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Wednesday, September 28, 2011

Battles Books!


Greetings from the Forbidden Zone!

Today I'm going to take a moment to talk about our new initiative and gaming policy involving our "Battles Books".  These tomes are weighty binders filled with presentation sheets and all sorts of material we might need while we visit each universe.  Pictured above are the Lord of the Rings Strategy Battle Game, Warhammer 40,000, Warmachine and Warhammer Fantasy Battle books, though visitors to the Wargate know there are quite a few more than what I could grab in that photo!

We've had a lot of time to get our methods down and the confusion around the table is shrinking, but there's still room for improvements.  One of those improvements will be implemented during the next campaign season, and will require all player armies to be "listed" in the Battles Books.

Let me explain what this means.  Each player will work with me on each game to create a list of units and statistics that will contain all of your units for each army.  If you're in the club then you've played with a player whose had one of these lists in their hand - it has the costs and descriptions of your units on one side and a tailor made summary on the other side.  Best of all, they are conveniently located in easy reach of everyone in the Battles Book.

This isn't a straight-jacketing of your options during a battle.  Far from it...most of your opponents here are going to know your units by sight after a few campaigns, so if you're gambling on folks just forgetting your unit capabilities then you're in the wrong spot anyway.  The only other thing that keeping your lists and statistics in a book where you have to flip back and forth is that your opponent may not know everything that's in that codex or army book - and will be trusting you.  We're going to do away with the second guessing and just rule that every army that takes the field must be "listed" in the Battles Book.

These custom lists are going to help you and your opponents out during battles so that we'll get fewer instances where players are challenged on statistics, special rules or point values.  Most of us continually use the same units over and over again, and modifying an entry for a one-off game or special mission is no problem since your codex or army book is only a few shelves away from the Battles Book.

So, to summarize:  before each campaign begins, your army list will have to be entered into the Battles Books. Unlisted armies will not be allowed to enter a given campaign.  This isn't a terrible restriction, and your position as a general is NOT being compromised by allowing others to see your units listed like an actual army.  We have been very lenient in the past, but we're done with all that.  Most large tournaments require your army list to be judged before entry, but in the case of the Wargate all we're doing is noting units.

Another good thing about this is that you will be able to allow other players to take the field with your standby armies with much less hassle.  This is becoming an issue, so one more obstacle to expediency will be nullified by implementing this policy.  I'll be badgering people to get their armies listed, so be prepared to lay your forces out to the Inquisitor!

As a reminder, we had a council session this past Sunday and laid out the wargame schedule for 2012.  In order to help galvanize projects, backgrounds and army lists, here's a reminder of the order of battle for next year.

  • Nov-Dec 2011 - Necromunda
  • Jan-Mar 2012 - Warhammer 40,000 and Warmachine
  • Apr-Jun 2012 - Mordheim and Lord of the Rings Strategy Battle
  • July-Sep 2012 - Warhammer Fantasy Battle and Clan Strife
  • Oct-Dec 2012 - Necromunda and Flames of War
That's all for now, so take a few moments and get your lists and models together.  Next time you visit the Wargate, a Praetor will probably be shaking you down for your army lists!!


Wednesday, September 21, 2011

Index Mardannon: A Brief History

A Brief History of the Mardannon Sector

            For five millennia, the Mardannon sector has been a bastion for the Imperium of Mankind.  In the wake of the 13th Black Crusade, the entire sector stands on the brink of annihilation.  Never before has war surged through the worlds here in such a fashion, and many believe this recent rash of conflicts indeed heralds the end of all things.  From the glittering spires of Mardannon Prime to the bloody wastes of Magnum Sierra, warriors gather in their thousands, preparing for the next day of battle.

            All is not lost, however.  The Imperium has a mighty and proud history, and many worlds will fight tooth and nail to preserve their future.  Across the sector, legendary tales are told of the Old Crusade, when the servants of the Emperor reclaimed the worlds of Mardannon for Him.  Faith is resurgent throughout the citizenship, invigorating their fighting spirit and sense of duty.  However, Mardannon sits close to the Eye of Terror, a region of space where madness and daemons rule.  The Men of Mardannon have already faced down many terrors already, but how many more wars can the Imperium withstand here?

