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Showing posts with label Battle Campaign Record. Show all posts
Showing posts with label Battle Campaign Record. Show all posts

Monday, May 09, 2016

Dead Man's Hand Campaign Log

The Wargate Presents
The Return of Pablo Strange
A Dead Man's Hand Campaign
Season 1, 2016


Winter, 1875

Near Smokefall Ridge, The Indian Territory

They say that a few months ago, the renowned bandito Pablo Strange was killed in Smokefall Ridge.  They say he rose from the dead, and had to be put down again.  The people that live in that forsaken place are notorious for burning the bodies of those that die 'unnatural' deaths, so when tales of the scoundrel still living (and killing) began to surface, Marshal Seth Barclay at Ft. Grant took it seriously.

It didn't take long to confirm that a band of vicious outlaws was plaguing the settlements north of the Red River.  Tales of horror began to drift back to Ft. Grant, and the Marshal took action.  Now, a band of Lawmen stalk the Banditos and Outlaws of the Territory.  Along the way, they'll have help from the brave locals who can no longer stand the depredations of Pablo Strange and his band of murdering thieves.

However, the Territory itself holds horrors most folks can't fathom.  A feeling of dread permeates the air...and the hunters may soon become the hunted if the stories of the bandit leader's supernatural resilience prove true.  Perhaps through sheer tenacity and grit, the evildoers will be brought to heel - or will darkness once again hold sway over the Territory?


The Return of Pablo Strange is a Dead Man's Hand campaign based in the Indian Territory.  Each campaign game will involve either the Lawmen or the Cowboys versus either the Banditos or Outlaws.  In addition, Desperados are present that can take on either band.

Each player will maintain a roster and play proceeds as outlined in The Legend of Dead Man's Hand rulebook.  Players can pick and choose a 3-act scenario, all the rules for which are detailed in said volume.  Model overlap can occur between gangs of the same alignment, but players can also share a team.  Gangs can fight as many times as they like during one day as long as the same player does not play twice consecutively.

Each month, there will be one day of bonus scenarios centered on the...stranger...aspects of the setting known as the Territory.  These will be linked directly to our ongoing World of Darkness game regarding the exploits of the settlers at Smokefall Ridge...for this campaign may directly affect them personally!  These will be announced just prior to the event day to account for shifts in the setting.

The campaign will continue until the end of Season 1, and the gang with the highest rep wins.  Add the total of any retired gangs of the same type with 31 or more Rep to this total.



Campaign Updates
  1. The Good, The Lead and The Ugly (01.24.16)
    • The gang of Pablo Strange gets the drop on a marshal sent to find their hideout.  He found it, to his short-lived chagrin.
    • Closing in on the gang, a posse of Lawmen attack the Banditos near their hovel in the Territory.  There are few survivors to return to Ft. Grant.
    • Feeling that something is up, the Strange gang is waiting for the Lawmen when they return...and the Lawmen suffer another harsh defeat.
  2. Red Earth Bandits (02.01.16 to 04.03.16)
    • Pablo intensifies his reign of terror as few can face his wrath and survive.


Epilogue

The Dread has lifted from the Territory, mitigating the threat of the supernatural hazards of the area.  However, as the spirits fade into the Shadow...crooks, charlatans and outlaws invade the Territory.  Now, the threat is human nature and desperation.  Perhaps the legend of Pablo Strange is special because it's the synthesis of both of the most devastating threats, mundane and mystical, to plague the people who've tried to make this place their home.

People often see him wandering the lonely trails at night, and sometimes in broad daylight.  They say he's now a skeletal spectre of an hombre from hell.  His eyeless skull is obviously no longer alive, but with eyes that burn with a green balefire.  They say his pistols don't fire bullets, but gouts of that hellish flame.  And they say he still keeps up his old trade, brigandry and robbery.

There are new tales of his terror every year.  Some hapless traveler, or farmer who strayed too far from the settlements, run across him and somehow live to tell the tale.  Despite the strife the the Dread and all that followed it being over, people still live here who very vividly remember it.  The spectre of Pablo Strange is a reminder of that dark time that still haunts the Territory, a vessel of boundless Dread that wanders lonely wilds.


Friday, August 28, 2015

Dread Tide!


This season has been kind of slow.  Armies are being built, and the tournaments are restructuring.  That doesn't mean that we've been utterly idle - in fact, new forces are about to clash as the last month of our 2015 season begins!

So where are we at now, with Western Immoren?

For us, the factions are solidifying together nicely.  We've got a large collection of models, and despite our best attempts at marshaling the growth and keeping it in check, it's gotten away from us a bit.  Gatekeepers just like the models.  It's a no-brainer.

So, like our other games, we'll be focusing on specific conflicts as we grow and develop our armies. The Cygnar Royal Army, the Northern Crusade Army and the Nightmare Army will be the "big three" each made up of , and Retribution will gain the Mercenary forces of the Highborn Covenant as part of the Vindication Army.  These armies will form the focus for our club for the next few years as we explore two major skirmishes along the Cygnar border.

Marked on the map above are the incursion zones.

The green area marks increased Cryxian activity.  Something horrific is no doubt brooding on the horizon for this area, and rumor has it trencher units are being directed to the westmost terminus of the Twelve Day Road.  The proximity of the nearby Garlghast Island has always been a concern, but the goings-on of late have been full of sinister omens.

The purple area marks the area where the Northern Crusade Army finds itself under attack by Retribution forces.  These highly disciplined and motivated forces are augmented by Mercenary companies from the Iron Kingdoms - an interesting development indeed.  The Protectorate has ordered these supply caravans to be defended at all cost, as they are critical to continued activity further north.

At the outset, the Vindication Army has a foothold in the north - but the Protectorate has yet to mount a meaningful attack on this position.  Cryx's outward feeling tendrils have been clipped, but Nightmare Army forces fester all over the countryside, waiting for the right time to attack.  It is a time of tense skirmishes, but very soon the entire region will be embroiled in dire warfare.

This season is therefore preparatory time for next year's hardcore tournaments.  With painted warriors and a nice terrain set, we will make the Iron Kingdoms just as realized as any other game we've played.  It's almost Season 4, though...and the Wargate waits.

Tuesday, January 06, 2015

Tyranny of Dragons Campaign Open!


Huzzah for the return of battle games!  It's been a while since we broke up with the game / company that had been our longtime love (and who will no longer be mentioned here), but now that we're past all of that we can look ahead.  Enthusiasm is high, and that's a quite welcome change of pace after the doldrums hit during our "breakup".

We have begun our new campaign, yes...and it's ambitious.  Entitled Tyranny of Dragons, the overall campaign is based on the new story arc from Wizards of the Coast / WizKids for D&D 5th Edition and D&D Attack Wing.  This is our first campaign using what we call nested rulesets to join every level of the conflict, from Skirmish and Battle games using 28mm models to Attack Wing's specialized game pieces.

Each game played for Tyranny of Dragons has the potential to influence our Schedule 1 RPG as well.  Look for an update on that later this week.  In the mean time, ready your forces and check out the Tyranny campaign page to figure out where you stand.  We'll be following Attack Wing's development closely and adding new figures to the dragon's forces as the season progresses, so make sure you're in the right spot now.

A new paradigm has dawned here at the club, after many months of suffering, despair and unease.  It's up to us to not allow a single company to hold so much sway over our club.  We're returning to an older time with our gaming style that doesn't rely on some company that doesn't care what we do (as long as we buy their material) pressing shoddy rules and unbalanced lists into the hands of the masses.  We are very competitive, and as such we are able to gauge what is and isn't poor competition design.

