History of the Sundered Isles – The Forty First Year of the Second Age. Macdanalus, scrivener to the King.The Fourth Year and Sixth Campaign Month of the Great War.
Ogre versus Dwarf
Exhausted after a full month of fighting, and with winter fast approaching, the Dwarf and Ogre
armies rushed back to the Great Hall (I7). The Dwarf troops arrived but a few short days in advance
of the Ogre army marching out from the Tusk (I8). The Dwarfs, natural stonemasons and expert
miners that they are, moved quickly to reinforce the walls, and by the time the Ogre forces arrived
they had turned the city into a defensible position.
With the taste of winter in the air and a hungry army at his back the Ogre Tyrant knew he had no time to waste. He roared for his army to tear down the walls... tear down the walls.... down the walls! The bellowers sounded the charge.
Siege
1409 points Attacking Ogres (959 of regular army + 450 muster) Vs. 1,115 points of Defending Dwarfs.
Dwarfs can take up to 1,115pts of defensive siege equipment for free (see p.94 of Badlands)
Ogres may not buy attacking siege equipment.
If Ogres win then the Dwarf garrison is completely wiped out and the Ogres take the city. If Dwarfs win then the Ogres must choose either to settle in for a winter siege or retreat to The Tusk (I8) for winter. If drawn then the Ogres must choose either to fight a second siege battle, settle in for a winter siege or retreat to The Tusk (I8) for winter.
Elsewhere on Kanesdue the southern Dwarf command marched north east from the Plain of
Woe (K8) and attacked the coastal villages of Tor Elyr (J9). Although the defenders put up strong
resistance the Dwarf army was able to push to the sea and by winter had secured control of the
province at the cost of 150 troops. There was little naval action off Kanesdue with the Ogre fleets
sailing south to the Great Hall (I7) while the Dwarf fleet sailed east to Gash Kardak (H9).
Vampire Counts
Long in the planning it may have been but when the Undead forces finally moved on the Lost City (G8) from Shambletown (G9) they did so with great purpose. The anathema was waiting for them
and at first it seemed as though the deadites would be crushed by the colossal monsters. But on and
on the undead came as the dread Necromancers kept raising back the fallen troops almost as soon
as they fell. For hours on end the two figures mashed their way through dead flesh and the undead
casualties were simply stunning. The storms of magic howled over the battlefield and many of the
less powerful necromancers burned themselves out as they tried to keep pace. With the anathema
on the verge of victory a cadre of cyclopean beasts appeared as if from nowhere and fell upon the
blue anathema dragging it into the stygian depths of the city. A thunderous boom shook the city as
the blue anathema exploded in a polychromatic burst taking the cyclopean creatures with it. With
its brother lost the last of the anathema looked around it. There were thousands of undead in every
direction, a hellish and relentless sea of flesh. With the battle unwinnable it abandoned the city to
the undead.
The undead pirates off the coast of Karak Kadrin (G6) rushed ashore catching the Dwarf villagers
unawares and feasting on their souls. The last Dwarven outpost on Asur’s Rest was gone. That
army’s fleet then moved north-west to Straddlebrook (F5) while the other undead fleet moved
north-west to Swartzhafen (F4)
Back on Norslatch the undead templars returned to the Iron Hills (C4) where they promptly
disbanded for the winter. Finally, the undead home army marched back to the capital (D3) to
prepare for the winter equinox spells.
Dark Elves
With Lothern (I11) saved the survivors marched east to defend the Fortress of the Dawn (J12)
against a possible Chaos attack. On Norslatch the corsairs continued to cut a desperate bloody
swathe across Bretonnian lands. This time they moved south from Montfort (B5) into the Grey
Mountains (C5) where they set up camp for the winter having crushed all resistance from the local
highlanders.
The fruitless pursuit of the Druchii continued. The Bretonnians marched east to retake the now
ruined fort of Montfort (B5) but the Druchii were long gone. The real action was further east as
the Bretonnian horseman in the Blood Grounds (B9) galloped desperately to defend the ancient
Beastman capital (B11) from the Chaos Warriors; it was a hard slog with 50 troops dying to
starvation. Meanwhile the remaining army still on the Isle of Mists (C11) continued its own pursuit of the Chaos raiders...
Warriors of Chaos
The enraged Lord of Chaos was furious at the failures of the southern command. Nevertheless the
slow annexation of the south continued apace. On Kinsblood the army in Nagarythe (I13) moved
south to occupy Tiranoc (J13) while the army in Har Ganeth (J15) pushed east to wrest control of
the Black Pillar (K16). It was a similar story on Smith’s Isle with the army garrisoned in the Bastion
Hills (H12) pouring down from the hills to conquer the coastal settlements of Chrace (H11) while the
Daemon troops at the Walls of Azul (F13) screamed west to ravage Bilbali (G12) before finally fading back to the warp.
Far to the north the campaign against the Bretonnians saw the Dark Forest (E10) falling to Chaos
forces invading from the Black Deep (E11). Meanwhile the invaders on Norslatch surprisingly
turned back from their march on the old Beast throne and tracked back across the bridge to meet
the chasing Bretonnian army. The two armies finally faced off on the Isle of Mists at the border of
Brayherd province (C10) and the Plain of Ruin (C11).
Pitch Battle on the border of Brayherd and the Plain of Ruin
1050 points of Bretonnian cavalry Vs. 1000 points of Chaos Warrior cavalry
Both armies are all cavalry (infantry, monstrous infantry, monsters, swarms, unique units and war machines are banned). Both armies may use a king with free heirloom.
- If Chaos wins then the Chaos forces take the Plain of Ruin (C11) and the Bretonnians
- must retreat to the Place of Dark Rain (D10). Chaos can pursue the Bretonnians.
- If the Bretonnians win then the Chaos army is destroyed as it has nowhere to retreat to. Bretonnians would take Brayherd (C10) and its villages.If it is a draw then both armies withdraw back to their respective provinces. Brayherd for Chaos and Plain of Ruin for Bretonnia.
Conquest
Dwarfs take Tor Elyr (J9) from independents – village
Vampires take the Lost City of the Old Ones (G8) from independents – razed capital and throne
Vampires take Karak Kadrin (G6) from the Dwarfs – village
Dark Elves take Grey Mountains (C5) from the Bretonnians – village
Bretonnians take Montfort (B5) from the Dark Elves – razed fortress
Warriors of Chaos take Tiranoc (J13) from the Dark Elves – village
Warriors of Chaos take the Black Pillar (K16) from the Dark Elves – village
Warriors of Chaos take Chrace (H11) from the Dark Elves – village
Warriors of Chaos take Bilbali (G12) from the Dark Elves – village
Warriors of Chaos take the Dark Forest (E10) from the Bretonnians - village
Spoils of war
Vampires gain secrets of the Old Ones – Once per future campaign year move the Storm of Magic by
one tile.
Tally of the Dead
150 Dwarfs die conquering Tor Elyr.
300 Undead are lost in the assault on the Lost City.
50 Bretonnians die to starvation on the Bloodgrounds.
Just discovered this great campaign blog today. I've read every article. Love it. Brings back memories of my own Mighty Empires game way, way back.
ReplyDeleteCheers! It's enormous fun, I must say. We've talked for years about running a campaign like this, and it's every bit as entertaining as I hoped.
ReplyDelete