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The Ashes of Middenheim Campaign
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sgu97bjd
Mon Jul 13 2015, 07:18PM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
I'll use this thread to post the campaign updates. The other thread can be used for discussion, questions etc.

The Demise of Archaon

All that was left of Middenheim was a smouldering crater. The Incarnates had been successful in their plan to stop Archaon although none that saw the final battle would live to tell the tale. All of the Incarnates fell foul of the immensely destructive magic that Archaon had sought to unleash upon the Old World but due to their sacrifice the destruction had been limited to just a few square miles.

With the Everchosen’s demise the Chaos Gods once again lost interest in the fate of this world and turned their attentions elsewhere, leaving their remaining followers to continue their fight but without the direct intervention of the four Gods or the iron will of Archaon the tables soon turned against the Chaos army. Whilst all of the major cities of the Empire had been destroyed there were smaller towns and villages that would now take up the mantle of rebuilding the once proud nation. The Dwarfs similarly would rely upon their smaller holds that had not been targeted by Chaos or the Skaven, and begin the long process of reclaiming their homelands. Without their King and Queen to lead them the Elves quickly descended into infighting with ancient arguments once again dividing them and inevitably the 3 races of elves separated with as much, if not more distrust of each other than had existed before. The undead of Nehekhara were no longer in forced bondage to the will of Nagash and returned to their ancient lands to begin reversing the centuries of damage that had been inflicted on their cities, while the vampires without Mannfred or Vlad to lead them instead turned to Neferata who was much more interested in satisfying her own pleasures rather than conquering other nations. The lands of Bretonnia were all but destroyed but as long as a few noble hearted knights remained the kingdom would endure and in Jerrod had found natural successor to King Louen. The Skaven had suffered incredible losses over the previous few years with most of Clans Pestilens wiped out and their remaining forces spread thin over the Old World. The worst was yet to come though as one of their main breeding grounds in what had been Karak Eight Peaks was discovered by Skarsnik’s night goblins and in a cruel twist of fate he used the device given to him by the Vermin Lord Lurklox to burn the entire breeding ground to ashes. Without the ability to replenish their losses the rats once again retreated underground blaming each other for the failure of their plans. As for the Orcs and the Ogres they fondly remembered Grimgor’s Great Waaagh as being one of the best fights they’d had in a long time, but without the mighty Black Orc to lead them they found it was almost as much fun beating each other up anyway. Of the Lizardmen nothing had been heard or seen since the lands of Lustria fell to the bombardment of the remains of the moon of Morrslieb. However there had been several reports of strange lights over the jungles south of Araby and the men and women of the neighbouring civilisations had stopped encroaching into the jungle lands as few of their hunters and trappers returned safely.

In the immediate vicinity of the ruins of Middenheim several small warbands still roamed around, survivors from the various armies of the Incarnates, they were fortunate enough to be still locked in combat at the surface when the Incarnates themselves were fighting their doomed battle under the earth. Small groups of humans, elves, undead, orcs, skaven, and warriors from Archaons army retreated back into the shadows when they felt the power of the magic grow to a climax before eventually dissipating as the various winds of magic scattered. These warbands found themselves surrounded on all sides by enemies as each race sought to protect their own kind, and with their heroes all dead few of these warbands had the leadership for anything other than survival. But in times of need new heroes always rise out of the ranks, and in the days and weeks after the final battle several of these warbands seemed to find their purpose. Whilst the city of Middenheim itself was largely now a ruin, the site of the battle was rich pickings indeed for those brave enough to contest it. Some of the greatest heroes fought and died on these lands and their treasures, trinkets, equipment and weapons still littered the battlefields. If it had not been for this the area would surely have been deserted as a blighted place, but the chance of claiming one of these powerful relics was a lure few could resist, and so in the wake of Archaon’s demise began a fight for the spoils of greatest battle of the End Times.


[ Edited Thu Jul 16 2015, 06:18PM ]
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sgu97bjd
Thu Jul 16 2015, 06:18PM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Rules Overview

We will each need to submit a Campaign List for maximum of 3,200 points, which is made up of a Main Force and a Vanguard. Although no game is likely to be bigger than 2,400pts it allows for some list tailoring for different scenarios and a bit of variety to stop things getting stale. It’s probably best that the lists are open and published on the forum although the exact army that we took to each game can be kept hidden.

The following restrictions apply to the 3,200 point Campaign Lists:

• No special characters. They are mostly dead after all!

• 3 Characters in the Campaign List to be Named Characters. These 3 Named Characters firstly must have a name (obviously) and will get certain benefits during the campaign. If they die during a game they are unlikely to remain dead and may earn certain rewards or stat increases during the campaign if their achievements warrant it. One must be the army general and a second should be a wizard if possible. If a character does die (permanently) he is immediately replaced with a new character of the same type but without any of the accumulated upgrades.

• There can be any number of Characters in addition to the Named Characters as long as the total points spent on all characters does not exceed 50%.

• No Character (named or otherwise) can start the campaign with more than 25 points worth of magic items. More will become available during the campaign. This also applies to Vampiric Powers, Runes, Daemonic gifts etc, so a character that normally has access to 100pts of magic items and 100pts of gifts can now take 25pts of each.

