Showing posts with label Custom Rules and Scenarios. Show all posts
Showing posts with label Custom Rules and Scenarios. Show all posts

Saturday, June 25, 2016

The Warhammer: Age of Sigmar Tournament Scene in New Zealand

In July, Games Workshop will release the General's Handbook (GH) - which contains additional rules to cover competitive 'matched play'. As a result, there has been a fair bit of increased interest in Warhammer as a tournament game system.

For those interested in learning more, I have summarised the events to date and those planned for this year. I have also outlined some of the main details around the General's Handbook, for those looking to raise an army and attend one of these events.

Events So Far This Year

Path to Glory Campaign

There is a monthly campaign event called Path to Glory on the third Saturday of each month. This campaign used rules that I adapted from the official Chaos campaign, which you can view here. We had eight players participate over the six month campaign, which wrapped up with a Daemons of Tzeentch warband ascending to glory. I took some photos of the April meet up and posted them on Facebook, which you can view here.

If you are around Hamilton, or don't mind travelling here for one day a month, we will be kicking off the new campaign on July 16th. Feel free to email me for more info.


Over The Top 2016

Officially the first competitive event in New Zealand. This was run on February 6th 2016, and had a small number of keen players attend. You can check out the event report in an earlier post.

We were trying out the Clash Comp community rules pack, which was a good starting point to competitive play for AOS. The army sizes were deliberately kept small so that new players in the community could field their starter set models, with achievable hobby goals.



NICON 2016

This was the most recent event, taking place over Queen's Birthday weekend. We had eight players attend, which that number again showing initial interest. The lesson I learned with this was to offer single-day events, as many people could not make it for the weekend. With a game system lacking the support of an existing player base I think this is pretty important.

For those of us who did attend, this was a damn good event. We used the SCGT tournament pack, which is my favourite of those community packs released so far. It was tightly contested, with the triumphant return of the Tomb Kings taking first place, Daemons of Chaos taking second, and my Undead force taking third. What I enjoyed most was the variety and tactical challenges posed by the scenarios (battleplans) in the SCGT pack.

We had such a good time, and at the conclusion all eight of us couldn't wait to play more. 

Final Results for NICON 2016
Byron's Goretide Bloodbound, which won best painted army


Upcoming Events

Call to Arms 2016

Taking place in Wellington on August 6th. This will be the first event to use the new General's Handbook (see below).

The Facebook event on the Age of Sigmar New Zealand Community page indicates that it will be well-attended. I am excited to be travelling down with one or two others to help organise.

We are currently waiting on the final army requirement details, but I'm painting a few extra units just in case. 

Because of travel and time constraints, there will only be one day of gaming. Check out the links below for more information:

Taking place on September 24th and 25th in Auckland. This is not a certainty, as events have not been finalised yet, but the hope is to run two single-day tournaments; smaller games on the Saturday (1,000 points) and bigger games on the Sunday (2,500 points). Stay tuned for more details on this.

Warbanner 2016

Taking place on October 8th and 9th in Napier. Again, we will be running two single-day tournaments, same as GuardCon.

Keep an eye on the New Zealand Events section of the TGA Community forums, or join the Age of Sigmar New Zealand Community group for updates. The Warbanner page to visit for the overall organisation and other events is here.


National Rankings

The plan is to have these up and running for Call to Arms. Our aim is to score the rankings on a per-game basis, so that any game at approved events or venues using the official GH rules will count towards them. Details on how the scoring will work will be confirmed once we've got our hands on the GH. The idea is that each game counts, meaning you can attend single day events and not worry about missing out.

The General's Handbook

The exciting announcement was made by a variety of podcasts, but here is the Bad Dice summary.

The book contains extra rules and guidelines for open play (the standard 'no points' rules), campaign play and matched play. From what we've seen so far, these will really add another level of customisation to your armies. 

We have not yet seen any of the scenarios. I'm looking forward to these most of all.



