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The Ashes of Middenheim Campaign
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spikyandy
Sat Oct 03 2015, 11:49PM
spikyandy

Registered Member #4
Joined: Sun Dec 13 2009, 04:51PM
Posts: 691
I'm waiting on Sam.
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sgu97bjd
Sun Oct 04 2015, 10:22AM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
That's fine. I'm away for 2 weeks now and there is no rush. Let me know the results when you've played and I'll update the scores.
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sgu97bjd
Sun Oct 11 2015, 07:47AM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Are there any results to update from this Fridays games?
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beardyfluffbag
Sun Oct 11 2015, 10:31PM
Registered Member #40
Joined: Thu Mar 04 2010, 04:11PM
Posts: 251
Yeah Donny beat me in round 2
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sgu97bjd
Mon Oct 12 2015, 09:44AM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Cheers Chris, did he break your fortitude or did you get a campaign point out of the game?
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beardyfluffbag
Mon Oct 12 2015, 05:56PM
Registered Member #40
Joined: Thu Mar 04 2010, 04:11PM
Posts: 251
nope no points
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spikyandy
Sat Oct 17 2015, 08:46AM
spikyandy

Registered Member #4
Joined: Sun Dec 13 2009, 04:51PM
Posts: 691
Game Three; Sam vs. Andy - And won.

1400 points difference to me.
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sgu97bjd
Sat Oct 17 2015, 06:49PM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
So in that case if it's ok with you Andy you'll play Dean or Chris as the attacker inthe next round and then play me as the defender, but only the first game will count in terms of points for you.

I can play this Friday coming if you want to.
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sgu97bjd
Tue Oct 20 2015, 07:54PM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Game 6:
Joining Forces:

The western territory is yours. Over the last few weeks your forces have grown in strength and with your latest victory you even enslaved some of your defeated foes to fight by your side. You don’t expect very much of them but if they die in the place of some of your troops their purpose will have been served. Also as your ambitions grow so do the challenges facing you. The other territories will not be so easily conquered so having additional fighting troops at your call can only help your long term goals.

Armies
This is a multiplayer battle with 2 players on each side. Each player brings 1,250 points of troops following the normal army selection criteria, these can be from either your Main Force or your Vanguard.

The Battlefield
Set up the battlefield as normal.

Deployment
Split your joint army into 3 factions. Each faction must contain at least 1 unit and no one faction can contain more than 50% of the units. Each side rolls a dice to determine who deploys first. The Battlefield is split into 6 equal sized areas. Whichever side rolled highest must deploy one entire faction into any of the deployment areas. The other side then deploys a faction but cannot deploy any troops closer than 12” to any enemy troops. The first side then deploys its second faction into a different deployment area and so on until all six factions are deployed in different deployment areas, ensuring that there is at least 12” between each opposing unit. The side that finishes deploying first gets first turn unless the other side can roll a 6 to steal first turn. No vanguard moves may be made but scouts can be deployed as normal.

Game Length
The game lasts for 6 turns

Special Rules
The player on each side with the most Campaign Points is in overall charge and is therefore responsible for deciding things such as which order to deploy factions, how the magic dice are split, or who is the BSB (see below) etc. Each player decides exactly how to use his own troops though.

General - Each of the 4 armies may have their own general (nominate one per side for purposes of which one gives up the Slain General victory points). Each army draws on the inspiring presence of their own general, and may not used the Ld of the other allied general.

BSB - Only one BSB is able to use the Hold Your Ground special rule though, if there are 2 BSBs on one side decide before the game which one will use this rule. Any unit from either army can use this models ability.

Any Named Characters on either side must issue (or accept) a challenge if they are in a combat with another Named Character. You cannot put forward a unit champion or an unnamed character to avoid a fight between Named Characters.
Assume that all armies start and remain Trusted Allies for the whole game.

Victory Conditions
The winner is determined by victory points. An additional 250 points is available for each of your opponents Named Character your side slays in combat with one of your Named Characters. This is in addition to normal bonuses for things such as killing the general / BSB.

Campaign Scores & Bonuses
Campaign points are awarded as follows:
3 points if your side won and your army was not wiped out
2 points if your side won but your army was wiped out
1 point if your side lost but your army was not wiped out
0 points if your side lost and your army was wiped out
In addition the winning side is allowed to add a core unit up to the value of 250 points to their Campaign List from a different army book.
The losing side is allowed to add a core unit up to the value of 100 points to their Campaign List from a different army book.

Units added in this way are not treated as allies but are treated exactly as if they were part of the main army book with the exception that even though they are core choices they do not count towards the minimum 25%.


[ Edited Fri Oct 23 2015, 12:38PM ]
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sgu97bjd
Tue Oct 20 2015, 09:17PM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Draw for game 6:

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

This assumes that Sam is ok to play two weeks in a row.

By all means each pair is welcome to discuss what they will bring prior to the game to make the joint force as effective as possible and not double up on things like BSB's unnecessarily.
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sgu97bjd
Sat Nov 21 2015, 09:33AM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Game 7:
Capture the Village:

Finally it looks like the lingering impacts of Archaon’s final battle are beginning to recede and not only are the mists beginning to clear but the tremors that have been shaking the area have also started to lessen. You sense that soon your opportunity to assault the Ulricsberg will arrive and as luck would have it you stumble across a weapons depository surely used by Archaon’s army in preparation for their own assault. The weapons are kept in a number of small buildings but you are not alone in your discovery. It looks like if you want the spoils for yourself you are going to have to fight for it!

