Thursday 27 December 2012

Border Princes Campaign 9: More on Banners


Ok, so in my last post I tried to convey how much more important the special map sections are in terms of victory points and strategic benefits.  Today I am going to be contradictory and argue the opposite case: the vital importance of normal terrain sections BEYOND special map sections in order to acquire more BANNERS (armies).  As a preface, I think this is all MUCH easier to understand if you imagine the CAMPAIGN PHASE of this game as being very much like the map section of Medieval Total War...

  • Each player controls a force which is made up of 'banners' (armies essentially) which are moved around the map.  Each 'banner' normally represents a 2,250 point army (though there are ways to increase the pts. of each banner, eg. fortifying, allies, etc.).
  • Each Banner is not a 'fixed' list - the 2250 points are chosen differently every battle.  It is assumed that  between battles troops are redistributed across the players' realm, etc.  This keeps bookkeeping simple, which for a first campaign is very important.  Of course, each Banner should absolutely have an appropriate name, named characters, etc.!
  • A Banner takes CONTROL of a terrain section (special or normal) by moving into it in the CAMPAIGN PHASE, UNLESS it is occupied by an enemy banner, in which case a battle is fought in the BATTLE PHASE to determine control of that territory.
  • When a BANNER is DEFEATED in the Battle Phase (but NOT SOUNDLY DEFEATED or MASSACRED), then that Banner must fall back to an adjacent FRIENDLY territory (controlled by either the defeated player or one of his/her allies).  If the only available adjacent territory is occupied by a another banner, that Banner is automatically displaced into a further friendly territory (such that multiple friendly banners may be displaced in one go).  If the only available territory is occupied by an ALLIED player, the ALLIED player may decide whether or not to allow that banner to be displaced.
  • If a defeated banner is SOUNDLY DEFEATED, then the above-rules apply, but that unit MAY NOT undertake any actions in the following turn which involve moving into an ENEMY CONTROLLED TERRITORY (including SUPPORTING the invasion of enemy territory).  The SOUNDLY DEFEATED banner is licking its wounds and regrouping, but may perform any action which does not involve invading enemy territory (including moving through uncontrolled or friendly territory, or defending against enemy attacks).
  • If there is NO AVAILABLE friendly territory to fall back to OR if the defeated banner is defeated by a CRUSHING VICTORY, then that banner is considered to be SCATTERED.
  • A SCATTERED banner represents forces which have been resoundingly defeated and forced to retreat helter skelter (often in small groups) towards their HQ before forming up again/recruiting reinforcements.  Troops which are scattered are removed from the board until the END OF CAMPAIGN PHASE, at which point it REFORMS at the players HQ territory at HALF POINTS.  The reformed banner returns to full points in the following END OF TURN PHASE, whether or not it remains in the HQ.  This represents the gradual regrouping of scattered units and raising of new levies to form a fighting force.
  • Once CONTROLLED, a terrain section does NOT need to be occupied by a banner - the occupying banner can move on without losing control over the territory.  Obviously, undefended territories are easily lost to opposing banners, however.
  • The more terrain sections you CONTROL (special or normal) which are NOT RAZED, the more BANNERS you can support.  Specifically, for EVERY THREE TERRITORIES you control, you may field ONE ADDITIONAL BANNER, provided none of your territories have been RAZED (ie. a player with 3 territories may support 2 banners, a player with 6 territories may support 3 banners, etc.).
  • Acquiring/losing territories and RAZING/RECOVERING territories changes the number of banners a player can support, and this all happens at the END OF TURN PHASE.  An extended example follows:

The Bretonnian player has two UNRAZED territories and 1 Banner, the Empire Player has 2 UNRAZED territories and 1 RAZED territory and 1 Banner, the Orcs and Goblins Player has 3 UNRAZED territories and 2 banners and the Chaos Warriors player has 6 UNRAZED territories and 3 banners.

In the campaign phase the Bretonnian player captures one of the Chaos player's territories, The Empire player RECOVERS its razed territory, the Orcs and goblins player RAZES TWO of the Chaos player's territories (using a rule specific to Orc and Goblin banners called FORCED MARCH - more on this later) with one banner and captures another Chaos territory with the other.  The Chaos player is unsuccessul in attacking the Bretonnian player: the Chaos warrior banner is defeated and SCATTERED.  So, at the END OF TURN PHASE:

Bretonnians: Now have 3 UNRAZED territories (they captured 1 territory), so they can support a new banner in their HQ territory.
Empire: Now has 3 UNRAZED territories (they recovered 1 territory), so they can support a new banner starting in their HQ territory.
Orcs and Goblins: Now have 4 unrazed territories (captured 1 territory), so they still support their current 2 banners.  If they can capture a further 2 territories they will have 6 territories and support THREE Banners (the new banner begins in the HQ).
Chaos Warriors: Now have 2 UNRAZED territories (lost 1 to Bretonnians and 1 to Orcs) and 2 RAZED territories (Orcs razed 2 territories) so they can only support ONE of their three banners.  In the End of Turn Phase the Chaos player must DISBAND TWO Banners.  The Chaos player MUST disband his SCATTERED banner FIRST, and then may CHOOSE which of the remaining Banners to disband.

Right, that's all for now.  Note that I have left bits out of this account (how SUPPORTING works) and included others which I will repeat elsewhere (what happens if you are SCATTERED or SOUNDLY DEFEATED).  I might try and consolidate all the rules into one more easily read document at a later date, but in the meantime fire away with any inconsistencies!


Saturday 22 December 2012

Border Princes Campaign 8: Special Map Sections

Today I am blogging about the SPECIAL map sections for our Border Princes campaign.  These are expected to be pivotal strategic points (in other words: here be many bloody battles fought, aaargh!) in the campaign, because each of these territories is worth FIVE victory points at the end of the campaign, as opposed to the STANDARD terrain sections which are each worth ONE point.  Furthermore, the fortress-town of Malko is worth TEN victory points!  Each of the SPECIAL map sections also provides alternative benefits/drawbacks to those contesting them, and most will involve special bits of terrain as well.  We have taken the decision NOT to build the special terrain pieces until a battle is fought over these sections so that we don't end up building something that doesn't get used.  If Malko doesn't get fought over though, I'll eat my hat... 10 victory points won't win the campaign by themselves but they could well make all the difference!