• No wizard may start the campaign greater than L2. Again, this will increase as the campaign develops. Also the number 6 spells are not in use during this campaign unless specifically allowed in the scenario, and no more than 5 power dice can be used to cast a spell.

• 1 unit in the campaign list to be a Named Unit. As before, this unit needs a suitable name and can earn benefits during the campaign.

• No units may start the campaign with a magic banner.

• 2,400 points of the Campaign List will be the Main Force. This part of the army needs to follow all of the rulebook restrictions around minimum core, duplicating rare’s etc.

• 800 points of the Campaign list needs to be identified as being the Vanguard. The Vanguard part of the list will be used in scenarios where speed and manoeuvrability are important so this should be borne in mind. There will also be some scenarios where the Vanguard cannot be used so probably best not to put your most important unit in the Vanguard. Some units cannot be put in the Vanguard. These are; War Machines; the Named Characters; the Named Unit; any other Lords. The Vanguard does not need to conform to minimum or maximum % of core, special, rare etc and does not even need a character to lead it (although you might want one). It still cannot exceed the duplicate unit restrictions in Special and Rare though.

• Unit sizes are not fixed to those set in the Campaign list. So for example if you put 30 Executioners on in the Campaign list you would be free to use any unit size up to 30 (and above the minimum unit size from the relevant Army Book) in any of the actual games. There will be circumstances where the unit size can be increased above its starting size (see below).

• If you do not have enough models to create a 3,200 list this does not matter. You can duplicate units that you do have in the Main Force and the Vanguard. So for example if you have only 10 Silver Helms you can declare 2 units of 10 Silver Helms and put 1 in the Vanguard. You will only need enough models for a 2,400 point army in any one game although having enough to create a 3,200 point army will give you more options during the campaign.

Campaign Special Rules

After every game, regardless of whether your army won or lost you may select a new magic item from the rulebook or from your army book up to 25 points in value, or you may upgrade one of your current magic items by up to 25 points as long as it is of the same type (i.e. dispose of a magic weapon and replace it with another weapon worth up to 25 points more). This represents the fact that the battlefields are strewn with ancient relics just waiting for some new hero to claim them. You can even have a character have more than one of the same type of magic item (i.e. 2 talismans) but he must choose before each game which one he will use in that game. The same principle applies to runes, gifts, powers or anything that acts like a magic item.

After every game count up the number of banners captured under the Last Stand rule. For each one roll a D6 and on the roll of a 6 you have captured a magic banner (the previous owners were ignorant of its power). Roll a further D6 and multiply the result by 10 to get the value in points of the magic banner you can choose (from either the rulebook or your army book). If the second dice roll was also a 6 then instead of giving you 60 points the value of the banner is unlimited.

If the standard bearer of your Named Unit or your BSB dies due to the Last Stand rule in any of your games then any magic banner that they had is lost. This does not apply to any other banners, after all your enemies are only really interested in keeping the most prized trophies from a battle.

Named Characters

If one of the Named Characters dies in any given game they need to roll on the follow table to see what happens to them:

1 – Dead! Your character is dead, he has shuffled off his mortal coil, kicked the bucket, he is dead.
2 – Deep Wound – He’ll live but he’s going to be limping for a while. -1 wound for the next game.
3 – That was my sword arm. -1 WS for the next game
4 – Injured Pride – It turns out your character was not as injured as he made it look. -1 Ld for the next game.
5 – Take it easy – The apothecaries have told your guy not to do too much heavy lifting for a while. -1 S for the next game.
6 –Flesh Wound – He’s back on his feet and fighting fit. No adverse effects but gains Hatred (of whatever race did him the injury) for the rest of the campaign.

However if your Named Character survives the game he is obviously the reason for your glorious successes to date and depending on which character he is he can choose to do different actions.

Your General can choose to do one of the following

Get Recruiting – A strong leader can rally new troops to his cause. You may add a new unit to your Campaign List. The unit can be from either Core, Special or Rare but must be the minimum unit size and cannot cost more than 150 points. It is allowed to take any upgrade options for command, weapons, attached units etc but not magic items.
Potion of Insane Courage – This is an Enchanted Item and can only be used once in the campaign (although if you use it and then decide to take this option later in the campaign a second one can be chosen). This potion can be drunk at any time the character or the unit he is in is required to take an Insane Courage leadership test. The test is automatically passed without needing to roll any dice. 25 points.

or he can choose to roll on the following table to see if he gains additional abilities:

1 – More luck than judgement. Battles are won by more than just skill. For the next game you may reroll one dice (or a single dice of a 2D6 roll).
2 – Inspirational Leader. Your general gets a permanent increase of 1 to his Ld (to a maximum of 10)
3 – Have you been working out? - Your general gets a permanent increase of 1 to his Strength (to a maximum of 10)
4 – This guy just wont die! - Your general gets a permanent increase of 1 to his wounds (to a maximum of 10)
5 – Booming Voice – Your general adds 3” to his inspiring Presence range for the remainder of the Campaign.
6 – I hit ‘im and his ‘ead came right off. For the remainder of the Campaign your general has the Killing Blow special rule.

