Friday, 22 February 2013
Thursday, 21 February 2013
Border Princes 18: House Rules So Far
So a recent change to the special rules for Tomb Kings (changes in red) has reminded me that I have been meaning to draw attention to some of the differences between the rules in the General's Compendium and those on this blog (esp. now that we have another player who has a copy of the GC).
So these are the house rules so far (more will be added as necessary):
1.) Forests count as difficult terrain, though only a 2+ check is needed rather than a 3+ (in the GC forest is NOT difficult terrain).
2.) You DO have to make difficult terrain tests when falling back/retreating. I actually didn't realize that the GC addressed this rule until Monday when I was looking for something else. In the GC you DON'T have to make a difficult terrain test in order to retreat. However, this strikes me as silly - if it is difficult to march across a river when you are in good order, how much harder is it to RETREAT over a river (w/ baggage train et al.) when you are fleeing your enemies? From what I understand of early modern warfare many of the casualties occur in flight, particularly if blocked by a river or something. Anyway, for our purposes if you are retreating and fail a difficult terrain you are SCATTERED.
I can't think of any other changes I made off the top of my head, except for the Bretonnian special army rules which I made weaker (I thought they were over the top).
So these are the house rules so far (more will be added as necessary):
1.) Forests count as difficult terrain, though only a 2+ check is needed rather than a 3+ (in the GC forest is NOT difficult terrain).
2.) You DO have to make difficult terrain tests when falling back/retreating. I actually didn't realize that the GC addressed this rule until Monday when I was looking for something else. In the GC you DON'T have to make a difficult terrain test in order to retreat. However, this strikes me as silly - if it is difficult to march across a river when you are in good order, how much harder is it to RETREAT over a river (w/ baggage train et al.) when you are fleeing your enemies? From what I understand of early modern warfare many of the casualties occur in flight, particularly if blocked by a river or something. Anyway, for our purposes if you are retreating and fail a difficult terrain you are SCATTERED.
I can't think of any other changes I made off the top of my head, except for the Bretonnian special army rules which I made weaker (I thought they were over the top).
Sunday, 17 February 2013
Border Princes: Turn 7 Moves & Resolution
23rd Vorgeheim, 2516 IC
Esteemed colleagues, you and the worthies of the Empire
should know that forces under the banner of the Ruinous Powers are now marching
on the lower reaches of Black Fire Pass.
It is imperative that the Emperor, our dwarf allies in the Black
Mountains and, especially, the Marius Leitdorf, Averland’s Elector, are made
aware of this dire turn of events. It
goes without saying that Black Fire Pass must be reinforced and held. Where this leaves Imperial interests in the
Border Princes, cut off as we are from support from the Empire? Well, I shall see what can be done.
-Herr Gavius Klugge, of the Order of Shadow
26th Vorgeheim, 2516 IC
Bretonnian lords are mustering their vassals, retainers and
peasants at the South Road-Silk Road Crossroads and in the forest surrounds,
pitching their gaily coloured tents and setting up their ridiculous tourneys
and jousts and festivals. Indeed,
whoever finally wins the Border Princes might find themselves starving to death
if the Bretonnians find any more excuses for a feast! Let us hope they are pointing their lances
towards Malko!
-GK
27th Vorgeheim, 2516 IC
Inexplicably, the Greenskin force advancing along the Old
Silk Road before Malko set off into the forests to the north today, leaving
nary a trace. What diabolical scheme inspired by the Greenskins' Chaotic allies is
this?
-GK
30th Vorgeheim, 2516 IC
My lackwit apprentice Adolphus sends word that the Young Henri and his Gallant Companions, increasingly surrounded by both Greenskins and the forces of Chaos, have turned eastwards and are freeing the slaves taken by the Orcs and Goblins along the north bank of the Blood River. The orcs and goblins themselves continue to gather in great numbers around their traditional Ironclaw mustering grounds. Meanwhile their allies, the vile servants of the Ruinous Powers, are claiming the lands to the north of the eastern stretches of the Silk Road, and have seized the East bank of the Thunder River in the wake of Young Henri’s departure. Could it be that this ‘heroic’ young Bretonnian gallant is FLEEING from the forces of Chaos?