My advice is to pay VERY SPECIAL ATTENTION to these rules because there are benefits to be had for taking certain territories with certain armies beyond the victory points, and you may well want to consider the benefits of each before choosing your HQ territory/planning your overall strategy.

Geistenmund Hills


The Geistenmund Hills are dotted with ancient barrows where some long-forgotten people were purportedly laid to rest.  Some say that the dead here burn with hatred for the living and seek vengeance for that which brought about their demise, others that ages past fell necromancers used dark magics to raise the dead here and bind them to their will, and that the dead are restless here still as a result.  Whatever the cause, the Geistenmund Hills have long been regarded as haunted.  In better times, the lords of the Border Princes enlisted the aid of dwarf Runesmiths to seal the barrows with powerful wards.  These protections have grown old, however, and occasionally someone will destroy the runes either in order to plunder the barrow's riches or to deliberately free the restless dead.  To this day, odd ululations can be heard from the hills on the darkest of nights, and mists from the river shroud this region in constant fog...

Rules:

Difficult Terrain: Given the haunted reputation and eerie surrounds of the Geistenmund Hills, most warriors are very reluctant to enter this region.  All armies EXCEPT Vampire Counts, Tomb Kings and Daemons of Chaos must make a difficult terrain test in order to enter the Geistenmund Hills (failed on roll of 1-2).

Battle in the Barrows Scenario: Battles fought in the Geistenmund Hills always use the 'Battle in the Barrows' scenario (see General's Compendium).  Basically, the battle involves four Barrows and a stone circle from which zombies and ghouls emerge to randomly move towards and attack the nearest enemy unit!  Vampire Counts and Tomb Kings generals have the chance to control the undead in each turn (general's leadership at -2, unmodified by banner).  Given that the (random) undead of the Geistenmund Hills move and act in the compulsory movement phase of BOTH PLAYERS' TURNS this gives Vampire Counts and Tomb Kings players a decided advantage in taking/holding this terrain section.

A sea of bones: The Geistenmund Hills can be RAZED such that they provide no support for BANNERS or VICTORY POINTS, but clearing the area of the countless restless spirits is impossible and as such some of the special rules for the Geistenmund Hills (Difficult Terrain and Battle in the Barrows only) apply even if they have been RAZED.

Iron Claw Orc Camp


The Iron Claw Orc Camp is a rocky, inhospitable region that hosts a seasonal campsite for the local greenskins.  Temporary huts and shelters are abandoned one month only to be inhabited the next.  The area is largely infertile and barren, and only Orcs and Goblins would find the landscape pleasant, but this stretch of barren rock has on occasion been the site of strategic battles.  Perhaps more importantly, the Iron Claw Orc Camp has been the rallying/gathering point for many a mighty Waaaaaagh! which has gone on to wreck havoc in the Border Princes and up through Black Fire Pass towards the Empire beyond...

Rules:

Seasonal Greenskin Campsite: As one might expect, battles fought in the Iron Claw Orcs traditional territory favour Orc and Goblin players.  Whenever two banners fight a battle in the territory containing the Iron Claw Orc camp and the territory has NOT been RAZED, then BOTH players roll a d6 BEFORE building their army lists and apply the result below.

1-2: The banner encounters few local Greenskins and is not affected in any way.
3-5: The banner encounters small bands of Greenskins as they journey through the territory.  Orc and Goblin armies may recruit these Greenskins, ADDING (2d6 x 10) points to their Banner FOR THIS BATTLE ONLY.  All other armies LOSE 2d6 x 10 points from their Banner FOR THIS BATTLE ONLY as a result of ambushes and skirmishes with the local Greenskins.
6: The banner encounters large bands of Greenskins as they journey through the territory.  Orc and Goblin armies may recruit these Greenskins, ADDING 2d6 x 25 points to their Banner FOR THIS BATTLE ONLY.  All other armies LOSE 2d6 x 25 points from their Banner FOR THIS BATTLE ONLY as a result of battles with the local Greenskins.

Note that the above described effects DO NOT APPLY if the territory has been RAZED, in which case the resident Greenskins make for more hospitable (well, for Greenskins anyway) territories in the Badlands to the south.

Malko



Malko has been taken and retaken countless times in the long and bloody history of the Border Princes, and few would-be lords of the Border Princes have the time or the wherewithal to repair its ancient stone walls before a new invader approaches.  Nevertheless, Malko's timeless stone foundations endure, usually topped by hastily assembled log palisades and other timber defenses.  Though often makeshift and poorly maintained, these defenses have repelled many would-be invader. 

The fortress-town of Malko is a large settlement by the standards of the Border Princes, and lordship of Malko confers upon the holder considerable symbolic status in this region.  This is probably because Malko is strategically placed on a dangerous portion of the lucrative silk-road, and has traditionally been responsible for the defense of the trade-town of Aldium.  Confused cartographers, scholars, ambassadors and heralds from the Empire, Bretonnia and Tilea, frustrated by the ephemeral governments and constantly shifting boundaries of the Border Princes, often assume that Malko serves as something of a capital in the Border Princes, though in reality the influence of Malko's lord is limited to the reach of his sword.  The current occupant of the Lord's Palace in Malko is a descendant of one of those Border Princes who was somewhat successful in bringing this region to a semblance of unity.  The current lord of Malko's rule is failing, however.  His influence now extends no further than Malko's walls, the citizens of Aldium no longer look to him for protection and and few have confidence that he will be able to check the warlords rising across the Border Princes.  Malko is isolated and ripe for the picking...

Rules:

Symbolic Heart: Traditionally, those who have (somewhat) unified the Border Princes have ruled from the ancient city of Malko, though holding the Lord's Palace in no way guarantees that other lords will bend the knee (witness the weakness of the current incumbent).  As such, the player who holds Malko at the end of the last turn of the campaign receives TEN victory points.