From the leaks that have started to come out, we can determine the following about matched play:
  • There will be points associated with each warscroll. You can view them here.
  • Each warscroll will also be given a 'battlefield role';
    • Leader Units
    • Batteline Units
    • Artillery Units
    • Behemouth Units
  • Battlefield roles help determine army composition:
    • 1000pts 1-4 Leaders 2+ Battleline 0-2 Artillery 0-2 Behemoths any other units 
    • 2000pts 1-6 Leaders 3+ Battleline 0-4 Artillery 0-4 Behemoths any other units 
    • 2500pts 1-8 Leaders 4+ Battleline 0-5 Artillery 0-5 Behemoths any other units
  • Some of these restrictions are loosened if your whole army is from the same faction (though how the factions are grouped is not yet known).
  • The Three Rules of One:
    • Each spell can only be attempted once per turn, not once per wizard.
    • A roll of 1 to Hit, Wound or Save is always a fail.
    • Extra attacks to not generate extra attacks.
  • Traits. Each army has its own set of traits:
    • 1 Battle Trait
    • 6 Command Traits
    • 6 Artifacts (each non-unique Hero can be given one)
  • Battle Traits:
    • Death: For each wound or mortal wound suffered by DEATH unit within your army that is within 10" of your General or another Hero from your army, roll a die. On a 6 or more the wound is negated.
    • Destruction: Roll a dice in your hero phase for each unit from your army that is within 6" of General or another Hero from your army. The unit can move a number of inches equal to the dice roll, as if it were movement phase, but cannot run. This does not affect their ability to move again later in the turn.
    • Chaos: Roll a dice when you pick a Chaos unit to attack in combat that is within 8" of general or other your hero. On a roll of 6 you can add 1 to all hit rolls for the unit in that phase.
    • Order: You can re-roll battleshock tests (in battleshock phase) for friendly Order units that are within 12" of general or other hero in your army.
  • Artifacts (these are the Order ones by way of example):
    • Attack in combat before anyone else (one use potion)
    • Improve Rend by 1, not for mounts
    • +1 Damage for one weapon
    • -1 to To Hit for enemies you wounded (for rest of battle)
    • Once per battle -1 to Hit for all enemies against model with this artefact
    • Heal 1 wound in each of your hero phases. 

I will be releasing more of the player's packs once the GH is in my hands. In the meantime, if you are interested in any of the events above, or want to chat about anything or everything AOS, you can get in touch via email, via Twitter or via Facebook.

Monday, February 29, 2016

Monday, January 25, 2016

Age of Sigmar Army Lists for OTT 2016

With only a few weeks left until Over The Top 2016, preparations have stepped up a few levels.

The player's packs are ready. The PDF version is available on-line, but I have printed them as booklets because they list the full set of scenarios being used. I have also prepared some scoring sheets and rule tokens.






We found the custom rule tokens to be very useful in our games, so I went ahead and made enough for everybody.

Last night I finished painting the army I will be taking to the event. With the two weeks remaining I hope to be able to get some new terrain pieces painted up.



The final field of AOS players at OTT sits at four. It was always going to be interesting to see what numbers would be like, but I was heartened by all the interest. In most cases the dates just didn't work for people. At one point we had 8 players wanting to come. I look forward to future events and seeing this number grow. Most entrants so far have not attended a gaming event, so I hope to keep the atmosphere casual.

There is still time to register if you are interested. Just flick me an email for more info.

On to the lists. We are using the UK Independent Pool Document  and Clash Comp rules for this event, which were just updated in the last few days. The basic idea is that we bring along up to 15 pool choices worth of models. For each game, we deploy up to 10 pool choices worth of models, which allows players to customise their force for each opponent.

Undead Deathrattle Horde

Dark Aelf Exiles

Aelf Highborn

Stormcast Eternals


The biggest consideration for the players writing the lists is the ability to hold objectives, as this is the main win condition. Single models cannot hold objectives, so there needs to be a good amount of 'rank and file'. The armies with shooting attacks have a big advantage over the Undead army, but this is tempered by the ability to regenerate. The Stormcast army is not taking the Thunderstrike Brotherhood Warscroll Battalion, which would have allowed them to 'deep strike' over objectives, in favour of just placing more bodies on the table.

With the four players we will likely play a round robin round, and then a final round to determine the champion. 

This weekend will see some practice games being played at the first of a series of regular AOS gaming events at our local store Gaming DNA. If you are interested in an escalating campaign, and can spare a few hours once a month, feel free to register. I will be posting more info on this blog.

Tuesday, December 01, 2015

Over The Top 2016 - WFB and AOS Player's Packs

Over The Top is the Hamilton Immortal's annual Games Workshop game system event, this year held on February 6th and 7th in Hamilton.

Brian and I were given the opportunity to organise the player's packs for the Fantasy event. The intention was do do something a bit different, while keeping to the theme of 'over-the-top'.  OTT has always been a no-comp event, and we wanted to keep in that tradition.

You can find info on all the events at Over The Top on the Hamilton Immortals website as the packs are finalised. In addition to Warhammer 40,000 and Lord of the Rings/The Hobbit, there will be a two-day Warhammer Fantasy event and a single day Age of Sigmar event.

Warhammer Fantasy Battles


The recent proliferation of game systems in the NZ tournament scene makes it difficult to accommodate everyone's tastes and interests for wargaming events. Being a GW event, we decided to stick to the 'Old School'. WFB 8th Edition is still enjoyed by our club members, and the successful Tauranga Open earlier in the year showed that there are plenty of folks still interested.

In order to make this 'not-your-usual Warhammer Tournament' we also decided to include a lot of the End Times rules. We have included custom scenarios, based around a Hero of the End Times model for each army, giving the event some narrative value. In addition, a 'bingo' like meta-game will take place over the course of the weekend.