The Old Crusade

            In the 35th Millennium, the High Lords of Terra decreed that a crusade be undertaken against the Ork tribes inhabiting a large area of space west of the galactic core.  This Crusade, led by Warmaster Polemides Mardannon, had the primary goal of reclaiming worlds lost to the Imperium thousands of years earlier while eradicating the threat of orks throughout the sector.  The Hallegen’s Gulf Crusade, as it was called, was an incredibly immense undertaking of ships and men, sending millions on a colonization mission across the stars.
           
At the forefront of the crusade came three Great Companies of Space Wolves.  Accompanied by several regiments hailing from the world Catachan, the combined forces of the crusade smashed almost all resistance in the sector, establishing a peace of sorts after twenty three years of fighting.  As a reward, most of the Imperial Guard regiments were given rights of settlement, and the sector was renamed after Warmaster Mardannon, who had perished during the battles at Urbanus Scapulare.

The powerful ork tribes of the sector were not as unified then as they are now, and offered little resistance to the crusade.  Orks once occupied most of the sector, but since then have been confined to a much smaller area of space.  Even so, many planets have orks hiding in the dark bowers, much to the chagrin of the Ordo Xenos.

At the same time, other important engagements occurred.  Though the Imperial commanders of the time did not realize it, there are documented encounters with known Tyranid life forms on many planets.  Though full scale war was uncommon, it is known to the Ordo Xenos that Tyranids did visit the Mardannon sector prior to the events at Tyran.  It is widely speculated that advance seeding was due to Tyranid infestation of certain space hulks in the area also at the time.

The Long War

            For years after the Old Crusade, Mardannon was troubled by intermittent wars with Xenos, but more worrying were the depredations of Chaos.  Abaddon himself has pursued an agenda in the sector, and cohorts of Black Legion rampaged through the colony worlds.  It was not long after stories of these traitor marines began to spread that the Space Wolves began to chase them down. 

            Companies of Ultramarines and Dark Angels arrived soon after, and a space marine Crusade was declared.  The Scorched Legion, a cohort of Abaddon’s Black Legion, began to cause problems for the Imperials, but the intervention of the Eldar at various points ultimately caused the Black Legion to fail in their mission - to fortify vital heretic positions throughout the sector with fresh troops and supplies.  The Eldar appeared so many times fighting aliens and Chaos it is surmised that Ulthwe Craftworld had to be in the sector at the time. 

            Eventually, the Crusade disbanded, but to this day the people of Mardannon honor the space marines of the Space Wolves, Ultramarines and Dark Angels chapters.  The Eldar of Ulthwe vanished, leaving Mardannon on its own for centuries.  Only the people of Mardannon remained to defend themselves, and thus the mighty Guard regiments of the sector were first created.

Holy Worlds of the Immortal Emperor

            The Orks of Magnum Sierra united in a massive Waaagh in the early part of the 41st millennium, subjugating systems throughout the subsector.  The Dark Angels returned to help stem the tide of orks, if only briefly before embarking on their ships and leaving the sector.  However, the orks were merely contained and not destroyed, and thus the Orkoid subsector of Mardannon was conquered by the greenskins.

            The Eldar of Ulthwe would return to Mardannon in the early 41st millennium as well.  Along with Rangers of Alaitoc Craftworld and hitherto unidentified Eldar marauders and Dark Eldar, these Xenos became more common during this period.  It can be surmised that this many Eldar were drawn to one spot because of the depredations of the Chaos Legions mobilized at this time.

            Foulest of the traitor legions, the Death Guard was at the forefront of the Chaos Armies during the wars in and around Mardannon.  An entire company of Death Angels space marines reportedly turned traitor and then disappeared into the Eye.  A sect of Khornate berserkers calling themselves Void Knights appeared, doing battle with the Eldar and subsequently being annihilated or forced to retreat to the Eye. 
       
            The Daemon Prince Kal’duraas, favored of Slaanesh, first grew to prominence during this period.  His Cult of Excess flourished on several worlds, and at least a company of Emperor’s Children Chaos space marines has sworn to do his bidding.  Kal’duraas’ fleet was broken by the Imperial Navy at the Battle of Kelphis, where the daemon prince was banished to the warp for two-hundred and forty-four years.