Your Named Wizard can choose to do one of the following

Study the arcane lore. Increase his magic level by 1 (if this increases him from L2 to L3 then he also becomes a Lord and gets all of the other benefits associated with this. If there is no Lord option for your wizard type then you cannot choose this option.) You cannot increase him above L4.
The Tricksters Amulet. This is an arcane item and can only be used once in the campaign (although if you use it and then decide to take this option later in the campaign a second one can be chosen). This item allows you to either reroll your result on the miscast table (the second result must stand even if worse than the original) or force your opponent to reroll their miscast result. 25 points.
Protective Wards. Choose one unit in your Campaign List. This unit now has the MR1 special rule. If it already had magic resistance it increases it by 1.

If your general is also a Wizard he can choose to do either the Wizards options or the Generals

Any other Named Characters can choose to do one of the following

Get Recruiting – More troops are always needed for a successful campaign so you can choose to increase the size of one of your units by 10% (rounding all fractions up). The cost of these additional troops is added to the total cost of the unit.
Sword of Misfortune – This is a Magic Weapon that can be taken by one Named Character in your army. The sword appears entirely mundane but its curse means that protective wards, amulets, spells, or any other non physical protection are rendered useless against it. No ward saves can be taken against the Sword of Misfortune. 25 points.

or he can choose to roll on the following table to see if he gains additional abilities:

1 – Unfazed – Your character gets the Immune to Psychology Special Rule for the remainder of the Campaign. If he already has this rule roll again.
2 – Honed Skills - Your character gets a permanent increase of 1 to his WS (to a maximum of 10)
3 – Battle Crazed – Your character gets a permanent increase of 1 to his attacks (to a maximum of 10)
4 – Have you been working out? - Your character gets a permanent increase of 1 to his strength (to a maximum of 10)
5 – Tough Nut to Crack – Your character gets a permanent increase of 1 to his toughness (to a maximum of 10)
6 – Faster than a Speeding Bullet – Your character gets a permanent increase of 1 to his initiative (to a maximum of 10) and the Always Strikes First special rule. Further rolls on this just increase initiative.

Named Unit

During the campaign you need to keep a record of how many standards your Named Unit captures. As this number increases they gain certain abilities.

0-1 No benefit
2-3 Hungry for Battle. Your unit can add 1 to all charge rolls they have to make
4-5 Your units reputation is spreading. They now cause Fear. If they already caused fear then any fear tests they cause have to be at -1 Ld.
6-7 Battle honed. Choose a special rule from the following list (Stubborn, Hatred, Devastating Charge, Swiftstride). Your unit gains this special rule for the remainder of the Campaign.
8+ Swelling Ranks. You can increase the size of your unit by 10% (rounding up) for free! The points of these extra troops do not count towards your armies limit.

Let me know if you think any of this is over the top


[ Edited Sat Jul 18 2015, 08:45AM ]
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sgu97bjd
Tue Jul 21 2015, 08:59PM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Main Force

Varag Ard Toof (Orc Warboss): Glittering Scales; shield 143
Upgraded to armour of Destiny, sword of striking
Upgrade +6" to inspiring presence, hates dark elves
Bolruk Nose Breaker (Black Orc Big Boss): Talisman of Protection; Battle Standard 130
Upgraded to Talisman of Preservation
Upgrade to +1 S, +1 WS, +1 I and ASF, -1 Ld next game
Morruk Mad Eye (Orc Shaman): Level 2 Wizard 100
Upgraded to L4, Searing Doom sig spell, Fencers Blade, MR3 magic item
Hatred (Empire), -1 Ld next game
Night Goblin Shaman: Dispel Scroll Level 2 Wizard, biting blade 110
Orc Big Boss: Enchanted Shield; Luckstone; spear; War Boar 83
Goblin Big Boss: Shrieking Blade; Giant Wolf 57

The Ironskinz (38 Orc Big 'Uns): additional hand weapons; Orc Boss; Musician; Standard Bearer 341 (4 are free)
Captured 9 banners (+1 to charge rolls, causes fear and stubborn)
46 Night Goblins: shields; Netters; Night Goblin Boss; Musician; Standard Bearer 263
• 1 Fanatic 25
• 1 Fanatic 25
Upgraded to allow magic banner
20 Night Goblins: short bows; Musician; Standard Bearer 80
• 1 Fanatic 25
• 1 Fanatic 25
• 1 Fanatic 25

Orc Boar Chariot 85
7 Trolls 245
Upgraded to have MR1
24 Cave Squigs: 12× Night Goblin Herder 228
6 Squig Hoppers 72 (recruited during campaign)
Upgraded to have Scout special rule
10 Bloodletters with banner 150

Doom Diver Catapult 80
Doom Diver Catapult 80
Mangler Squigs 65
2 Stone Trolls 90
Snotling Pump Wagon: Giant Explodin' Spores 60

2,400 points

Vanguard

Goblin Big Boss: Ruby ring of ruin; spear; light armour; shield; Giant Wolf 78

5 Goblin Wolf Riders: short bows; shields; Standard Bearer 70
5 Goblin Wolf Riders: short bows; shields; Standard Bearer 70
27 Night Goblins: short bows; Musician; Standard Bearer 101
• 1 Fanatic 25
• 1 Fanatic 25

7 Orc Boar Boyz: shields; spears; Musician; Standard Bearer 160

Snotling Pump Wagon: spiky roller; out-rigga 70
Giant 200

799 points

[ Edited Fri Jan 08 2016, 11:23PM ]
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sgu97bjd
Sat Aug 01 2015, 08:30AM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Week 1 will be slightly different to the rest of the campaign in that we will be playing two smaller games rather than one big game. I am pretty sure there will be enough time to complete both games but I would probably suggest starting as close to 7pm as possible to make sure. Let me know if you think there are any glaring mistakes or anything that might unbalance these scenarios.