-GK
Geheimnisnacht (Night of Mysteries), 2516 IC
The danse macabre and the japes with skulls and costumes are packed away long before nightfall in the Border Princes, for the dead here are without number and many did not have a peaceful death. All is quiet in Malko's streets now save the priest of Morr and his procession, there to keep the dead at bay. 'Tis said that the spirits of the Geistenmund Hills will be abroad tonight, and no man, woman or child in the Border Princes will leave their home this night lest they be snatched away to those ancient Barrows 'ere the dawn...
-GK
6th Nachgeheim, 2516 IC
The Greenskin force which departed into the woods north of
Malko has returned from whence they came in small scattered groups. By means of my eyeglass I could tell that
they were battered, confused (well, more so than normal) and somewhat reduced
in number… my guess is that they became lost and were harried by the spirits abroad on Geheimnisnacht! Whatever the
cause, the half-wit Lord of Malko was too spineless to lead a sally out and
destroy them in their weakened, divided state, and now I fear the opportunity
is lost!
-GK
14th Nachgeheim, 2516 IC
Our colleague, Herr Oliver Heinnman of the Order of Light,
sends alarming news that the undead forces of long-forgotten Nehekhara have
pushed westwards across the northern bank of the central Blood River and through
the forests surrounding the Imperial Blood River Bastion. Our own eastward advance has been thrown into
disarray as one of the skeletal legions has marched between our banners and is
threatening the Imperial Bastion itself!
Grand Master Reichardt is leading his division in a desperate attempt to
meet the Nehekharans before they reach the centre of Imperial power in the
Border Princes… Sigmar grant him speed!
In the wake of the Neherakhan threat Imperial forces
continue to secure and pacify the villages, holdings and manor houses around
Malko. Most of the petty lords here are apparently
only all too willing to accept the Empire’s protection in these dark times.
- Gavius Klugge
17th Nachgeheim, 2516 IC
Victory is ours, esteemed colleagues! Grandmaster Reichardt and his division,
marching through the night, were able to intercept the legion of skeletal warriors
marching on the Imperial Blood River Bastion.
Joined by the vanguard of another returning Imperial division, the
Grandmaster lead our State Troops to victory over the Nehekharans who,
surrounded on all sides by Imperial forces, crumbled as if into sand and blew
away towards the West. Tragically, the
Grandmaster himself did not live to see his victory to fruition…
Here follows an excerpt from Tomas the Penitent's psalter (Tomas was a survivor of the Battle for the Blood River Empire Battalion headquarters or as is commonly referred to "Reichardt's Sacrifice") [Many thanks to our Empire player for this amazing, fluffy report.]
17th Nachgeheim, 2516 IC
"And I saw the Grand Master Karl-Heinz Reichardt, resplendent in his polished armour, charge into the skeletal horde that shambled relentlessly towards our battle line. Thinking nothing of his, nor his bodyguard's safety, and only the defense of the Empire battalion outpost he commanded utter respect from his men. Indeed, such was their esteem of the man that they would follow him to whatever end on that very day. Positioned as I was in the unit of greatswords adjacent the braying horses of the knights, I could hear Reichardt's words immediately before the suicide charge. He urged to his men: 'Our is not to question why, brothers, 'tis but to do and die!' as he kicked his spurs into his horse and galloped towards the enemy. This act of daring bought our battle line enough time to steady its flanks and draw the enemy cavalry back to its centre, instead of charging the embattled Demi Gryphons who were amidst battle with the savage Khemrian Sphynx.