Hopefully this will provide a different set of challenges for veteran gamers wanting to add this to their gaming calendar, and a great excuse to 'get out the toys' for newer players. It would also make for a great send-off to the game system for those moving on.

Click to download

Warhammer: Age of Sigmar


This is for those that are enjoying the new models and game system. I'm under no illusions that AOS is not for everybody. However, some of us are having a good time with it, and for those people we felt the opportunity to run an AOS event was deserved. It certainly fits the theme of 'over-the-top' in any case! To my knowledge there has not been an AOS event run in New Zealand yet, so this is a great opportunity for those who are interested to give it a go.

The open nature of the basic AOS rules has not proven a problem for us in casual games, but makes it unsuitable for competitive events. Overseas, AOS has been run as a tournament using the set of composition rules and a pool choice document used for the UK's Clash of Swords event. It is regularly revised based on feedback from every event that uses the comp. I have emulated those for Over The Top.

The game size has been scaled down so that players with just the starter set will have enough models to participate.

We have enough registrations already for this to go ahead, but if for whatever reason not everyone can make it on the day, there will instead be pick up games going over the course of the weekend, so come check it out if you are interested.

Click to download


Everyone who attends will be given a 15% discount voucher from Mark One Comics & Games. The Immortals have a special offer on this year whereby you can nominate one other player attending the event, and that chosen nominee will get an extra $5 voucher from Mark 1. So grab a buddy ( or more if you're popular) and enjoy some dice games.

Please let me know if you have any questions about these events. My contact details are in the Player's Packs.

Monday, April 20, 2015

Campaign Rules for The Gathering Storm

Below are the rules we used for our campaign games to date. I have added some suggestions and lessons learned under each. Gray made use of the Border Wars interactive book for iPad, and I encourage the use of this material to help get your campaigns started!

After playing through these out-of-the-ordinary games, I really believe they offer the tactical wargamer a new level of strategy to challenge them, away from the standard ETC battle-line.

For full battle reports, follow the links below:




Game 1 - Ghosts at the Walls

Map

The battle takes place outside the walls of Stromdorf. A river will run through the centre. A castle will be set up running the length of one side to represent Stromdorf.

The game is to be based on the Guerilla War scenario with these additions:

  • The empire defending force/ search party (25-50 models up to 500 pts) will be set up searching the river. To represent this they must be set up touching the river banks. Randomise for each model to see if they are on the north or the south bank.
  • Every Man For Himself. Each model acts as unit! (panic can be issue that needs to be managed)
  • Night Fight is in effect. 4D6 visibility (roll each turn)
  • After the forces are deployed randomise the location of the arcane map fragment in the river

Extra rules we used to tie it into the campaign:

  • Victory is achieved by moving the artifact off your board edge or by causing 50% casualties.
  • To represent the town watch, the defender can roll for reinforcements. These can appear anywhere on the castle walls or through the gates. This force will be comprised of 250 points and each model will be rolled for individually 
  • The artifact can be picked up during normal move (not a march or charge). The side that carries it can channel an extra dice (and use it next battle too!)
Lessons Learned: At the start of our game we decided that fleeing Empire troops would head for the city wall and then make for the gate. However this meant that they had much more time to rally than the Elf forces. If we were to run this again we would set the walls up as the table edge, rather than 6" in from the edge, and any Empire troop reaching the walls is removed.

This scenario also demonstrates some very simple skirmish rules that require absolutely no re-learning. Panic tests are everywhere, so you will need to plan accordingly!



Game 2 - Death in the Oberslecht

Map 
A Herdstone on a hill is in the centre of the board. The map piece is attached. The rest of the board should reflect a civilisation-free wilderness (lots of rocks, trees, shrubs).

The game is to be based on Surprise Encounter with these additions:
  • Units may not deploy within 12” of the Herdstone.
  • The artifact can be picked up during normal move (not a march or charge). The side that carries it can channel an extra dice (and use it next battle too!)
  • Get off our land! A unit of Gors come in as reinforcements, each turn the players roll to control them, but they will continue their combat with whomever they are in contact with. They must charge the closest unit.

Lessons Learned: Unfortunately we couldn't get our hands on a unit of Gors, but the game was chaotic enough! The same scenario (or very similar) can be found in the back of the 8th edition rulebook. You start at very close proximity to enemy units, often without support so troops that can hold their own do very well. There will be fighting right from Turn 1, and so 'mop up' capability will make the difference in later rounds.





Weather Table

Roll 1D6 at the start of each player turn. 

On the roll of a 1, roll a further 2D6 and consult the following Weather Chart. 

In Game 2, these weather effects are triggered on a 1 or a 2. 

In Game 3, they are triggered in a 1, 2 or a 3. 

Any side in possession of an artifact rolls the dice to trigger weather effects with a -1 modifier for each.


Weather Chart

Roll 2D6 to see what is affected: 


2-5 = Shooting Affected

D6 1-3 Heavy Rain - All non-war machine  Ballistic Skill shooting is at -1 for this turn.