Prologue
Middenheim was once one of the Empire’s most important landmarks. The city sat atop the Ulricsberg a sheer sided pinnacle of white rock whose appearance, rising above the forest, resembles that of a fangs of a great wolf. The forest that once surrounded this great fortress was cut back during Archaon’s occupation to allow for his troops to make camp and to provide wood and food for its armies. This has left large expanses of open ground interspersed with patches of the original forest which is where many of the war bands have made their own temporary shelters. Middenheim itself is mostly covered in thick fog since the battle that saw Archaon and the Incarnates destruction, thick not only with moisture but thick with magic and death. None have been able to penetrate this fog with any success and most have been driven mad if they remained in it for too long. The Ulricsberg itself is also still wracked by tremors that have levelled most of the buildings and made the tunnels underneath the city too dangerous for even the Skaven to remain in. There is plenty to fight for in the surrounding areas though. Many great battles were fought outside of the cities walls and many treasures adorn these battlefields waiting for new heroes to wield them.

As time passes though the fog shows signs of receding and the tremors become more infrequent. Middenheim may be a ruined city but it still retains many of its features that made it one of the most defensible locations in the Old World. When the time is right whoever enters the city first is likely to be able to repel most of the meagre warbands that remain in the area with relatively ease, and that army will have its pick of some of the Old World’s greatest treasures. So for now a waiting game is played with various warbands vying for supremacy, all the while trying to position themselves so that when the time comes they will be the ones to claim the true prize out of the Ashes of Middenheim.


Game 1
Capture the Relic:

Your scouts have reported back to you that they have found the remnants of what looks like an attempt by some of the citizens of Middenheim to make a bold escape from the city into the forest of the Drakwald. Before they even made it to the forest though they were met by a band of Beastmen who cut them down in a frenzy of slaughter. One of the escapees appears to have been a noble and his possessions contained in a chest were abandoned on the battlefield and left there by the Beastmen who had no interest in such things. Unfortunately your scouts were not the only ones sniffing around the battlefield and keen to get there first your general has dispatched his fastest troops to recover the bounty before any others can get their hands (or claws) on it.

Armies
This battle is fought between your Vanguard armies.

The Battlefield
Place a token or a coin in the centre of the table. This represents the relic. Terrain should otherwise be set up as normal.

Deployment
Armies are deployed along the short table edge up to 9” from the baseline. Scouts can be deployed anywhere up to 18” from the relic and 12” from any enemy units. Vanguards can only be made to a maximum of 6”. Roll off as normal for first turn with the army that finished deploying first getting the +1.



Game Length
The game lasts until the victory conditions are met or until one of the armies is completely destroyed.

Special Rules
Any undead units can march regardless of whether they are within range of the general. Any non undead units are immune to panic for the duration of the battle. Any unit can claim the relic by ending a move on top of it. A unit that has the relic can move a maximum of 10” regardless of its move characteristic or if it is marching, but gets a 6+ ward save due to the mysterious properties of one of the chests contents. If a unit carrying the relic is forced to flee for any reason it immediately drops the relic.

Victory Conditions
The game is won when a unit exits from any board edge carrying the relic.

Campaign Scores & Bonuses
The winning army gets any Talisman of its choosing from the main rulebook for the rest of the Campaign and must immediately allocate it to one of its characters. This replaces the normal campaign rule of getting a 25 point magic item. In addition it gets 2 Campaign points. The losing army is awarded 1 Campaign point as long as it has at least one unit left alive to report its failure back to the main army.

Game 2
Kill the Mage:

Parts of the area closest to the Ulricsberg’s fog shrouded slopes have remained awash with magic and dangerous for most non wizards to even come close to. The lure of that much magic has drawn many of the surviving mages to the area as much to experience the power as for any other reason. It is on one of these occasions that your wizard, with only a small bodyguard in tow, encounters another such magic user and a battle of magical supremacy begins.

Armies
You must pick you Named Wizard for this scenario, however he does not cost any points. In addition select an army up to 800 points from your Main Force as his bodyguard. No single unit can cost more than 250 points (excluding characters). You cannot select any other Named Characters but unnamed characters can be selected. You also cannot select any War Machines (including chariot mounted ones). All other normal selection criteria apply.

The Battlefield
Set up the Battlefield as normal. Nominate one of the short edges to be the boundary of the magic fog.

Deployment
Armies are deployed as per the Battleline scenario from the rulebook, including the roll for first turn.



Game Length
The game lasts until the victory conditions are met.