Despite his valiant efforts, Master Reinhardt and his bodyguard were rebuffed and cut down as they retreated. Fueled by this tragic sight, my comrades and I were filled with such a rage - as if summoning Sigmar's own divine wrath - that when we engaged the enemy our blades carved through the dusty bones of infantryman and horseman alike. It was as if the goddess Bironna herself had favoured us, making time appear to stand still, such was the efficacy of our work. Heinmann believes his magic one the day, however, to see the blood and sweat of our men it is clear to me that our faith alone in Sigmar one through. Praise be to Sigmar.
Indeed, as we hacked at the perfidious foe until none remained and the hissing engine of Conqueror died down, it was clear that the victory - Reichardt's victory - was delivered through the sacrifice and daring of our brave commander alone. And the reprieve, such as it was, would prove to be only short lived...."
Tomas the Penitent
Reichardt’s Sacrifice, part of the Border Princes War of 2516-2518 IC
|
|
Date:
17th Nachgeheim, 2516 IC
|
|
Location:
A small settlement Territory 90
|
|
Result:
Decisive Empire Victory (Crushing Victory)
|
|
Belligerents
|
|
The Empire (Reichardt’s Imperial Bastion)
|
Tomb Kings (Cohort of the Sun)
|
Commanders
|
|
Grand Master Karl-Heinz Reichardt †
|
Pho’tum, High Priest of Ptra (†?)
|
Other
Leaders
|
|
Captain Wilhelm Zeigier
|
Wosret, Prophet of Woe (†?)
|
Captain Bruno Schille
|
|
Oliver Heinmann (Wizard Lord of the Lore of Light)
|
|
(Mad) Werner of the Wildmoor (Battle Wizard of the Lore of Beasts
|
|
Tomas the Penitent, Warrior Priest of Sigmar
|
|
Strength
|
|
2700 pts.
|
2250 pts.
|
Casualties
|
|
709 pts.
|
1995 pts.
|
†=killed in battle
|
22nd Nachgeheim, 2516 IC
The woods to the south east of Malko now said to be crawling
with orcs, goblins and worse. No word
has been heard of those few stubborn woodsmen who lived in isolated villages
and had thus far refused to abandon their woodland homes for Malko, but there
is little mystery as to their fate, for all through the night the citizens hear
the howling of dire wolves and the terrible, terrible shrieks of the hunted. It cannot be long now before the hammer
falls.
Faction
|
Normal Territories
|
Special Territories
|
Total Territories
|
Razed Territories
|
Victory Points
|
Banners
|
Alliances
|
Bretonnians
|
11
|
1
|
12
|
0
|
16
|
5
|
Empire
|
Empire
|
12
|
1
|
13
|
0
|
17
|
5
|
Bretonnia
|
Orcs and Goblins
|
10
|
1
|
11
|
0
|
15
|
4
|
Tomb Kings, Warriors of Chaos
|
Tomb Kings
|
11
|
0
|
11
|
0
|
11
|
4
|
Orcs and Goblins, Warriors of Chaos
|
Warriors of Chaos
|
14
|
0
|
14
|
0
|
14
|
4
|
Orcs and Goblins, Tomb Kings
|
Friday, 15 February 2013
Border Princes 17: Battlefield Terrain Generation Guidelines
Guidelines for Battlefield Creation:
1.) Rule of cool.
Never feel that you
HAVE to place a particular piece of terrain which doesn’t seem appropriate to
the scenario/looks silly just because the dice rolls it. Swap it for something more appropriate! Similarly, if there is a piece of terrain
which the particular combo of scenario and terrain type suggests (e.g. heaps of
swamps in a swamp terrain piece) then feel free to modify by swapping these for
less appropriate pieces. I would rather
both players (and a GM if available) create a battlefield which suggests a
STORY – this is NOT a tournament! If you
are fighting in mountains and don’t have any rocks or mountains, put ‘em
in! If you are playing in a destruction
HQ (e.g. Chaos) and you roll ‘settlement of order’, change it to ‘encampment of
destruction’ instead!
2.) Remember, 8th edition is
designed for slightly more terrain then previous editions.
I have been reading
quite a bit about people’s frustration with unbreakable hordes and the
uselessness of skirmishers in 8th – the general consensus is that
people are not placing enough terrain pieces.