D6  4-6 Soaked– All war machines need 4+ to fire this turn.


6-8 = Movement Affected

Sodden Ground - All Movement is at -D3 for this turn (includes Charges, Fleeing, Random Movement).


9-12  = Special Effects

D6 1-2 God-like Thunder - All units are -1 LD for the remainder of the turn.

D6 3-4 Flooding - Player whose turn it is may add one swamp piece to the table (Place token, scatter 4D6, place swamp touching token)

D6 5-6 Lightning Strike - Roll a D6 for each unit in the battlefield (friend and foe). If a '6' is rolled, that unit takes D6 S4 hits as lightning damage. War Machines, units that Fly, or units that have an armour save of 5+ or better are affected on a 5 or a 6. Units carrying the artifact are hit on a 4, 5 or a 6.

Lessons Learned: There are several weather-effect tables out there, from the General's Compendium to the Albion Campaign book. We opted for one with minimal impact to our games.

Tuesday, April 14, 2015

WFB Campaign - The Gathering Storm: Part 2

Death in the Oberslecht


The shattered map fragments blaze like signal fires in the minds of the wizards. After the initial clash before the walls of Stromdorf, the Empire force races to claim the remaining artifact with the Elves nipping at their heels.

As time is of the essence, both forces rush blindly into the wild marshes of the Oberslecht. Deep within the mists of the marshes Galharain's mage sight fails him. A corrupting influence is afoot…


The second artifact is discovered lashed to a herdstone in the middle of the swampy region known as the Oberslecht. The braying of wild beasts is heard is the distance, as the two armies become aware of each other through the storm. Scattered due to low visibility, a bloody fight ensues.




The Nuln Steam Tank Deliverance spots the artifact first. Modifications to the wheels allow the machine to churn through the swamp with greater efficiency. The rain and mud splash onto the piping hot engine and the tank emerges from a cloud of steam to slam into the herdstone. The engineer swiftly secures the artifact.


The Magnus Gate Halberdiers cheer on the nearby field guns as they wreck havoc amongst the oncoming Tiranoc Chariots. As they emerge through the sheets of rain they see the Demigrpyh Knights in hard battle with some Silver Helms led by an Elf on a giant eagle. They charge through the foliage and assist in the melee, breaking the elves and running them down.


Luthor Huss and the Knights Gruffon are faced with a more challenging foe - a monstrous Phoenix navigates the lightning strikes overhead. Another unit of Silverhelms, seeking vengeance on the Witch Hunter van Korden, ride him down along with the huntsmen and the great cannon.


The Arch-Lector enters the battle, his war altar being towed through the unforgiving landscape by a contingent of frenzied flagellants, eager for final penance. The light emanating in a halo around the Golden Griffon is like a beacon in the storm.



The Knights Griffon are decimated by bowfire from the trees. The Sisters of Avelorn Pathfinders methodically hunt down straggling Empire troops in their hunt for the artifact.



Deliverance moves in to assist the Celestial Wizard Niklaus Schulmann and the Ironsides, but not before the gunners are forced to flee under the onslaught of the Knights of the Crimson Heart.


The Elven Archmage Galharain is brought to bay in the corner of the swampland. The remaining Empire forces converge to try to end his magical influence. However, the prowess of the Elven bow-fire wreck a heavy toll on the encroaching troops.


Desperate to close the distance to the archers and avoid more casualties, the halberdiers enter the swamp, but many more are drowned during the advance. The steam tank Deliverance powers up the engine for a final devastating collision to wipe out the Elves. Disaster strikes as the floatation device rigged to the underside of the tank fails, and the entire contraption sinks beneath the swamps. Upon witnessing this, the nearby bolt thrower crew gracefully dart forward to secure the second artifact.


Arch-Lector Kaslain and Archmage Galharain face off for the first time. Elven magic is negated by a shield of faith, while righteous fury is held at bay by arcane barriers. The duel ends in a stalemate, as the Elves melt back into the wilderness, their objective achieved.


The two forces now hold one artifact each, and the final battle to control the fulcrum is looming.



[Graeme and I have yet to play the last (few) battles, but I hope you enjoy what we have played so far via Gray's awesome camera work. I will next post up the scenario rules we have been using. Stay tuned!]

Monday, April 13, 2015

WFB Campaign - The Gathering Storm: Part 1

Ghosts at the Walls


(read the Prologue here)

Albericht van Korden strode angrily through the rain and gloom. The Celestial Wizard was hiding something, and he intended to find out what. Documents in the young mage's possession indicated a particular interest in an artifact stored in the Temple of Sigmar. A far cry from 'weather research'. 

The Temple was a solitary building on the banks of the Teufal, just outside the city walls. It seems the Arch-Lector was already here, attempting to talk Lector Gottshcalk into supporting him on his bid for head of the faith.

