of Bjornling
(B13) a crazed aspiring champion of khorne carved his way through 400 Bretonni troops of
the Bretonnian 2nd army. However, after some early mishaps and escapades the Bretonnian
agents on Uzkulak (D13) ruthlessly wiped out a cell of Norse saboteurs attempting to scuttle
the Bretonnian fleet. Meanwhile a network of spies spread out out across the Sundered Isles
with******************** and then **************** ***************** which lead to
****************** Christmas*******************************************************
**********************************************************************************
**********************************************************************************
******************************** amusingly ************* designation classified *********.

Multiple spies are abroad. Intel is for the spymaster eyes only.

Assassins

  • 400 Bretonnian troops are killed in Bjornling (B13)
Saboteurs
  • One of the Norse fleets at Castle Hastling (E15) is destroyed
  • Baggage at Castle Hastling is destroyed
.................................................................................................................................................................

Spring Spells

Vampire Counts
  • Chaos Void and Withershins
Bretonnia
  • Portents of Terror
Warriors of Chaos
  • Summon Host
Dark Elves
  • Na
Dwarfs
  • Quake

Friday, October 5, 2012

Map - Year 6, Deployment


The armies muster once more. An icon has been added to show the location of the king of each race.

Tuesday, October 2, 2012

The Dark Elf King walked slowly and unsteadily out of the swirling smoke and falling ash.  The protective sigils on his Armour still glowed gold but had faded a little as the danger had abated. He reached inside his tunic and drew out a battered cigarillo and leaned down to light the tip on a flame still guttering from the hair of a charred elf.  The sound of hot and cracked masonry collapsing could be heard behind him.  He inhaled deeply, let out a big Smokey sigh, patting idly at some burning cloth stuck to his arm. Behind him the oil stores in the castle had ignited and were leaking liquid flames across what was left of the front wall.  He patted the charred elf on the shoulder, thanking him for the light and walked a bit further away from the flames.  "Time to raise another army" he said to no-one in particular.

Monday, October 1, 2012


The Fifth Winter
Following the infamous treachery at Altdorf, and the equally devastating ending of the Ogre
Kingdoms, the Undead Empire was now, just about, the strongest political and economic power
in the land. The Norse King was defeated but still a power in the east, while the might of the
Bretonnian King grew swiftly in the north as he waited patiently for his moment. The Dwarfs were
still standing following their bruising campaign against the Ogres but had lost their long desired prize of the Ogre capital to the Undead. The Druchii meanwhile continued to survive long after everyone else had written them off. Five years of war had passed and now just five of the nine Kingdoms survived. Four more would have to perish before the war could end. It was all to play for.


Autumn spells
The bitter hatred and enmity unleashed between the Norse, Druchii and Undead continued long
into the winter. What followed was perhaps the most devastating sequence of events since the war
began. In an act of supreme vengeance the Sorceror Lords unleashed a tornado of peril at Altdorf
(F14). Fed by the souls of a thousand innocents the whirling tornado of magical energy destroyed
the ancient seat of the Reiklanders in one hour of total chaos. The armies within, both Druchii and
Undead, were utterly wiped out in the maelstrom. Only the Dark Elf king escaped. But the Undead
were conjuring their own vile sorceries and such is the might of the Deadites that their spells can
reach across the continents to end their foes. So it was that a reign of madness befell Hag Graef
(H15). The entire population of the villages including the garrisoned Chaos army became infected
with a whirling madness and danced off into the sea never to be seen again. Once again however
the Norse King escaped his seemingly inevitable doom. Swearing vengeance on his enemies the
Chaos Lord returned to the Cauldron to plot revenge. However, unbeknownst to the Norse King the
Undead Necromancers had been cursing his homeland with dark spells of blight that caused crops to
shrivel and fail reducing the yield of the entire harvest. Meanwhile, the Bretonnians continued their
vengeance on the Druchii for the desolation of Norslatch by targeting Talabheim (G14) with a trail
of magical wind and storm – Talabheim was razed to the ground but the magical wind then spiralled
into the Walls of Azul before dissipating. Finally, the Dwarfs sent out a call of heroes from the great
horn at Karaz-a-Karak. A strangely familiar Slayer leads the small group of heroes that answer the
call. The storm of magic roils north to Bilbali (G12).