Take Malko!: The current lord of Malko may lack the vigour of his forebears, but is clinging tenaciously to his authority within the town itself.  The citizens, for their part, are rightly wary of accepting a new, crueler lord.  To represent this, the first banner to move into Malko must fight a siege scenario against a neutral Empire force representing the Lord's garrison and mercenaries.  The Malko garrison ALWAYS comprises 1325 points, no matter the size of the attacking force, and will never leave Malko's walls.  Paranoid and delusional, the lord of Malko will NOT form any permanent alliances or OFFER SUPPORT, but will ACCEPT SUPPORT from HUMAN banners in adjacent territories in the siege scenario.  Once the Malko garrison has been defeated (even ONCE) then the Malko garrison is removed from the game - effectively, the failing ruler has been killed/imprisoned/driven into exile, a dynasty ended, and a new era established in the Border Princes.  When battle ensues with the garrison, the garrison is to be played by one of the other players who is NOT allied with the invader.  Should 2 armies try to take Malko at the same time, they make a DON'T PASS IN THE NIGHT test.  The winner gets to assualt Malko, while the loser is forced to HOLD and await the outcome.

Hold Malko!: Once Malko has been taken and the original lord and his garrison dispatched, Malko functions as a territory with the following special rules.  The DEFENDER of Malko must either withdraw behind Malko's walls and fight a SIEGE scenario against the invader, OR sally forth from the walls and fight a decisive BATTLELINE scenario against the invader (defender chooses).

Malko ALWAYS counts as being FORTIFIED (200 point bonus to the defender in both SIEGE and BATTLELINE scenarios), though results of WATCHTOWER on the DEFENSIVE OBSTACLES chart must be re-rolled.  Malko CANNOT be FORTIFIED further.

In both the SIEGE and BATTLELINE scenarios in Malko, both DEFENDERS and ATTACKERS may be SUPPORTED by adjacent banners and/or allies as per usual.

These rules cease to apply if Malko is RAZED, and will re-apply when Malko is RECOVERED.

Tor Anrok



Scholars at the Imperial College of Magic claim that the ancient tower of Tor Anrok was once the ancient seat of the High Elven House of Lothain, long before the War of the Beard and the coming of Man to these parts.  Although the Elves abandoned the tower long ago, most of the structure stands to this day.  Rumour has it that Tor Anrok can only be seen once per month, and even then only when struck by moonlight.  Either these rumours are false or Tor Anrok's ancient magics are weakening, because the tower can indeed be spied by the keen-eyed and by those who know where to look for it.  Nevertheless, the tower provides an excellent defensive position: not only is it difficult to see and therefore attack, but it provides an unparalleled vantage point from which to observe surrounding lands...

Rules:

The following rules apply when a player's banner (any faction) controls Tor Anrok:

Vantage Point: All banners which BEGIN their turn in Tor Anrok OR in ANY TERRITORY ADJACENT TO Tor Anrok AUTOMATICALLY WIN DON'T PASS IN THE NIGHT ROLLS.

Command Post: All banners which BEGIN their turn in Tor Anrok OR in ANY TERRITORY ADJACENT TO Tor Anrok may choose which table-side to deploy on, whether to deploy first or second only and whether to take the 1st or second turn, BUT ONLY IN SCENARIOS WHERE THESE DECISIONS ARE RESOLVED RANDOMLY.

Battle for Tor Anrok: Battles fought in the territory of Tor Anrok when the territory is NOT YET CONTROLLED are determined with the CAPTURE scenario (6th ed. rulebook), with the Elven Tower of Tor Anrok as the Objective.

If Tor Anrok is already controlled by one player and is invaded by another banner, then the battle is played using the BATTLELINE scenario.  However, the defending player may deploy the Elven Tower inside their deployment zone (see Elven Tower, below).

The Elven Tower: In either the case of BATTLELINE or CAPTURE scenarios in Tor Anrok, a SINGLE wizard character may enter the Elven Tower.  A wizard character who ENTERS the elven tower may use the tower's ancient enchantments and libraries to enhance their own magical prowess.  While atop the tower the wizard character has access to all the spells of their lore (as per the wizard's tower in the 8th BRB, though the wizard must have ENTERED the tower for this to take effect).  Furthermore, the wizard casts all  spells as if one spell level higher while atop the tower.

Elven Ancestry: Furthermore, if Tor Anrok is controlled by an Elven army (either High, Dark, or Wood), the spellcasters in each of their banners are entitled to memorize ONE EXTRA of their RACE-SPECIFIC spells (e.g. High Magic, Dark Magic, Forest Magic).

Razing the tower: Tor Anrok's magical defenses remain potent, and RAZING Tor Anrok has NO EFFECT on the VANTAGE POINT and COMMAND POST rules, though the other special rules are nullifed if Tor Anrok is RAZED until the tower is RECOVERED.

Aldium



The cosmopolitan town of Aldium is the closest thing in the Border Princes to an international trading town like Marienburg or Miragliano.  Because of its proximity at the intersection between the Silk Road, South Road and the most navigable reaches of the Blood River, Aldium sees a good deal of foreign trading caravans which bring with them specialist mercenaries, caravan guards and other soldiers into town.  Aldium is also a haven for artists, engineers, intellectuals, Tilean engineers, outcast Imperial alchemists, tinkers, merchants and craftsmen of all kinds.  This intellectual and free-spirited community is very accepting of all kinds of eccentrics: religious zealots, discredited wizards and even deviants.  While the work that goes on in Aldium would never be permitted in regions where the Witch Hunters hold sway, the remoteness of this Border Princes town and its connections with exotic locales breed an atmosphere of tolerance.  Of course, this also means that darker forces may also have freer reign...

When there is a strong lord in Malko it usually falls to him to defend Aldium.  However, when Malko is weak (as is the case now) the burghers of Aldium will either defend themselves by employing the countless mercenaries who pass through the town or, more commonly, simply welcome the invaders and carry on living their lives as usual!  Such is the wealth, expertise and vice available in Aldium that even the most violent of invaders are often convinced not to completely level the town and, once convinced of Aldium's usefulness, these warlords quickly find the town to be indispensable!  Should the worst come to the worst, however, and the town be raised to the ground, it is seldom long before tents are pitched and then shops rebuilt... the potential profits to be made at this trade nexus outweigh the risks for many...

Rules:

Cosmopolitan Aldium: To represent the access to resources and skilled retainers in Aldium, the player who controls Aldium is allowed to discount 100 pts of their COMMON troop choices and allocate them instead either their SPECIAL or RARE slots in EVERY BANNER.

Battle for Aldium: Aldium is a haven for mercenary captains and caravan guards seeking employment, and whenever foreign powers try to take Aldium, the mercenaries immediately begin playing the foes off against each other and hiring their services to the highest bidder!  In practice, any invader who DID NOT try to hire these gold-hungry ne'er do wells would be annihilated, such that all parties are forced to hire as many as they can!  To represent this, battles for Aldium use the MERCENARY scenario rules from the 8th Ed. Brb.