"Additionally", intoned Kaslain, "all the outlying temples would receive a generous..."

"DOOM!", roared Gottshalk, his eyes rolling to the back of his head as lightning unnervingly cracked overhead. "The Storm rises and the Empire will drown 'neath the waters of the Dark Realm!"

Kaslain moved to calm Gottschalk, but the Lector was crazed, and instead lunged and swung his hammer as he screamed; "Sigmar will come again, and..."

Lead shot sprayed the Lector's brains over the Temple door. Van Korden slid the smoking pistol back into his holster. Before Kaslain could say another word, another deafening peal of thunder shook the ground, and a blinding flash of lightning struck the temple. 

Van Korden regained his senses with enough time to see the peculiar weather-vane attached to the roof of the Temple, loosened by the storm, blow off into the river. In the few seconds he had to observe, he noticed that it looked suspiciously like the wizard's drawings. As the Arch Lector made his way back to the city gates, the Witch Hunter gathered a posse and began to search the banks of the river.



Across the river, another group of searchers emerged from the treeline. The Handmaiden Ysvena and 'The Ghosts of Avelorn' padded towards the river with deadly purpose. Their arrows fell like the very rain that covered the land before the city, and several of the Empire soldiers died before before they even knew they were under attack.



Several of the Halberdiers lost their nerve in that moment and fled for the gates of Stromdorf. The Nuln Ironsides tried in vain to find a target in the rain and dark. The Knights Griffon used the fords in the river to advance on the shadows in the trees, their heavy armour allowing them a certain amount of protection from the barrage of arrows that found their mark.


It was the elves who managed to track down the artifact first - the Reaver covering the Shadow Warrior as he waded into the river.


The Shadow Warrior attempted to escape with the artifact, but Van Korden was well used to evasive quarry, and his time in Sylvania had left him prepared for any eventuality. He closed in on the fleeing elf, preparing his many weapons for the kill.


The elves did not have things all their own way. While clearly superior by stealth, by bow and skill-at-arms, when out numbered those advantages mattered little. A lone Reaver was hooked from the saddle and butchered in the damp soil. 


The banks were littered with dozens of arrow-filled corpses of Empire troops. However, once the knights reached the elven positions, carnage ensued. With the screams of men and elves, and the roars of demigryphon drifting up to him through the storm, Van Korden finally caught a bead on the Shadow Warrior fleeing with the artifact. Hit with pistol shots and vials of Alchemic Fire, the elf was incinerated, and the artifact claimed. The Empire forces withdrew to the city walls, and the elves melted into the night.


The bloody skirmish at the walls of Stromdorf would not be the last time the two forces would meet. After some mild interrogation, the Celestial Wizard Niklaus von Schulmann revealed more information about the artifact - the fact that it was paired with another, said to lie somewhere in the Obserslecht. The Arch-Lector was convinced of some greater importance of these artifacts, and so within the week the army was on the march.



Tuesday, April 07, 2015

WFB Campaign - The Gathering Storm: Prologue


Stromdorf. The rainiest place in the Empire.

The locals take great pride in this fact, although that won’t stop them complaining about it.

The small southern Reikland hamlet is unremarkable in all other respects, situated alongside the River Teufel, and on the edge of a large area of wetlands known as the Oberslecht. In times past, the human tribes in the area would travel to visit a standing stone that stood just outside what are now the town walls, said to grant visions of the future. On the site now stands a Sigmarite Temple.

Rumours of the secession of Sylvania and of the war in the north are troubling, but ultimately have no real impact on the lives of the people here. Not much happens, not much changes. Except for one thing.

The weather is getting worse.





All is not well in Stromdorf.

It started thousands of years ago, before the War of the Beard forced the Elves to abandon their towers and cities in the Old World.

An arcane fulcrum of pure Azyr magic erupted near a river in what would become known as the Teufel. A promising young mage was able to contain it, sealing it beneath the river depths. A Tower of Hoeth was erected nearby, along with a device capable of locating the fulcrum, and assisting with the sealing ritual.

Time passed, and the tower fell into ruins, now known as Tempest Knap. The latent Azyr magic continued to permeate the region, causing near constant weather anomalies. At some point the tower was struck by a lightning explosion so huge, it sent chunks of the building and parts of the device flying across the landscape. These device parts still crackled with Azyr magic, radiating the powers of foresight and weather manipulation.

One part was discovered by the human tribes, and turned into a standing stone (over which a Temple of Sigmar now sits), while the other sank somewhere in the Oberslecht.

Thousands of years later, a young human wizard attempting to divine the location of the fulcrum set off a chain reaction that would weaken the seal, causing it to leak pure Azyr magic. The effects of this are starting to be felt not just in Stromdorf, but also as far away as Ulthuan. The Elven curator of the fulcrum must now covertly journey into the heart of the Empire and repair the damage before it is too late.

