Monday, February 18, 2013

Map - Year 7, Spring Spells


Betrayed and bruised, but fuelled by an aching bitterness, the Liche ordered his magical defences.
Gifted with the power of raw magic from his new alliance with the northern warriors of chaos
and their dark gods, his coven of necromancers brought this raw magic into a deadly coalescence,
bending the laws of nature and spewing a vortex of chaos over the Eerie Downs (E5). Next, the
coven unleashed a debilitating plague of nightmares and waking qualms of terrifying intensity over
the Grey Mountains (C5).

Far to the east the sorcerer lords of chaos invoked the power of grandfather Nurgle. Papa Nurgle
blessed Northern Elswood (C14) with a beautiful and colourful rot. Four months’ worth of Brettonian
supplies immediately decay and are destroyed.

The Dwarves reputation for weak magical prowess was once again borne out as their attempt to
restore life and abundance to Mousillon (D3) surprisingly failed.

Finally, the storm of magic roiled west and settled over Chrace (H11).


Spell effects (all last for the campaign year)

Chaos Void is over the Eerie Downs (E5)
  • Any banner or fleet moving in is automatically destroyed

Portents of Terror is over the Grey Mountains (C5)
  • Any force in the tile must roll 4+ on D6 or be trapped in the tile for the turn

Rot is over Northern Elswood (C14)
  • Any baggage that enters the tile is automatically destroyed

Friday, February 15, 2013

Map - Year 7, Espionage


Espionage

The plans had been in motion for years. The Dwarf operatives based in the Great Wall on Rusty Plain (G2) and the world renowned operatives of Couronne moved into action quickly once the signal came down. The Dawi spies wiped the Vampire operatives from the map in a single night of clean yet thorough destruction. At least it was almost thorough…   

A single Lahmian spy intercepted orders being delivered to the Straddlebrook (F5) expeditionary force which provides vague information about troop numbers and movements.

Meanwhile, the Dawi had been perfecting their zombie impersonation techniques. Fortunately Dwarfs have a high tolerance for poor personal hygiene. While some spies vanish without trace the Dwarfs gradually learn a great deal about the movements and size of three separate Undead armies.
The Bretonnians moved quickly to throw the Undead forces on Norslatch into disarray. In a dawn raid led by the heroes Jacques Crow and Jean Charpentier, the Bretonnians caught the Blood Knights of Iron Hills (C4) while they were sleeping in their sarcophagi. Not a single vampire survived and the entire banner is effectively destroyed for this campaign year. Charpentier alas was last seen falling from a cliff while wrestling with Valek the leader of the Blood Knights. His body was never found.  The assassins sent against the Vampire capital were also successful. A senior Liche was destroyed by lord Flash-hart while preparing an equinox spell. Flash-hart later escaped the citadel after a daring carriage chase through ghoul town.

The Chaos worshippers were better prepared for the Bretonnian black ops and only a single assassin was able to outwit the Norse agents and breach the walls of the Cauldron. A few troops died but the damage was contained.

The Norse were less well prepared for the band of Bretonnian saboteurs that attacked Kvellig (D14). The saboteurs poisoned the fortress food stores destroying all baggage in the province. They also set fire to the fortress causing immense damage and killing many people. Kvellig is razed to the ground though the banner is unaffected and the fleet escapes just in time.  


Game effects (in the order shown – I randomised)

Assassins:
Vampire Counts temple banner in the Iron Hills (C4) is destroyed.
Vampire Counts banner in Mousillon (D3) loses 250 troops.
Warriors of Chaos banner in the Cauldron (C15) loses 60 troops.

Saboteurs:
All baggage in Kvellig (D14) is destroyed.
The fortress at Kvellig (D14) is razed.

Spies:
Dwarfs must reveal to the Vampire Counts the point value of the Straddlebrook expeditionary force (Banner in F5) and must also reveal to the Vampire Counts where the banner and fleet in Straddlebrook (F5) intend to go during the first campaign month. Then Vampires must reveal to the Dwarfs the remaining point value of their banners in Mousillon (D3), Bloodpeak (H10) and Caledor (H13) and must also reveal where these banners and their fleets are going to move during the first campaign month.


Spring Spells
  • Vampire Counts: Chaos Void, Portents of Terror
  • Bretonnians: Na
  • Warriors:  Rot
  • Dwarfs: Abundance

Wednesday, February 13, 2013

Map - Year 7, Deployment


As dawn broke on the Isle of Smiths a rider spurred his mount onward over the low hills and into the pasture land beyond. The ruins of the human town was the rider's goal, there to convey news of the most base of treacheries to his master.

For a day after hearing the reports from the West, Morbius quietly seethed. 

Honour, honour the humans and dwarves rattled on about. Honour the dwarves had spoken of as he gave them the ogre's fortresses. Honour was the word of the day when his assassins had sunk the drow ships on Norslatch. Granted, they had given the humans a greater headache after being marooned, but the intention had been to help. Overall.

Eventually, Morbius rose and gave a great sigh. Perhaps it was time to find a new friend. One that did not harp on about honour so much. He looked out the shattered window at the silent ranks of his undead followers, patiently awaiting his will.

"Ultimately, one supposes, this is what comes of treating with the living." Morbius spoke aloud, to nobody in particular.

As one, his entire army broke from it's reverie, pivoted on the spot in perfect unison, and began the long march West. All but the rider, who now had another message to deliver.

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

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)