The Warrens




The Warrens are a region of unusual rock formations in the foothills south of the Black Mountains.  The rocks form a natural labyrinth of natural corridors, walls and chambers which are the perfect hiding places for the cutthroats and brigands which plague Black Fire Pass.  Chief amongst these is a famous band of mercenaries called the Carrion Band.

Rules: 

Battles in the Warrens are fought using the ROCK LABYRINTH scenario as per the General's Compendium.  Essentially, this battle involves many many rock obstacles and thus suits skirmishers.  Furthermore, 2 NON-SKIRMISHING units may adopt skirmish formation in this scenario, and both sides may keep ambushers in reserve.  Finally, HUMAN armies may hire the mercenaries and brigands which lair here, allowing them to add 100 points of core infantry for battles fought here.




Friday 21 December 2012

Border Princes Campaign 7: Standard Map Sections

Right, while there has been some progress on building the 'special' terrain for the campaign, we have decided to kick the campaign off anyway.  In part, because we just 'can't wait', and in part because there is a chance that we will not end up contesting/fighting over all the special terrain sections anyway.  If/when battles are to be fought in a special terrain section, we will have a 'working bee' to build the required terrain before organizing the game.  What is most important till then is making sure we have all the BASIC terrain available.  This post is about the STANDARD map sections and the way they function in the CAMPAIGN PHASE of the game.

The scenario charts to determine the most likely scenario in a particular terrain section can be found here, and I will soon put terrain charts for choosing battlefield terrain for each territory here.



Forest terrain sections are fairly straightforward in the campaign phase.  We are going to make forest sections count as DIFFICULT TERRAIN for purposes of moving on the campaign map, but ONLY on a roll of 1 (rather than 1 or 2, as is the case with all other special terrain sections).  Obviously the scenarios and terrain used in battles fought in forested sections involve many more trees, and skirmish/ambush style fighting.



Bridges make up small map sections unto themselves and represent crossings reliable and wide enough that they allow armies (along with their supply lines, etc.) to cross rivers without making DIFFICULT TERRAIN tests in the CAMPAIGN PHASE.  If a territory with a bridge is RAZED, then the bridge is useless and difficult terrain tests must be used to cross the river (failed on a 1 or 2) until that territory has been RECOVERED.  When bridges are RAZED, it is important to note which bank of the river is occupied by the banner in question.  Bridges tend to be areas of high tactical significance and as such are often well guarded or destroyed.



Roads represent the most well-travelled and best maintained trade-routes which criss-cross the Border Princes, and as such are the most settled parts of a sparsely populated land.  There are no special rules for roads, but the long irregular shape of road territories mean that they facilitate the rapid movement of banners across the campaign map.



Rivers, like roads, facilitate rapid travel due to their long irregular shape, as troops march along clear beaches/river banks.  However, CROSSING rivers is difficult for armies and their supplies, and crossing a river requires a DIFFICULT TERRAIN test (fail on 1 or 2).



Mountains represent the peaks of the Black Mountains and World's Edge Mountains which mark the Northern and Eastern boundaries of the Border Princes.  Mountains are notoriously difficult to traverse, and EVERY TIME a banner enters a mountain territory (even if they are entering one mountain territory from another mountain territory) that banner must make a DANGEROUS TERRAIN CHECK (fails on 1 or 2).



Marshes  represent soggy ground through which it is difficult to manouvere armies.  As such, banners entering the Blood River Bogs (the only marsh territory on this map) must make a difficult terrain test (failed on 1 or 2).

Sunday 16 December 2012

Border Princes Campaign 6: Scenario Charts for Terrain Tiles



OK, so I have developed scenario charts for battles occurring in each 'standard' terrain section (plains, roads, rivers, forests, mountains and swamps).  The general idea is that the combination of the terrain type of the territory in which a battle takes place and the scenario rolled on the table below will result in unique battles which will suggest exciting ways of setting up the battlefield and weaving a narrative through the campaign.  For example, if a battle takes place in a mountain terrain section, and the 'last stand' scenario is rolled, the players might decide that a portion of one players' army has become separated and isolated from the main force and is now vulnerable to attack by its enemies.

I have used the 2d6 dice mechanic, such that results of 7 will come up most frequently, then 6 and 8, then 5 and 9, then three and 10 and finally 2 and 12 (which will be very infrequent).  I did my very best to include a range of scenarios to keep things interesting, but also to try to ensure that they make sense.  Comments are welcome, however!

Plains:


Plains (2d6)
2 Ambush (6th Ed BRB)
3 Rear Guard (6th Ed BRB)
4 Breakthrough (6th Ed BRB)
5 Meeting Engagement (8th Ed BRB)
6 Blood and Glory (8th Ed BRB)
7 Battle Line (8th Ed BRB)
8 Flank Attack (7th Ed BRB)
9 Dawn Attack (8th Ed BRB)
10 Watchtower/Capture (8th Ed BRB/6th Ed BRB)
11 Loot and Pillage (8th Ed BRB)
12 Ruination of Glumhof (8th Ed BRB)


The plains sections are made up of fields and rolling hills which represent the 'classic' Warhammer battlefield: plenty of space and visibility for mighty armies to clash in battles which are minimally impacted (but still impacted!) by terrain.  As such the scenario chart emphasises pitched battles with lots of free movement (e.g. battleline, blood and glory,  flank attack) and certain battles never occur (no 'defend the pass' because there are no large stretches of impassable terrain like mountains, etc.).  Ambushes/surprise attacks are possible but unlikely given the open terrain, and while it is possible to come across isolated small farming settlements (e.g. Loot and Pillage, Ruination of Glumhof) these are few and far between beyond the roads in the Border Princes.


Roads:

Roads (2d6)
2 Dawn Attack (8th Ed BRB)*
3 Watchtower/Capture (8th Ed BRB/6th Ed BRB)*
4 Breakthrough (6th Ed BRB)*
5 Ruination of Glumhof (8th Ed BRB)*
6 Loot and Pillage (8th Ed BRB)*
7 Battle Line (8th Ed BRB)*
8 Meeting Engagement (8th Ed BRB)*
9 Blood and Glory (8th Ed BRB)*
10 Flank Attack (7th Ed BRB)*
11 Rear Guard (6th Ed BRB)*
12 Ambush (6th Ed BRB)*

*These scenarios should involve a 'road' or 'path' - a clearway from one table edge to another which is (relatively) straight and clear.  Battles fought in these sections would be greatly thematically enhanced by a road terrain placement.  The road has no effect on the game (other than presumably following a fairly clear path which is unobstructed.

