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
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