Game Masters will now preside over many wargame scenarios, including this season and next.  This is a big change for us, but letting them decide most of the scenario's parameters will remove a lot of the trepidation we used to have about the fantasy and sci-fi battle games we used to play.  It also allows us to introduce new concepts to our normal battle games as well, such as battlefield events, special units, cross-system bonuses, and even having neutral / unaffiliated parties to battle as well.

We support the gaming industry - the elements we support should support us.  I think Wizards (and WizKids) know that...and the support for events is fantastic.  We'll not have to worry about this, now that we understand that WE are empowered.

That said, with all the new stuff arriving for the brand D&D is set to be a MAJOR fixture over the next several years.  We've always loved it as a property, so we've decided to go ahead and move to the current generation to help support it, rather than tarry in the older editions.  We'll still be doing all the editions, but 5th is here now.

It looks good, feels good...and dog-gone it, people like it.

Saturday, August 16, 2014

Texas Regiment Takes Action in X-Wing!

The Smith reports from Texas Regiment, embedded right in the middle of the ongoing Rebellion...

The  summer X-Wing campaign heats up as we cover our second and third week of competition. We began our week two game day with a bar-b-que of bratwurst and burgers.  Afterwards we discussed many things concerning our club.  Topics included: 2015 Game Schedule, Possibility of adding Flames of War, X-Wing/Star Wars RPG joint campaigns and battles, and our next game for 2014.

The Empire maintains a firm grasp on the Karthakk system.  Boba Fett has now entered the Geonosis system with Ten Numb in hot pursuit.  Horton Salm and Gray Squad double back to take the offensive against the Empire.  Vader feels a desire for revenge from the Rebels and is impressed.  He senses the Gray Squadron long before engaging them.  Horton Salm proves the Force is truly with the Gray Squad as they blast their way to victory.

Surrounded by Rebels is the last place Darth Vader expected to be today.

Deeper into the Geonosis system Ten Numb has his eyes on the Slave-One.  The Blue Squad quickly dispatches the Imperial escort and completely destroys the Slave-Ones' shields.  Once again Boba Fett manages to escape Rebel capture.  Having expended a large amount of his payload in the battle he quickly makes his way to the planet Geonosis.

Yet another crafty escape by the bounty hunter Boba Fett.

On our third week of the X-Wing campaign we crafted and painted a 3'x3' game board.  Afterwards we discussed the further delays of Robotech RPG Tactics.  Decided to fill our fall game spot previously set aside for this new game with one voted for by the members.  We fought 2 more exciting battles on our newly-crafted larger battlefield, ending this game day with a fish fry to rival the gods.  Young Country caught fresh catfish from Lake Texoma.  It was served with fries, hush puppies, baked beans, and pie.  Now on to the action of week three.

The planet Geonosis, the setting of our week three battles.

Ten Numb has his target in sight leaving the atmosphere of the planet Geonosis.  A grueling and epic battle ensues.  One by one the Rebels fall to the might of this fearsome bounty hunter.  Boba Fett cannot be denied as he shreds the Blue Squad.  This victory earns the Slave-One safe passage out of the Geonosis system and one step closer to Jabba's Palace.  The Rebels are no closer to rescuing Han Solo in this part of the campaign.

Boba Fett has no problem destroying  the Rebels and leaving for the Tatoo system.

Horton Salm stays on the offensive as they engage the Sigma Squad. T he Gray Squad find that The Force is more powerful than the Dark Side as they scrore another victory against the dreaded Darth Vader.  This win grants the rebels control over the Geonosis system.  This part of the campaign is tied with the Rebels and Empire each controlling one system.

Darth Vader was unwilling to speak with the media following his second loss.

The battles were intense and the feasts amazing.  A huge Thank You! to our favorite wookie Chewy, Young Country, and their entire family for the hospitality, fellowship and giving the The Wargate a permanent home in Texas.

Battle Reports
Week 2

Battle 3 - Sigma Squad vs. Gray Squad
                Points: 100
                Victory: Gray Squad

Battle 4 - Boba Fett vs. Blue Squad
               Points:100
               Victory: Blue Squad

Week 3

Battle 5 - Boba Fett vs. Blue Squad
               Points:100
               Victory: Boba Fett!

Battle 6 - Sigma Squad vs. Gray Squad
               Points:100
               Vicorty : Blue Squad          

Texas Regiment is pioneering next year's new games on the Wargate Global Schedule!  Lots of great sci-fi and steampunk action coming our way, as well as a proper historical game.We'll have an official announcement soon regarding said Schedule.  In the meantime, they will continue to fight the good fights of the Galactic Civil War! 

Thursday, July 24, 2014

Can You Lend Me a Han?

Today's report is just in from a long, long time ago in a galaxy far, far away.  Star Wars is coming in force to the Wargate, and X-Wing by Fantasy Flight Games is pretty much single-handedly responsible for overturning the club's aversion to Star Wars!  The Smith lays out how they have begun their journey into the Force, submitted from our Texas Chapter!


Imperial Navy: Sigma Squadron ambushes Rebel forces in the Karthakk System
This week began our summer game season at the Texas Chapter.  Enthusiasm couldn't be higher as we breeze our way through the rules and begin the campaign.  The four game pre-season consisted of only battles using the core set miniatures.  We began with two battles with basic rules, then moved on to play two with the advanced rules.  

Our Campaign begins in the Karthakk System on the outer rim of the galaxy, during the Shadows of the Empire time period.  Boba Fett stops on Lok to pick up a heavy payload of seismic and proximity mines as he makes his way to Jabba's Palace on Tatooine.  The Rebel Alliance has activated Blue Squadron (led by Ten Numb) to pursue the Slave One.  The Gray Squadron led by Horton Salm quickly volunteered to accompany Ten.  Unbeknownst to Boba Fett (or the Rebels), the Emperor has sent the dreaded Sigma Squadron led by none other than Darth Vader himself to snuff out the Rebel threat.  Ten and the Rebels will have their hands full for sure!

We enjoyed learning the rules, the strategic aspect, and the competitive nature of the game.

Imperial Forces
  • Steven (Bounty Hunter)
    • Boba Fett in Slave-1
    • 2 TIE Fighters
  • Vincent (Sigma Squadron)
    • Darth Vader in TIE Advanced
    • TIE Phantom
    • 2 TIE Fighters
Alliance Forces
  • The Smith (Blue Squadron)
    • Ten Numb in B-Wing
    • E-Wing
    • Y-Wing
Lok: Home of the Nym Crime Syndicate
Battle Reports

Battle 1
Sigma Squadron (Tie Adavnce, Tie Phantom, Tie Fighters x2) vs. Blue Squadron (B-wing, E-wing, Y-wing)

Point Value: 100

Sigma Squadron employs cloaking technology as it delivers a crushing defeat to the rebels as they lose the opening battle of the Campaign.

Victory: Sigma Squadron


Battle 2
Blue Squadron (B-wing, E-wing, Y-wing) vs. Boba Fett (Slave One, Tie Fighterx2)

Point Value: 100

Ten Numb and Blue Squadron re-group after narrowly escaping Darth Vader's grasp. The Rebel's hold on and are able to pull a win out after Boba Fett flee's the battlefield in an attempt to deliver his bounty to Jabba.

Victory: Blue Squadron

Texas Chapter is go for lightspeed!  Next year will bring a multi-chapter X-Wing campaign that will also dovetail with a narrative established in a concurrent Star Wars D20 roleplaying game and the Star Wars Miniatures battle game.  Thanks to the Smith for updating us on the chapter's progress into this awesome new miniature game that brings starfighters back to the fore!  We'll be seeing you in a lot of familiar places, like Hoth and Tatooine...as well as some places you've probably never heard of before.  Until then...

Stay on target!