The roads sections are similar to the plains in that manouverability and visibility are optimal, and as such pitched battles (battleline, blood and glory) are common.  However, the main roads in the Border Princes are the regions most likely to be populated, and as such battles involving human settlements (e.g. Loot and Pillage, Ruination of Glumhof) are also more common.  I rounded it out with more narrative style battles which could occur along a road: it would be difficult (but not impossible) to ambush an army marching along a road with another army before being detected, and we would also see attempts to 'break through' armies holding the road or fight rearguard actions to protect supply lines, etc.

Forest:

Forest
2 Battleline (8th Ed BRB)
3 Rear Guard (6th Ed BRB)
4 Blood and Glory (8th Ed BRB)
5 Surprise Encounter (8th Ed BRB)
6 Break out of the forest (General's Compendium)
7 In the dark woods (General's Compendium)
8 Woodland ambush (Wood Elves Handbook)
9 Dawn Attack (8th Ed BRB)
10 Meeting Engagement (8th Ed BRB)
11 Ambush (6th Ed BRB)
12 Flank Attack (7th Ed BRB)


Ok, now things really change around a bit.  The most common types of battles in forests are going to be dominated by the restricted movement of the trees (in the dark woods) and often involve ambush or desperate attempts to break out of guerilla style traps (woodland ambush, break out of the forest) as well as situations where lost armies stumble around in the gloom, making precise tactical deployment/movement difficult (surprise encounter, meeting engagement, dawn attack).  Pitched battles will be far less common.

Mountains:


Mountains
2 Battle Line (8th Ed BRB)
3 Blood and Glory (8th Ed BRB)
4 Last Stand  (6th Ed BRB)
5 Ambush (6th Ed BRB)
6 Hold The High Ground (8th Ed BRB)
7 Defend the Pass (8th Ed BRB)
8 Watch Tower/Capture (8th Ed BRB/6th Ed BRB)
9 Breakthrough (6th Ed BRB)
10 Rear Guard (6th Ed BRB)
11 Meeting Engagement (8th Ed BRB)
12 Dawn Attack (8th Ed BRB)


Wars fought in the mountains are won and loss by taking and holding strategic passes which either block the enemy or trap them/split their forces between valleys or divide them from their supply lines etc.  To reflect this, the most common scenarios will be defend the pass, hold the high ground and watchtower.  Also prevalent will be attempts to 'breakthrough' a trapped position, to 'ambush' an army from the slopes flanking a valley, fighting a desperate 'rearguard' through a mountain pass, or a 'last stand' when a portion of your army has become lost and isolated in a valley (300 Spartans anyone?).  Valleys big enough in which to fight pitched battles exist, but are rare.

Swamp:


Swamp
2 Rear Guard (6th Ed BRB)*
3 Battleline (8th Ed BRB)*
4 Breakthrough (6th Ed BRB)*
5 Woodland ambush (Wood Elves Handbook)**
6 Surprise Encounter (8th Ed BRB)*
7 Dawn Attack (8th Ed BRB)*
8 Meeting Engagement (8th Ed BRB)*
9 Ambush (6th Ed BRB)*
10 Break out of the Woods (General's Compendium)**
11 Defend the Pass (8th Ed BRB)***
12 Flank Attack (7th Ed BRB)*

* Swamp Rules (see Below)

** Swamp Rules.  In addition, swamp terrain sections replace trees as much as possible, though trees may also be included to represent drowning trees/swamp flora.

***  Swamp Rules.  In addition, the impassable long edges of the table in this scenario represent impenetrable swamp.

Swamp Rules:
Scenarios fought with Swamp Rules are subject to the following effects:

Swamp Mists (adapted from the Dark Shadows - Albion Campaign)

The Bloodriver Bogs are almost permanently wreathed in swirling mists and fog!

Roll an ARTILLERY DICE at the beginning of EVERY GAME  TURN (ie., every time you mark off another turn as having been played)

If the result is a MISFIRE, then the mists have dissipated and the sunlight has broken through, and there are no other effects.

If ANY OTHER RESULT is rolled, multiply the ARTILLERY ROLL by 3, and the result is the maximum distance into the mists which models can see.  You cannot charge, shoot or target spells requiring line of sight at models you cannot see.  Furthermore, ALL shooting attacks are made at -1 to hit.

Noxious Clouds (see the General's Compendium, pg. 104) - Often the Blood River Bogs will produce great clouds of noxious fumes which may burst forth from the swampy earth and drift across the battlefield.

Number the table quarters 1-4.  At the start of each PLAYER'S TURN, that player rolls a dice.  On a roll of 1, then a poison gas cloud (a 5 inch template) has appeared, and the player rolls on the table below:

1-4: A noxious cloud (5 inch template) appears in the table quarter corresponding to the number rolled.  To determine its starting location, place the noxious cloud in the centre of the table quarter and then scatter the cloud 2d6.
5: Give the cloud template to your foe.  She/he may place the noxious cloud wherever he/she chooses, but it will scatter 2d6.
6: The player whose turn it is may place the cloud wherever she/he chooses, but it will scatter 2d6 inches.

Models touched by a noxious cloud take a S3 hit with no armour saves allowed.  Noxious clouds remain on the table and move 2d6 inches in random direction at the start of each GAME turn.

Swampy Terrain - Swamps of all types may be found in the Blood River Bogs - the following table replaces the Mysterious Swamp Table in the 8th Ed BRB.


Swamp Terrain Pieces (D6)
1 – Suffocating – counts as Khemrian quicksand
2 – Septic – counts as necrotic ooze
3 – Bubbling – counts as a boiling flood
4 – Fumy – counts as a mist wreathed swamp
5 – Macabre – counts as a charnel pit
6 – Enchanted – counts as an earthblood mere


The swamp is similar to forests in that movement and vision are restricted, but while battles in the forest are hampered by the dense foliage, those in the swamp are characterised by getting lost and losing visability, leading to chaotic, unplanned battles being most prevalent (dawn attack, surprise encounter and meeting engagement).  Portions of the swamp MAY have bridged sections of rivers (race for the bridge, river of death) and while the swamp does not involve mountains, certain narrow portions of the swamp may be flanked by impenetrable morass in which units would be lost, leading to 'defend the pass' battles.

