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.