Friday, June 13, 2014

Clan Strife: Island of Lies Campaign Log

Island of Lies
Clan Strife Campaign 2014


Sea of Lord Sun, 1170-1199 (Isawa Calendar)

Yogo Satsu was a unique leader among the Scorpion Clan.  He chose life at sea instead of the shadowy intrigue of the mainland, and soon many bushi from several clans joined the crew of his ship, Tatsuharu.  Over the last half of the 12th century, he plied the Umi Yakamo (Sea of Lord Sun) traveling far and wide to bring much needed trade to the lands of the Scorpion.

Satsu had two sons - one by a Scorpion woman, one by a Lion.  His first son, Yogo Teratsu, grew up in the lands of the Scorpion in the house of his grandfather.  Teratsu's mother died when he was very young, and soon after he learned of her death, Satsu took another wife as he traveled through Lion lands.  Ikoma Jensei was Satsu's son, though he (like his unknown brother Teratsu) grew up in the house of his grandfather in Lion lands as his father traveled Rokugan and beyond.  The brothers lived their lives never knowing of the other.

Then came the Destroyer War.  Yogo Satsu built a warfleet of kobune to aid in the reconstuction of the Ruined Kingdoms and build stronger clan relations with the Mantis.  To this end, for the first time he gathered his two sons in one place and they swore fealty to him.  By this time, Jinsei and Teratsu were accomplished bushi with great honor, and had gathered many followers themselves.

As they sailed for the Ruined Kingdoms of the Ivory Coast, disaster struck.  The fleet was blown off course by a powerful storm from the Shadowlands, and was nearly destroyed before landing on a peculiar island somewhere in the Umi Yakomo.  It was large, fertile and seemed as if no man had ever set foot upon it.  They would soon find that their island was south of the Ruined Kingdoms, and Satsu set about creating the first Rokugani settlement upon the island.

Under Satsu's guidance, the fleet was repaired.  However, he wanted to keep a garrison at his new settlement, so could not set sail to the north to find the mainland with all of them.  To this end, he appointed Teratsu as overseer of his coastal camp.  Satsu intended to return to the mainland to consolidate sea routes to the island, and knew that time was of the essence.

On the eve of his voyage, he brought together his two sons to speak of life, and of death.  He bade them keep watch over the island, so increase their efforts so their settlement could grow to be useful to the Empress.  He also spoke of their inheritances, including his possession of a powerful nemuranai called the Golden Kabuto.  They spoke long into the night, eventually deciding what would happen next.  Jinsei would accompany their father north, and Teratsu would stay on the island to develop the settlement.

The voyage north was a fateful one.  A storm once again brewed on the sea, and with it came bune filled with oni.  Jinsei was separated from his father during the tumult as the bune began to drift apart in the storm.  When he hacked the last of the monstrous oni from his deck, Jinsei learned they had lost half the fleet.  He continued north, and found the mainland of the Ivory Coast.  Though he tried, he could not find Satsu.  He completed his father's business, as discussed, and then returned to the island.

Teratsu was enraged when he learned of what he considered to be gross negligence in the case of his father's death.  With this news came Jinsei's assertion of Lion dominance on the island, which pushed Teratsu over the edge.  He declared that the island was the domain of the Scorpion Clan and it's allies exclusively.  Jinsei was rebuffed, and gathered his men and moved to the north shore of the island.  There, he established a settlement and began to reach out to the mainland.

Hanakawa is the Lion alliance settlement on the island.  The Phoenix, Crane and Dragon all have representatives here.  Jinsei is focusing on bringing military might to the island in an effort to crush out his older brother, and soon the brothers (along with their allies) will come to blows over control of the island.  In Hanakawa, a large naval port is being built with the intention of controlling the sea south of the Ruined Kingdoms.

The original settlement is much quieter and more peaceful.  Now called Satsu-ji, the settlement is growing in stature and power.  Shrines to the Fortunes, Kami and all manner of spirits dot the idyllic landscape.  The Crab, Unicorn and Mantis all have representatives here as well.  Teratsu has built a mighty fortress, and has many disciples of the spirits in his settlement.  Some few of those shugenja are beginning to suspect there may be more to the island than they suspect.

Every day, knowledge of the existence of the island spreads across Rokugan by agents of both sides.  Spring Dragon Island, as it is now called, will be the focal point of an internecine conflict between the clans.  Even now, the enmity between the half-brothers grows to a point of murderous rage.  The singing of blades draws near...



Campaign Rules

The campaign will be decided by each Clan's Honor score at the end of the campaign, which is calculated from participating in battles.  The highest Clan Honor will be the overall victor of the campaign.  The highest alliance Honor (sum of Honor scores in each alliance) will determine which alliance holds sway on the Island of Lies!

In addition, experience will be gained as in the Ronin rulebook.  No additional special rules are required this game, as this is the first campaign we've used this system with.  We're going to put it through it's paces!

Team games are encouraged where multiple clans take part.  For each of these, count the rival buntai as separate engagements on the battle record.  However, your fates are bound to one another, so the loss is counted toward both clans!


Campaign Updates

  1. (4/27/14) - Hostilities between the Scorpion and the Phoenix finally come to blows in a slaughter near one of the shrines along the southern shore, which ran slick with Phoenix blood.  Thereafter, the Unicorn and Lion fell upon one another, resulting in a bloody stalemate after a day of carnage.
  2. (5/25/14) - Yogo Teratsu's forces attack Ikoma Jensei's in force.  After a bitter fight in the woods near the Shrine of the Mended Knee, the Scorpions were driven back to Satsu-ji.


The campaign is a draw!  Neither alliance managed to get the better of the other in the long term.  However, Ikoma Jensei secured much honor in the name of his Clan...and Dirty Greg is easily this year's Warden of the Empire with 8 points!  Congratulations to Greg, who will be reaping the benefits of those honor points with some nifty perks here at the Wargate.

All is quiet on the Island of Lies, thanks to Ikoma Jensei's vigilance.  When next we return to Rokugan, we'll have a longer and more in-depth, multi-level campaign for you.  We will continue to develop the Clan Strife blog and add new units for our games.  This weekend will see the en-action of a new schedule for us, which will put several layers on each campaign going forward.  Ronin:  Clan Strife and Legend of the Five Rings are foremost in these designs and will be with us for the next several years.


Thanks to everyone who helped out with the samurai flavor:  Skim, Captain Video, Dirty Greg, Jerry Wargate and Joe Kool.  You guys were great, and until next campaign the Lion will have it's share!


Wednesday, March 05, 2014

The Halls of Moria Campaign Log

Halls of Moria
Wargate Season 1, 2014


Over the centuries since it fell to Evil, there have been many parties of intrepid adventurers who traveled to the Black Pit for one reason or another.  Almost none were ever heard from again.  Yet, many brave souls who heard the tale of the treasures of the dwarves assembled expeditions, heedless of the warnings of older and wiser folk.

And so it is that Khalid of Arkhuin has come, Master of the Easterling Dragon Warriors.  Following the recovery of the Dragon Sword, the Easterling warriors attempt to find purchase in the lands of the west.  With him come hordes of orcs from Mordor itself, terrorizing the land as they go.  This is to say nothing of the goblins already living in Moria.  So strong an evil force massing in an evil place has caused great alarm among the Free Peoples.

The wise among men know of the threat of the Black Pit.  Both the King of Rohan and the Chieftain of the Dunedain have sent warriors to assess the threat of the army moving to Moria.  Unseen by most, the wizard Gandalf Stormcrow lurks nearby as well.  Yet when they arrive at the mountain, these forces of the Free People find it's much worse than they could have imagined.

All that remains is to escape the Black Pit, by any means necessary.  Oh, and grab some treasure on the way out - if you can.  Just don't stop to look behind you...