Remember, the MINIMUM terrain pieces (for a standard scenario) is meant
to be d6+4! Obviously you don’t want things
to be TOO cluttered, but once you have that total (d6+4), I encourage you to
add a few pieces of ‘mundane’ terrain (normal forests and hills especially, but
also the occasional boulder, swamp etc. as appropriate) if it enhances the ‘look’/’appropriateness’
of the board or if the amount of terrain is a bit sparse.
3.) I have changed the chart up a bit
for standard games.
I’ve never really
liked the idea that buildings are more common then hills (based on the 2d6
mechanic) etc., so I’ve switched things around so that there is more chance of
getting mundane terrain – keeping the ‘special’ terrain more special. It doesn’t really make sense to me that there
are steadfast sanctums lying around as common as a peasant’s cottage wall, and
I’m the GM, so there J. I might modify it more for games in different
terrain a bit but we’ll see – want to keep this part pretty fluid.
4.) If you don’t have an item of
terrain, feel free to swap it w/ something appropriate
This goes w/ point
number 1 I suppose – don’t be slaves to the dice roll!
5.) In the case of special terrain, the
effects might apply to a different ‘thingie’
What the hell does
this mean? Well, imagine you are playing
a game in Tilea (or somewhere you wouldn’t expect a Nehekharan sphinx to be!)
and roll a Nehekharan Sphynx. You might
decide either to reroll the die, swap for something else, or else take a more
suitably ‘fluffy’ item which has the same effect – instead of a riddling sphinx,
place an interesting forest and have it mischievous faeries challenging the
intruders to a game of wits, etc.
WARHAMMER: TERRAIN REFERENCE SHEET
Random Terrain chart
Roll
2D6 and consult the chart.
2 Settlement of Order
D3
Buildings, D3 sets of obstacles, plus one roll on
the
Steadfast Sanctum.
3 Steadfast Sanctum
Roll
a further D6:
1 –
Grail Chapel
2 –
Acropolis of Heroes
3 –
Wizard's Tower
4 –
Sigmarite Shrine
5 –
Elven Waystone
6 –
Dwarf Brewhouse
4 Marsh
1-3
Normal Marsh
4 –
Earthblood Mere
5 –
Khemrian Quicksand
6 –
Mist-wreathed Swamp
5 Building (might also include ruins)
6 Hill
Roll
a further D6:
1-4
– Ordinary Hill
5-6
– Roll Below
1-2
– Temple of Skulls
3-4
– Scree Slope
5-6
– Anvil of Vaul
7 Forest (Mysterious on 4+)
8 Obstacles (might also include boulders, rocks, etc.)
Three
6” sections of one of the following. Roll a D6:
1-2
– Fence
3-4
– Wall
5-6
– Roll below:
1-2
Blazing Barricade
3-4
Blessed Bulwark
5-6
Ghost Fence
9 River
(Mysterious on 4+) (unless the scenario specifically calls for it this should
not dominate the battlefield – preferably entering and leaving in one table
quarter)
10 Magical Mystery
Roll
a further D6:
1 –
Sinister Statue
2 –
Arcane Ruins
3 –
Nehekharan Sphinx
4 –
Sorcerous Portal
5 –
Wyrdling Well
6 –
Magic Circle
11 Sinister Structure
Roll
a further D6:
1 –
Altar of Khaine
2 –
Charnel Pit
3 –
Bane Stone
4 –
Haunted Mansion
5 –
Idol of Gork
6 –
Tower of Blood
12 Encampment of Destruction
D3
Buildings, D3 sets of obstacles, plus one roll on
the Sinister
Structure.
Monday, 11 February 2013
Border Princes 16: Fighting Battles
We have our first battle in the Border Princes campaign!
And it occurs to me that I haven't really written anything about how battles are fought out. In general, it works pretty much as I laid it out here.
