Thursday, 15 September 2016

At the end of Turn 4...

Within which are detailed the continuing and perplexing adventures of Thorri and Lars, as their campaign gathers momentum....

The war room of Dwaddle Delf (Dwarf Lord, Slayer of Goblins, Upholder of Grudges and general all-round top bloke) was heaving. Various burly Dwarves, beards flowing luxuriously over their belts, were rushing around trying to look busy, setting up maps, poring over maps, debating the particular merits of the maps, and even rather oddly placing rather cheap-looking pins in strategic positions on maps. It was like a cartographer’s wet dream, with added battleaxes.

Lars, Thorri thought as he entered the tent, would be in her element here. He’d woken up from another dream, this time about everything he’d ever known and loved perishing while a cackling man with a Filofax and a yacht jiggling naked about them, and decided to pay Lars a visit in her new and rather narratively useful role of Chief Information Gatherer. He pushed through the throngs of dwarves, wondering if any of them had ever heard of a shower. He looked around three of the tent’s walls, before finally spotting her perched on a tiny stool with a map spread out on the trestle table in front of her.

“Oh, you’re up, are you,” she said as he approached, never taking her eyes off the map. “Thought you’d be a while longer sleeping off that hangover.”

“Hangover?”

“Yes, the one you must have had after drinking so much ale with that Bjorni Bjornisnephew last  night. Forgetting all about me, of course, just to go gallivanting off with that tart instead.”
Thorri saw that her fingers were curled around the handle of her hammer, and decided to let “gallivanting” go just this once. Hammer blows to the head often hurt, he’d discovered.

“I thought Bjorni was a boy,” he said instead.

“That doesn’t make it any better,” Lars snapped at him.

Thorri sighed. “Women,” he may have said, if Dwarvish culture conformed to the same narrow stereotypes as human culture so often did. And if his own culture didn’t see the slightest grievance as worthy of violent grudge-related death, of course.

“I’m sorry,” he told her. “But look, I’ve bought you something to make up for it.” He reached into his pocket and bought forth a fistful of sharp metallic objects. “Those pins you asked for.”
She took them, all traces of anger vanished. “Awesome,” she said. “Just what I needed.” She began to stick them onto the map, which, Thorri noticed now his life wasn’t in immediate peril, smelt faintly of brown sauce.

“See,” she said as she worked, all enthusiasm now that Bjorni Bjornisnephew had been dismissed, “now I can visually represent what’s been happening in this campaign instead of having to rely on gyrocopter reports for everything. Look-“ She pointed towards the left hand corner of the map. “The Empire blokes have been moving along the Pass of the Dead towards these other humans, the ones with the Tilean accents and funny hats, who’ve garrisoned the Black Tower here. And the Wood Elves- you know, the hippy elves, those ones- they’ve crossed the Blighted River and are moving towards the Empire and Karak Varn.”

“Wow,” Thorri said. “I’d imagine Lord Dwaddle has declared a grudge on them for that.”

Lars nodded. “Naturally,” she said. “And we’ve been moving towards the Tainted Peaks- lots of wyrdstone there, everyone living there has webbed feet and twelve fingers, just like Norwich-

“Norwitch?” Thorri interjected.

Lars nodded again. “Yes, you know, Norwitch, the town where that witch lived who kept mutating people. Do keep up, dear, it’s tiresome having to explain everything. Now,” she continued, pointing to some yellow pins moving towards them. “These skeleton things have been coming towards us, chanting something about Sphinxes or Sphincters or something, and so obviously we’ve-“

“Declared a Grudge on them as well,” Thorri said.

“Precisely.” Lars moved her hand towards some goldish pins. “And these Bretonnians are moving towards the Lake, on horseback, would you believe?”

“Grudge?”

“Grudge.” Lars nodded again. “And then, up here, near the Sumpted Bogs and the Crater of Wailing Dead, those odd ogres who keep talking about building walls, the Lizardmen, and the stupid pink goblins are all facing off against each other. And down here in the jungle, the High Elves- they’re the ones who keep talking about TS Eliot and how awful modern society is- they tried to fight off some other Undead at the Crimson River but, well, didn’t. So now these Undead-“

“Different ones from those attacking us?”