The 13th Black Crusade

      In the skies of every single world in the entire Mardannon Sector, a terrible and ever present reminder of the danger that exists to the Imperium soars like a malignant cloud in the heavens.  The Eye of Terror is clearly visible, and indeed, stretches across the entire sky of most worlds.  A multi-hued and vibrant phenomenon, there are many who are ignorant of what it truly is.

           To others, including the commanding officers of the Navy and Guard, it is the enemy’s territory clearly illuminated and demarcated.  While still thousands of light years away, the terror of Chaos is quite present throughout the sector.  Indeed, corrupted humans swayed to Chaos inhabited many of the worlds now claimed by the Imperium.

The Exparos Incident

            Since the Black Crusade began, there have been more than a few major battles and conflicts where the fate of entire systems and the well being of nearby worlds for hundreds of light years.  One such incident occurred after Abaddon’s defeat at Cadia, on a world called Exparos III.
           
            The Exparos system is in the Magnum Sierra subsector, the area of space where Imperial authority is almost non-existent.  Most of the worlds are held by aliens, notably a huge tribe of orks known as the Blackskull Goffs.  The Exparos system, and both its habitable worlds, remains extremely hostile to the Imperium.

            Agents of the Ordo Malleus predicted an unnatural warp storm would engulf most of the Magnum Sierra subsector, effectively sealing the Borengrad system off from the rest of the Imperium.  Borengrad is a major Navy battlestation, and the only place where Imperial power can be found in Magnum Sierra.  The nature of the warp storm was traced to a resonating eldar psychic power grid…which the orks inhabiting Exparos III had built their ramshackle cities on. 

As the orks gathered together, the latent psychic energy they produce in large numbers began to activate the alien device.  However, as no ork had an idea what was happening, no Imperial could profess to know how the device worked.  If it was not shut down, Borengrad may be lost to ork roks and hulks drifting through space, as no Imperial aid could traverse the dangerous storm if it manifested.

The Ordo Malleus acted bravely, and a small strike team landed on Exparos III and braved the ork city in a covert mission to find the eldar power grid.  After a long and grueling trek through the ruined underground alien city, the strike team managed to dissipate the artifacts energies and deactivate it.  As they left, they planted enough demolitions to bring down the ruins, collapsing the ork city and the unfinished gargant above the eldar power grid.


The Battle of Vogenheim

On Tetrazom Tertius, the capital city of Vogenheim had long been the bastion of Imperial might against an never ending tide of enemies.  However, centuries of warfare can only grind you down, and during the resurgence of conflict surrounding the Black Crusade Vogenheim was invaded by several outside forces all at once.

Traitor marines from the Alpha Legion and Emperor’s Children landed and began an orgy of destruction.  However, at nearly the same time the renegades descended upon the battle weary citizens of Vogenheim, two different alien forces also arrived to contest control of the capital city.

After nearly of year of constant fighting, the traitor marines withdrew, leaving the Imperials to fight it out with the aliens.  Though Vogenheim was not completely lost, it still is precarious.  Heretics, aliens and daemons prowl the streets, preying on the unwary.  Sections of the immense city are completely deserted for miles, the burned out ruins no longer worth fighting over.

If Vogenheim falls, then Tetrazom Tertius is lost.

The Battle for Tessina

The planet Tessina (Dasnia System, Acherus subsector) has produced many manufactured goods for the Imperial systems within its subsector.  Its four giant hive cites are positioned around a huge badzone, where the guilders say lay caches of hidden archeotech from the Dark Age of Technology.

Fighting erupted here when orks invaded one of the hives, but traitor marines from the Emperor’s Children legion took the opportunity to strike at a second hive while Imperial forces were diverted against the orks.  The Children made straight for the badzone, and departed the planet shortly after plundering the archeotech site located there.  Who can say what it is the deranged worshippers of the Prince of Pleasure sought there?

Fighting still rages in two of Tessina’s hives, with warped cultists and brutal orks controlling them.  Tessina is still under Imperial control, mainly due to lack of orbital support for the heretic and alien ground forces.  Imperial commanders are optimistic that with time, they will be able to purge the heretics and burn out the xeno infesting their world.