Time is of the essence, as the human wizard is also returning, and hopes to harness the power for himself…



Dramatis Personae (and Order of Battle)

The Sigmarites

Arch-Lector Kaslain of Nuln
The Sigmarite crusade into Sylvania has ended in disaster.  Grand Theogonist Volkmar has been taken captive, presumed dead, and only a handful of the invading force made it out. Arch-Lector Kaslain led the remnants back to Nuln, where he wasted no time in preparing to outmanoeuvre his rival, Arch-Lector Aglim, for the office of Grand Theogonist. Having secured the support of the Knights Griffon, he prepares for the trip to Altdorf to lobby for support.

On the eve of his departure, Kaslain receives a letter from the Temple in Stromdorf. The local priest claims to have been gifted visions and dire portents from Sigmar himself, and requires his aid. While the tale is not likely genuine, Lector Gottschalk does have a vote in the leadership. Given how tight the race will be, Kaslain decides to detour west at Grissenwald, and pay the Lector a visit…

Witch Hunter Alberich van Korden
Alberich van Korden was the last surviving agent in Sylvania before its secession. Having survived Mannfred von Carstein’s trap, Alberich must now travel to Altdorf to report to the Grand Temple. Arch-Lector Kaslain is eager to keep him in his entourage, as he was the only other witness to the dire events around Volkmar’s abduction.

Niklaus Schulmann, Acolyte of the Celestial College
A charismatic young wizard with absolutely no talent at his craft, Schulmann has nonetheless been able to convince those who matter that he is, in fact, a prodigy. Rumour has it that he won the favour of Countess Emmanuelle herself by ‘reading the heavens’ and providing favourable portents (long-lasting beauty, decades of prosperity for Nuln, and an end to the ‘rat problem’ in the sewers). In return, he has been granted state troops to escort him to Stromdorf to study the local weather effects for his thesis. What no-one knows, however, is that Schulmann has already been to Stromdorf quite recently…

Castellan-Engineer Jubal Falk
Not at all happy with the Ironsides being assigned escort duty for some mage, Falk uses the expedition as opportunity to field test wet-weather modifications on some of the new big guns and the Nuln steam tank. They should work well. In theory.

Captain Timothias Lindmann of the Magnus Gate Halberdiers
Forgot to pack an overcoat.

Franz Bieber and the Stromdorf Huntsmen
One of the best hunters in the Reikland, Bieber has been sent to guide the Arch-Lector through the Beastmen-infested Oberslecht.

Luthor Huss
A long-time opponent of Arch-Lector Kaslain, Huss hopes to thwart his superior’s ambitions to become head of the Cult of Sigmar. Lector Gottschalk will hear what he has to say about Kaslain, as well as the matter of the ‘Blacksmith of Lachenbad’…

Magnus Gate Troops - Halberdiers

Franz Bieber's Huntsmen - Archer detachment

Nuln Ironsides - Armoured Handgunners

Knights Griffon - Inner Circle Knights on Warhorses

Knights Griffon - Inner Circle Knights on Demigryphon

Long Tom - Great Cannon

Gravin's Wrath - Helblaster Volley Gun

Ol' Cranky - Mortar

Deliverance - Steam Tank




The Ghosts and the Stormbinder

Archmage Gallharian Stormbinder
Gallharian Stormbinder looked back. Mortal eyes would have seen little but mist rolling up the valley. Gallharian’s mage sight saw beneath the layers of the low rolling cloud. His war host advanced silently.

His army had become known as ‘The Ghosts’ and rightly so. Their ships had made landfall, not far from Marienburg, in a fierce storm of Gallharian’s creation. In an audacious move they had advanced into the heart of Reikland. They had utterly wiped out two small settlements to remained undetected. The quest could not be compromised.


Gallharian could not contain the smirk that spread across his face. Long had his line fallen out favour in the Everqueen’s Court, after he had sustained massive losses leading his force on a prior campaign. How things had changed though, in the Gaen Vale - a magical focal point of the world the Everqueen had sensed a change in the winds of Azyr. Something was causing the imbalance deep in the heart of The Empire. An ancient fulcrum long buried in the ruined elven colony of Tor Arven had fallen, leaving a network of waystones vulnerable to daemonic attack. The Everqueen had hoped that the sons of Sigmar who now inhabited the land would unwittingly become its guardians by building their town of Stromdorf nearby.


The court was left with little choice than to send small force to ascertain what was causing the disturbance. Much to the disdain of many in the Evercourt, Galharian was chosen to investigate - his talents in controlling the winds of Azyr were second to none.

Now was Galharian’s time for redemption. Nothing would stand in his way.

Noble - Galimar on Night Talon
Galimar has served the will of the Queen for hundreds of years. Courtiers have come and gone and Galimar’s court standing has ebbed and flowed. His unswerving loyalty has not changed though. Many a battle has been saved by one his deft charges. Those who do not know him see him as reckless or lucky. Those who know him well see his genius in reading a battle. Galamar has doubted Galharian’s conviction in slaying humans so wantonly, but is powerless.