“Yes, but they didn’t used to be,” Lars said. “Anyway, they’ve basically taken over the whole river as well as a load of jungle, and there are loads of them.” She shrugged. “Obviously, we’ve declared a grudge on them too.”

“Right. Well then,” Thorri said, turning to face the fourth side of the tent, which had been decorated in a pattern of bricks and mortar, “that explains everything that’s gone on in our campaign so far. I hope everyone’s enjoyed it so far, and-“

Lars put her hand on his arm. “Wait,” she said. “Who are you talking to?”

Sunday, 31 July 2016

The Generals

The Generals:




So, this is the page where I'll be publishing everyone's Generals (on their way to becoming legends, obviously).


Matt Wells:

First banner: Soddit's Mushroom Extravaganza PLC

General: Soddit the Unprincipled, a Night Goblin Warboss with Warboss Umm's Best Big Boss 'At, Guzzla's Backbone Brew, Wallopa's Wun-Hit Wunda and light armour.

Soddit the Unprincipled was just plain old Soddit before he found his hat in the treaure hoard of a particularly enormous Squig. Having managed to escape from said beast with the aid of his enormous prodder and a large book of innuendoes, he found that this was no ordinary hat, but one which whispered forbidden knowledge into his ears day and night. "Sales margins", "relationship marketing" and "venture capitalism", all were dark secrets which Soddit learned. Upon taking control of his tribe (defeating the previous Warboss, Keanz, using really cutthroat methods including a very sharp knife) he declared they were going on a crusade, a crusade that would pile the wealth of all nations at his feet. His plan was to do this by selling mushrooms for a great profit, establishing a monopoly by aggressively combating competitors (literally, with an army in tow) and, if possible, taking back any mushrooms they had sold at the end of a very sharp stick...



Dean Mellors:

First Banner:

General: Calion Darkbriar, a Level 2 Spellweaver with the Deepwood Sphere

Calion looked out across the rise, over the treetops down into the Vale and beyond. The morning sun warmed his skin, a breeze stirred his hair bringing smells of spring, warm air with a hint of rain. Calion pushed forth his sight to beyond the Vale. Deer herds grazed on new grass, great Stags overlooked their Does, protecting them. Further he pushed his sight on the the plains, small farmsteads here and there, smoke rising from blacksmith's forges,  from north to south no more than a dozen but still he pushed forth. A mine far away, dwarves most likely, plundering the earth of her jewels. A town shimmering in the heat haze, many races living so close the air stank with the waste of hundreds. Still he pushed, harder, further, till the earth dropped down, curving down....there....a stain, a mark left on the earth. He followed it slowly winding, taking what it needed, feeding, consuming all that it touched. A dark line stretched over leagues, banners touched by the wind, a glint of steel in the sun. Something pulled at him, dragging him back to quickly, almost knocking him from his feet, staggering as nausea washed over him. As he gathered himself he saw the Deepwood Shere, an ancient relic bound to him stir, deep red....blood red within the black grow...swirl. War was coming.


Matt Snow:

First Banner:

General:

"Whats my name?"
No matter, thought the old man as he stared into the innkeepers slick entrails as they lay on the floor of the main room of the inn.

He stirred the innkeepers entrails with the butt of his staff and knew the visions would start soon. It was always the same, his mothers stories about Kemmler, seeing Kemmler and riding the Tinman at La Maisontaal Abbey, watching his comrades die one by one . The boy who was a follower of Morr , yes he had become a powerful ally, in life and undeath. A wight. He had killed everyone in the inn.

What was his name ?

The old man had forgotten. How long had it been, a decade, a century, a millennia?

The old man gazed upon the entrails, looking through them .

He saw an island in a lake surrounded by trees . The book was there .

The old man rose to his feet , his vision at an end . As he did so , the dead patrons of the inn did the same .

"Freidrich Gustav," he said aloud. "That is my name." A smile crossed the old mans face.