Special Rules
Do not roll for spells as normal. Being so close to such a large mass of magical energy distorts and enhances the wizards normal magical abilities. Each wizard begins the battle knowing only their signature spell (or the number 1 spell if there is no signature). If the wizard is within 10” of the fog he knows all the spells in his chosen lore (including the number 6 spell). For each 10” further out from the fog he knows 1 spell fewer, with the first spell to go being the number 6 spell and working down.
It is however dangerous for non wizards to be close to the fog therefore in every friendly magic phase each friendly unit suffers a number of S2 armour piercing hits determined by their proximity. 1”-10” is 6 hits, 11-20” is 5 hits and so on. In determining proximity use the closest model in each unit. Wizards are unaffected by these hits.
Additionally, if any wizard miscasts during the game, do not roll on the miscast table, instead apply the result of a 7 “Detonation” result. Any wizard is allowed to take ‘Look Out Sir’ rolls against any spells that cause instant death (note that this does not include spells that do multiple wounds unless they would have been entitled to a Look Out Sir anyway).
Finally any unit that makes contact with the board edge representing the fog is instantly destroyed.

Victory Conditions
The game is won as soon as one of the Named Wizards is killed. A major victory is achieved if this is done before the end of the 4th game turn. Likewise the losing army suffers a major defeat if his Named Wizard is killed before the end of the 4th game turn.

Campaign Scores & Bonuses
Campaign points are awarded as follows:
Major Victory: 3 points
Minor Victory: 2 points
Minor Defeat: 1 point
Major Defeat: 0 points
Additionally the winning wizard needs to randomly select one of the 8 rulebook lores. For the rest of the campaign he may choose the signature spell of that lore instead of one of the spells that he rolls on the dice. He therefore effectively now knows 2 signature spells. If he randomly selects a lore that he already knows he may randomly select another lore.
If the Named Wizard is a High Elf Loremaster he instead randomly selects a High Magic signature spell.




[ Edited Sun Aug 02 2015, 03:55PM ]
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sgu97bjd
Sun Aug 02 2015, 03:46PM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Draw for the first week:

Sam vs Antoinne
Me vs Donnie
Rob vs Dean
Chris vs Andy

Games to be played on the 15th or 22nd August. It doesn't matter too much if games slip a week or two though as there should be opportunities to catch up.

[ Edited Sun Aug 02 2015, 03:49PM ]
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Kynes
Wed Aug 12 2015, 03:30PM
Registered Member #175
Joined: Fri Nov 04 2011, 10:55AM
Posts: 123
Do we post our lists on the forum?

I can be there next week if Sam is available for the fist games.
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sgu97bjd
Wed Aug 12 2015, 09:05PM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
You can post your lists in this thread. Sam said he would be there on the 21st for his game with you but you might see him if you are there this week to confirm.
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Kynes
Fri Aug 21 2015, 12:53PM
Registered Member #175
Joined: Fri Nov 04 2011, 10:55AM
Posts: 123
Here is my list !! A little bit late but I guess I am not the only one ...


Vanguard:

Boss Heavy weapon, shield 51
Warlock engineer lvl 1 65

35 slaves musician 72
5 giant rats + packmaster 23
6 Gutter runners sling poison 108
6 Gutter runners sling poison 108
3 rat ogres + 2 packmasters 136
Hell pit abomination 235


Total 798













Main force of the Skaven Nation Army

Warboss "Benbane" Heavy weapon +3 inspiring presence 96 Named Character
BSB "Andy's despair" +1 initiative, always strike first 70 Named Character
Warlock engineer "Dean's Sorrow" lvl 4 + spirit leech spell -1 leadership earthing rod 125 Named character
Warlock engineer "Sam's Nemesys" lvl 1 condenser 85
Plague Priest "Rob's fate" lvl 2 flail plague furnace dispell scroll 314
Assassin "Donnie's death" 120

40 slaves shield musician 102
40 slaves spears shield musician 122
5 giant rats + packmaster 23
5 giant rats + packmaster 23
40 stormvermins "Les vieux rats qui puent" full command warpfire thrower 375 Named Unit

6 Gutter runners sling poison 108
6 rat ogres + 4 packmasters champion 287
28 plague monks full command 221

warp lightning cannon 90
Hell pit abomination 235

Total 2396


[ Edited Sat Oct 03 2015, 08:00PM ]
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Dean
Fri Aug 21 2015, 01:57PM
Registered Member #138
Joined: Fri Apr 29 2011, 09:55AM
Posts: 402
The Glorious warhost of the High Elves consists of:

Vanguard
Noble, Eagle, lance, heavy armour, enchanted shield, luckstone, potion of foolhardiness
5 Ellyrian Reavers, musician
15 Lothern Sea Guard, FC, shields
5 Dragon Princes, FC, Banner of Eternal Flame
9 Shadow Warriors

Main Force
Lorranith (general) lvl 3 archmage Shadow, Book of Hoeth, Golden Crown of Atrazar, Talisman of Preservation
Tanir the Honourbearer, noble, BSB, Shield or the Merwyrm, Relic Sword, heavy armour (-1 wound next game)
Elaina of Lothern, lvl 2 mage Fire, Dispel Scroll, elven steed

