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Saturday, March 17, 2012

The Word of Menoth


The
Word
of
Menoth

by Scrivener J. Potter


The Protectorate of Menoth, 605 A.R.

With an unwavering faith in the Canon of the True Law, Mikael Kreoss is a powerful leader and a hero to the people of the Protectorate.  Unafraid to oppose heretics and unbelievers, he has led many forces to victory with a dedication that has not gone unnoticed by the ruling visgoths.  Fresh from a successful campaign to the Bloodstone Marches in search of the Holy Blood of Menoth, Kreoss began having prophetic dreams of the Lance of Ancient Law. He knew that action must be taken to retrieve this holy relic before it fell into unworthy hands.

Kreoss consulted with various high priests and scrutators and learned the supposed location of the Lance of Ancient Law.  The mission was deemed vital and Kreoss was soon dispatched to the Forest of Shadows in search of Castle Du Vantaine, which had previously been the site of unnatural happenings.  The fighting in the area has been intense.  There have been sightings of Cygnaran forces, mercenary companies, and worst of all Cryxian scum.  It is no matter to Kreoss, as he has taken the lead with a small force of warjacks and various Exemplar units hand selected to send all the unbelievers to Urcaen for judgement.

Judgement for the Unworthy

In Kreoss' main battle force he has chosen the finest members in the Knights Exemplar units, along with a large contingent of Exemplar Errants. A unit each of Exemplar Bastions and Exemplar Cinerators was chosen as well, to help burn the unclean and protect Kreoss. Upon hearing of the importance of the operation, Leonius Thracius, an old friend and Knights Exemplar Seneschal volunteered to join the ranks and help lead the forces to victory.

The decision was made to include only a few warjacks in the force as to allow less need for fuel and repairs.  Only one heavy warjack is included, the Crusader, a very powerful and lethal lumbering behemoth.  It was chosen for not only the amount of damage it can take, but the amount it can give.  It is able to use it's open hand for straight damage, grapples and throws. Its greatest weapon, however, is the powerful inferno mace.  It not only smashes opponents to dust, but burns them to ash as well.

A Repenter and a Revenger have been included as well.  These smaller jacks are faster than the Crusader and can deal quite a bit of damage to the unbelievers as well.  With the Repenter's flamethrower, it is able to handle troops from afar as well as in combat with it's powerful war flail.  The Revenger is equipped with a halberd that gives this jack an advantage in combat as well as a repulsor shield that keeps this machine from taking too much damage from an enemy combatant by pushing them out of reach.  With Kreoss and his Exemplars marching north for the Protectorate, the other factions of Western Immoren have much to be concerned about.

Monday, March 12, 2012

Open Duels!

Howdy, fellow adventurers!

Dave Bone here, and today I want to point out a opportunity we're missing out on.  It's something I've spoken about on Game Day but haven't actually put it into writing.  It's kinda a no-brainer, but just in case you were wondering, the Wargate supports open dueling - forever!

We've recently declared a formally supported time for Magic: The Gathering, and since I'm the principal proponent for the format we've adopted it should come as no surprise that I am all about it.  However, there needs to be time for practice outside of drafts and tournaments - and that is something I'm calling Open Dueling.

See, there can be a lot of downtime for certain folks here on Game Day.  Many different players rotate in and out of being "on the table" since space is limited, and there are many players of many games.  We have some smaller games, such as Mordheim and even Warmachine, but they aren't as quick and fast as our favorite card game.  So, it follows that Magic should be the go-to game for players not "on the table" during their downtime.

We usually have a full schedule on Game Day, and personally I'm run ragged by the end.  I'm involved in every single game, and by that I mean administrating the whole affair - down to being the guy the guy you ask asks for a solution.  I'm not complaining about anything at all, since I love all that, but I want to tell you: you can play Magic any time.  Nobody needs to give you the go-ahead, and I might actually be hard to find.  Anywhere, anytime you can find a spot and a partner you should get it on.  Really that applies to life in general.

We can spend a lot of money on our games, it's what we do in our spare time.  Get some more use out of that collection you have and bring a deck to the Wargate to throw down in "pick up" games right on the spot.  It will give you practice, experience and a way better chance on the day of our next tournament if you can get a few matches in with as many different players as you can.

So, Modern will be our go-to format, but if you want to ask for a Classic or Standard go right ahead.  Your opponent might willing to go Commander or any other variant you can think of.  Two Headed Giant, Emperor - Magic is varied enough that we can stay playing all year long in Open Duels and our tournaments and never run out of interesting battles.

So, I end this like I end all my posts.  An exhortation to battle!

Bring a deck on Game Day!  Get at least one match of Magic in every week or you're not getting your money's worth!

MOAR FIGHTIN!!

Friday, March 09, 2012

Long Range Recon

Long Range
Recon

By Scrivener Hannan


The Border of Cygnar and Llael, 605 AR.

Allister Caine has been a thorn in the side of Cygnar High Command for quite some time.  He's got quite a reputation for being generally uncouth, and has a long record of disciplinary actions.  After a particularly nasty business involving a fifth of Shmashmouf's cheapest cognac and a certain general's daughter, Caine has found himself reassigned to what his last commander considers a "more appropriate use of your talents".

Fighting has been heavy in the Thornwood, and not just against Khadoran forces.  Cryxian raiders, Menite crusaders, employed Mercenaries - even strange talk about pigmen with guns.  The Cygnaran 1st army will need more information from the various salients, and constant intelligence updates if they are to outmaneuver enemies on all fronts.  To that end, the 1st Army has begun to employ long range reconnaissance units to gauge the current situations in Llael, Ord and even Khador itself.  Lt. Caine has found himself in command of one of these "prestigious" units.

The mission is simple:  Continually run a reconnaissance picket in the most dangerous parts of the warzone and engage enemy units that can be destroyed.  Alert Cygnar command to concentrations that cannot.  Through this sort of hit and run warfare, the beast that is Khador will be trimmed of it's claws.

Reconnoitre and Engage

Assigned to Caine's command are Arcane Tempest Gun Mages, though not very many personnel would be assigned to this sort of mission.  Hand picked by Caine, his "friends" are both accomplished Captains of the Arcane Tempest (one respectable enough to be called Adept) and readily accepted this assignment once they lost a certain amount to Caine in a card game.  Though only a handful of soldiers, the Black 13th Strike Team has been seconded to Caine's command for the duration of his stay north of the border.

The reconnaissance force consists mostly of expendable warjacks, instead of living soldiers.  Caine has managed to secure several Hunter warjacks, his current favorite.  The reconnaissance force mostly contains light warjacks as it needs to move quickly, and includes a Lancer.  A Defender has been assigned to Captain Jhaq and his Gun Mages, and has done well as a gun platform and as the only heavy warjack in the recon force.  Since the unit mostly works in wilderness areas and conceals itself with trickery both arcane and mundane, the warjacks need to be tended at all times.

Arlan Strangewayes has volunteered to maintain the warjacks for this mission, which he is thoroughly enjoying.  Seeing his beloved machines put through the ringer, far away from the lines, proves to him that his faith in Cygnaran engineering is well founded.  He is determined to make sure every 'jack makes it back to the border.  For his part, Arlan has become friends with Elton Friske...a journeyman warcaster assigned to Caine. Friske's Charger now bears some tinkering from Strangewayes, and the young man may be picking up more useful information from Arlan than Caine.  Any way it goes from here, one thing is certain: each man is in it for the long haul...