Rachel Child:

First Banner:

General: Prince Iaret


Peter Taylor:

First Banner:

General: Dwaddle Dwelf, a Dwarf Lord with shield, Master Rune of Smiting, two Runes of Iron and a Rune of Stone


Mike Woolley:

First Banner:

General: Uncle Abraham, Ogre Tyrant with Jade Lion, Wyrdstone Necklace, Mawseeker, heavy armour and ironfist

In all the Ogre tribes that live east of the Mountains of Mourn there is only one that practices a democracy. Whilst other tribes are ruled by the mightiest Ogre, a tyrant who rules with a (sometimes literal) iron fist, the USO (United State of Ogredom) tribe elects its ruler from among a broad candidacy of Ogres through the process of one man, one vote- that is, the biggest and nastiest Ogre is the Man, and he gets the Vote. This progressive tribe has, in recent years, followed a very aggressive foreign policy, united by a very robust constitution and an enormous appetite...


Adam Lake

First Banner:

General: Prophetess of the Lady
Level 4 (Lore of Heavens); Warhorse; Holy Icon; Staff of Sorcery

Dan Ford

First Banner:

General: Pixilotl, 4th Generation Slann Mage Lord with Power Stone, Plaque of Dominion and Plaque of Tepok

Carl Kennard:
First Banner:
General: Elric von Schultz, White Wolf Templar Grand Master

Douglas Price:

First Banner:

General: Prince Stormthar, Prince on Dragon with Dragon Armour, Great Weapon, Vambraces of Defence



The Map

This is the map so far, at the start of proceedings (so far without Rob and Adam's armies having joined but we will rectify that soon enough). Sorry for the poor quality but I'm a terrible photographer, hopefully this will let you zoom in:


As a quick guide to the colours:

Carl (Empire) is blue

Dean (Wood Elves) is green

Matt Wells (Goblins) is pink

Matt Snow (Vampire Counts) is white

Mike (Ogres) is red

Rachel (Tomb Kings) is yellow

Dan (Lizardmen) is silver

Pete (Dwarves) is silver-blue



So yeah, let the campaign begin (almost once the admin's done)! 

The Participants


So, as of now, we have 11 people taking part:


Dean Mellors: Wood Elves


Rachel Child: Tomb Kings


Dan Ford: Lizardmen


Carl Kennard: Empire


Matt Snow: Vampire Counts


Adam Lake: Dark Elves


Peter Taylor: Dwarfs


Michael Woolley: Ogre Kingdoms


Matt Wells: Goblins


Rob Smith: Dogs of War


Douglas Price: High Elves



Sunday, 24 July 2016

Special Map Sections




Special Map Sections

1)      Crater of Wailing Dead
2)      The Tainted Peaks
3)      Temple of Skulls
4)      Karak Varn

5)      Lake of Lost Souls

The special scenarios below are used for battles taking place in these Special Map Sections. Players also gain benefits for holding these territories, as noted in each description.

Crater of Wailing Dead
Deep in the range of mountains known as the Devil’s Backbone, there lies a great cleft in the earth through which spews great clouds of broiling steam and wreathes of rolling fog. Locals whisper that souls who venture into these clouds never return, but that on the darkest of nights their voices can be heard calling others to join them…

Scenario: The Wailing Dead

Benefit: At the very bottom of the crater the Banner discovers a weirdly glowing amulet which wails and moans. This counts as a magic Talisman which may be given to any Hero character for free. It contains a one use only Bound spell (power level 4) with a range of 24”which may target any unengaged enemy unit. This does not need line of sight. The unit hit must take an immediate Panic test.

Set up: Armies deploy in the same manner as a Pitched Battle.

Who goes first?: Each player rolls a D6, the highest scorer goes first. The player who finished deploying first adds +1 to the roll.

Length of Game: The game lasts for six turns.

Victory Conditions: Use the Victory points table in the Warhammer rulebook (pg. 198). Victory points are not awarded for Table Quarters and captured Standards in this scenario.

Special Rules: Shrouded in Mist: The battlefield is wreathed in eerie mists which whisper words of doubt to the troops within. All units suffer -1 Ld (units Immune to Psychology are immune to this rule). In addition units can only see up to 24” across the battlefield.

The Wailing Dead: Before deployment, one Banshee should be placed in the centre of each board quarter. These Banshees, in effect, count as a separate army- they will go first (so, the turn sequence will go Banshee Turn 1, Player A turn 1, Player B turn 1, Banshee turn 2 etc). Each Banshee moves 4” per turn in the direction indicated by the roll of a Scatter dice; if they end their move within 8” of a unit they will unleash their Ghostly Howl attack (if there is more than one unit within 8” they will target the closest unit).