14 Archers, musician, standard
5 Ellyrian Reavers, musician
30 Lothern Sea Guard, musician, standard, shields

23 Phoenix Guard (the Blades of Asuryan), FC
7 Dragon Princes, musician, standard
18 Swordmasters, FC

Eagle Claw Bolt Thrower
Eagle Claw Bolt Thrower
Great Eagle
Great Eagle
Frostheart Phoenix

win 1
loss 3


[ Edited Sat Oct 24 2015, 02:04PM ]
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sgu97bjd
Sun Aug 23 2015, 01:07PM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Donnie's List

Main Force
Ivan
Hetman on Great Bear, Heavy Armour, Shield, Sword of Battle, Potion of Foolhardiness – 212 points
Upgraded to Ogre Blade
+3" to inspiring presence


Kattern
Ice Maiden (L2) on Warhorse, Shrieking Blade – 143 points
Upgraded to Ice Armour, -1 S next game

Rasputin
Priest of Ursun, enchanted Shield, biting Blade, Seed of Rebirth – 90 points

Boyer, Heavy Armour & Shield, Yakov’s Kvas – 114 points

Vodcervights
42 Kossars (FC) – 366 points
5 Horse Archers – 70 points
15 Winged Lancers (FC) – 330 points
12 Gryphon Legion (FC) – 318 points
10 Streltsi – 120 points
5 Bear Pack – 200 points
2 War Wagons – 350 points
1 Urugan Cannon – 85 points

Vanguard

8 Horse Archers (FC) – 142 points
8 Horse Archers (FC) – 142 points
Kislev Ranger, Sword of Might – 105 points
Boyer on Warhorse, bow, ruby ring of ruin – 122 points
Hetman, Pistols of Prince Boydinov – 168 points
3 Bear Pack – 120 points


[ Edited Sun Sep 13 2015, 09:00AM ]
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sgu97bjd
Thu Aug 27 2015, 07:53PM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Match ups for the second round:

Ben vs Rob
Donnie vs Andy
Sam vs Chris
Dean vs Antoinne
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sgu97bjd
Sat Aug 29 2015, 02:08PM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Game 3:
Establishing dominance:

The area around Middenheim has fractured into smaller territories with power struggles going on in each one. A few different armies in your territory have started to get big and bold enough to think that it belongs to them. They need to be put in their place. You need to establish yourself as the alpha male or someone else certainly will. Therefore you have picked your best troops to go and teach the upstarts a bit of a lesson and leave them in no doubt that you are the one they really don’t want to mess with.

Armies
This is a show of strength. You need to be picking your best troops to destroy the morale of your enemy. You can select an army up to 2,000 points from your Main Force. No Vanguard troops may be taken. You must select all of your Named Characters and your Named Unit.

The Battlefield
Set up the Battlefield as normal

Deployment
Deployment is as per the Meeting Engagement scenario from the rulebook (diagonal deployment), except the player who deploys first automatically gets the first turn.



Game Length
The game lasts 6 turns

Special Rules
No special rules for this scenario

Victory Conditions
Victory conditions are as per the Blood and Glory scenario from the rulebook. A major victory is achieved if you break your opponent. A minor victory is achieved if no armies were broken but you scored more than 100 victory points more than your opponent. A minor defeat is if no armies were broken but your opponent scored more than 100 victory points more than you. And a major defeat is if your army was broken.

Campaign Scores & Bonuses
Campaign points are awarded as follows:
Major Victory: 3 points
Minor Victory: 2 points
Minor Defeat: 1 point
Major Defeat: 0 points
In the case of a draw both players score 2 campaign points but do not get the bonus below.
The winning army can select one of its units that has a standard bearer but is not normally entitled to a magic banner. For the remainder of the campaign that unit can now take a magic banner up to 25 points. Note that this gives the unit the ability to take a magic banner, it does not give them a magic banner. Magic banners can only be gained as per the campaign rules.
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spikyandy
Tue Sep 01 2015, 08:14PM
spikyandy

Registered Member #4
Joined: Sun Dec 13 2009, 04:51PM
Posts: 691
Here's are my lists.

Vanguard Force

10 Crossbowmen - 90 points
9 Knights Panther + Preceptor, Standard Bearer & Musician - 228 points
5 Knights of the Gold Lion - 110 points

6 Reiksguard Knights + Standard Bearer & Musician - 182 points
10 Huntsmen - 80 points
5 Outriders - 80 points

The Knights Panther Preceptor will be leading the vanguard force.