Campaign Design
Halls of Moria is a dungeon scenario campaign, played on a constricted field.  The entire campaign takes place in the delves of Moria, and as such the scenarios played will be set-up according to the rules outline below.  16 games will be played for the season, the new standard for 2 month campaigns.

The overall winner of the campaign will be the player with the most Influence at the end of the campaign.  The modifier to this will be a flat 4% Influence bonus per Treasure Obtained.  The winner will be crowned the Wargate's Guardian (or Ravager!) of Middle-Earth for 2014!


Dungeon Scenarios
The following procedure is used for the Wargate's dungeon scenarios.

The Vast Halls
Preparing the table for battle.
  • Determine battle parameters.  The battle chart gives the # chambers and the size of the table here at the Wargate.  Chapters are free to decide what points value and # of chambers they wish to use.
  • A number of large chambers are placed on the battlefield corresponding to the number indicated in the battle. (Generally 1 or 2 per 2 feet of gaming table, or 1 per 100 points of soldiers).
  • These Chambers must be placed at least 6" from all other Chambers and table edges.  Players roll for first pick and alternate placement of Chambers until the requisite number is reached.
  • A number of entrance corridors are placed along the sides of the map corresponding to the number indicated in the battle.  Generally, place 1 entrance corridor per 2 feet of game table, or 250 points of soldiers.
  • These must be placed at least 12" from each other, and from any table edge other than the one they are indicated to be on.
  • Each chamber will have D3+1 corridor entrances (doors or open portals).  Each of these leads to a corridor section.  Each section must connect to another Chamber if possible, but both Chambers must have the correct number of doors.  A connection is only not possible when  all other Chambers have no exits available.  Up to two entrances can be placed on the same wall of a Chamber, but they must be 4" apart.  As much corridor as needed can be used to connect rooms far from one another, as long as it doesn't intersect another Chamber.
  • Unused exits end in dead ends.

Treasures & Traps
Objectives in the Dungeon.
  • The contents of each chamber is unknown until a model enters the room.
  • At the beginning of a turn that you have models in an unchecked chamber, make an Exploration roll on a D6.
  • On a 1-3, nothing happens.  Otherwise, roll on the Treasures & Traps table.  Once the Exploration roll is made for a Chamber, no further Exploration rolls may be made for that Chamber.
  • Treasures & Traps (2d6)
    • (2 or 3) - Falling Rocks
      • Model and all those within 6" are hit with a Str 6 hit.
    • (4 to 6) - Pit Trap
      • Model must make a to hit roll as if he were shooting.  Failure means he's fallen down into a pit and takes a S4 hit.  The model must be helped out of the pit by another model, who must start and end his Move phase in contact with the model in the pit.  At the end of the Move phase, stand the model in the pit upright next to the pit.  He may act normally from here on, but cannot Move this turn.
    • (7 or 8) - Spear Trap***
      • Model takes an S4 hit.
    • (9 or 10) - Treasure Chest
      • Place a Treasure chest in the center of the room.  A model may pick it up by moving into contact with it and remaining there for the rest of the Move phase.  A model carrying a Treasure chest moves at half rate, but two models can carry a Treasure chest at full movement rate.  Forces in possession of a Treasure chest at the end of a game are awarded 1 Treasure for each chest recovered.
    • (11) - 2 Treasure Chests
    • (12) - Artifact
      • An Artifact counts as a Treasure but is light enough to be carried by one model at full movement rate.

Starting and Scoring the Dungeon Scenarios
Setting up the table. 
  • Players Roll to Select Deployment Zone.
    • Player chooses a side and may deploy his forces up to 8" from any Entrance Corridors on his side.
  • Player who selected Deployment Zone deploys a warband first.  
  • Players roll for their mission, which is kept secret.  It is shared with a moderator at the start of the game.  If no moderator is available, simply roll one scenario for both warbands without any secrets.
  • Objectives (2d6) 
    • (2 to 5) - Retrieve the Treasure 
    • (6 to 8) - Secure the Ruins 
    • (9 or 10) - Explore the Halls 
    • (11 or 12) - Defeat the Enemy 
  • Victory Points are tallied as thus: 
    • Enemy Leader Wounded
      • 1 Point (2 in Defeat the Enemy)
    • Enemy Leader Killed
      • 3 Points (5 in Defeat the Enemy)
    • Heroes Put Out of Action
      • 1 Point each (2 Points each in Defeat the Enemy)
    • Treasures Obtained
      • 1 Point each (2 Points each in Retrieve the Treasure)
    • Exploration Rolls
      • 1 Point each, successful or not (2 Points each in Explore the Halls)
    • Capturing a Chamber
      • A hero in a Chamber captures it if there are no enemy models in it at the end of the game.  
      • 1 Point each (2 Points each in Secure the Ruins)


Campaign Updates

  1. (1/5/14) - Many battles were fought near the entrances to the upper levels.  Good forces dealt a serious blow to the orcs and goblins defending these levels, but Dunedain from the Grey Company made the best progress in capturing ground.  The Delving Dwarves managed to not only repel a goblin assault, but recovered treasure as well.  The large orc raiding force (from the East!) took the most damage in these sorties, and requires more time to reorganize.
  2. (1/12/14) - Rangers of Middle-Earth see themselves involved with several skirmishes with the forces of darkness in the upper levels.  Though they stand fast in many places, hordes of goblins and ranks of Easterlings force withdrawals in others.  Another treasure was obtained by Zkud and his goblins, but the committal of more forces to the side of good swings the struggle in their favor.
  3. (1/19/14) - All is quiet in the northern caverns as a dark pall settles over both man and goblin alike.  However, the dwarves and elves moving through the southern reaches of Moria clash several times, with only the Delving Dwarves coming out ahead.
  4. (1/26/14) - Goblins move out to attack several enclaves at once.  In the North, the Dunedain of the Grey Company push aside the Moria goblins attempting to halt their search of the upper chambers.  The elves and dwarves in the southern quarter suffer staggering losses, but the Wilderness Warriors are able to save a few of their kin from marauding goblins.
  5. (2/2/14) - Great heroes of good find themselves fighting a horde of Easterlings in the north chambers, and the Dragon Warriors fight hard, recovering an artifact.  However, the Easterlings become scattered in the chambers, and the heroes are able to recover that artifact and remove it to the surface.
  6. (2/9/14) - In the northern chambers, the forces of Good are able to win several critical positions within the catacombs!  Moria goblins from Gundabad bring trolls to the north, which cause consternation amongst magic-users.  Rohirrim join Grey Company to push out the Easterlings and Mordor orcs.
  7. (2/16/14) - A strange stillness falls over the battlefield...could it be a portent of things to come?


The Forces of Good secure victory!

Racking up an impressive number of wins, the Good team can rejoice once more!  They managed to secure 5 treasures, and ended with a total score of 3.66!  The Evil team didn't fare as well - but they are sure to be back in force, looking for revenge!

Best Overall Score goes to Steven of the Texas Chapter!  With his Delving Dwarves, he racked up a large tally of wins, and more importantly - treasures!  Now, he'll hold the title for the Lord of the Rings Strategy Battle Game:


Guardian of Middle-Earth 

- until the next campaign.  

Congratulations to Steven, we hope you had fun participating!

Thanks also to all the players who visited Middle-Earth this season.  We'll be doing more in this location soon, so don't think the green fields of the Shire are safe.  After all, this is the Wargate...

Wednesday, February 26, 2014

The Demyansk Pocket Campaign Log

 The
Demyansk
Pocket

2014 Wargate Flames of War Campaign
Season 1, Schedule 2


February 21st, 1942

Kholm has been surrounded, and the Red Army has continues it's advance through German lines.  Canny leadership, however, has ensured the German infrastructure and supply lines are still intact.  Nearly two weeks ago, the Demyansk Pocket was formed - the assaulting Russians have cut off another piece of the German wehrmacht! 