Banshee
M
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
2
4
2
8
Unit Size: 1
Special Rules: Undead, Ethereal, Ghostly Howl: This is a Shooting attack with a range of 8" which hits automatically, does not require Line of Sight, and may be used in Close Combat. Roll 2d6, add 2, and subtract the target unit’s Leadership. The result is the number of Wounds the unit suffers, with no armour save allowed.


The Tainted Peaks:

Legends say this great mountain was created after a dispute between Tzeentch and Slaanesh, each god throwing missiles of warpstone across the mountains at each other. Large chunks of warpstone protrude from its surface even today, promising great wealth and power for those prepared to take the risk…

Benefit: The player who controls the Tainted Peaks may give a free PowernStonento any one wizard per Campaign turn.

Scenario: The Tainted Peaks

Deployment: The board is divided into four quarters and players roll off to see who deploys first. The player who wins the roll chooses one quarter, the other player deploys in the opposite quarter. Units may deploy up to 30” from the corner of their table quarter and no closer than 24” from opposing units.

Terrain: Choose terrain as normal. In addition, one Warpstone Outcrop should be placed in each 8th of the table. Divide the table into 8 equal sections and place an Outcrop in the centre of each, then scatter each Outcrop using a Scatter dice (each Outcrop scatters d6 inches, and does not scatter if the Scatter dice roll is a Hit).

First turn: The player who finishes deploying first gains +1 to the roll for the first turn.

Game length: The game lasts for 6 turns.

Victory Conditions: Victory points are calculated as normal, with the exception of those given for 

Table Quarters. Instead the board should be divided into 8 equal sections, with units given 100 VPs for controlling one of these at the end of the game.

Special Rules: Warpstone Outcrops: Warpstone protrudes through the surface of the Tainted Peaks, corrupting everything nearby with their raw Chaos power. Any unit within 3” of a Warpstone Outcrop at the start of its turn suffers D3 S3 hits with no armour save allowed. In addition, any Wizards within 3” of a Warpstone Outcrop during their Magic phase may add two extra Power dice to their pool, but if they Miscast within 3” of a Warpstone Outcrop they suffer d6 S3 hits with no Armour save allowed in addition to other effects.

Temple of Skulls

The tribes of the Southlands tell of a temple deep within the jungles, erected to gods whose worshippers have long since passed. It is said that some of their evil conscience lives on, seeking to lure unwary travellers and add their blood to its essence…

Benefit:  The controlling player’s army finds a bloodstained banner draped over the Temple’s altar. This may be given to one unit as a Magic Banner for free. The banner allows a unit to pursue and Overrun an extra d6 inches.

Scenario: Temple of Skulls

Set up: Divide the board into quarters, as below. Each player should roll a D6; the highest roller may choose two diagonally opposite quarters (eg Zone A and D, or B and C) with their opponent taking the other two quarters. Players should roll a D6 for each unit; on a 1-3 they must be deployed in Zone A or B (whichever applies), no more than 12” from the long board edge and no more than 24” from the short board edge), on a 4-6 in Zone C or D (applying the same rules).
Zone A
Zone B
Zone C
Zone D

Terrain: Jungle. A building representing the Temple of Skulls should be placed in the centre of the board.

Who goes first?: Roll a D6; the player who rolls the highest gets the first turn. The defender may add +1 to the roll (their troops have had more time to find their way around the jungle…)

Victory Conditions: Victory Points are awarded as normal. In addition, the player who has a unit closest to the Temple of Skulls at the end of the game gains an additional 500 Victory Points. If both players have units equidistant to the Temple, the side with the highest Unit Strength gets the Victory Points. If unit strengths are equal, no-one gets the Victory Points. So there.

Length of Game: 6 turns.

Special Rules: Temple of Skulls: Any unit within 6” of the Temple of Skulls must declare a charge if able to do so, must always Overrun if able, and must always Pursue if able; in addition, they count as Stubborn.