1. Once the campaign phase indicates that there is a battle (or more then one battle), the players involved (normally 2, but there may be 3 if allies are involved) work out a time and location to resolve the battle. The players should choose a time which will allow plenty of time to finish the game.
2. Each player must calculate points based on the banners and supporting banners she/he is bringing to the battle. If there are allied players involved then they should calculate how many points they are bringing to the battle.
3. Each player writes an army list based on his/her points total according to the 8th edition BRB, the most up-to-date army book available for the army and the army FAQs available from the Games Workshop website. There are only a few rules for army list building beyond those in the rules:
a.) NO special characters (e.g. Karl-Franz, Archaon, etc.) are allowed.
b.) All heroes and lords MUST be named APPROPRIATELY (NO Bobs, and NO Karl-Franz's, Archaons, etc. If you play Empire, Google German names, if Chaos then jumble up some consonants and vowels barbarian style or look up some names of Scandanavians or steppes barbarians, etc. not that hard :-).
That's it really. As a side note I reckon a fluffy/appropriate army is always more fun than a 'mathshammered' internet list - just a general guideline which is not enforceable but I had to say it.
4. Ideally there can be a third (or fourth or fifth!) party present as a Gamemaster/s - this GM helps looking up rules and interpreting them though he/she is not in charge - I'm pretty sure we can all work out any disagreements - it's just a game after all!
5. I (or the GM if I am playing) will ideally roll off the scenario based on the appropriate chart BEFORE the game, but keep the result secret from the players. This will enable me/the GM to try and make sure the sorts of appropriate terrain are at the location (either Gary's or Tom's - they both have most of the options available but there will be circumstances when borrowing would be great). On those occassions (and there WILL be those occassions) when only the two players involved can be there, they will just have to make the best of the terrain they have available to the agreement of both.
6. Terrain should be set up as much as possible based on the combo of the territory you are fighting in and the scenario rolled - for example, if you roll the loot and pillage scenario in a river terrain section then you probably want to create a narrative (and battlefield) around the idea of a riverside village or something. The idea here is that we all share in the narrative - do what you think is appropriate and looks fluffy! I'll leave it to the players and GM (if available) to set up an equitable way of placing terrain - we've always been pretty good at this in the past so I don't think there should be any problems here, but if things are a little bit intense you can either have each player take it in turns to place a terrain piece or, better yet, have the GM make the board. If people think there should be hard and fast rules about this feel free to suggest them but I think we're all good probably.
7. Finally, a reminder that these games are about constructing a fun narrative - they are (often deliberately) NOT going to be 'fair' tournament style games but more about playing around with fun (and appropriate!) combinations of scenarios and terrain types which are rooted in an overarching story we are creating together and have the added bonus of actually MEANING something in the context of the campaign.
That's it! Have I missed anything?
And it occurs to me that I haven't really written anything about how battles are fought out. In general, it works pretty much as I laid it out here.
1. Once the campaign phase indicates that there is a battle (or more then one battle), the players involved (normally 2, but there may be 3 if allies are involved) work out a time and location to resolve the battle. The players should choose a time which will allow plenty of time to finish the game.
2. Each player must calculate points based on the banners and supporting banners she/he is bringing to the battle. If there are allied players involved then they should calculate how many points they are bringing to the battle.
3. Each player writes an army list based on his/her points total according to the 8th edition BRB, the most up-to-date army book available for the army and the army FAQs available from the Games Workshop website. There are only a few rules for army list building beyond those in the rules:
a.) NO special characters (e.g. Karl-Franz, Archaon, etc.) are allowed.
b.) All heroes and lords MUST be named APPROPRIATELY (NO Bobs, and NO Karl-Franz's, Archaons, etc. If you play Empire, Google German names, if Chaos then jumble up some consonants and vowels barbarian style or look up some names of Scandanavians or steppes barbarians, etc. not that hard :-).
That's it really. As a side note I reckon a fluffy/appropriate army is always more fun than a 'mathshammered' internet list - just a general guideline which is not enforceable but I had to say it.