Game effects
  • Altdorf is razed - F14 (Dark Elves – capital city)
  • Hag Graef is razed – H15 (Warriors of Chaos – village)
  • Talabheim is razed – G14 (Dark elves – village)
  • Dark Elf 2nd army is destroyed by a tornado of peril – 545 troops
  • Remainder of Undead 1st, 2nd and 6th armies are destroyed by a tornado of peril -1351 troops
  • Warriors of Chaos 3rd army is destroyed by the reign of madness – 1500 troops and a siege train
  • Warriors of Chaos lose 5 revenues to blighted crops
  • Dwarfs gain 400pts of troops from their call of heroes
  • The Storm of Magic roils north to Bilbali (G12)  

 Winter Quarters
The Dwarfs, Bretonnians, Vampires and Dark Elves were all well prepared for winter and their armies had no problems making winter quarters. The Warriors of Chaos on the other hand were not nearly so lucky and two Norse armies lost troops to the ravages of the encroaching winter – in total 170 troops die as the forces struggle home over unfavourable and freezing terrain.

Game Effects

All armies retreat to their home capitals
Warriors of Chaos lose 170 troops

Winter Events
Winter is a time when newly conquered people may be tempted into dissent, and when disease
can wreak havoc among populations already weakened by hunger and war. Sometimes however
the winter can be a time of respite. So it was for the Druchii King as the remaining Dark Elf subjects
arranged a special tribute which filled the Dark Elf coffers by an additional 3 gold. The Undead also
benefited – as increased revenue from successful trade missions added an additional 3 gold to the
Undead treasury. Meanwhile, and despite the vile depredations of the Undead wizards, the Norse
had a plentiful harvest, which delivered an extra 4 gold. However, famine stalked the Bretonnian
lands making it impossible to rebuild and repopulate razed territory this year while a minor peasant
revolt on Kanesdue cost the Dwarfs 1 gold of revenue.

Game Effects
  • Dark Elves and Vampire Counts get 3 gold
  • Warriors of Chaos get 4 gold
  • Bretonnians cannot rebuild razed tiles
  • Dwarfs lose 1 gold

Revenue
  • Vampire Counts have 35 gold crowns
  • Bretonnia have 30 gold crowns
  • Warriors of Chaos have 29 gold crowns
  • Dwarfs have 26 gold crowns
  • Dark Elves have 5 gold crowns

Spending Revenue
  • Diplomatic missions = 1 crown
  • Recruitment of troops = 1 crown per 100pts of troops
  • Recruitment of fleets = 3 crowns +1 timber per fleet
  • Rebuild razed tiles = 1 crown to rebuild a village and 3 crowns to rebuild a fortress or a city
  • Upgrade a village to a fortress = 5 crowns + 1 timber
  • Upgrade a barren tile to a fortress = 10 crowns + 1 timber
  • Upgrade a village to a city = 15 crowns
  • Baggage = 1 crown per D6 baggage points
  • Assassin = 1 crown
  • Spies = D6 per crown
  • Saboteur = 1 crown
  • Agents = 1 crown
  • Siege Batteries = 2 crown + 1 timber
  • Great walls = 3 crowns
  • Bridge = 1 crown + 1 timber

Monday, September 24, 2012

The King's Sword

Nothing living now dwelt in the once great stronghold of the ogres. Morbius had taken up residence in one of the high towers where he could work in relative peace, and was busy laying out maps and scrolls with the help of his scribe-wraiths. The ogres had certainly not built this place, it was too well constructed. It reeked more of dwarven origin. Morbius imagined if this were true, there was probably more of the castle below ground than above.

As he mused over the extent of his new lodgings he became aware of a presence moving up the tower. Ah, news from Altdorf, how splendid. The old liche took a seat near the window and waited for the messenger to arrive.

He did not have to wait long, as a cold wind blew several ragged strips of cloth into the room. These whirled together into the outline of a man, and as they settled into the shape of frayed robes a hand snaked out of a newly-formed sleeve to pull back a hood that just moments before had been empty cloth. Thomas Von Carstein gazed out at the liche, a humourless smile opening his gore-flecked lips to reveal red teeth. "A fine victory Morbius, my congratulations. No loss, this nest of ogres, their blood is as flavoursome as porridge." 

Thomas was in grand form, Morbius noted, which meant he has recently killed a great many people. "I take it your own undertaking went as well, Thomas? It must have, as you are here to deliver the news yourself."