Karak Varn

Karak Varn, the legendary lost hold and gromril mines of the Dwarfs, looms large in its races cultural memory- and would be a mighty prize for an invading army to capture. Small Dwarven expeditions periodically venture forth, some even managing to gain a foothold for a short time, but before long the twisted creatures infesting the former fortress reclaim their homes.

Benefit: The controlling player may use the scattered catacombs beneath the Hold to allow one Core unit of less than 100pts value to Scout in any battle fought in Mountain territory.

Scenario: The scenario to be played in Karak Varn is identical to the Battle of the Burned Banner scenario in the Warhammer rulebook, with the following Forgotten Traps special rule.

Forgotten Traps: The Dwarfs of old built many ingenious traps in and around Karak Varn in the days of yore to defend it from its enemies, many of which still work after a fashion. At the start of each player’s turn, they should roll a D6; on a roll of 1, one of their units has triggered a long-lost trap. One randomly determined unit in their army suffers d6 S5 hits and may move only at half rate for that turn only.

Lake of Lost Souls

The Lake of Lost Souls has long been shunned by the local populace, the malignant sense of evil hanging over it warding off any who are tempted to risk its waters. Yet now, as a new island has risen in the centre of the lake, armies are gathering to do just that. Rumour has it that, at the very centre of the island, lies a great golden crown which bestows upon its wearer godlike powers…

Benefit: The controlling player finds the Crown of Power at the centre of the island, a circlet of blackened gold that whispers secrets into its wearer’s ear.

Scenario: Assault on the Island

Deployment: The board is set up as below. The Attacker places their Rafts in their deployment zone. 
The Defender should split their army into 3 groups with an equal number of units in each group (each character counts as a unit in its own right). A number from 1-3 should be attached to each and a D3 rolled. The group whose number matches the D3 roll is then deployed in the Defender’s deployment zone. The other groups are defending other parts of the Island’s coastline and will join the battle later as below.

Island of Lost Souls (Defender Deployment area)
72” by 12”
Lake of Lost Souls
72” by 24”

Attacker Deployment Area
72” by 12”


Terrain: The lake may have one or two rocks jutting from the surface (otherwise, it is water, obviously). The island itself may have a few forests.

Game length: The game lasts 6 turns.

First turn: The attacker gets the first turn.

Victory conditions: The Attackers are trying to break through onto the island, the defenders are trying to stop them. Calculate Victory Points as normal (no Victory points are gained through controlling Table Quarters). In addition the Attacker gains an extra 150 Victory Points for each of their units with a unit strength of at least 10 who are present on the island at the end of the game.

Special Rules: Reinforcements: At the start of the second turn, the Defender may roll a D6 for each group of their army not deployed at the start of the game. On a 4+ the group may move onto the board from the Defender’s board edge, counting as if it had pursued an enemy off the board in the last turn. Keep rolling in subsequent turns, adding +1 to the roll each time (ie on the third turn the group will arrive on a 3+, then a 2+, automatically on the fifth turn).

Rafts:
In order to assault the Island of Lost Souls, armies must construct rafts to cross the lake.
The Attacker has a number of Rafts equal to the number of units in their army. The Defender may purchase up to three Rafts for 30pts a model.

Rafts may carry ONE unit (plus any attached characters). They move d6 inches, plus a further 2 inches per 5 models on the raft; otherwise treat them as normal units (with front, flank and rear arcs, etc). Rafts ALWAYS move the d6 inches, but do not have to move the additional 2” per 5 models if they do not wish.

Missile troops may fire from rafts as normal (they never count as marching, but always count as moving so will be at -1 to Hit). War machines may also fire from rafts; those using BS to hit suffer -1 to Hit, those using Scatter dice Scatter a further d6”, and those such as Cannons roll an extra D6 when they fire; if the roll is a 1-3, subtract d6” from the guessed range; if a 4-6, add d6” to the guessed range. Wizards may cast spells as normal from Rafts.

Units on Rafts are Immune to Psychology. The exception to this are Stupid units, who, if they fail their Stupidity tests, may not add any inches to their Move. Animosity also affects units on rafts; rolls of 1 on the animosity table means the Raft must move towards the closest friendly raft (or shoot a the unit upon it as per the usual rules); rolls of 2-5 mean the raft only moves d6” and may not add inches for extra models; a roll of 6 adds an extra D6” worth of Move to the raft.