4. Ideally there can be a third (or fourth or fifth!) party present as a Gamemaster/s - this GM helps looking up rules and interpreting them though he/she is not in charge - I'm pretty sure we can all work out any disagreements - it's just a game after all!
5. I (or the GM if I am playing) will ideally roll off the scenario based on the appropriate chart BEFORE the game, but keep the result secret from the players. This will enable me/the GM to try and make sure the sorts of appropriate terrain are at the location (either Gary's or Tom's - they both have most of the options available but there will be circumstances when borrowing would be great). On those occassions (and there WILL be those occassions) when only the two players involved can be there, they will just have to make the best of the terrain they have available to the agreement of both.
6. Terrain should be set up as much as possible based on the combo of the territory you are fighting in and the scenario rolled - for example, if you roll the loot and pillage scenario in a river terrain section then you probably want to create a narrative (and battlefield) around the idea of a riverside village or something. The idea here is that we all share in the narrative - do what you think is appropriate and looks fluffy! I'll leave it to the players and GM (if available) to set up an equitable way of placing terrain - we've always been pretty good at this in the past so I don't think there should be any problems here, but if things are a little bit intense you can either have each player take it in turns to place a terrain piece or, better yet, have the GM make the board. If people think there should be hard and fast rules about this feel free to suggest them but I think we're all good probably.
7. Finally, a reminder that these games are about constructing a fun narrative - they are (often deliberately) NOT going to be 'fair' tournament style games but more about playing around with fun (and appropriate!) combinations of scenarios and terrain types which are rooted in an overarching story we are creating together and have the added bonus of actually MEANING something in the context of the campaign.
That's it! Have I missed anything?
Sunday, 10 February 2013
Thursday, 7 February 2013
Border Princes: Turn 6
Sonnestil (Summer Solstice), 2516 IC
Sonnestil, the
Summer Solstice, and those who can stomach it have razed a maypole and are
dancing and singing the bawdy ditties of Midsummer. Few of Malko's youths
seem to be sneaking out to cavort in the woods and fields, however. Many
have been swayed by the stern, unflinching zeal of the flagellants, preachers
and doomsayers which swarm the streets, and those that remain are probably
afeard of goblin scouts prowling the woods, for the Greenskins have crossed the
Thunder River to the South East.
Having failed to
prevent the orcs and goblins from crossing at the bridge, Young Henri lead his
Bretonnian force south to attack the orcs and goblins who were reportedly
mutinying after a failed attempt at crossing the river. Adolphus writes
that the Bretonnians once again arrived too late, however. All that
remained of the Greenskin force were the corpses of those who had died in the
failed rebellion and the leaders who had been dispatched by the chief Orc
warlord: The remainder of the Greenskin force had already put ashore on the
west bank with their rickety flotilla of rafts and longboats.
-Gavius Klugge
2nd Vorgheim,
2516 IC
Three divisions of
our Imperial forces have marched forth from the lands around the central Blood
River and around their fortress in a united battlefront, pressing eastwards
into the territories seized by the dead from Nehekhara. Word is that one
division has already secured the woods to the west of their headquarters, while
another has liberated the plains south of the Blood River Bogs from their
long-dead taskmasters.
-GK
4th Vorgheim,
2516 IC
Poor tidings, dear
colleagues for the Imperial division advancing on the Blood River Bogs has been
forced to withdraw after a long and arduous slog through the fetid swamps in
the heat of midsummer. The steam contraptions of the engineers
(unreliable at the best of times!) malfunctioned disastrously, and our troops
were afflicted with heat, thirst (for the fresh water in the bogs is scarce)
and swamp-fever.
Our huntsmen were
able to penetrate deeper into the Bogs than the rest of our forces. Those
who returned reported that many of their comrades were pulled to their death in
the much by great serpents. However, a few especially skilled trackers
were able to find their way right to the Neherakan encampment, which was being
fortified by great throngs of slaves, both living and dead.
6th Vorgheim,
2516 IC
Dire news!
