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Tuesday, October 08, 2013

The Toropets-Kholm Offensive


It's early January, 1942 here at the Wargate.  We've been schlepping tanks to the Eastern Front for a while now, and just yesterday signed off on a huge transfer of men and equipment that will take the war all the way into the next phase.  Yes, it's Flames of War season once again.

Our campaign this year already has it's page up, so check out the State of Play on the right.  Since we have a lot of new folks jumping in and participating this year, we're keeping the mechanics of the three month ordeal to a minimum.  There are two teams, and those teams accrue Influence as battles are played.  Easy - but don't worry all you crunch-kins out there.  You still have the Flames of War rules themselves to come to grips with, and it is an excellently designed set of gaming conventions that are pretty easy to figure out even if they are somewhat removed from some of the ideas you might possess if you live your life in a Games Workshop hole.

Yet it's how we structure the campaigns overall that is the most interesting part of our venture for me.  Each campaign will document the Eastern Front over the course of the war, inching ahead one month at a time.  We have looked at several major engagements to make sure the guns will be barking somewhere in Russia or Germany the entire time.

We are going to remain faithful to the historic tales, changing them only where they must be changed to fit our particular continuum.  For example, during the real Toropets-Kholm offensive armored support was very limited for the Russians, amounting some 13 tanks (mostly the tiny T-60).  For our battle, the tank forces are portrayed by my T-34 and KV-1s tanks - up gunning the Russians considerably.  The Germans have more than they had historically as well, with Heer artillery batteries and Waffen SS Gepanzerte Panzergrenadiers.  That's ok - it's just a game.  Yet, the narrative will follow the historical one...with just a few fictional tweaks to make it relevant to us here in our time and space.

To find out more about the historical operations, Wikipedia is a good place to start.  Desertwar.net has a lot of information on all the operations and conflicts you care to research, but the section on Toropets-Kholm lead to some interesting insights.  It's not a secret I'm a Soviet sympathizer, but I encourage you to do your own research.  Maybe you'll come to the same conclusion that I did - that WWII was darker and grimmer than any hand-me-down grim dark future someone can imagine.

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.

Wednesday, September 25, 2013

Creating Wargame Campaigns

Greetings once again, everyone.  Today's post will deal with methodology once again, but this time we're going to focus on one of the integral pieces of the Wargate:  the wargame campaign.  We have more of these every year than any other event, and I wanted to share my process for creating new campaigns and how we can expand upon the conventions we use.  This is based entirely upon my own experience, and is not meant to be empirical in any way.  This is simply how our club gets it's regular influx of wargames campaigns and scenarios.

Preliminaries and Metadata

One of the things that has been driving our campaigns lately is time restraints.  The first thing that you should consider is the number of games that will be played.  This has been both a set number and a variable number for us in the past, depending on the individual campaign makeup.  For our purposes, the three month campaigns have a target of 24 recorded games, while the two month campaigns will require 16...which is actually a more frantic pace.  However, we have also had campaigns that have lasted nearly a year, with an unlimited number of games.  The possibilities are endless, but you should consider your club's available time.

Once you have chosen your time frame and target number of games, then you can choose a narrative.  In many cases this might actually come first if the dictates of a previous campaign or game would naturally set the stage.  We have several narratives to choose from, especially for the more popular games.  Take a look at the world and factions doing battle.  What might drive that conflict?  For example, our Warmachine narrative focuses on the area near Caspia and Sul, because Cygnar and the Protectorate are the center of the map for players in our group.  However, Warhammer 40,000 jumps around in the narrative, but focuses on the Mardannon Crusade and it's main enemies - Warmaster Laserwulf and Boss Nokk.

Now, you have a time frame and a narrative.  What do you do with them?  Well, what sort of campaign do you want to run?


Choose Design Type

There are so many types of campaign types that I can't really be bothered to even uncover them all.  There are as many campaign types as there are campaign designers, and I don't pretend this entry to be the end-all-be-all of this discourse.  However, I can designate four main types of campaign that the Wargate uses:  League, Ladder, Map and Gamemastered.

Now, I am going to give a brief description of the types of campaigns I mentioned and the basic conventions that we use in each.  Of course each individual campaign is unique and has it's own quirks, so I this will stick to just the basics.  Really, I could write a whole series of Bone Method entries on each one.  Hmmm...

A League Campaign.
League campaigns are characterized by not having a map or any markers other than just the numbers involved.  For us, these are either open campaigns where any number of games can be played with any number of participants, or there are a set number of rounds, usually round-robin format.  Generally, this sort of campaign deals entirely with win / loss record over the season, with very little in the way of other structured rules.  We usually run Warmachine campaigns in this manner.