Main Force

Baron Leopold Berkel; General of the Empire + Full plate Armour, Sword of Striking, Enchanted Shield & Luckstone - 129 points

Captain + Battle Standard Bearer, Full Plate Armour, Shield & Dragonhelm - 103 points
Hieronymous Weibe; Level 2 White Wizard (Light) & Dispel Scroll - 125 points
Level 2 Amber Wizard (Beasts) + Power Stone - 120 points
Bruno Glaube; Warrior Priest + Great Weapon, Heavy Armour, Barded Warhorse & Ruby Ring of Ruin - 113 points
Master Engineer - 65 points

20 Halberdiers + Standard Bearer & Musician - 140 points
5 Archers - 35 points (Detachment of Halberdiers)
10 Crossbowmen - 90 points
9 Inner Circle Knights Panther + Preceptor, Standard Bearer & Musician - 255 points
5 Knights of the Gold Lion - 110 points

The Berkelschloss Guard; 36 Greatswords + Count's Champion, Standard Bearer & Musician - 426 points
5 Archers - 35 points (Detachment of Greatswords)
3 Demigryph Knights - 174 points
5 Outriders - 110 points
Great Cannon - 120 points
Great Cannon - 120 points

Celestial Hurricanum - 130 points

[ Edited Wed Sep 02 2015, 07:26PM ]
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beardyfluffbag
Tue Sep 01 2015, 09:39PM
Registered Member #40
Joined: Thu Mar 04 2010, 04:11PM
Posts: 251
My list

Vanguard
Elendith Darkmane: Master on Dark Pegasus, Heavy armour, Shield, Lance, Sea Dragon Cloak (138)

The Crowfeeders: 6 Dark riders, Crossbows, Shields, Musician (130)
Hells Harriers: 6 Dark riders, Crossbows, Shields, Musician (130)

The Death Lances: 6 Cold one Knights, Standard, Musician, Dread Knight (Calus Heartpiercer) (210)

The Shadows in the Night: 5 Shades, Additional hand weapons, light armour (95)
The Cloaked Watchers: 5 Shades, Additional hand weapons, light armour (95)

Main list
Captain Lindir Blackheart (NC): Dreadlord, Halberd, Heavy Armour, Sea Dragon cloak, Dragon helm (167)

Feora Brightdeath (NC): Sorceress on Dark Pegasus, Lv2 Lore of fire, Ruby Ring of ruin (190)
Alec Darkflag (NC): Master on Cold One Chariot, BSB, Heavy Armour, Shield, Sea Dragon cloak, Sword of might, Luckstone (247)
Elendith Darkmane: Master on Dark Pegasus, Heavy armour, Shield, Lance, Sea Dragon Cloak (138)

The Crowfeeders: 6 Dark riders, Crossbows, Shields, Musician (130)
Hells Harriers: 6 Dark riders, Crossbows, Shields, Musician (130)
Blackheart's Reavers (NU), 27 Corsairs, Additional hand weapons, Standard, Musician, Reaver (First mate Hukon) (327)
The Bringers of Darkness: 10 Darkshards, Shields (130)

The Death Lances: 6 Cold one Knights, Standard, Musician, Dread Knight (Calus Heartpiercer) (210)
The Shadow Guard: 12 Black guard, Musician, Standard bearer (200)
The Linebreakers: 2 Cold one Chariots (230)
The Rains of Darkness: 2 Reaper Bolt Throwers (140)

Golden Spine: Kharibdyss (160)


NC= Named Character
NU= Named Unit
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spikyandy
Wed Sep 02 2015, 07:27PM
spikyandy

Registered Member #4
Joined: Sun Dec 13 2009, 04:51PM
Posts: 691
I've added my vanguard, magic lores for my wizards, and named my three named characters and one named unit.
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sgu97bjd
Sat Sep 05 2015, 07:53AM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Standings after round 1

Chris 5
Ben 5
Antoinne 4
Dean 2
Sam 2
Andy 1
Donnie 0
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sgu97bjd
Sat Sep 12 2015, 07:29AM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Standings after round 2:

Ben 8
Antoinne 7
Chris 5
Andy 3
Dean 2
Sam 2
Donnie 2

Draw for round 3

Ben vs Antoinne
Andy vs Sam
Dean vs Chris
Donnie vs spare

I'll post up the scenario later

[ Edited Mon Oct 12 2015, 06:57PM ]
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sgu97bjd
Sat Sep 12 2015, 12:12PM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
I'm posting up the next two scenarios at the same time because they are linked. The outcome of one will determine certain aspects of the next including what army you are able to select so please read both of them before choosing your army for game 4.

Game 4:
Raid:

Things have been going well for you so far. There are plenty of sizeable rivals out there in neighbouring territories but in your part of this region at least you are quickly becoming a force that nobody wants to mess with. Then you get another lucky break, a rampaging Slaughterbrute erupted from the forest right by the main camp of your biggest local rival. The camp was more or less totally destroyed, and in disarray their army has been put to full retreat with only the rearguard keeping some semblance of order whilst their main force tries to evacuate the supplies and injured. If you can get through this rearguard quickly enough you can wipe them out once and for all.

However, just as you begin to march out an opportunistic raid is launched by one of the smaller Warbands in your area against part of your camp. You barely have time to scramble a response and whilst the threat is relatively minor it cannot be ignored completely. You now need to decide which troops to leave behind to deal with it and hope that they can join up with you in time to make a difference in the more important fight.

Armies
Both players select an army up to 2,000 points from the Campaign List (i.e. main force or vanguard). There are no restrictions on what can be selected above the normal minimum core etc (but it is worth reading the rules for Game 5 as units selected in this game may impact upon what can be selected in the next game.

The Battlefield
Set up the Battlefield as normal

Deployment
Due to the opportunistic nature of the attack your defence is somewhat disorganised. Use the deployment rules for Dawn Attack.