Handmaiden - Ysvena the Everqueen’s Hunter
Ysvena is taciturn even for a Handmaiden of the Everqueen. Having reached the revered position of Handmaiden early in her life, she spends little time involved in the politics of court life. Her position is maintained purely by her exceptional skill in enacting the often hidden and violent will of the Court.

Noble - Cerlian the Unbowed
Cerlian is a duelist at heart, his high status as a Queen’s Banner Bearer has been earned by his endless duels and reckless bravery. Some say he cares not who he fights, he only cares for his own glory and image. Certainly he had no qualms about about wiping out human villages on the way to Stromdorf.

Ellyrian Reavers - The Dusk Riders

Ellyrian Reavers - The Dawn riders

Archers - Moonglade Guardians

Silver Helms - Knights of the Crimson Heart (3rd)

Silver Helms - Knights of the Crimson Heart (5th)

Tiranoc Chariot - Malhin Brothers 

Tiranoc Chariot - The Tempest

Shadow Warriors - Eldremar’s Rangers

Lothern Skycutter - Mathlann’s Bride

Lothern Skycutter - Mathlann’s Fury

Sisters of Avelorn - The Path Finders

Eagle Claw Bolt Thrower - The Whisperer

Eagle Claw Bolt Thrower - The Sycthe

Frostheart Phoenix - Storm Talon




Tuesday, March 20, 2012

Blood on the Reik - a Linked Campaign for WFB

It was August, 2010. A shiny (and heavy) new rulebook sat on our collective laps, bursting with Warhammery goodness. What better way, we decided, to break in the new edition than with a linked campaign!

And so I sat down to draw up the outline for a series of battles to chronicle the conflict between my Nuln army and my good friend Marty's Vampire Counts.

We had a great time, and I wrote a short story after each of the five battles to report on the results. Truly, this is the stuff that Warhammer was made for. It still lingers with me as one of the highlights of my hobby experiences so far.

I just recently discovered all my documents from those good old days. I always hunger for campaign ideas, and have been spoiled in the last six months with Tamurkhan and Blood in the Badlands. It was remarkably easy to create my own, but I also know how hard it can be to get that first step going. So in light of that, I present to you Blood on the Reik - a Linked Campaign for WFB! Feel free to use and cannibalise for your own needs. The suggested point sizes were based purely upon the models we had available back then.

The structure, in brief was; Battle 1 - skirmishy. Battle 2 - first test of arms, fighting for opportunity to gain a cool hero. Battle 3 - to stop the other side gaining said cool hero. Battle 4 - climactic battle. Battle 5 - the reward game for the victor of Battle 4, worth bragging rights.

Later on I will post the reports of our own battles, so you too can discover the cold truth behind our dark tale of insanity and terror.


Blood on the Reik


Battle 1. Morning Fog Lifts - 1,000 points each (Surprise Encounter, page 389).

Nuln City-State patrols and drilling exercises near the town of Wissenburg are unexpectedly pitted against more than they bargain for one autumn morning. The morning fog lifts, but a chill remains. Disparate clumps of walking dead rove the woods. As both sides become aware of each other there is no time to consider their unnatural presence, as a frantic and bloody skirmish breaks out. The clamour brings nearby training and scouting units into the fray; but who will survive to bring word to their commanders?

Restrictions: Only core units and heroes can fight in this battle – no lords, special or rare units. Also neither side has a general present. This means the undead cannot crumble due to slain general, and there are no victory points to be had from slaying a general. Battle Standards may be taken as usual.

If the Empire wins, the Undead will deploy first in the Dawn Attack.
If the Undead win, the Empire will deploy first in the Dawn Attack.


If either side wins, but fails to wipe out the opposition or cause them to flee the table, then roll for deployment as per the Dawn Attack scenario.

*      *      *

Battle 2. Dawn Attack - 2,000 points each (page 145).

An undead army has appeared in the southern Empire, its nefarious purpose as yet unknown. If the Empire won Battle 1, the Empire troops march to meet this new threat, thanks to the information and forewarning provided by the survivors. If the undead won, they press on into the Empire, surprising the army standing in the way of their advance. Battle takes place at the brink of dawn, when the soldiers of the Empire are still groggy, and the dread commanders of undeath are more concerned with the coming sunrise than with the coordination of their undead slaves.

The army who was defeated Battle 1 must deploy their entire army first, as per the scenario rules. This reflects the extra preparation afforded the victors of the Surprise Encounter as they bring information of the enemy presence to their commanders undetected.
The Army who deploys second also rolls to see which section their units deploy on, only using the following table;

1 - Left Flank
2 - Right Flank
3-4 - Centre
5-6 - Choose

If the victorious side left any of the defeated units on the board in Surprise Encounter, the deployment occurs exactly as written in the scenario rules. This reflects survivors able to bring word of the enemy presence.