"Tut now, old fellow. As if your little spies haven't told you all already. We destroyed them utterly, in their own house. I myself killed their leader with that fine weapon you were so good as to gift me. He stood alone before the gates as his men howled and screamed about him. We tore the life from them without ever landing a blow. How glorious to destroy the slaves of the Dark Gods without even giving them the dignity of a warrior's death!" Thomas could not help but laugh as uproariously as only a killer fresh from the slaughter can. His joy at the death he had inflicted was infectious, and even Morbius allowed himself a slight chuckle.

"It was not a total victory, for all that. He was not the one, was he?" Morbius stood and drifted over to a large oak table by the window, a map of the islands inscribed on a large scroll laid upon it.

Thomas sighed as he let the mirth pass. "No, he was mighty, but not their lord. I knew this once he turned to flee. Better he had stood his ground, at least his Gods would applaud that, if they truly care at all. He did, however, bear this." Thomas drew a cloth-wreathed weapon from his robes. He carefully laid it on the map and drew back the rags.

Morbius raised an eyebrow. "Ah, now that's a weapon fit for a king. Or fit to kill one. Well won Thomas, this must have left a mark or two eh? What of Pieter? Did he hold to the agreement?" 

Thomas smiled once more. "He did, though it was not to his taste. The Druchii now hold Altdorf. They were most pleased when our troops drew away once the battle was done and the spoils taken. Surprised perhaps, but pleased."

Morbius looked out from the tower at the activity below. Undead ogres lifted great beams into place as his scribes directed them. Hammers rose and fell with tireless regularity and the great engines took shape amidst the bustle far below. Not long now, Morbius considered. Not long at all.


Map - Year 5, Turn 5 Sieges


The siege of Blood and Bone
report from the gm of the day, young John.

Warriors of chaos (approximate list)
  • 13 marauders with the mark of Khorne, 1 exalted hero with a flail.
  • No siege equipment.
Orges
  • 3 leadbelchers
  • 3 leadbelchers
  • 3 orges
  • 9 orges w/ironfist and champ and sb
  • 10 gnobblars
  • siege equipment: hell gate
Vampire Counts
  • tomb banshee
  • 21 crypt ghouls with champion
  • Varghulf
  • 4 Crypt horrors
  • Master necromancer with book of arkhan
  • 21 zombies with standard & musician
  • Siege equipment:  2 battering rams, clubs for the crypt horrors

We ate a LOT of bacon that day.
After a bit of a late start (plenty of chit-chat, coffee and bacon, the proper way to kick off hostilities) we got under way just after noon i think. Paul's fortress looked impressive even without painting. The objective were placed, 2 to the front one to the right hand side. The pre-siege phase was pretty unimportant, with just 9 zombies biting it form 2 rounds of leadbelcher fire. 

Turn one saw Dave's battering ram come up just short on the main gate section. The ghouls and the horrors both made their charges, to one of the front objectives and to the one on right hand side respectively. The zombies choose to stand and the varghulf fly into the keep, behind the main gate. The magic phase saw Dave miscast and lose a wound on his necromancer while bringing back the 9 zombies lost earlier, earning his troops the nickname "unflushable" on account of their sh*t never goes away. The horrors chose to attack the walls with the clubs and succeeded in breaching them, taking no damage from the marauders defend that section. The ghouls were also successfully in drive out the orges  defending the first objective, helped by Bruce failing a fear check and a break test. The orges in the next wall section also failed their panic test and took off too. With the damaged sustained from the shout attacks of the banshee as well, it was a bad turn for the orges. The defenders first turn was not great with a counter-attack to retake the first objective failing and only one zombie casualty inflicted in the shooting phase.

Castle needs a lick of paint.

The second turn saw the Vamps turn the screw. The horrors wiped out the marauders on the wall section with taking any wounds. The varghulf charged and defeated a unit of ogres and the banshee killed 9 gnoblars with its howl. In the defender's turn the marauders bested the horrors but loss a lot in doing so. The ogres charged the ghouls and died horribly as a result. The lead belchers continued to target the zombie with little luck. The third turn witnessed the fall of the second front objective and the banshee turning her attentions to the marauders. The zombies and the necromancer moved towards the right and targeted the chaos faction with a nasty curse of years that they never shook off, thanks to twice rolling three power dice in the next magic phases. Wilting under this, it took only two more turns for the horrors to take the final objective. 