Ladder campaigns are traditionally played when there are only two sides to the battle.  Start with an opening scenario with two outcomes, one for each faction.  The whole diagram looks like a wedge with multiple nodes on it.  We haven't done one of these sorts of games in a loooong time, so regrettably I do not have an image to share.  It's hard to explain without a diagram, but basically it goes like this:  the number of tiers equal the number of games you want played.  Each team has one side of the diagram.  For example, Team 1 is Left and Team 2 is Right.  If Team 2 wins, the scenario played next time is one tier down (or up, depending on how you set your diagram) and to the right.  If Team 1 wins, the scenario played is one tier down and to the left.  The further the scenario map goes to one side, the more favorable for that team the battle will be.  At the bottom of the pyramid will be an extra set of nodes that denote campaign standing, which is reached exactly like all the other nodes.  The further to one side the final node, the more crushing that faction's victory is over the other.

A Multiplayer Ladder.
There are other sorts of campaigns that I term "ladder" that aren't actually set up like the traditional ladder above.  In this model, the number of games are represented by a sort of "sliding graph" meter.  As progress is made by one faction, that progress is represented on the meter.  I liken this to a ladder campaign since the rounds are measured out and once a scenario is played those points are lost.  This is best used when there are multiple factions or sub-factions to a fighting force.

A Map Campaign.
Map campaigns revolve around a campaign map that is manipulated for strategic advantage above and beyond the actual game being played.  In fact, this map wrangling can constitute a "game" in and of itself depending on how involved its ruleset is.  A map campaign often involves moving armies and resources around on the map and attempts to get an optimum position throughout the campaign.  Any number of factions can be represented on a map, and these are often the most looked for sorts of games around here.

Gamemastered campaigns are the odd bird.  This must involve at least two factions and an impartial, neutral gamemaster.  The gamemaster sets the scenario, delineates any armies or special units used, and has carte blanche to run the game as he likes to.  This is the old sort of gaming - back in the day, this was actually the norm for wargaming, where as today we prefer rather hard cut scenarios, special rules and victory conditions.  However, these campaigns are very rewarding for gamemasters who are fair and consistent.

It's now that you'll decide on what scenarios will be used in the campaign, and what special conditions affect which scenarios are played.  For League games, a set of random scenarios will suffice (perhaps linked with the narrative).  For Ladder games, each node is a scenario (remember to weigh them to the side that's winning in that node).  For Map campaigns, you can go crazy:  each type of terrain or special location can have it's own special scenario or set of scenarios.  In Gamemastered campaigns, anything is possible.


Determine Victory Conditions

Most of our campaigns use the same conventions time after time.  The main two of these are Campaign Points and Influence.  These two conditions are the deciding factor in every campaign.  Either one or both of them will be used, and this section explains how and why.

Campaign Points are used in games where multiple sides or players makes it useful to have multiple diverging scores.  A side can accrue Campaign Points in a number of manners, but playing games is the most common.  For a win, 3 points are awarded.  For a draw, 2.  For a loss, hey you still played so you get 1 point.  Sometimes, Campaign Points are the only thing necessary for determining campaign victory, especially where there are a set number of games.

Influence is your ratio of victory to loss.  The more you win, the higher your Influence score.  We began using this a while back, and though it can be used on it's own to determine campaign it's got a better use than that.  Influence can be applied to Campaign Points as a multiplier in games where there are many factions or sub-factions.  Thus you have the magic equation:  Campaign Points x Influence = Total Score.

One other convention we have used is called Battle Magnitude.  This imposes an Influence penalty on factions that don't achieve the requisite number of games.  Basically, the faction that has played the most games produces the Battle Magnitude, which is simply the number of games they have played.  All factions that do not meet this number of games suffers a penalty to Influence commensurate with the number of games they are behind.  Thus, you cannot win one game, get 100% influence and win the campaign - you have to worry about Campaign Points and Battle Magnitude.

Whatever the Victory Conditions for the campaign, you should definitely consider them before any other additions are made.  There are many extra ways to earn Campaign Points, through special events and conditions or other achievements.  However, playing and winning games is still the focus of most campaigns.


Designing Events and Conditions

It's perfectly fine to design a campaign without any bells and whistles.  In fact, it can be quite enjoyable, especially after just crawling through a long map campaign with all sorts of special conditions.  However, you may want to add in all sorts of changes to make the battles more characterful and in line with your narrative.