General Winter is making it hard for everyone.  Severe weather and rough terrain have halted the Red Army's advance, and the Germans are digging in where they are.  At Demyansk, Guards motostrelkovy and tankovy batalons prepare the order to assist in the crushing of the pocket, but the Germans have the upper hand in the dense terrain.

The objectives are simple.  The Germans must be hemmed into the pocket, and if resistance cannot be destroyed the Russians are determined to neuter the Nazi ability to strike out.  With massive airlifts by the luftflotte underway to resupply the Germans in Demyansk, that may prove to be a daunting task for the Red Army...



Campaign Rules

This campaign is set up like our previous Flames of War campaigns.  Influence is earned per team (Germany and the U.S.S.R.), and the scores from both rounds are averaged together.  In addition, the General Winter rule is in effect for the entire campaign, representing the harsh conditions and rough terrain.

  • General Winter - Models must pass a skill test to move at the double.  Bogged down tanks must re-roll successful Motivation rolls to re-mount.  Infantry must re-roll successful Skill tests to Dig In.



Campaign Updates



  1. (1.5.14) - Initial opposition was harsh to the Soviets as German forces simply withdrew from many of the outlying objectives, forcing hard captures of worthless grounds.  Soviet infantry pushes were repelled as well, with the Grenadiers holding the line with their well-drilled gun crews.
  2. (1.12.14) - Now in position to defend a new salient, the German forces mass together to resist the next push.  SS units arrive to aid in the defense of a critical road junction, and battle is joined in earnest.  Bloody and bitter was the battle, but in the end Soviet forces were demoralized by the German guns and sent into a general retreat.
  3. (1.19.14) - A strange quiet settles over Demyansk as the Soviets move into postion, and the trapped Germans frantically scamper for airlifted supplies.
  4. (1.26.14) - A large clash in the outlying coutryside sees a Soviet strike force cut to pieces by well placed German guns.  However, a second wave arrives and is finally able to break the German cordon around Demyansk!
  5. (2.2.14) - A massive push by the Soviet armored division sees the German forces scattered, but the battle isn't brought to bear until all forces are scattered.  A quick move by Soviet armor secures valuable supplies for the U.S.S.R., and the Germans abandon their forward positions.
  6. (2.9.14) - German gun emplacements repel the initial surge of Russian infantry.  During the ensuing evening, Soviet tanks begin to squeeze the positions outlying the Nazi pocket.  Unable to bring enought anti-armor weapons to bear, the S.S. are forced back into Demyansk.
  7. (2.16.14) - A strange stillness falls over the battlefield...could it be a portent of things to come?
  8. (2.23.14) - Exhausted after days of fighting, the Soviets retire and allow the Germans to hold onto Demyansk - for now.


Though the margin of victory is even slimmer this time, the German forces manage to hang onto the lead and stay entrenched in Demyansk.  Soviet stavka have ordered the Red Army to push on, and leave the pocket where it is.  The German defenders of Demyansk are relieved, and set about repairing their fortifications.

Already the Wargate's Supreme Commander for 2013, Jerry Wargate and his German hauptmanner have sealed the deal once again!  Congratulations to the entire German team:  Jerry Wargate, Captain Video, Reverend Greg and Buff Bagworm!  You guys have been super-hard, and every game is a thoroughly enjoyable challenge.

The next Flames of War campaign occurs in Season 4 (November-December), and we'll be adding tons more gear to the war effort as we approach the encirclement of Leningrad.  German armor, Soviet Anti-Aircraft and probably some tankodesantniki await us there later this year.


Hope everyone had great fun in the pits around Demyansk these last few months.  Even the Soviets had fun.  Next time...you Germans had better watch out - we're bringing a whole new game next time!

Saturday, January 11, 2014

The Toropets-Kholm Offensive Campaign Log

The
Toropets-Kholm
Offensive


January 9, 1942

Following the expulsion of the Germans from the area around Moscow, the Stavka have are quick to put another plan into action.  The operation targeted the area south of Lake Ilmen, with the aim of destroying Wehrmacht forces inside the Soviet Union.  The Germans thought these areas to be quiet, and had no idea that both Soviet army and partisans behind enemy lines were surrounding them in the night.

In the rural towns of Toropets and Kholm, a vicious battle played out.  Assaulted from all directions at 04:00, the German defenders put up a powerful resistance, but were eventually pushed back.  In Kholm, the defending Wehrmacht took several strategic buildings, as they were greatly outnumbered.  Soon, they were cut off from German supply lines.  After that, a series of daring air drops were made to supply the embattled German troops and keep them fighting.

This is the story of the critical flash points in Novgorod Oblast at this pivotal point in the war, specifically the battle for Kholm.  Brave Russian soldiers and partisans band together to push the Nazi scum from their beloved Motherland.  Yet the Germans are not easily beaten, and have their own resolve to hold out until reinforcements can arrive.  Only one thing is certain:  blood will flow. 



Campaign Rules

The campaign is set up much the same as our last Flames of War campaign:  There are two teams (U.S.S.R and Germany), and any number of games may be played with players simply selecting an allegiance when they join the campaign.

Influence is tallied for each month of the campaign.  The final campaign scores will be determined by averaging each team's Influence score from each month.  The commanders of the team with the highest Influence average over all three months will be heralded as the Wargate's 2013 Supreme Commanders!

In addition to the normal rules, the following rules apply during each of the three phases:

  1. Attacks in the Night - During the first round, all games may be played with the Night Fighting rules for the entire game.  Roll a D6 at the start of the game, before deployment.  On a 3+, that game is a Night Fight.
  2. Struggle for the Boiler - In the second round, a large building is always placed in the center of the table first, irrespective of scenario and before any other terrain.
  3. Air Supply - During the third round, for any game with an objective, add another objective to the table.  This objective is the air drop.  It is placed in the center of the table and scatters 2d6 in a random direction.



Campaign Updates

Final Scores - 12/29/13
  1. (10.6.13) - The first signs of trouble begins to brew as the Germans hunker down in what they believe is a quiet zone on the front.  Russian troops move into position around Kholm secretly and efficiently and begin to prepare for a coordinated attack on the Germans.
  2. (10.20.13) - A quickly prepared German defensive manages to pin down the Volga Kommandos near some farms outside Kholm.  The resulting firefight sees the Russian gun batteries that had been moved into position to support the attack lost to the German counter-offensive.
  3. (10.20.13) - Encircled, the Germans attempt to link up with mobile reserves scouting the perimeter of Kholm.  However, a combined effort by Soviet infantry and armor results in most of the German reinforcements being destroyed, and the surviving grenadiers flee back into the town.
  4. (10.27.13) - A strike in the night by the 6th Guards armor sees the Germans hemmed into the town of Kholm.  During the following day, Kommandos and Grenadiers brawl in a protracted battle that ended with the Soviets pushed from the town proper.
  5. (11.3.13) - The Germans inside Kholm manage to conduct a successful counterattack on the armored Soviet formations by cunningly arranging their artillery along the main road.  Supplies begin to roll into the city.
  6. (11.10.13) - A massive combined force of Heer troops attempt to push out of Kholm once again to link up with advancing German lines.  The Soviet armor and riflemen do their best to approach the edge of the village where the biggest guns are, but the collapse of command due to the German shelling makes a coordinated effort impossible and the Soviets back off.
  7. (11.17.13) - As the battle for the boiler continues, a small force of North Volga Kommandos advance to take the German gun emplacements the Heer moved up to the perimeter.  The attack was stalled when the Grenadiers took a large building and repelled the Soviet advance.
  8. (11.24.13) - The Germans are hemmed in around the Boiler, and there is no retreat against the Soviet armored spearheads that simply drive through their fortified lines with minimal losses.
  9. (12.1.13) - The motostrelkovy batalons lurking near the village rush to close off German supply lines.  They attempt another counterattack, but the better armed Guards motostrelkovy find themselves in a more commanding position and force the German platoons to fall back into the city.
  10. (12.8.13) - On what has become one of the most grueling days of the conflict, the Soviet leaders reconvene in an effort to solve the problem of the newly arrived Luftwaffe support for the German forces inside Toropets.  The Soviet ground forces hem the Germans in, but with the guns entrenched and air drops flying in food and ammunition, the Germans hold their ground for most of the day.  When the Soviet forces mass together, they are finally able to secure one of the air drops - making sure that the Germans will be hard pressed to counter the next offensive.
  11. (12.15.13) - The North Volga Kommandos press the Grenadiers hard during the first part of the day, securing victory and paving the way for a much larger assault.  However, as Soviet tank forces push into the gun positions a heavy toll is exacted, and the massed Soviet assault is crushed as massive German infantry reserves reach the front line.
  12. (12.22.13) - Soviet tank forces bust through a thinly guarded front and push several gun crews out of position, paving the way for motostrelkovy to move in and grab the dropped supplies.  Even though SS elements were nearby, their late arrival to the battle prevented them from stopping the Soviets from taking the ground!
  13. (12.29.13) - Motostrelkovy detachments outside Kholm perform a pincer maneuver on a section of Grenadiers moving to secure another air supply drop.  Their prize taken from them, the fell back towards the town and attempt to block the Soviet breakthrough.  In the final push of the battle, a combined Soviet force of armor and infantry secure a large section of the road outside Kholm, destroying a large German force positioned to defend it.