If the Empire wins, play 3a. More Booze for Borri.
If the Undead wins, play 3b. Resurrection.

*      *      *

Battle 3a. More Booze for Borri - 2,250 points each (Loot & Pillage, page 392).

The Nuln state troops have managed to halt the undead advance... for now. Fresh after the victory against the undead expeditionary force, the Empire generals seek the aid of a particularly potent Dwarf Slayer named Borri Dourjaw, who currently resides in a drunken stupor at the Rat's Scrotum Inn. Should the Empire force obtain enough of Bugman's Finest to appease the dwarf, they are able to convince him that there is a mighty death to be had facing the encroaching Vampire Lord, and gain his assistance in the coming battles. Should the undead obtain the most of the booze, the dwarf will refuse to join, claiming that there is a better death to be had from whatever exotic disease he caught from the Halfling beer wench the night before.

Note: The 'Drinking Bugman's' special rule does apply to undead, reflecting the corrosive nature of the ale on ancient and rotting bones.


The survivors of this battle form the relief force for Battle 4, along with Borri if the Empire wins.

If the Empire wins, they gain Borri Dourjaw. Move on to Battle 4. The Battle of Wissenfields.
If the Undead win, they prevent this from happening, and can add 100 points to their army list for the next battle. Move on to Battle 4. The Battle of Wissenfields.

*      *      *

 Battle 3b. Resurrection - 2,250 points each (The Dark Monolith, page 390).

A detachment from the army of the Vampire Lord heads purposefully for a range of haunted hills, seeking to resurrect a long dead hero of the past with whom they intend to crush Wissenburg. At last they find what they seek – a large barrow surrounded by sinister power, suspected to belong to none other than Vorn the Despoiler, one of the dreaded Dark Lords of Nagash. A contingent of trailing Empire troops arrives, attempting to prevent the resurrection. Play the scenario as written, counting the barrow, a site of ancient and mysterious power, as the Dark Monolith. If the undead hold the barrow at the end of the game, they are able to complete the ritual to resurrect Vorn, who will assist them in the coming battles.
Note: This would make an ideal battle in which to include the Storm of Magic Rules!



The survivors of this battle form the relief force for Battle 4, along with Vorn if the Undead win.

If the Undead win, they gain Vorn the Despoiler. Move on to Battle 4. The Battle of Wissenfields.


If the Empire wins, they prevent this from happening, and can add 100 points to their army list for the next battle. Move on to Battle 4. The Battle of Wissenfields.

 *      *      *
 
Battle 4. The Battle of Wissenfields - 2,500 points each (Battleline, page 144).

Meanwhile, battle-lines are forming in the green pastured land surrounding Wissenburg. The bulk of the undead horde amasses, and Nuln has been mobilised - black powder weapons from the Gunnery School roll out of the city towards the blackening skies.

Starting from Turn two, the player whose turn it is rolls a D6. On a 4+ their reinforcements (if any) arrive from a table edge of their choice. If they do not arrive, at the start of turn three they will come on a 3+, and on turn four on a 2+. If they still haven't arrived, they will turn up automatically in turn five.

Use standard victory points.

If the Empire defeats this army, they attempt to crush its leadership once and for all - play Battle 5a. Stop the Rot. The Empire takes the role of the ‘Overwhelming Attacker’, the undead are the ‘Heroic Underdogs’!!
If the undead tide sweep the defences aside, play Battle 5b. Wissenburg in Flames, with the last of the City rearguard defending the town itself, and the undead as the attackers.

*      *      *

Battle 5a. Stop the Rot - Empire = 2,500 points, undead = 833 points (Heroic Last Stand, page 394).

Having pushed the undead scourge back from the brink of Wissenburg, the City State Troops attempt to annihilate what is left and ensure none escape. The vampires and the last of their minions attempt a final stand, for unbeknown to the Empire generals, their pet necromancer is working undetected in nearby ruins on a ritual in to safeguard their immortality. If they can survive long enough, the spell will be completed, and they will (un)live to wreak their vengeance. If they are killed before the spell is complete, their bloodline ends and their headless corpses will be staked and burned.

Use the victory conditions of the scenario to determine bragging rights.

*      *      *

Battle 5b. Wissenburg in Flames - Undead = 2,500 points, Empire = 1875 points (Raze & Ruin, page 398).

The undead masses have swept aside the Empire defence and have reached Wissenburg. A small garrison of soldiers remain, but will it be enough to avoid the destruction of their town?

Play the scenario as written. If the Empire win, their town is safe... for now. Perhaps the Emperor will send support to ensure their safety. Or perhaps not.

If the Undead win, the town is annihilated, and the populace is damned to eternal servitude. The Vampire Lords will bathe in oceans of blood, and look north, where the Empire stretches out before them like a full-blooded vein.

The crows feast.