Armies
Select an army up to 2,000 points from either your Main List or your Vanguard.

The Battlefield
Set up 3 buildings on the battlefield. The first should be in the centre of the table, the other two can be placed by the players anywhere at least 6” from either deployment zone. Other scenery can be set up as normal.

Deployment
Armies deploy as per battleline. Scouting units cannot start the game in a building. The army that has the fewest Campaign Points gets +1 for first turn.

Game Length
Use the rules from the Watchtower scenario in the rulebook.

Special Rules
Each building is only large enough to hold 20 models maximum. Units larger than this cannot garrison a building. Monstrous units cannot be larger than 6. Larger units can still assault the buildings but cannot garrison them. If the garrisoning unit carries missile weapons up to 10 of them can shoot each turn.
If a building is not garrisoned at the end of the game it can still be claimed by an army if it has a unit (or part of a unit) within 6” of the building and there are no enemy units within 6”.

Victory Conditions
The winner is the army that occupies the most buildings when the game ends.

Campaign Scores & Bonuses
One campaign point is awarded for each building garrisoned (or claimed using the 6” rule) at the end of the game.
In addition the winning army finds a stash of weapons in one of the buildings and it turns out one of them is magical. Roll a 2D6 to find out what the weapon is. If the result was a draw then both players can roll on the table but suffer a -2 penalty to the roll.
2 – Warrior Bane
3 – Shrieking Blade
4 – Relic Sword
5 – Biting Blade
6 – Sword of Striking
7 – Sword of Might
8 – Sword of Swift Slaying
9 – Sword of Anti-heroes
10 – Sword of Strife
11 – Obsidian Blade
12 – Choose any magic Weapon from your Army Book

This weapon does not cost any points and can be allocated to any of your characters.


[ Edited Sat Nov 21 2015, 09:38AM ]
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sgu97bjd
Sat Nov 21 2015, 09:37AM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Standings after game 6:

Ben 15
Antoinne 13
Chris 11
Andy 9
Dean 8
Donnie 6
Sam 3

Draw for game7

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


[ Edited Fri Dec 18 2015, 11:49PM ]
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sgu97bjd
Sat Dec 19 2015, 09:47AM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Standings after game 7

Ben 16
Antonine 13 (yet to play)
Chris 12
Andy 9 (yet to play)
Donnie 9
Dean 8 (yet to play)
Sam 3 ( yet to play)


[ Edited Fri Jan 08 2016, 11:16PM ]
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sgu97bjd
Mon Jan 04 2016, 08:27PM
Registered Member #2041
Joined: Tue Aug 19 2014, 09:34PM
Posts: 217
Game 8:
The ascent to Middenheim:

You have made it to the base of the Fauschlag and must hurry to reach the summit and fight for the right to claim Middenheim as your own. But which way will you go? There are two routes to the top and both have their own perils and foes to fight.

Armies
Choose an army up to 2,600 points from your Campaign List. You must choose all of your Named Characters and your Named Unit but otherwise the only restrictions are the normal army selection rules.

The Battlefield
In this game the person with the fewest campaign points chooses the method of ascent into Middenheim and therefore the specifics of the battle. There are 2 options. Ascent via one of the roads leading up the Fauschlag, or ascent via the tunnels underneath it.

Underneath the Fauschlag:
This is an underground fight so set up appropriate terrain, i.e. no buildings or forests but plenty of rocks and impassable terrain.

The Road to Middenheim:
This battle takes place near the summit. There should not be too much terrain other than scattered trees and some obstacles.

Deployment
Underneath the Fauschlag:
Armies are deployed along the long table edge. Units from your Vanguard may elect to ambush instead of being deployed at the start. Ambushing units may not enter from the opponents table edge but can roll to enter from any point on the other 3 table edges as normal.

The Road to Middenheim:
Armies are deployed along the short table edge with units from the main force able to deploy up to 18” from the baseline, and units from the Vanguard able to deploy up to 28” from the baseline.

Players alternate deploying units as normal with the person who finishes deploying first getting +1 to the roll for first turn.

Game Length
The game lasts 6 turns

Special Rules
Underneath the Fauschlag:
Not all units are adept at tunnel fighting. Flying units are treated as having the Hover rule instead of Fly for this game. Any war machines that fire using the rock lobber rules cannot be used in this battle. Due to the gloom and darkness ballistic skill shooting has a maximum range of 20”.

The Road to Middenheim:
The air is a bit thinner up near the top of the Ulricsberg which helps all ballistic skill shooting by adding 4” to the range. It’s also a gloriously flat surface, ideal for chariots and cavalry. Any chariots add +1 to their impact hits and any cavalry (and monstrous cavalry) get +2 to their combat res on the charge instead of +1.

Victory Conditions
The winner is determined by victory points with anything more than 100 points difference being a win and 100 points or less being a draw.

Campaign Scores & Bonuses
Campaign points are awarded as follows:
Win: 2 Campaign Points
Draw: 1 Campaign Point
Loss: 0 Campaign Points
An extra campaign point is awarded if you managed to destroy your opponents Named Unit.


[ Edited Mon Jan 04 2016, 08:28PM ]
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