The Germans take a narrow victory this year!  It was truly a hard fought battle, and even though the Russians fought hard and took a lot of ground in the last round, it was too little, too late (but only just)!  Now, the Germans have the upper hand - and that hand is clenching tighter with every campaign on the throat of Mother Russia!

Accepting the title for Flames of War champion 2013 for his team is Jerry Wargate, pictured with his buddy Skully Skullivan to the left.  For the next year, Jerry has the right to be called

Supreme Commander

of the Wargate's World War II forces!  Until Season 6 next year, we'll be forced to watch in awe as the wehrmacht cruises through the Russian lines!  All is not lost, however - for now the Germans will have not only Mother Russia, but General Winter to deal with their scrawny hides!



I hope everyone had as much fun with the campaign as we Russian players did (and we lost)!  Everyone's growing enthusiasm for what seems to be the favored son of the new wave of wargames is encouraging.  More campaigns for Flames of War are on the horizon, and expansion beyond the mid-war battles of the Eastern Front is also on the agenda.  For now, however - the Germans and Russians will have two campaigns in 2014, so break out that winter clothing and dig in.  It's going to be long, long winter.


Thursday, October 03, 2013

The Brightflow Gap Campaign Log

The 
Brightflow Gap
The Wargate Season 3 2013

The Brightflow Gap Campaign Map

Mitterfruhl 3, 2526 I.C. - The Spring Equinox

Over the last year, the dwarfs in the Grey Mountains have fought and lost a horrible war.  Greystone Pass is lost to his malicious whims of vile Dark Elves, and all manner of other evil creatures encroach upon Wissenland from the mountain passes.  As refugees from Khazid Grimaz pour into human lands seeking a respite from the orcs, beastmen and dark elves harrying them, the men of the Old World find themselves properly involved in the conflict.

In the middle of the Grey Mountains, a tributary of the Reik known as the Brightflow erupts from the mountains.  The streams and rivulets gather in the valley, and join with the mighty river north of the town of Wurmgrube.  Named for the exceptionally sparkling surface of the river, the Brightflow valley is also known as the Brightflow Gap - for it is also a pass directly through the mountains and into Bretonnia.  It is vitally important to trade both in Bretonnia and in western Wissenland, and is the site of many Imperial villages that must be defended by the Empire.

Over the skies of the Brightflow Gap waft huge plumes of evil black smoke.  Some say that they see things in the billowing clouds.  Sometimes, they are tinged a fell color...and some men have gone mad by watching them drift by in the spring sky.  The clouds of vile smoke drift from the west, and already at least one village has been made into a ghost town as the inhabitants frantically got out of the way of the evil plumes.  Horrible tales are told in taverns from Skaeling to Bradenham, but the truth is far worse.

Fekul-Hoof the Foul, Master of Giants and Lord of the Horde, has come to Brightflow.  He has been gathering the herdstones of the tribes he has subsumed, and brought them to one spot near the pass.  As he gathers more herdstones, the shaman has bade his tribe to create a horrid fire about them.  Now, this pyre of feces burns bright and great with all manner of foulness and evil sacrifices.  And as souls are claimed by the fire, the smoke that erupts from the destruction and offal is tainted by Chaos.  Yet, if Fekul-Hoof is to gather enough energy to finish his fecal plan, he must go to war.  War with the Empire itself.

Yet the men and beasts bicker without knowing they are being observed.  Other powers watch - and plot their own moves.  Though they do not know it yet, as man and beast tear each other apart in a vicious and hateful struggle, they are weakening themselves against a foe they are unprepared for.  Neither of them suspect that the ancient dead have designs on the land they now shed their blood upon.

The ancient dead...and even stranger powers now enter the struggle.  A struggle that will prove to be a pivotal flashpoint in the long struggle against the old dark...



Campaign Rules

The Brightflow Gap is the Wargate's Season 3 Campaign for 2013, for the Warhammer Fantasy Battle game.  The campaign will begin July 1st and end on October 1st.  It is a map campaign that utilizes many conventions we have employed in previous campaigns.

Of particular note is the abandonment of Battle Magnitude and the concentration of armies into teams.  There is no longer a need to have a particular number of players, nor are teams restricted to a certain number of member armies / players.  As you will find, the new system encourages more games to be played and neither has a minimum or a limit to the number of games that can be played.  We heartily invite anyone who wants to play to join in our campaign and fight as many battles as they like under their army's banner, or simply join campaign games as allied forces!

Forces
  • Provincial Defenders of Wissenland (The Empire / Dave Bone)
    • House of Zigler (Bretonnians / Buff Bagworm)
    • Ahuiateteo (Lizardmen / Bignutt)
  • Herd of Fekul-Hoof (Beastmen / Jerry Wargate)
    • House Von Klockenshrok (Vampire Counts / Captain Video)
  • King's Vengeance (Tomb Kings / Skim)
    • Face-Eater Tribe (Ogre Kingdoms / Joe Kool)