Losses:
Warriors of chaos: wiped out to a man.
Ogres: everything bar 3 leadbelchers
Vampire Counts: 4 ghouls and 16 zombies

The tale of this battle was one of appalling leadership tests by Bruce and a lack of magic defense by the defender. It was a nice test game to see how the rules played. All told the game was wrapped up in under three hours, including set up. On to siege number two.


The Siege of Altdorf
or: The Altdorf Screw Job

Vampire Counts
  • 8 Crypt Horrors with champion
  • Vampire Lord all tooled up
  • Necromancer with dispel scroll and ruby ring
  • Regular Vampire, all tooled up too
  • Tomb Banshee
  • 38 ghouls with champion
  • Terrorgheist
  • 24 Skellies with full command and magic banner
  • Siege equipment: 3 battering rams and clubs
Dark Elves
  • Dreadlord, all tooled up (King.)
  • Hydra
  • 24 Executioners
  • Hag
Warriors of Chaos
Not sure on this one tbh.
  • Warshrine
  • ? chosen w/ mark of tz
  • ? warriors w/ mark of tz
  • Chaos wizard
  • Chaos lord (King?)

There is some confusion over whether Paul's king was involved in this battle. I allowed the chaos lord the use of an heirloom, but it did nothing so it no harm if the king was not there. (edit, the chaos king was not in fact at the battle!)

This battle was over before it began. Vic talked Bruce into letting him defend all three of the objectives, and talked Bruce into charging out through the gates to attack a battering ram with his general/king and the warriors. With Dave only having to worry about attacking Bruce, while Vic looked on disinterestedly. Vic troops never even moved. With his general also having a howl attack, along with two -1 ld modifiers, the warriors and chosen succumbed to a bad case of tintinitis. In turn 4 Vic revealed his true intention. Bruce took it well, though I doubt Paul will take it the same way.

Losses:
Warriors of Chaos: wiped out
Vampire Counts: 8 crypt horrors, 1 necromancer, 14 skellies.
Dark elves: Untouched, minus one soul.

Honestly, I do not think the results would have changed much with Paul there. Sure he would not have trusted Vic to the extent that Bruce did, even after the warnings. Vic's treachery is like the matrix. You can't be told about it, you must experience it for yourself. But with Vic switching sides it was 2,500pts verses 1,200pts. Anyway, the most important thing is we got the campaign moving again, and the hate flowing too. Next year is going to be fun.

Sunday, September 23, 2012

Misplaced Trust


The Siege of Altdorf

"No, not this one!", The elf king slid the blade and inch out of the scabbard with his left, shaking his finger on the right, the ghoul stepped back, looked confused for a second then went to another body and lifted it letting it flop ceremonialness into the cart. "where was I" mused the Dark Elf, "ah yes, stabbing me in the back, that was it wasn't it?", he exhaled and allowed himself a wry smile. "The thing is" he said patting the dead king on the chest, toying with the broken chain there, "we invented treachery".  The elf had spent the last half hour talking to the dead king much to the amusement of his men who were still guarding the gates and watching as the undead picked the battlefield clean. Say one thing for the undead, they were methodical.

The battle had gone better than expected, no casualties, in fact he had hardly gotten his blade dirty in the whole time. "The Dark elves fought bravely to the last chaos warrior!", he laughed and patted the dead king on the forehead, then cleaned some of the blood from his battered face. "Such a handsome face, what a waste.. what a waste", he sighed, rose, brushing dirt from his knees and walked back to his men, the ghoul appeared again, watched the elf recede and hastily signalled the cart towards the body of the chaos king

Today had gone better than expected, he and the last of his men had spent the last weeks preparing for the arrival of the undead with the savages.  A time of rest and repair.  Just what did the chaos king think, that he a dark elf would forget the treachery of his savages? pah! he expected more of them, if these were the inhabitants of a new age, then that age would last a very short while.

The undead were no fools, they knew taking Altdorf would be practically impossible with the large force there and were happy to accept his offer when he made it. The undead spy had made a poor show of not understanding the offer but it was quickly relayed to his handlers who accepted it without (literally he thought) biting his arm off.  To their credit they had followed they're side of the battle plan to the letter, he didn't trust them one bit and had expected to fall prey to them once they got into the castle but, they had been true to their word and the agreement drawn up and signed by both parties in secret some weeks before had held.

Breathing space, for now, he had breathing space and that was the best he could ask for. The undead if thing continued as they had would win this war and it was never a bad thing to be on the winning side.

Thus ended the life of the Chaos King, Rugged, Handsome, but no less dead for all that