Word from my lackwit apprentice Adolphus is that Young Henri and his
knightly host have been cut off in Greenskin territory by a band of blasphemous
warriors and barbarians marching under the banners of the Dark Powers, who have
seized the vital bridge over the central Thunder River. From my ravens I
can tell you that the bridge is now adorned by gibbets and stakes and the
cadavers of their victims. What is clear now is that Young Henri's
bluster about being 'Malko's Defender' was just that. Panic is beginning
to set in behind our all-too-flimsy palisade.
9th Vorgheim,
2516 IC
Unrest in Malko!
The town was celebrating the the Emperor Sigismund's heroic death with
the ceremonial plunging of the lord's sword into a ram skull representing Gorbad
Ironclaw's wyvern when news reached the town that a greenskin force has begun
marching westwards along the Old Silk Road, looting, burning or enslaving the
smaller settlements and inns along the way. The timing was unfortunate
and between Malko's idiot lord and his jumpy mercenaries, the zealots,
flagellants and firebrands crying hellfire and brimstone, and a hungry,
frightened populace it is perhaps unsurprising that all hell broke loose.
The riots have been (brutally) suppressed, but I fear that agents of the
Ruinous Powers continue to operate from the city, and we may be in danger of
falling from within long before the Greenskin's reach Malko's palisades.
-Gavius Klugge
10th
Vorgheim, 2516 IC
I have taken abroad with my ravens once
again, esteemed colleagues, to form an accurate estimation of the Greenskin
threat and, perhaps, find the slimmest opportunity for Malko’s survival. I already knew that the orcs and goblins seem
to be advancing westward on two fronts: along the Old Silk Road directly east
of here and in the forests to the south east, where they have newly managed to
cross the Thunder River.
My feathered friends have shown me two
more large Greenskin threats. Orcs and
goblins are gathering in huge numbers in the traditional Ironclaw Orc lands
around the Idols of Gork and Mork (or is it the other way around?), though I
cannot guess at their intention. The
other force is digging in and erecting crude fortifications and defences around
their camps along the eastern stretches of the Old Silk Road. Whether this defensive activity was provoked
by Young Henri’s Gallant Companions upon the nearby bridge or by the hordes of
Chaos warriors boiling south from the Black Mountains I cannot say. My hope would be the latter, though my guess
would be the former… for there remains no doubt in my mind that the forces of
the Dark Powers and the orcs and goblins are working in concert.
Oh, did I not mention the hordes of chaos
warriors boiling south from the Black Mountains? Well there you have it, esteemed colleagues,
we have hordes of orcs from the east and every cultist and heretic in the Border
Princes from the north ready to join their vanguard at the bridge across the
Thunder… and right now there is more or less just ME here to deal with it
(probably less, because I have to keep cleaning up the messes my feckless apprentices
make of things).
A little extra support would be much
appreciated lest the Electors would rather this lot begins heading towards Black
Fire Pass towards their soft feather beds.
-Gavius Klugge, (frustrated) Grey Wizard
13th Vorgheim, 2516 IC
Alarmed at developments in the East, more
and more of the petty lords southeast of Malko are throwing in their lot with
the Imperial division claiming lands there.
Northeast of Malko the Bretonnians hold
sway, distributing lands amongst their knights where they are available and
accepting the fealty of those lordlings who could not otherwise face the coming
onslaught alone. Bretonnian knights are now
said to be patrolling the upper reaches of the South Road.
-GK
16th
Vorgheim, 2516 IC
Fell tidings! The bridge over the upper Thunder River has
been taken by the forces of Chaos!
With the fall of the bridge, esteemed
colleagues, passage from the Border Princes into the Empire via Black Fire Pass
is all but impossible. For our Imperial
forces stationed here it means that any hope of reinforcement from the Empire
is gone… the opportunity for that has passed.
Rather we must continue to draw upon those Border Princes of Imperial
descent to fill our ranks.
Furthermore, there is now scant hope of
retreat for our Imperial forces should the situation become untenable
here. If the worst comes to the worst,
they may have to fall back south west towards Barak Varr and the mercy of the
Dwarfs, perhaps taking passage to Tilea.