Staring Into the Eye

During the 13th Black Crusade, the Mardannon Sector War truly began in earnest once more, after a short period of relative peace.  In the short amount of time since Abaddon’s legions were repelled at Cadia, several traitor legions have begun to insinuate themselves on the Sector in an attempt to usurp Imperial control.  In Mardannon, it will fall to a number of individuals who are enlightened to the nature of the conflict, and who command forces that are able to make a difference.

            Imperial influence is spread throughout the sector, having at least a nominal presence in each system.  Almost every subsector has areas of turmoil, not even the most civilized sub-sectors are spared.  Various races and factions are at work in different areas of the sector, including several different breeds of xenos and even worse, armies of heretics.
           
            As the days march on, this volume will be populated with further records of the ensuing conflicts that will determine whether we can count the Mardannon sector as an Imperial sector, or whether it will be lost to the tides of the unbelievers.


Monday, September 19, 2011

Warband Briefing: Coven of Darkness

Coven
Of
Darkness

By Chief Scrivener Hannan


Mordheim, 1999 I.C.

In the ruins of the City of the Damned, a there are many cults that are feverishly devoted to their masters.  Possessed, Sigmarites and worse roam the streets in that hellish place, searching for wyrdstone amongst the ruin.  However, there are other treasures that can be found in the city – especially if you know what you are looking for.

A powerful vampire named Gabor Sandolescu has finally completed his century long search for a magical artifact of immense power.  He obtained the Scarab of Atekhramen in Khemri, and his necromantic powers have since increased tenfold.  Now, he has returned to the Empire, the place of his birth, after nearly two hundred years of roaming the expanse of the world.  He is intent on taking his place as the dark master of Sylvania, by destroying the other Vampire Counts!

Now, he travels to Mordheim with his followers.  There, they seek another artifact whose location they have divined by dark scrying.  The Eye of Tepoc, a magical ring created by the lizard-mystics of Lustria, can give Sandolescu the edge he needs.  He knows it is in Mordheim, and every night scours the city looking for the mortal who possesses it.  He must hurry, however, and find the ring before it’s taken from the City of the Damned!

The Vampire Sandolescu

            Nothing is known about Sandolescu’s past, save he was born in Sylvania and first learned how to use his vampiric powers by studying under an ancient and wizened Necrarch.  In turn, as Gabor traveled the world he taught necromancers and learned from dark wizards.  The Coven of Darkness is Sandolescu’s network of spellcasters and warriors sworn to his blood and magic.  The Coven’s power has grown with the vampire’s, and ghouls have begun to answer in droves to their magical calls.

           When his quest is completed, and he is possessed of both magical artifacts, Sandolescu plans to hide himself somewhere in Sylvania and devise powerful magics for dealing with his undead kin.  Perhaps with time, he will weaken their hold on Sylvania and raise an army of skeleton warriors to conquer the land.  Whatever the case for the future, it will certainly be more grim if the vampire obtains the Eye of Tepok.           


Saturday, September 17, 2011

What Makes a Game Group Thrive?


1. Communication
A gaming group with low communication skills has no backbone.  The ability to express what each player wants from the group, as well as being able to take constructive criticism, is a key to a good group.  Communication is also important to provide the specifics of the wheres, whens and hows of the group's activities.

2. Activity
Activity is the heart of the gaming circle.  With no enthusiasm to promote play, there is no group.

3. Participation
Participation is also important.  If you seriously want to have fun gaming, be a serious gamer.  Time and effort are key to participation in the group's activities.

4. Organization
Organization is the keystone of the castle.  Organization of gamers inside the group is key.  Everyone in a group can provide a positive effort for the group in their own way.

5. Place of Play
The places where gaming is conducted in the first place are vital.  Your local game store, library or other comfort zone is the place where the magic happens and the dice are rolled, so put a little effort into choosing only the best venues.  An unstable environment creates NO PLAY!

I will be writing more on how to promote and bolster your gaming club's agenda.  I feel this is important and a much needed rundown for every game club.  More on this later!