River:

River (2d6)
2 Watchtower (8th Ed BRB)
3 Loot and Pillage (8th Ed BRB)
4 Dawn Attack(8th Ed BRB)
5 Blood and Glory (8th Ed BRB)
6 Race for the Bridge (Circle of Blood)
7 River of Death(8th Ed BRB)
8 Battleline (8th Ed BRB)
9 Breakthrough (6th Ed BRB)
10 Meeting Engagement (8th Ed BRB)
11 Ruination of Glumhof (8th Ed BRB)
12 Rearguard (6th Ed BRB)

River (2d6)

2Ambush (6th Ed BRB)*
3Rear Guard (6th Ed BRB)*
4Breakthrough (6th Ed BRB)*
5Meeting Engagement (8th Ed BRB)*
6Blood and Glory (8th Ed BRB)*
7Battle Line (8th Ed BRB)*
8Flank Attack (7th Ed BRB)*
9Dawn Attack (8th Ed BRB)*
10Watchtower/Capture (8th Ed BRB/6th Ed BRB)*
11Loot and Pillage (8th Ed BRB)*
12Ruination of Glumhof (8th Ed BRB)*



*As Plains, but ALL Scenarios Should Have a River Added Which Enters and Leaves the Board from a Table Edge.  Note that the river need not bisect the board and may only influence a table quarter - player judgement/rule of cool required here!  There should NOT be any safe crossing points like BRIDGES or FORDS (these are reserved for the BRIDGE section)

Battles in river sections involve relatively flat terrain (flood plains) for pitched battles (battleline, etc.) around the river.  Also, there may be human settlements along the river banks (ruin of Glomhof, loot and pillage).

Bridge:

Bridge (1d6)
1 to 3 Roll on Road Chart
4 to 6 Roll on River Chart


At this stage the bridge battles are rolled on either the road chart (suggesting that the battle itself occurs just down the road from the river) or on the river chart (suggesting that the battle occurs at the river itself).  However, I am now starting to rethink this idea and think that I might make a separate 'bridge' table, which focusses on the 'race for the bridge' and 'river of death' scenarios as well as human settlements (ruin of glomhof, loot and pillage) which would likely spring up around bridges (intersections of road and river trade).  If I did this, I would change the river table so that it was far less likely to involve crossing points, reflecting the fact that there are few bridges suitable for armies in the Border Princes map.  In other words, scenarios fought in bridge sections would have a high likelihood of 'river of death' and 'race for the bridge' scenarios, while river sections would have a low frequency of bridge scenarios and instead have more pitched battles complicated by river terrain.  Thoughts?

Bridges (2d6)
2Ruination of Glumhof (8th Ed BRB)*
3Loot and Pillage (8th Ed BRB)*
4Dawn Attack(8th Ed BRB)*
5Blood and Glory (8th Ed BRB)*
6Race for the Bridge (Circle of Blood)
7River of Death(8th Ed BRB)
8Watchtower/Capture (8th Ed/6th Ed BRB)**
9Battleline (8th Ed BRB)*
10Breakthrough (6th Ed BRB)*
11Meeting Engagement (8th Ed BRB)*
12Rearguard (6th Ed BRB)*


* All these scenarios AUTOMATICALLY have a RIVER added which enters and leaves the board from a table edge.  The river need not bisect the board.  There may be crossing points (BRIDGES or FORDS) for the river.  There should probably be no more than 2 crossing points for dominating rivers (those which bisect the board) and no more than one crossing point for rivers which only impact a table quarter.  Players' judgment required here! 
** For Watchtower/Capture Scenario, a BRIDGE or FORD at least 5 inches wide marking a crossing of the river takes the place of the Watchtower.  The river should bisect the board and there should be NO other crossing points.

Wednesday 12 December 2012

Battle Report 4: Bretonnians vs. Skaven


Right, my fouth 8th ed. game with my Bretonnians and this time I was taking on a small Skaven force (1150 pts.).  First of all it should be noted that my mate fielding the Skaven only has a very small number of models available, and (awesomely) has chosen them for flavour rather than power – they were great fun to play against!  Also, my apologies about the grainy pictures – my wife commandeered the camera for use at a Hen’s Party and I had to rely on my somewhat antiquated mobile phone.

DEPLOYMENT:



We rolled up the ‘Defend the Pass’ scenario – a first for both of us – and deployed as follows:
From left to right I had 12 knights errant (KE) with full command, then 28 men-at-arms with spears and full command and finally 12 knights of the realm (KotR) with full command as well as my general (a paladin), battle-standard bearer (BSB, another paladin) and a level 2 damsel.  To the far right and off screen were my 5 mounted yeomen.



From (screen) left to right for the Skaven were four rat-ogres (just behind the trees), then a skaven weapons team, then a chunky block of clan-rats along with the general, then another weapons team and a smaller unit of clanrats along with a sorcerer.  To the far right, and off-screen, was the whirling ball of chaos and death that is the skaven doomwheel!




My stalwart mounted yeoman vanguarded up the right flank to try to delay/distract the doomwheel and prevent it crashing into my knights’ long flank at an awkward moment.  My devout Bretonnians elected to dismount and pray to the Lady, giving the skaven first turn.

TURN 1:

Skaven:
Most of the skaven decided to hold their ground in turn 1, the general no doubt hoping that the doomwheel would solve the problem of the annoying knights quick-quick.  The doomwheel started hurtling wildly towards the dumbstruck mounted yeomen, but before it could make contact the skaven sorcerer hurled a burl of greenfire into their midst, incinerating all bar one.  The lone remaining yeoman fled as fast as his surefooted pony could carry him.  The doomwheel had already charged its bizarre weaponry however and, denied the opportunity to discharge into the yeomen, began to spin out of control, careening off the side of the board into the mountain side and splintering to pieces.