Events and conditions are really anything you want them to be, but for the purposes of our discourse an event is something that happens unexpectedly and affects your campaign progress; a condition is the effect of an action that affects your actual play in the game.  For example, in The Brightflow Gap, your forces can get a Spark of Hope at the beginning of your campaign turn.  This affects your campaign progress by adding a bonus to your Influence score.  Your characters can also find magical items to swap out, changing their condition - you might might have paid for a +1 Attack, but your new magic weapon gives you +3 Strength.  Nice upgrade.

One of the most heavily used conditions here at the Wargate is that of Experience Points.  When a unit gains an Experience Point (XP), then some modification occurs to the unit / hero and usually lasts until that unit is destroyed in the game.  For example, 1 XP translates to a roll on an upgrade chart in Brightflow Gap.  Results like +1 Weapon Skill (making this regiment better trained in hand to hand combat) or +1 Leadership (making these troops morale stronger).  The specific requirements to gaining XP is different for every game, but it's usually the result of a battle.  Warriors do not gain Experience Points if they do not gain experience. Not all games use XP, but the ones that do require a lot more paperwork.

Remember to keep everything fair and balanced.  Make sure the chances of something bad happening apply equally to everyone, and likewise the chance of anything good happening must apply to everyone equally - more or less.  Campaign conditions can dictate otherwise, but try to keep the metagame mechanics from unevenly  upsetting the balance of the campaign - unless the randomness part is one of the 'features' your campaign is focused on.

Keep things fair, but shake it up a bit - especially for large, complex campaigns.  Some locations might be worth more than others, or demand a certain army build or scenario.  Vary things from the tournament standard - but keep it entirely fair.  Try not to stack circumstances against anyone - a good rule of thumb is that only one event / condition should apply to any faction at one time (except XP), unless they have had to sacrifice some other advantage for the edge.  Likewise, that condition should have an equal chance of being good or bad, unless (as above) that faction (or their opponent) has somehow engineered it to be one way or the other by performing in another area.

If you played the same scenario with the same armies over and over it would get boring pretty quick.  Keep enough variables in the campaign that it will remain interesting, but not so many that it will overwhelm your players.  In each game there are a great many conventions that can be tweaked to produce a unique and interesting scenario for your battles - every single time.

Crowning the Victor

We have a big tradition here at the Wargate, and that's the Accolades.  At the end of every campaign, we award a prize to the victorious army, and chide the vanquished for how disturbing we find their lack of faith.  It's all in good fun, and one of the highlights of the season.  The victorious player wins a title, which he holds until the next year's campaign.  The title itself becomes something of a prize, but hey - we've given out real prizes too!

Dirty Greg won the first real prize we ever actually handed out.
It can be hard for smaller clubs to actually hand out any prizes without 'support'.  Most clubs or game stores run tournaments with prize support from a publisher, but you have to jump through a lot of hoops to get the swag.  Too many - one major caveat being you must be a retailer.  That's sort of a bad rule, truly - I think a lot of commerce goes through the club these days.  We don't really have the option of going to the game store for our gaming, anyway.

So what to do?  Give prizes or not?  As a small club, we actually have a few options.  I've actually had people I've invited to the Wargate tell me "but you guys don't have prizes.  I've made actual money at these tournaments!" and then they told me they didn't want to come over.  Whatever, I could care less - the club is invite only, and nobody wanted Fat Mike to come over anyway.  It was that the other statement, that he had made money, was a qualifier for his enjoyment of the campaign.  For real?  You'd rather get another box set than have months of ongoing games?

Well, personally I like both.  It's easy to take a collection for the prize pool at the start of the campaign, and you can get as lavish as you like.  We're not a store, and run entirely on donations to the club which are frequent and often lavish.  The most money the club has ever "made" has been on Magic: the Gathering drafts - and we haven't done one of those almost two years.  However, the club gives back a lot too, and all of that money goes back into the club in the form of supplies and new accoutrements and in few rare cases for Prize Support.  So for the best prize pools these days, our best option is the campaign "ante-up".  For $5-20 per player (depending on how jiggy you want to get with the prizes) this is cost effective and makes for even more memorable Accolades!

At the end of each campaign we publish the campaign log from the state of play on the main site, along with the names of the victors / vanquished.  There's a short story blurb as we tie in the narrative, all the fallout from the battles is discussed.  These have been getting longer and longer - wait until you see the log from Brightflow Gap!  The campaign log is the record of our campaign, not only for our imaginary armies but to keep some great memories for ourselves as well.

Well that's enough out of me now.  I wanted to go over some of the basic considerations we make for each campaign, and I'm pretty sure I hit on most of the major points.  Let me know if you have any questions, and we always like comments here on the site!  See you on Game Day!