Campaign Updates


Brightflow Gap Finals
  1. (7.1.13) - The Campaign has begun!  Expository turns see the map cluttered with Fortifications by the Imperial and Tomb Kings teams, and a trail of Pillaged areas by the Chaos Team.
  2. (7.7.13) - Tomb Kings attack Chaos and push them off the Caravan Route and back toward the Fekul-Pyre.  
  3. (7.14.13) - A combined force of Imperial and Bretonnian troops fight a beastman horde to a standstill in the woods near Eastern Oaks.
  4. (7.21.13) - The Imperial team continued its' vicious assault, yet they appear ill-fated from conception.  In the Eastern Oaks, an undead army commanded by Dieter Von Klockenshrok drive the Imperial forces away from the Oaks and back towards Schloss Bestrafe.  In the north on the plains near Wurmgrube, the Tomb Kings defend against the Imperials as a massive coalition of forces descend on their positions.  The Imperial team turned out in full, and the Tomb Kings had some temporary help in the form in Dieter Von Klockenshrok, whose home at the time was under the control of the King's Vengeance.  However, the Imperial coalition was annihilated by the Tomb Kings and the army scattered.
  5. (7.28.13) - Unwilling to admit defeat, the Imperial army moved once again to dislodge the Chaos forces from Greenhenge, but failed to do so even through the fighting was horrible and bitter.  Tomb Kings forces move south into areas controlled by both Chaos and the Imperials.
  6. (8.4.13) - The King's Vengeance decimates the Dwarf Refugee Camp and Ansbourg.  In addition, the host of the undead met with Fekul-Hoof's monstrous herd, and a great battle ensued that saw the Chaos beasts overrun and destroy the Tomb Kings army near Greenhenge.
  7. (8.11.13) - House Von Klockenshrok finds itself under siege by the Imperial team, but in the forest around Bradenham the Bretonnians find themselves haunted by wraiths and flee the city.  Near Greenhenge, the Von Klockenshroks there put up a great fight against the Imperial army, but another battle sees no victor at that black monument.
  8. (8.14.13) - The King's Vengeance is attacked in the third phase of the massive Imperial offensive, but after clashing together the armies simply fall back to their original position and prepare to fight again.  The huge Imperial offensive isn't broken, but they have only lost ground during the push.
  9. (8.18.13) - The Face-Eaters Tribe is attacked near the Refugee Camp at dawn, and after fighting all day, the armies retreat to their original positions to lick their wounds.  Hostilities die down for a few days. 
  10. (8.25.13) - The King's Vengeance moved on the Herd of Fekul-Hoof, but both armies fought to a stalemate.  House Von Klockenshrok holds out under siege as the beastmen pillage it.  The Provincial Defenders attack beastman forces near Ansbourg, achieving victory. 
  11. (9.8.13) - The King's Vengeance skirmishes with the Provincial Defenders, finally sending them packing for Schloss Bestrafe.  Fighting breaks out again at the Fekul-Pyre as the herd moves on the Tomb Kings who have put out the fire and attempted to cleanse the foul hole.  The King's Vengeance maintain their position and severely hamper the fighting ability of both the Empire alliance and the Chaos forces.
  12. (9.15.13) - The House of Zigler rides to break the stalemate near Eastern Oaks, and together with Imperial troops manage to seriously disrupt the vampire's magic.  The undead army is repulsed, and the Alliance gains momentum.  Elsewhere, the Tomb Kings battle with the Herd of Fekul-Hoof attempting to regain entry to the site of the Fekul Pyre.  The King's Vengeance is smashed by giants swarming from the woods, and retreat from the battlefield.
  13. (9.23.13) - The final battles of the campaign are fought as the King's Vengeance is harangued around the Fekul-Pyre by the herd.  The House of Zigler is defeated near the caravan route, and pushed back to the border.  Chaos has risen to the top in Brightflow Gap!


Chaos has won the campaign!

Brightflow Gap Final Positions
White = Imperial Fortification
Red = Chaos Fortification
Blue = Tomb Kings Fortification
Text Indicates Army


Chaos has overwhelmed the armies in the Brightflow Gap.  Though outmaneuvered at nearly every turn, the Herd of Fekul-Hoof remained strong enough to punch through the front lines of both the defenders of Brightflow Gap and the would-be invading Tomb Kings.  Though the undead managed to douse the Fekul Pyre and stop the emanations of chaos emitting from the horrible pit, the damage had been done.

The Fekul Pyre was a smoke signal, made of chaotic energy and directed by fell sorcery.  The call to the herds has gone out, and horrible monsters of all sorts gather in the forests in greater numbers than ever before.  Though the herd has been destabilized, it has only scattered.  Now it harasses everyone, everywhere in the Brightflow Gap.  In some ways, this has done much for Fekul-Hoof's cause.  Soon the herd will come together again...and this time it will be a terrible horde.

The vampire count von Klockenshrok has joined with the Fekul Herd, and has began to amass a large army of undead soldiery.  The trade lane is disrupted by mobs of undead and beastmen, and whole caravans are lost before the route to Bretonnia is closed.  Ansbourg, taken by the Tomb Kings, becomes a necropolis overnight.  The western pass is truly lost to the men of the Empire, and the defeat here will surely be felt for years to come.

Warmasters 2013 celebrate victory!
Jerry Wargate and Captain Video formed the Chaos team, and won the campaign with a final score of 19!  They are the title holders for 2013, having defeated their enemies soundly!  Tomb Kings team came in second with 13 points, and the Imperial Alliance was vanquished this year with a total score of only 9.

Congratulations, Jerry Wargate and Captain Video...this year's Warmasters!


The night was full of the chirping of crickets.  

Rain dripped on the leaves above him, and fell upon his gnarly countenance, matting the nasty fur against his mis-shapen skull.  He crouched in the darkness, in the bushes under the treeline, watching the small settlement sleep in the dead of the night.  It was quiet and dark, no one at all was stirring.  Confident that he maintained the element of surprise, he waved his warriors forward and smiled.  Fekul-Hoof was pleased.

Not a sound was made by the horde as it filed into the streets of the small village, nor did the shambling of the undead regiments marching up the road through the forest.  As his gors ran up the lane to the small footbridge leading into the village, the dead filed past as well.  Gors hopped and slipped between ranks of zombies and skeletons who barely noticed them prancing about.

Fekul-Hoof and his bestigors stepped out onto the road.  The beastman shaman met the eyes of the mounted necromancer who marched beside the column of rotting flesh.  They merely nodded to one another, for the "plan" was as simple as it was effective - stay silent until everything was in position, then kill everyone and everything.  So far, it was all going very well.

The night was full of the chirping of crickets.

Monday, July 08, 2013

The Reaping of Caen Campaign Log

The Reaping of Caen

2013 Season 2

Warmachine Campaign


Black River Settlements Near Sul, 608 A.R.

Cygnar and the Protectorate have been at each other's throat, as the two major cities on the Black River alternately laid siege to one another.  Of course the close proximity of the two cities directly across the river from each other exacerbated the bitter nature of the siege, yet the religious fervor and dogged determination of the Menites repulsed the Cygnarans from Sul and set their cannons on Caspia. The savage battle recently ended in a tenuous truce - but peace is in short supply in the Iron Kingdoms.

High Exemplar Kreoss has moved troops into the area north of the walled cities, and has been forcibly converting the populace.  His Cinerators move from town to town, and the judgement of the Creator passed upon the folk who live there.  It has become a place of fire and dread, where starving refugees hide amidst shuttered homes while they are burned down around them.  Into this battleground our Warcasters find themselves thrust.  Though they all come for different reasons, they all know this battlefield could very well be their last.

Welcome to the Black River.



Campaign Rules

The campaign will follow a three month round-robin format, where each player will play each other player at least once per month in a sanctioned campaign game.  This gives each player twelve campaign scored games to play, so roughly once per week per player.  Any games set a date for and missed by either or both parties, that game will be scored as a Loss for the missing party and a Draw if both parties accede as standard.

Each game will grant a number of Campaign Points.  
  • Wins are worth 3 points.
  • Draws are worth 2 points.
  • Losses are worth 1 point.
In addition, Battlefield Influence will be calculated as percentage of winning games for each Warcaster.  The Influence total is the amount of earned Campaign Points that count for each Warcaster's Total Score.  Each player will contribute to their faction's narrative according to the ranked Total Scores at the end of the campaign. The player with the highest score will be the Wargate's Steampunk General for 2013!



Faction Narratives

For the Protectorate of Menoth, High Exemplar Kreoss scourges the lands closest to Sul to ensure there are no Cygnaran spies or Morrowan unbelievers standing between the walled city and the supply lines to the Northern Crusade.  Now is a time of action, and he dares the Cygnarans to respond - which they promptly do once they hear of the Wracks being left up and down the river, left in the middle of desolated villages.  Kreoss will pass Judgement on the unbelievers, and reap Caen of the rest of the rabble.

