Friday, January 18, 2013

Map - Year 6, Autumn Spells & Winter Quarters


Winter of the Sixth Year.

Autumn Spells
The Winds of Magic blew strongly at the Autumn equinox. From deep within the bowels of the
Cauldron, the Sorcerers of Chaos unleashed a reign of madness upon Hag Graef (H15). The entire
population, even the dead, became infected with a whirling madness and dances into the sea
never to be seen again. It is rumoured that 3,549 undead troops are lost in the disaster, while Hag
Graef itself is razed. However, rumours of the dead king’s demise were proven incorrect. From
dark Mousillon he sent out a call of heroes. Fully 1,000 long dead heroes are drawn to the vampire
capital to offer their services to the Liche. Meanwhile, the living peasants of the undead realm were
magically bolstered by the power of dark magic and 5 extra crowns of revenue were added to the
undead coffers. The Runelords attempted to blight the lands of the Norse but it was too much and
too far - they failed. Finally, the Damsels and Prophetesses of the Lady of the Lake completed a
ritual to restore life and beauty to Western Elswood (C14). The fortress recovers and the province
becomes part of the Bretonnian Kingdom – right on the edge of the Norse capital.


Winter Quarters
The siege of the Cauldron exacts its price over the long winter – but the defenders harden their
resolve and cling on over the winter. ‘Both’ the attacker and defender will have to spend 4 baggage
points if they want to keep their armies alive over winter. The Norse 3 rd army on Kinsblood,
the ‘fighting Graelings’, is unable to make proper winter quarters and is forced to hunker down into
a winter retreat. The ravages of the encroaching winter prove devastating and three quarters of the
army - 300 troops - freeze to death over the course of the winter.


Winter Events
As with every year the winter was accompanied by privation and despair for some and ale and song
for others. The Vampire kingdom had a particularly plentiful harvest which yielded 5 additional gold
crowns of revenue. However, the Bretonnian kingdom was wracked by a peasant revolt in protest
at high taxes. Crushing the revolt cost the Bretonnians 2 gold crowns of revenue. Meanwhile, the
destabilised Norse kingdom lost the fortress of Karond Kar (J14) to rebellion. Karond Kar declares
independence as a free elf kingdom in alliance with Arnheim (K14). Finally, the Dwarf people make a special tribute to the Dwarf ruler. Sadly the tribute is a miserly 1 gold crown of revenue. No one ever said Dwarfs were generous.


Territorial Changes

Bretonnians seize Western Elswood (C14) from the Warriors – Fortress (no longer razed)

Independents seize Karond Kar (J14) from the Warriors – Fortress

Hag Graef (H15) – undead village is razed


Political Power and Remaining Forces at end of Year Six
Note that razed settlements produce no revenue and are not included here.

Vampire Counts (3 capitals – holds tiebreaker):
  • 1 King
  • 2,500 Troops (including the call of heroes)
  • 0 Siege Battery
  • 3 Fleets
  • 1 Temple
Revenue: From capitals = 8; from other cities = 4; from fortresses = 8; from villages = 17; from bumper crop = 5; from plentiful harvest = 5
Total Revenue = 47

Dwarfs (3 capitals):
  • 0 King
  • 3,955 Troops
  • 1 Siege Battery
  • 3 Fleets
  • 1 Temple
Revenue: from capitals = 8; from other cities = 4; from fortresses = 2; from villages = 15; from mines = 4; from special tribute = 1
Total Revenue = 34

Bretonnians (2 capitals):
  • 1 King
  • 5,487 troops (700 troops need 4 baggage to be protected over winter)
  • 0 Siege Battery
  • 1 Fleet
  • 0 Temple
Revenue: from capitals = 8; from other cities = 4; from fortresses = 4; from villages = 16; from mines = 2; peasant revolt = (-2)
Total Revenue = 32

Warriors of Chaos (2 capitals):
  • 1 King
  • 2,924 troops (1,090 troops need 4 baggage to be protected over winter)
  • 1 Siege Battery
  • 1 Fleet
  • 0 Temple
Revenue: from capitals = 4; from other cities = 2; from fortresses = 2; from villages =6
Total Revenue = 14


Spending Revenue
I am trying to streamline things so from now on I have given a particular cost for buying baggage and
a particular cost for recovering razed settlements. See below for full costs:

  • Diplomatic Mission = 1 gold
  • Recruitment = 1 gold per 100pts of troops
  • Recovery = 1 gold to recover a village; 2 gold to recover a fortress; 3 gold to recover a city
  • Construction = 3 gold and 1 timber per fleet; 2 gold and 1 timber per siege battery; 5 gold and 1 timber to upgrade a village to a fortress; 10 gold and 1 timber to upgrade a barren to a fortress; 15 gold and 1 timber to upgrade a village to a city; 3 gold and 1 timber to build a great wall.
  • Baggage = 1 gold per 4 baggage
  • Espionage = 1 gold per Assassin; 1 gold per D6 spies; 1 gold per saboteur; 1 gold per Agent

Don’t forget to deploy your banners and fleets – the king and any siege batteries (max 1 per army)
are assigned to an army during deployment. Baggage is also assigned to banners at deployment.
Banners have a minimum size of 500pts and a maximum size of 1500pts.

Map - Year 6, Turn 6 continued


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

The Battle of Naggarond
The throne room shook around the Dark Elf King as he began his walk up on to the battlements of
his palace. His elite Black Guard had retreated to this position to make their final stand. This was
the very place where it had all began six years ago when he had publically renounced the Phoenix
King and claimed the throne as the Witch King. The Elven civil war that followed had weakened both factions to the point of exhaustion. The humans’ betrayal had been perfectly timed to exploit that weakness. He could appreciate a good betrayal.

Three days of hand-to-hand fighting in the ruins of the Druchii capital had seen his forces pushed
further and further into the centre of the charnel house city of dead Naggarond. They had found
eight blackened pyres placed as monoliths – loci - around the centre of the city. The daemons
never slept and there was no respite. It was constant warfare as his crossbowmen and witch
elves gradually succumbed to wave after relentless wave of attacks by hordes of horrors and
plaguebearers. Shades battled daemonettes in a dark ballet on the rooftops while his Executioners
tried to hold the main choke points against human berserkers clad in suits of black armour.

He looked out over his capital as he reached the top. It was all for nothing. All was lost. This was
their final stand.

Something blotted out the sun. A cloud? No. It was moving directly towards him like a meteor on
great wings of leather. He drew his sword.


Result: Norse Defender wins

Druchii are scattered and lose 350 troops. Druchii King is killed and the Druchii Kingdom ends as
their last homeland is destroyed – The Druchii armies disperse to the four winds and are eliminated

Warriors lose 200 troops from their daemonic hosts.

However, the fall of the Druchii King did not mark the end of all Elven Kind. Saphery (K12), Arnheim (K14), the people of the Ironsand Desert (J16) and perhaps most importantly the garrison of The Black Pillar (H14) all reasserted their independence as free and sovereign states.


Siege of the Cauldron

The Bretonnian assault on the Cauldron was heroic but futile. For days the Trebuchet battered the
walls as Hellcannons returned fire, while Pegasus Riders and Furies battled for air supremacy over the city walls. Finally, a section of wall buckled, and the order to storm the walls came. Knights
Errant and Knights of the Realm rushed forward to seize the breach in the walls caused by the
ranged destruction. In response the Cauldron vomited out a legion of foul daemons and monsters to
crush the interlopers. Gleaming Knights fought with crimson coloured daemons straight from the pit
of hell while sorcerers rained fireballs down from the walls. The sky darkened and the land was cast
into deep shadow. Yet the two sides continued to crash forward with sheer primal force. It was the
Bretonni that cracked first as their entire left flank collapsed suddenly. To prevent a disastrous rout
the King ordered his Grail Knights to plug the gap and sacrifice themselves so that his main force
could withdraw back to the edge of the forest.

The siege had been broken. The Bretonnian King ordered his men to retreat a half days ride from the
city and the defenders let them go. The assault had been bloodily repulsed but the Bretonni would
return to finish the job. There would be a proper reckoning.


Result: Bloody Repulse

Bretonnians lose 400 troops

Warriors lose 250 troops from their daemonic and monstrous hosts


Autumn Spells and Other Arcana

As the Autumn equinox fell, and the wizard lords prepared their mighty incantations, the dire power
that held the daemonic and monstrous hosts to the real world dissipated. The fiendish hosts melted
back into oblivion. A sudden calm came over the land. The respite would be brief.

The Storm of Magic roiled north east and into Cothique (I12) but the Undead army reacted in time to
find cover from the storm – the deadites withstood the Technicolor wind of death unharmed.