                                                                                 - Jerry Wargate


Wednesday, September 14, 2011

Upon An Oaken Throne: Sir Borscht's Letter


The Smith's campaign has drawn to a close, but where does that leave our warriors?  Having formed a covenant and recruited new members, our characters are in an uncertain place in the fight against Zhentil Keep.  Sir Borscht of Daggerdale sent a letter out late one night at the Harvest Tournament, while sitting up with the Jester he'd injured so seriously.


Dearest Violencia,


I hope this letter finds you well.  Please forgive my messenger, as his injuries prevent him from speaking too well - but I hope the inclusion of the locket proves he is my proxy.


I shall not return to Daggerdale for some time.  The leadership of the Dalelands cannot be trusted to those currently in power, though perhaps Lord Morn would commit more forces to open battle if certain events were to come to pass.  The horrors the Zhentarim continually effect upon our people can no longer go unpursued, unpunished - and I can no longer sit idly by and do only what is ordered of me.


I have seen horrors beyond imagining, and the terror that shall engulf the Dales should nothing be done to stop it will consume all I know and love.  To that end, with my closest companions I have made a sacred covenant - we will do all we can to destroy the Zhentarim once and for all!  A daunting task, I know - but I believe those I travel with have the best chance in all the world, for determination and resolve know no equal.


We are called the Knights of the Red Storm - a storm of blood for all Zhents!  Our Crimson Covenant grows stronger, and our banner will attact more and more of the dispossessed and downtrodden to it's banner as it is raised over the face Abeir-Toril.


Would that I could return to you when I said I would, but for now you must remain safe in Daggerdale.  You may not hear from me for some time - but I will not perish, nor waver in my conviction.


I will keep you safe, no matter the cost.

Sunday, September 11, 2011

Hex and the City!

"Did you see the size of that chicken?!"
The new Mordheim campaign is off to a big start! Last week we went through several battles on Sunday, and this week will probably be no different!

We are actually visiting the time frame and setting from the published version of Mordheim, and will probably make several trips to and from the city on our campaigns going forward (though by no means all of them).  Our current Warhammer calendar year is 2522 I.C. - but the time frame for Mordheim is set in 1999 I.C.  This means there's a lot of room for new narratives we can insert into our world, and set up some killer new warbands as well.

Indeed, one of the great strengths of the system is the variety of different warbands and how you can approach the modeling aspect.  It takes only a few models to create a new one, and it's one of the games we can really go to town on as far as the stories go.  If you really like a certain set of models, but never had the time to build a full blown army, grab a few of the models from the line and form a new warband.  There is plenty of support for all current Warhammer races, except Ogre Kingdoms.  Hmm...might have to look into that soon.

The campaign is round robin, like most of our games.  However, after the round additional fights can take place between warbands that will affect their ratings and standing within the campaign.  We will be be fighting in Return of the Goblin King as well, and need plenty of time for the huge team battles to take place!  Mordheim games can be played no matter which players are here, for example if players have played both their Hex and the City and Return of the Goblin King battles.

Game Day begins in a few hours!  Watch your back in the City of the Damned - you never know where the giant chickens are lurking...

Saturday, September 10, 2011

Vendetta on Nokk!


The Vendetta round has been over for a while, but I've not been able to keep a consistent posting schedule due to all around foolery!  I'll try to keep up this week!  I promise!  This time, the vendetta update - Tyranids win vs. Evil Sunz and Tyranids lose vs. Black Skull Goffs!!

Planet Nokk!

Ravaged by war and destruction for the better part of a decade, it was once an Imperial world.  Now, the hives of the planet are in other hands!  The Umbral Stalkers Cabal of the Alpha Legion have held one since the ork invasion, and the Black Skull Goffs held the other until now - and those who now dwell on the burnt and dusty world now face a new threat from yet another alien invasion force!

Lurking under the surface, the tyranid splinter fleet Mannunnah developed slowly, but rose up to challenge the surface dwelling races!  After securing their victory, the Hive tried it's best to bloody it's foes into complete submission!