Game Length
The game lasts 6 turns

Special Rules
None

Victory Conditions
Use victory points to determine the winner but subtract 100 victory points for each enemy unit that is in your deployment zone at the end of game (to a minimum of zero). A major victory / defeat is achieved if one side scores more than 750 points more than their opponent.

Campaign Scores & Bonuses
Campaign points are awarded as follows:
Major Victory: 3 points
Minor Victory: 2 points
Minor Defeat: 1 point
Major Defeat: 0 points
Guerrilla warfare is a skill and clearly your forces are developing these skills. The winning army can select 1 unit or unnamed character that took part in this battle as long as that unit costs less than or equal to 150 points. For the rest of the campaign that unit/character has the scout special rule.


Game 5:
Breakthrough:

The Attacker
The raid on your camp was a small distraction but it has not deterred you from your main goal. The bulk of your force is even now bearing down on the rearguard of your enemy and if you can get through this thin line of defence quickly enough you will have the chance to wipe them from the map altogether.

The Defender
Your last battle did not go well and the fight has completely gone out your troops. Just when things looked like they were at their worst suddenly a new enemy appears on the horizon, fresh and ready for a fight. Your general has made a tough choice and ordered the most stalwart troops to form a defensive line and allow the wounded and exhausted to retreat. This will be a last stand for these troops but if they are not successful it could be the end of your entire army.

Armies
The army that lost the previous game is the defender. The army that won the previous game is the attacker. The defender must pick an army to the value of 1,500 from its Main Force. There are no restrictions on this, you do not even need to take a minimum 25% core.
The attacker is free to use as many troops as they like up to 2,400 points (normal restrictions apply). However any units that took part in the last battle do not start the game as normal but must start in reserve (this includes scouts).

The Battlefield
The defenders deployment zone should not contain any buildings but should contain obstacles such as walls and hedges, as they choose the most defensible position to make their stand.

Deployment
The defender deploys along the northern table edge, no more than 18” from the long edge and at least 24” from the western table edge. The attacker may deploy any of its Vanguard units on the western flank, no more than 9” from the edge. The remainder of the units that are eligible to deploy go along the southern table edge no more than 12” from the edge. The defender deploys all of their troops first. The defender gets first turn.



Game Length
The game continues until the defenders are destroyed.

Special Rules
The attackers are using their full strength to try to break through the lines. Therefore whenever an attacking unit is destroyed it may re-enter the game at full strength in the next turn in any of the attackers deployment zones using the rules for reinforcements. Named Characters and the Named unit are the only exception. When they are destroyed they may not re-enter as reinforcements.
Any units that do not get deployed at the start of the game roll a dice at the start of turn 1, on a 4+ they enter as reinforcements. Any units still not on the table at the start of turn 2 enter from reserves automatically. Units from the Vanguard part of the army do not need to roll a dice on turn 1, they automatically pass this roll as they are used to rapidly redeploying. Note that as per the BRB, units entering as reinforcements cannot march or charge on the turn they enter the battle.

The defender knows this will be a last stand and will do everything it can to hold for long enough to save its comrades. Add 1 to all break test rolls the Defender has to make (this means that a natural roll of 3 will count as insane courage), also the Defender may reroll any misfire results for War Machines.

Victory Conditions
The attacker wins the battle when the defenders have been wiped out. It is very important to record which turn this occurred in (so keep track of turn numbers) and also which phase this occurred in.

Campaign Scores & Bonuses
Campaign points are awarded as follows:
Once all players have completed this scenario the maximum of 3 Campaign points will be awarded to the attacker who wiped out the defender the quickest, and also to the defender who lasted the longest.
2 Campaign points will be awarded to the attacker who destroyed the defender second fastest and to the defender who lasted the second longest.
1 Campaign point is awarded for third and no Campaign Points for 4th.

Regardless of points scored the Defender sacrifice was not in vain, their army did manage their escape and can now attempt to regroup. Also the Defender does not need to roll to see what happened to characters who were killed in this scenario, they are assumed to have survived and on the roll of a 3+ may choose the relevant upgrade for their character type as if they had survived.



[ Edited Wed Oct 07 2015, 07:25AM ]
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sgu97bjd
Wed Sep 16 2015, 06:48PM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Sam's list (incomplete)

L1 vampire on coven throne with Sword of Might
L1 vampire BSB on barred steed with Sword of Swift Slaying
L2 vampire on forbidden lore (beasts) with Sword of Battle

9 Black Knights with barding and lances
30 Skeletons
30 Zombies
30 Zombies
4 Vargheists
2 Morghast Archai
12 Ghouls


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sgu97bjd
Sat Oct 03 2015, 08:07AM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Standings after round 3:

Ben 11
Antoinne 7
Chris 7
Andy 6
Donnie 4
Dean 3
Sam 2

Draw for round 4

Donnie vs Antoinne (game finshed bottom of turn 6 - combat phase)
Andy vs Dean (game finished bottom of turn 5 - combat phase)
Chris vs Sam
Ben vs Andy (game finished top of turn 6 - combat phase)

[ Edited Sun Nov 15 2015, 09:33AM ]
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