For Cygnar, Lt. Caine's recon patrol is tasked with investigating disturbing reports across the Black River.  Once the Cygnarans see the torn bodies nailed to steel torture devices, they are certain of what has happened.  For Caine, it's a little different.  It had been a while, but now he crossed the path of High Exemplar Kreoss once more.  Caine vowed Revenge upon the Menite and his cultists for the humiliations he received during the skirmishes leading up to the siege, and at the Castle Du Vantaine.

Yet this battle isn't interesting because of the friction between Cygnar and the Protectorate.  The East Bank is about the get a lot more crowded.  In fact, it's lousy with Warcasters.

For Cryx, War Witch Deneghra has seized the confusion to move a small force up the river to reap the souls of the unprotected masses there.  In fact, she has been doing this for quite a while pursuing her own ends.  The initial reports that Lt. Caine was to investigate were in fact Cryxian movements, but the Menites got to the sites first and burned everything.  Above all else, Deneghra desires the Power she can gain in this fertile and confused area.

However, Ios has made itself known.  Chasing Deneghra south and intent on destroying her and every other spellcaster he finds, Lord Arcanist Ossyan of House Vyre desires Redemption most of all.  His myrmidons are mysterious and powerful.  His followers are skilled Iosan Mage Hunters.  Every other Warcaster on the East Bank is his prey.

Like all Mercenaries, Drake MacBain is all about the Money.  As for the man who hired him, MacBain is pretty sure he was investing on the behalf of Khador...but he didn't seem to talk like a Khadoran.  Either way, there weren't very many questions asked.  The contract is to engage and destroy any warjack movements on the East Bank of the Black River for a few square miles north of Sul.  MacBain means to fulfill this potentially very lucrative contract.



Campaign Updates



  1. (4.7.13) - Lt. Caine's Long Range Recon intercepted the Word of Menoth just north of Dustville, a tiny burg Kreoss had just put to the sword.  The Menites fight fiercely, but Kreoss is forced to withdraw north after a particularly close encounter with Caine's twin Spellstorm pistols.
  2. (4.14.13) - Lt. Caine continues to rally forces around the Black River, and encountered the Cryxian Warwitch Deneghra!  Though her 'jacks inflicted grievous damage on Caine's, she was lost in a puff of smoke after being subjected to a torrent of spellstorm pistol blasts.  Drake MacBain encountered a small section of Kreoss' Cinerators and was pushed to the West Bank in flight.
  3. (4.16.13) - Kreoss is surprised by Lord Ossyan's strange powers when they encounter each other in a narrow canyon.  The High Exemplar breaks off the combat to assess the situation - there are many more warcasters here than the Menites originally thought.  Lt. Caine arrives and chases Ossyan through the canyon, confounding Ossyan's manipulation of time by manipulating where he's at himself within that time stream...
  4. (4.17.13) - Drake MacBain returns to the East Bank and pushes into Ossyan's hiding place, where battle is joined and the Lord Arcanist retreated to the forest for cover.  The steelheads moved toward the nearest town, rather than pursuing the Iosans into the forest where they would be at a disadvantage.
  5. (4.28.13) - MacBain continues his push along the river, and finds the hiding spot of Warwitch Deneghra.  After a short battle, the Cryxian witch decides discretion is the better part of valor after running afoul of one of MacBain's Nomads.
  6. (5.5.13) - Lt. Caine pursues Warwitch Deneghra to the West Bank, where she is found by Exemplar Kreoss and chased even further away from the center of the action.  Doubling back, Lt. Caine engages the column of Drake MacBain as it moves south, and forces MacBain's forces back north towards the East villages.
  7. (5.12.13) - Drake MacBain's professional "ethics" drive him on towards the largest formation he can find - the Exemplar host.  Kreoss is not amused, and divides MacBain's forces.  MacBain decides to withdraw rather than risk losing more money on repairs.
  8. (5.26.13) - Exemplar Kreoss roundly bests Warwitch Deneghra as she attempts to terrorrize riverside villages closer to Sul.  He chases her right into MacBain's battlegroup, who destroy many of her assets and force her back onto the West Bank.
  9. (6.2.13) - Exemplar Kreoss, fed up with Caine's shenanigans in harrying the flanks of his battlegroup, attempts to lure the Cygnaran into a trap.  Very nearly succeeding in capturing the elusive warcaster, Kreoss forces Caine to back off from the hotzone and captures more territory along the West Bank.  Caine then encounters MacBain's group, and seething with vengeance makes quick work of the mercenary infantry accompanying.  MacBain withdraws to the forest ridge to avoid contact with stronger Cygnar forces.
  10. (6.9.13) - Exemplar Kreoss, keen to get the better of his Cygnaran nemesis, arrives in force at an extraction site for the Blood of Menoth.  The area had recently been shelled by the Cygnaran batteries a few miles away, but Kreoss quickly seized the vital areas and forced Lt. Caine to back off.  After loading all the barrels they could onto their wagons, the Menites absconded with a large load of the valuable Blood.  Lt. Caine returned to the extraction site when the Protectorate's battlegroup withdrew, and found the Cryxian Warwitch Deneghra picking among the ruins.  After holing up near the building, the witch made a terrifying attack on the Cygnaran gun mages...but disappeared in a puff of oily black smoke.

Campaign Results

Cygnar wins the campaign!

Dave Bone is 2013's Steampunk General!
The win was narrow, but my Gun Mages pulled out the campaign win!  Cygnar has done well by me, and I really like the faction story and look.  Now that I've figured out how Caine is supposed to fight (very sneaky) my game really picked up.  Once I had the upper hand in most fights, our canny opposition had to invent new ways to beat me.  Namely, by sticking to the objectives - which for some reason I have a hard time locking down.  I like Cygnar so much now that I have a large stockpile of Revenge I think I'll break from my normal routine.  My next Warmachine army will also be Cygnar!

Coming in close on my heels is the resident champion that I managed to dethrone this year - Skim's Exemplar Kreoss didn't get to mete out as much Judgement as he wanted to, but he did get close.  I'm sure next year he'll be keen to burn and mutilate some more unbelievers.  Honorable Mention goes to Joe Kool's Drake MacBain, who I'm told made enough Money while pillaging the Black River to have more Steelheads when he takes the field next time...and probably repair all his 'jacks as well!

Thanks to everyone who played, it was great fun.  Yet now I have to tell you that Dave Bone is the Wargate's 2013 Steampunk General!



It was night when the Cygnarans crept back along the bank headed towards the extraction site.  When they arrived, Lt. Caine took an extra long time with the recon maneuvers before he ordered his troops into the area proper.  With a glance, he could tell the Menites had been working hard to get all the "blood" back to where ever they were going...probably Sul.

In any case, they were all gone now.  The Menites, the Iosans and even the Cryxians had all backed off.  He was sure MacBain was lurking somewhere nearby, but since the last time he'd gotten reports from further up the east bank, Caine had decided that MacBain's contract must be up.  They were partying way too hard to be "on the job".

Caine smiled.  He remembered the last time he'd seen Kreoss up close, and the look of surprise and pain on his eyes behind that damned armored mask.  Revenge...well it's ok cold.  He cast his gaze south, along the trail on the other side of the river that the Menites must have followed.  It was easy to tell - those oil-laden wagons made heavy ruts in the sandy banks of the river.  Yeah, revenge is ok cold, Caine thought to himself...but he decided at that moment he liked it much better hot.  Specifically, as hot as the rune-graven lead bullets that burst from the muzzle of his Spellstorm pistols.

"Let's get a move on, men." he called to his officers.  The Gun Mages formed up and waited for the next order.  "I think we can catch them if we leg it towards Sul."