The Hive destroyed a large portion of the Evil Sunz force on Nokk!  Now the surviving warlords of that clan must look to the mighty Goff horde, the Black Skulls, for aid as they are pursued across the planet by a horde of tyranid monstrosities.  Hopefully their red wunz what goes fasta will outrun the fastest of the tyranid flying monsters - if not...nom nom nom.

The Black Skulls, after being pushed out of their war fortress (the old hive Metratarachy) by the crawling menace of the tyranids, began to regroup in the deserts.  Their they managed to hem the infestation into the city - which has now become a dungeon of monstrous beasts bent on breaking out and destroying the world!

What will become of planet Nokk?  Will it ultimately fall to the tyranid horde, or will it be eradicated somehow?  Orks can fight tyranids forever, but it will take some terrible fighting and extreme countermeasures to totally rid the world of the infestation, if that is even possible.  There are many, many heat fissures and caverns on Nokk, including a major area of tectonic activity that the Alpha Legion surmise is where the organisms first appeared on the surface.

The deadlock will soon break.  Next Warhammer 40,000 season we return for the final installment - Horrendous Hordes!!  Prepare your armies and join the fight!

Tuesday, September 06, 2011

The Blood of Menoth: Victorious Protectorate!

The campaign has wrapped up for this season, so I thought I'd waste no more time in trying to post the results of the campaign and commend the campaign to record!  


The 
Blood 
of 
Menoth
Wargate Summer Campaign 2011
Western Immoren has been at war for some time now.  Since the invasion of Llael by the Empire of Khador, the realms have been in turmoil even more agitated than normal, with skirmishes breaking out along the entire breadth of the Iron Kingdoms.

North of the Protectorate of Menoth in the Bloodstone Marches, a great discovery has been made.  The oily Blood of Menoth has been discovered in vast quantities - a substance that is crucial to the Protectorate's holy crusade.  Before a large scale operation to harvest it can be mounted, it must be determined to be in the interests of the realm before the Hierarch will devote manpower to obtaining these new fields, and enemies abound everywhere.

Hither comes High Exemplar Kreoss.  He has brought a small force of warjacks and cinerators to seek the perils of the Marches out, even as the small band of prospectors and engineers move in to the fields where the Blood of the Creator lies.

However, Kreoss has been watched.

Lt. Caine of Cygnar has been ordered to scout the movements by the Protectorate warriors and ascertain their purpose in the Marches, so close to Cygnar's borders.  Fearing a military action on the nation by the fanatic Menites, Caine and a few light warjacks move into the Marches.  After observing Kreoss' battlegroup and the accompanying Cinerators guarding the Menite drillers, it was obvious what was happening.  After reporting back to Ft. Falk, Lt. Caine and a Arcane Tempest strike team enter the Bloodstone Marches on an extended mission to sabotage the Menite harvest of oil.

They aren't alone in the Marches.  The mercenary Drake Macbain has attacked the Menite harvesters, and attacked the Cygnarans when they attempted to parley.  It appears whatever entity has hired the ruthless mercenary has tasked him with keeping the Marches clear of other troops - which raises questions as to who exactly hired these mercenaries.  Dispossessed Llaelese nobility?  Khadoran forward scouts?  Or something more sinister, such as the Skorne?  Only time will tell.

At last comes the emissary of Toruk, Warwitch Deneghra.  Hungry for souls and low on power, her bonejacks and helljacks swarm across the land at night, attacking the mortals in their camps.  Her slayers seem to want only death - and she has a requisite number of souls to reap.  The agents of Cryx have taken an interest in the development of the Protectorate's armies, and the Warwitch will stymie that development here in the Bloodstone Marches.


The Blood of Menoth is a narrative campaign taking place in the Bloodstone Marches.  Each of the four factions are vying for various objectives in and around the places the Protectorate is scouting for the black oil. As the campaign progresses, each faction warcaster will shape the ongoing narrative the Wargate uses for it's Warmachine campaigns.

The campaign will be a short set of skirmish games in a round robin format.  Each player will play each other player a skirmish game, and points will be calculated from their combat record.