Units on Rafts do not declare charges but if they contact an enemy Raft in their Movement phase they count as charging. Combat is worked out as normal (with the Charged raft gaining +1 combat resolution for High Ground as the attackers try and board). Units do not Flee if they fail a Break test, but instead lose a further model for every point they lost the combat by as warriors are pushed into the lake and drown. This is in addition to models lost due to the Undead or Daemonic Instability rules.

Once a Raft hits land, the unit upon it is free to act as normal, counting as being on open terrain.

Rafts have a Toughness of 5 and 5 Wounds. They may be targeted by shooting; if so, roll a D6 for each hit, on a 4+ they hit the raft, on a 1-3 they hit the unit on the raft.
If a Raft is destroyed, the unit on board is pitched into the lake and begins to Swim. Swimming units move 2d3” a turn and operate as Skirmishers. War Machines pitched into the lake are lost, though the crew may Swim as normal. Chariots are also lost if forced to Swim.

At the start of each turn roll a D6 on the Swimming table below for each Swimming unit.

Swimming table:

1-      The unit loses d6 models. 
If the unit’s Armour save is 4+ or better they lose D6+2 models instead.


2-3 The unit loses D3 models.
 If the unit’s Armour Save is 4+ or better they lose D3+1 models instead.

4-5- The unit loses D3-1 models.
 If the unit’s Armour Save is 4+or better they lose D3 models instead.

6- The unit loses no models.


If a unit on a Raft contacts a Swimming unit they count as charging and having the High Ground (+1 Combat resolution). In addition, the Swimming unit hits only on 6s. If the Swimming unit wipes out the unit on the Raft they may board the raft and no longer count as Swimming.


Campaign Rules


Starting

Each player will draw lots and then take turns to select an HQ territory- this will be one territory on the edge of the map, AT LEAST two territories away from any other player’s HQ. They will then place one Banner in this HQ territory.

Banners

Each realm supports a large standing army broken up into various fighting forces. A Banner represents one of these forces as it marches to expand the realm’s territory.

Each player begins with one Banner. As long as they have at least one territory left, they will also have one Banner. Players may gain additional Banners by taking control of more territories; for every three territories a player controls, they gain an additional Banner. If ever a player does not have enough Territory to support all of its Banners, they will lose the surplus Banners. For example, Player A has nine territories and so has four Banners (their starting Banner and one additional Banner per three territories). He loses a territory to player B, and now does not have enough territories to support all four Banners (having only 11); therefore, he loses a Banner.

Banners each contain/ represent a 2,250 points army (this may be increased by Fortifications and/ or Supporting Banners, as below). Banners do not have fixed units, so army lists may be changed from game to game; however, each banner must have a General assigned to them. The General is a character chosen from the relevant Army Book (a Hero or Lord); they must be generated at the same time as a new Banner, must always be chosen when that Banner fights a battle, and must always choose the same options and Magic Items. They are always the same General, whichever troops have been drafted into their Army!

Also, these Generals must be unique within a player’s Empire. This means that no General may take the same Magic Items as another General within the same Banner, save for Common Magic Items. You can’t, for example, have two Black Orc Warbosses with the Battleaxe of the Last Waaagh! leading two separate banners; no-one can be in two places at once!

Both Banners and Generals should be given names- it is a campaign, after all, and Wurzog’s Magnificent Manglers sounds a lot better than Banner A…

If a player has no territories at all left at the end of a campaign turn, they are eliminated from the campaign.



Campaign Turns:

Play is divided into Campaign Turns during which players can move their Banners around the map. When opposing Banners meet, a battle is fought (this will always be a Pitched Battle unless the territory fought over is one of the Special Map Sections listed below).

Each campaign turn is organised into the following phases:
11)      Write Orders
22)      Execute orders
33)      Fight Battles
44)      Retreat/Scatter
55)      End of Turn

Write and Execute Orders
Each banner can be given one of the following Orders per campaign turn:
Raze and Hold
Raze and Move
Move
Fortify
Recover
Hold

Raze
Your troops rampage across the territory, burning crops and looting villages. The territory Razed does not count towards generating additional Banners. This may also have additional effects on Special territories, as explained in their description.
After a Banner has Razed a territory, it may Hold, or attempt to Move- roll a D6. On a 3+ the Banner may move to an adjacent territory, but on a 1-2 it may not move this turn.