-
Gavius
Klugge
19th
Vorgheim, 2516 IC
Ill luck for our Imperial forces, dear
colleagues! A legion of undead Neherakan
warriors has struck boldly between a gap in our Imperial divisions as they
advanced eastwards. How the long-dead
warriors knew where to advance remains something of a mystery, though I suspect
the involvement of those carrion birds or other foul sorcery.
Regardless, this fell turn of events has
not only jeopardised our eastward advance, but has allowed the Neherakans
within striking distance of our Imperial fortress! I shall get little sleep this night until I
know that our fortress is secure, for if it falls so do our hopes at keeping
these lands and their peoples within the safe orbit of our Empire!
-Gavius Klugge
Faction
|
Normal Territories
|
Special Territories
|
Total Territories
|
Razed Territories
|
Victory Points
|
Banners
|
Alliances
|
Bretonnians
|
9
|
1
|
10
|
0
|
14
|
4
|
Empire
|
Empire
|
10
|
1
|
11
|
0
|
15
|
4
|
Bretonnia
|
Orcs and Goblins
|
10
|
1
|
11
|
0
|
15
|
4
|
Tomb Kings, Warriors of Chaos
|
Tomb Kings
|
9
|
0
|
9
|
0
|
9
|
4
|
Orcs and Goblins, Warriors of Chaos
|
Warriors of Chaos
|
11
|
0
|
11
|
0
|
11
|
4
|
Orcs and Goblins, Tomb Kings
|
Monday, 4 February 2013
Border Princes Announcement: League Declared Between Neherakans, Orcs and Goblins and Followers of the Ruinous Powers!
Many thanks to our Tomb King's player who supplied the fluff behind the announcement - I've worked it into Gavius Klugge's latest report but I thought it would be fun to have a perspective from someone who is NOT a crotchety Empire Wizard, so I've pasted the email below. Other (Greenskin or Chaos) perspectives are welcome if they feel they haven't been well represented :-).
All three of us are in a three way alliance, so every person is allied to both other members. My personal take would be that King Nun'keb's accompanying priests (from the Sect of the Carrion God) have warned him of a rising power in the west, a building crusade of mortal men united in purpose and backed by powerful nations. They have learned this by communing with the whispering spirits that linger in this blood drenched land. Cursing his ill fortune Nun'keb has demanded more than just portents of his undoing from his priests. They suggest that the other inhabitants of this blighted land might be persuaded of common cause to break this western invasion. Nun'keb accepts that savages sometimes have their uses and their extermination can resume after this much greater threat is put to rest. Two ambassadors are then dispatched, to the green skin camp a great carrion bird departs, clutching in his talon a mummified goblin head such that the ancient dead might be able to converse with the green savages in their own tongue. To the men of chaos comes Khunil, Herald of the Silent Legion, a proud and fierce warrior bearing promises of glory. What was said to win over these two rambunctious factions I will leave to your imagination.
All three of us are in a three way alliance, so every person is allied to both other members. My personal take would be that King Nun'keb's accompanying priests (from the Sect of the Carrion God) have warned him of a rising power in the west, a building crusade of mortal men united in purpose and backed by powerful nations. They have learned this by communing with the whispering spirits that linger in this blood drenched land. Cursing his ill fortune Nun'keb has demanded more than just portents of his undoing from his priests. They suggest that the other inhabitants of this blighted land might be persuaded of common cause to break this western invasion. Nun'keb accepts that savages sometimes have their uses and their extermination can resume after this much greater threat is put to rest. Two ambassadors are then dispatched, to the green skin camp a great carrion bird departs, clutching in his talon a mummified goblin head such that the ancient dead might be able to converse with the green savages in their own tongue. To the men of chaos comes Khunil, Herald of the Silent Legion, a proud and fierce warrior bearing promises of glory. What was said to win over these two rambunctious factions I will leave to your imagination.
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