The Wizard Lords prepared the following spells:

  • Vampire Counts = Bumper Crop and Call of Heroes
  • Bretonnians = Prosper
  • Warriors of Chaos = Reign of Madness
  • Dwarfs = Blight Crop


Territorial Changes


Saphery (K12) becomes independent – village
Arnheim (K14) becomes independent – barren
Ironsand Desert (J16) becomes independent – barren
Black Pillar (H14) becomes independent – fortress with bridge


Political Power and Remaining Forces

Vampire Counts (3 capitals and tiebreaker):
  • 1 King
  • 5,049 Troops
  • 0 Siege Battery
  • 3 Fleets

Dwarfs (3 capitals):
  • 0 King
  • 3,955 Troops
  • 1 Siege Battery
  • 3 Fleets

Bretonnians (2 capitals):
  • 1 King
  • 5,487 troops
  • 0 Siege Battery
  • 1 Fleet

Warriors of Chaos (2 capitals):
  • 1 King
  • 3,284 troops (with 400 unable to make a winter retreat)
  • 1 Siege Battery
  • 1 Fleet

Wednesday, January 2, 2013

Map - Year 6, Turn 6


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

The Dark Elf King looked out at a scene of desolation and woe. His capital was in ruins and his people slaughtered. His scouts informed him they were outnumbered three to one and that the Norse
general counted many foul Daemons amongst his ranks. Worst of all his scouts reported that their
supposed Undead allies had deserted him at the last. There would be no legions of the dead to
bolster his claim on Naggarond.

And yet his Druchii warriors grew restless. They were furious at what the Norse had done and
demanded vengeance. If he did not act now his reign was over. He would be usurped and his name
cast into history as a curse. Perhaps there was another way, but if so for once he could not see it.
So be it. One last time he ordered his kinsfolk to battle. They would face the gibbering horde on the
plain outside the dead city.


The Battle of Naggarond

Dark Elves vs. Warriors of Chaos and their Daemon allies
Location is Naggarond (I15) the razed Dark Elf capital
  • Dark Elf 1st army – 450pts
Contains the King (up to 75% of army can be characters; general has +1 Ld or +1 Ws; general
gets a free magic item of any points cost)
  • Dark Elf Muster (refugees from Naggarond) – 300pts
Entire army is made up of core choices and has either scout or vanguard

Warriors of Chaos
  • Warriors 1st army – 600pts
  • Warriors 2nd army – 500pts
  • Daemon Host – 500pts
  • Daemon Host – 400pts 
  • Daemon Host – 400pts 
  • Daemon Host – 200pts

Daemon Hosts ignore normal army selection rules but each Daemon Host can only contain
Daemons from one of the four gods or from no god (i.e. unmarked Daemon Princes and
Furies)

Meanwhile, far to the north, the siege of the Cauldron (C15) continued as the Bretonnian King once
again ordered his forces to storm the Norse capital

Siege of the Cauldron

Bretonnia vs. Warriors of Chaos and the foul hosts they command
Location is the Cauldron (C15) the Warriors of Chaos capital

  • Bretonnian 1st Army - 1100pts

Contains the King (up to 75% of army can be characters; general has +1 Ld or +1 Ws; general
gets a free magic item of any points cost)

Warriors of Chaos
  • Warriors 4th army - 1090pts
  • Warriors muster - 300pts
Entire army is made up of core choices and has either scout or vanguard
  • Monstrous Host - 150pts
Any monsters/monstrous infantry from the Storm of Magic and/or Warriors of Chaos books
  • Daemon Host - 300pts
Daemon Hosts ignore normal army selection rules but each Daemon Host can only contain
Daemons from one of the four gods or from no god (i.e. unmarked Daemon Princes and
Furies)

Out at sea the Norse fleet continued its chase of the Bretonnian admiral. However, by the time the
Norse arrived at Sarl (B14) the Bretonnians had escaped out into the frigid northern ocean (A15).

The Undead and the Dwarfs continued the carve-up of the south. On Kinsblood Isle the Dwarfs
began a forced march but had to pause to seize full control of the Fortress of the Dawn (J12), while
on Smith’s Isle the Undead marched in unopposed to conquer the old High Elf provinces of Chrace
(H11) and Cothique (I12).

Finally, the Dwarf garrison on Kanesdue returned to the old Ogre capital (I7).

Territorial Changes

Dwarfs take the Fortress of the Dawn (J12) from the Warriors of Chaos – razed fortress

Undead take Chrace (H11) from the Warriors of Chaos – village
Undead take Cothique (I12) from Independents - barren