Move
Banners may move into ONE adjacent territory per turn. Depending on the territory, this may prove more difficult.

 Forest, Passes and Plains territories allow movement as normal.

Marshes, Mountains and Jungles count as Difficult Terrain; when moving into these territories, a Banner must roll a D6. On a 1-2, they cannot find a way through and so count as having received Hold orders instead.

River sections are Difficult Terrain if a Banner is trying to cross them (unless there is a Bridge such as the Bone Bridge), but if the Banner is moving up/down river without crossing it, they allow a Forced March move. The Banner should roll a D6; on a 4-6, they may move twice instead of once; on a 2-3 they may only move once; on a 1 they count as having Hold orders instead (the troops flatly refusing to put the extra effort in).
 Special Map sections count as Plains sections unless otherwise noted.
If a Banner moves into a territory containing another Banner a battle is fought. The winner gains control of that territory and the loser is forced to Retreat as below.
Moves are performed simultaneously.

Don’t Pass in the Night: As moves are made simultaneously, it can be the case that banners essentially “swap” places- each Banner moving into the territory formerly occupied by an enemy Banner. Obviously it is unlikely this would happen peacefully, so if this situation arises both players should roll a D6. Whoever rolls highest moves their Banner into the desired territory and a battle is fought in that territory. If the highest-rolling player fails a Difficult Terrain test whilst doing this, however, the Banner does not move and the lower-rolling player instead moves their banner into the higher-scoring player’s territory, a battle being fought for control of this territory instead. If both players fail Difficult Terrain test no Banners move and no battle is fought.
Living off the Land: No Territory may hold more than one Banner.

Hold
The Banner does not move.

Fortify
The Banner holds position and fortifies the immediate area. Mark the territory as Fortified. The Banner remains where it is and may add 200pts worth of troops if bought to battle. If the Banner moves or the territory is captured by another player, the territory is no longer Fortified. A territory may only be fortified once.

Recover
Banners in a Razed area may attempt to Recover them, rebuilding destroyed settlements and replanting crops. The Razed territory no longer counts as Razed and so may be fortified and contributes towards the generation and upkeeps of Banners. Banners may not Recover if they are bought to battle.



Battles

All battles fought are Pitched Battles, with the exception of those fought in Special Map sections, which are fought using their own specific scenarios. Battles are fought when two opposing Banners are placed in the same territory. The winner of the battle gains control of the territory; the loser is forced to retreat into an adjacent territory which they control. If the result of the battle is a Massacre, or the losing Banner has no territory into which to retreat, the losing Banner does not retreat but instead Scatters, to be placed in its own HQ territory at the start of the next Campaign turn. If the battle is a draw both Banners must retreat as above; if the territory was previously neutral it remains so, if controlled by one of the players it remains under that player’s control.

Banners may be supported by other Banners under the same player’s control. A Banner may increase its points value by 200pts for every adjacent Banner controlled by the same player and not fighting a battle this turn itself. This can be combined with Fortification bonuses.

The Campaign will last for 16 Campaign turns (unless everyone gets really bored with it, obviously).
The winner at the end of the campaign will be the player who has gained the most Influence points. Influence Points are themselves gained through controlling territories. Each territory is worth 1 Influence Point; Special Map Sections are worth 5 Influence Points; and the Lake of Lost Souls is worth 10 Influence Points.

All battles played for control of Special Map Sections use the scenarios in their descriptions. 

The Story Begins



The Story Begins...

Thorri floated through words trailing in the air, through whispers tugging at his clothes, through flickering segments of light rearranging themselves so past that they were nothing and everything all at once…

“Oh, bugger, not again…” he groaned.

He landed on something soft, which squelched as he rose to his feet. He didn’t really want to look down to see what it was, but he was getting a feeling of… pink. The walls of… wherever the hell he was were fleshy, moving as if alive, with crawling patterns of red and blue and gold snaking up them- or, he supposed, down them, depending on your point of view. Several of the patterns had formed themselves into strange words, which read: The End Times...