Bretonnians:
The Bretonnian KE unit, eager to get into battle, began cantering forwards, accompanied by the less eager peasant men-at-arms.  Under the command of my general, my KotRs broke a promise I make to myself every time I play: don’t change the battle plan at the last minute!  My initial plan was a simple two pronged attack down the centre with both KEs and KotRs, supported by the men-at-arms.  However, in a feat of last-minute tactical madness I decided to rather use the KotRs’ superior movement to go around the clump of trees centre-right to set up a flank attack on the right flank.  I made this decision because the doomwheel no longer posed a threat, but did not consider that this took my BSB and general out of range of my impetuous KEs (who needed someone to yell at them to hold them back) and my cowardly men-at-arms (who needed someone to yell at them to stop running away).

TURN 2:

Skaven:
Cursing the incompetence of the doomwheel (which had clearly smashed itself to smithereens in an act of treachery on the part of some rival…), the Skaven warlord ordered his weapons teams and warlord to obliterate the idiotic prancing humans approaching them.  A few KEs fell to noxious fumes but the strange magic of the Bretonnians’ goddess spared them from the worst of the magical assault.

Bretonnians:



The Bretonnian KEs had been given explicit instructions NOT to charge until the signal of the KotRs hornblower, NOT to leave the lowly men-at-arms without instruction and above all NOT to charge the hideous rat-ogres unsupported.  However, without the BSB and general to keep them in line, the KEs promptly failed their impetuousity test and declared a suicidal long range charge against the rat-ogres.  I wasn’t too worried about this because there was almost no chance of them making their charge distance… their swift spirited chargers thought otherwise, however, and promptly smashed into the towering rat-ogres.  Needless to say the men-at-arms were left in the dust, gaping dumbstruck at the stupidity of lordlings (and probably wondering whether anyone would notice if they slipped away back to their farms…).  I think we were all pretty much resigned to the fact that my impetuous KEs were about to be slaughtered needlessly for their vainglory.  Unbelievably, however, the shock of the KE’s reckless charge smashed through the mighty rat-ogres, who broke and fled but were run down by the young gallants. 

TURN 3:

Skaven:


Cursing the incompetence of his rat-ogres (clearly Clan Moulder had treacherously sold him inferior rat-ogres in jealously of his obvious greatness), the Skaven warlord realised that he was probably going to have to get involved in the battle himself.  Seeing the knights of the realm thundering towards his line on the right while the dazed peasants stared on idiotically in the centre, the skaven Warlord knew immediately where his supreme combat abilities would be most needed.  As such the skaven Warlord ordered his sorcerer (of whom he was becoming somewhat suspicious) to hold the advancing knights while he led his clanrats (from just-behind) into a charge against the men-at-arms, who broke in terror at the sight of his awesome majesty (with a little help from the blades of his clan-rats).  The Skaven Warlord curbed his desire to capture the peasants to sell into slavery back in Skavenblight, and instead reformed his troops ready to finish off the foolish KotR who should by now have been held up by his warlock’s clan-rat unit… but it was not to be…

Bretonnians:
My Bretonnian KotR lead by my general and BSB had finally arrived around the woods, lowered their lances and charged at the skaven warlock and his clan-rats.  The cunning warlock had seen what the Bretonnian lance charge had done to the rat-ogres, however, and ordered his unit to feign flight, enraging the frustrated Bretonnians who could not close with their foes.  Meanwhile the KEs had reformed after running down the last of the rat-ogres and were trotting back towards the fray from the top of the battlefield.  Impressed by their chivalry, the mysterious damsel riding with my general wand and healed the wounds of all those KEs who had fallen fighting the rat-ogres, bringing their unit up to full strength!

TURN 4:

Skaven:
The Skaven Warlock had not survived this long in Skaven society without learning to spot a potential threat, and he was all too aware of the KEs reforming ahead of him even as the KotRs failed their charge behind him.  As such he decided that his feigned flight might as well just become a real one, and he lead his clansmen in continued headlong flight.  He had never had much use for that Skaven warlord anyway, this expedition would have all gone according to plan if it was better lead…
Cursing the cowardice of the treacherous warlock who was running from the KotR, the Skaven warlord realised that he was going to have to finish off the KotR himself and, what is worse, he would now have to do it from the front.  If you want something done properly, he mused, you’ve just got to do it yourself.  Besides, he still outnumbered the stupid man-things and their ridiculous animals.  Resisting the urge to squirt the musk of fear, the Skaven warlord ordered his clan-rats into a charge, running into the front of the KotR and denying them the shock of their lance charge.  The KotR found themselves rather taken aback by the savagery of the biting, stabbing horde accosting them, and they were forced to stab ineffectually at the fast moving foe with the butts of their lances. 

Bretonnians:



Just when it seemed that the numbers of the Skaven might overwhelm the Bretonnians, the KEs smashed into the rear of the skaven horde, who as one squirted the musk of fear and scattered before the Bretonnians.  The battle was won, and the unicorn-banner of Quenelles raised over the mountain pass once more!

I thoroughly enjoyed this game, in no small part because of the spirit of my opponent who has chosen a Skaven army for flavour rather than the ridiculous net-builds you find online.  I have to admit that I think my strategy in this game was more than ordinary… splitting my KEs from my KotR at the last minute in this particular battle was a terrible move which should almost certainly have cost me the game if my KEs hadn’t (VERY IMPROBABLY) smashed through the rat-ogres on their charge like that.  If they hadn’t, the rat-ogres would surely have ripped them limb from limb, my men-at-arms were left isolated without knightly leadership and could be disposed of piecemeal (as they were, though they managed to rally when the clan-rats reformed to take on my KotR), and my KotR would have been at the mercy of the entire skaven force.  I had other luck as well: the doomwheel careening into the cliffs, the skaven warlock’s inability to do anything worthwhile in the magic phase, and my damsel’s incredible ability to heal the wounds (regen spell) of about NINE of my knights over the course of the four turns. 

Still, while I can’t claim any credit for it moments like the KEs breaking the rat-ogres on a front-charge are pretty much the most fun you can have as a Bretonnian general, and I really savoured this moment!  All I can say is that sometimes fortune DOES favour the bold.

Tuesday 11 December 2012

Battle Report 3: Bretonnians vs. Empire

Right, so the next game was 2,500 pts. against was against an Empire force out of Carroburg.  The scenario we rolled was 'Meeting Engagement', which meant that we'd have little time before coming to blows.  This suited my Bretonnians just fine, but was a tad annoying for my Imperial opponents with all their dishonorable black-powder weapons.