  • 1 Campaign Point for Loss
  • 2 Campaign Points for Draw
  • 3 Campaign Points for Win
There will also be a series of multiplayer games after each round.  This will consist of two Team Skirmishes (2v2) on 6'x4' gameboards and a final free for all game to determine the victor.
  • 2 Points to Each Surviving Warcaster on Team Skirmishes.
  • 3 Points to Surviving Warcaster in Free For All.
The number of campaign points each faction accumulates will determine the direction of the narrative, as well as other awesome Wargate bonuses!


The campaign is over!

Exemplar Kreoss has won the campaign!

Total Campaign Points and Rankings
  • Lt. Caine - (0/2/0 +4) : 6 pts
  • High Exemplar Kreoss - (6/1/0 +4) : 11 pts
  • Warwitch Deneghra - (6/1/0) : 7 pts
  •  Drake MacBain - (3/1/0) : 4 pts


Skim won the Wargate's first Warmachine campaign with his Protectorate of Menoth force!

The Creator Favors Those Who Are Brave!
This guy was outta control during the campaign!  Next time I'll be especially careful with Lt. Caine around Kreoss, as his feat is off the chain!

Warwitch Deneghra was played by Captain Video, and proved highly annoying to enemy warcasters because of her stealth rule!  He pulled off second place, just in front of my Cygnarans.  Drake MacBain is silly with his Jackhammer power, especially if Dirty Greg's Devil Dogs pull you to the ground with their huge metal nets.  Still, Dirty Greg got Dead Last in this campaign.  Better luck next time!




Exemplar Kreoss watched the Cygnarans withdraw from the battlefield.  Only a few of their soldiers actually fought the Cryx or their mercenaries, and the main force that was promised on several engagements always seemed to have logistical problems.

It was no matter.  After personally smiting her into whatever dark hell she had come from, he was confident she would not return so quickly this time.  She had suddenly collapsed into what appeared to be the darkness of her own soul, and he was robbed of the satisfaction of watching her body burn.  

He had succeeded in driving off all comers, and not even the arrogant, deceitful Cygnarans would approach the extraction sites now.  The cavorting pumps of the menials had begun to extract the Blood of the Creator from the torn earth, and the equipment and laborers were safe for now.  

With a spiteful glare at the last glimpse of blue vanishing across the sandy and rocky hills, Kreoss turned to regroup his warriors.  

The Creator had plenty more work for them to be doing...


Thursday, September 01, 2011

Lord of the Rings: Return of the Goblin King Commences!


Back again to Lord of the Rings Strategy Battle Game!  It's been almost a year since we closed the last Middle-Earth battle campaign, and this years campaign is going to be ten times as awesome as last years!  Who said that Lord of the Rings is dying off?  Ringwraiths will never die, and to prove that the Wargate's Fall campaign will focus on team games in a way we haven't really explored before!

Continuing the narrative from last year, Rivendell and the lands of the West have been peaceful for many years.  However, a stirring of darkness has issued forth from the East, and a vast and silent army of raiders have slipped into the quiet lands.  The Wise know that the ringwraith approaches, but don't realize the amount of hidden soldiers Dol Guldur has summoned...including a band of Haradrim, who have journeyed to Dol Guldur on a sacred mission of servitude to Sauron.

You can check out the campaign page in the State of Play, now active here on the site.  We'll be updating the Influence track there weekly, so everyone can stay abreast of what's going on in Middle-Earth.  We have around 12 weeks to finish this campaign, and all Influence accrued will be final on that date, so make sure to get as many battles as you can in!

That might be a heroic feat, since we'll be having two huge wargames campaigns going!  Never fear however, as we'll be keeping long hours get those battles in!

Over the last year, we've come to understand that our club likes a certain kind of campaign.  The limit is on time, and a set number of battles will be played to help organize the chaos.  We've found this keeps the campaign rolling, and usually we finish up right before the time limit is crossed.  We'll be keeping in mind the time limit as we create new campaigns, but this campaign will be a good test of how many games we can get in that period of time since it represents one battle each for each opponent combination of players and teams.

Influence (win percentage) is likely a concept we'll be seeing in future campaigns, as it is simple to compute and elegant in representation.  We're trying a few new ways to incorporate Influence as a solid campaign mechanic in this go around, so give us some feedback on how you think it's working as the campaign progresses.

Arrive early on Sunday and get in a battle or two!