The shadows were going to come next, Thorri thought. Just like last time. For once, why can’t I dream about pliant maidens and beer?

The first shadow coalesced behind him and whispered a name into his ear. He whirled around, and the second shadow appeared at his shoulder and whispered another name; then a third shadow, a fourth, a fifth…

“Why… Aelfs…” His voice was strangled, muffled as if into a pillow.

Copyright issues… came the next whisper. Thorri felt like crying.

Then he was falling. The floor disappeared, leaving emptiness behind. Everything was dark, black, there was no light, no feeling, no heat…

And the voices came on, stronger now, both sonorous and gibbering at the same paradoxical time.

Dwarves using magic…

Karl-Franz becomes Sigmar for some reason…

Malekith was the rightful king all along…

“No,” he murmured. “That’s destroyed years of backstory, no, it can’t..”

Visions flashed before his eyes. A grinning circle of men surrounded a terrified Bretonnian knight, unhindered manhoods standing proud. A stone edifice of the words “Balance”, “Community” and 
“Integrity” crumbled to dust in the wind. Gold-armoured warriors with hammers and lightning bolts emblazoned on their chests stood on round bases. A capering sales executive danced on a pile of prostitutes and money as a scrawny games designer shook his head sadly and left the room. There was the faint whiff of cheese and armpit sweat.

“Age of Sigmar…” he whispered. “Oh, the horror, the horror…”

He woke up with a hand shaking his shoulder and Lars Bjornissibling’s face staring into his.

“You were having that dream again,” his friend told him roughly, eyes sympathetic over her beard*. 
“The one where the executives destroy the entire world and replace it with… whatever the hell Age of Sigmar is.” She scowled. “Sounds very Human to me.”

“A dream…” Thorri muttered. “It all seemed so real…”

“Nope, just a dream.” Lars stood and sniffed at the state of Thorri’s room. “This needs tidying up,” she said. “So we can start from a clean slate, so to speak.”

She was lucky that the floor was actually constructed from slate, Thorri thought, otherwise that turn of phrase wouldn’t have worked. But it was, so it did.

“Anyway, we’re going on campaign now, so get moving. It’s our sixth campaign,” Lars continued. 

“The sixth edition of our war, if you like. War fought with hammers.” She lifted her hammer up to demonstrate. The phrasing sounded odd and clunky to Thorri, but after the nightmare he’d had, he didn’t feel like pressing the matter. And nor should you.

“Where are we going this time?”

“I’m glad you asked,” Lars said, though Thorri was not sure why. Lars raised her hand high into the 
air. “We’re off to the area around Karak Varn- you know, the ancient lost dwarven hold at the end of the World’s Edge Mountains bordering the Southlands and old Nehekhara-“

“Every Dwarf child knows that story, you didn’t have to explain it to me, especially in that odd stance.” Thorri said. Lars put her hand down.

“As I was saying in my former stance- my ex-position, if you will,” she continued, pouting slightly, “there’s a new island that seems to have risen in the middle of the largest lake down that way. The Lake of Lost Souls, they’re calling it, something to do with ancient chanting ghosts. And treasure. Lots of treasure.”

“Sounds like it could be fun,” Thorri admitted. “We’re the only ones who’ve heard of it, right?”

“Nope. Lots of different armies are rushing over there now, trying to stake some territory claims, I’d imagine. Can’t imagine what a map of the area would look like now, but-“

“Yes,” Thorri said, cutting her off. If you got her talking about maps, she’d never shut up, he knew from personal experience. He picked up his axe from its resting place under a pile of dirty underwear and stood up. “When are we off, then?”

“Now.” Lars tossed Thorri his helmet. “We wanted to leave before that cheese peddler comes along and ruins everything.”

“Cheese peddler?” Thorri asked, before his memory kicked into gear. “Oh, hang on, I remember. 
Long hair, silly beard, mad glint in his eye. What’s his name again, Mark, Martin… Matt, that’s it. Matt…”

“Ward.” Lars said, and sighed.


*Well, it’s like this… Dwarf men and dwarf women are virtually indistinguishable, differing anatomically only in one real area which is often concealed beneath at least ten layers of chainmail. This has obvious implications when it comes to meeting a potential mate; dwarf courting is more often than not a question of alcohol and hope.