DEPLOYMENT

The Carroburgers decided to take the fight to me, deploying right at the limit of the meeting engagement line. The Empire were positioned on a diagonal line dividing the board, with an 'island of rock' in the centre.  Below you can see the right flank.  From left to right you can see the dreaded Carroburg Greatswords (along with a Shadow Wizard), then a line of handgunners and finally a steam tank.  Frustratingly for the Carroburgers, their devastating hellblaster volley gun and crossbowman were still on the march when the battle commenced, so they began the game losing valuable time w/ which to rain death down on the Bretonnians.


Below is a photo of the left flank.  I know the angle of the photo is terrible, we were in a bit of a rush to get the game in.  Anyway, from left to right were a mortar, a formidable unit of swordsmen lead by a ranting warrior priest hurling invective against my damsels (burn the witches!) and, atop the rocky outcrop, a great cannon.


I deployed my Bretonnians somewhat further back than the Carroburgers.  Again, this is a terrible photo to describe deployment, but it will have to do.  In the far right (furthest from camera, peaking out from behind the trees) I deployed a unit of nine knights of the realm (KoTR), next up was a hefty force of men-at-arms armed with halberds, then a large unit of knights errant (KE) with my battle-standard bearer (BSB) and a damsel, then another large unit of KoTR with my general and a damsel.  Rounding out the line was my Grail Knights.  My horde of longbowmen were still on the march when the game began and so I also lost some of my firing opportunities, though this was obviously less devastating for Bretonnians then Empire.  Note that when this photo was taken the Carroburg pistoliers had already used a vanguard move and movment to get in amongst my KoTR and Grail Knights.


The Game:

(NOTE: I haven't divided this game into turns because we were a bit rushed and didn't really get photos of each turn.  Also, this was played a while ago while I was still completing my thesis: mistakes I will have made!)


The game opened with a bang for the Carroburgers, as their mortar blew itself and its crew to smithereens.  The shadow wizard hurled all manner of diabolical spells at my KotR on the right flank, but only a reduction in toughness went through and the knight's faith in the Lady protected them from the hail of shot which rained down on them from the handgunners.  In their turn my KotR cantered up onto that rocky hill over there: my goal was to try to avoid the steam tank and punch a hole through the handgunners, but it was not to be...  My men-at-arms (off-screen to left) also marched forward and set their spears against the famed Carroburg greatswords (noone said the peasants were happy about being assigned this job).


Meanwhile on the far left flank my large unit of KoTR lead by my general, my KE lead by my battle standard bearer and my Grail Knights (GKs) ignored the ignoble pistoliers firing futilely at their flanks and began trotting towards the formidable horde of halberdiers lead by a zealous warrior-priest and a wizard.  We were all preparing for the impact in turns to come, but my Prophetess (who was probably sick of being called a witch by the ranting Sigmarite priest) called on the Dwellers Below, who reached up and pulled said warrior-priest, the wizard and a fair number of halberdiers into the earth.  As it turned out the remaining halberdiers were so terrified of the Lady of the Lake that they turned tail and fled, effectively ceding control of the left half of the battlefield to the Bretonnians.

Indeed, in the following Empire turn the remaining halberdiers continued their flight right off the board, leaving my general's KoTR and the GKs to advance unopposed around the central rock formation and BEHIND the Carroburger's right flank (the Greatswords, handgunners and steam tank) - you can see my knights coming round the bend, somewhat bewildered by the disintegration of the halberdier block, in the picture above.  With the halberdiers taken care of my BSB changed direction with her impetuous KEs, moving around the rock formation in the other direction to get ready to hit the Greatswords in the flank (see below) even as the KoTR and GKs assaulted the rear.




In the meantime, things had not gone quite so smoothly for the Bretonnians on the right flank.  The Carroburg greatswords hurled themselves at the peasant men-at-arms (see above), who were no match for this renowned regiment despite outnumbering them considerably.

Despite my efforts, the Steam Tank charged into my KotR and spent several turns grinding away at them.  Though they had lost their opportunity to charge and found themselves futilely banging at the steamtank with their handweapons, these KotR were probably the unit of the match, because they just refused to be killed off or break.  Adding to the Carroburger's frustration, the delayed hellblaster and crossbowmen had finally arrived but were now unable to find a target amidst the swirling melees engulfing the battlefield.  The crossbowmen ran into the KotRs flank, hoping to help the Steam Tank make shorter work of them, and finally the three remaining KoTRs broke, but by then they had effectively kept the Steam Tank, Hellblaster and Crossbowmen out of the battle.


The Carroburger's proud banner-bearer issued a challenge, and the brave but woefully outclassed captain of the men-at-arms stepped up only to be cut down by the Imperial veteran.  The Carroburg greatswords lived up to their reputation, smashing through the men-at-arms and putting them to flight.  The Greatswords pursued the men-at-arms, but were then charged in the rear by the Bretonnian KEs under the command of their BSB, who had arrived one turn too late to support the beleaguered peasants.

Unfortunately we had to leave the game there, and my opponent was generous enough to concede me a victory.  My KEs had ploughed into the back of the Carroburg Greatswords and my full strength GKs and KotR were one turn away from charging into the fray.  Also, the remaining Carroburg right flank was scattered and they were now weak in the magic department (one wizard and the warrior priest had been pulled to his doom by dwellers, I can't remember what happened to the more powerful wizard but I remember magic being severely hampered for the Carroburgers for some reason - might have been a death or level reduction through miscast).

Still, having had a large block of greatswords see their way through a unit of KotR, GKs and mounted yeomen in a more recent battle I am not ENTIRELY convinced that the game was mine - my opponent has a knack for stealing victory from the jaws of defeat and I think his concession was very generous.

This game also showed me for the first time some of the potential problems with 8th Ed. re: the power of magic.  Don't get me wrong, I still think that 8th Ed. is one of the best balanced editions, but the relative effectiveness of magic vs. other ranged attacks (war machines, and ESPECIALLY shooting) can make cannons, archers etc. seem a bit redundant.  Also, it seemed a bit 'wrong' to demolish an entire unit (heroes included) with dwellers below, though I think these large spells do serve a function in an edition in which steadfast horde infantry are very very difficult to break.


All in all a great game, though it would have been fantastic to see it through.