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

Saturday, June 16

Warhammer Campaign: The War for Onenth Peninsula

New Warhammer Campaign: The War for Onenth Peninsula.

This is a little introduction to our new Warhammer campaign that we just started.  There are five of us playing; myself, Asmodai, AirmanG, Boltergeist and another friend of ours.  We have Chaos Warriors, Orcs and Goblins, Skaven, Empire and High Elves.  A pretty nice mixture of armies.  I have created a map for us to battle over and setup rules for the campaign.  We just started over this past weekend and figured I should start posting before we get too deep. 


So the rules I composed are pretty simple but add in some detail by forcing you to rebuild units lost after battles.  Players will earn gold based on the territories they control. Players can use this to replenish their troops, add new units or build completely new banners.  I didn't add anyway for units and characters to improve over the campaign simply because this can lead to very crazy hard units/characters. 


Here is the map and the starting tiles for the campaign.  This does not have the Banner positions on it yet.  We haven't completed our first turn battles so I haven't updated the map as of yet.  You could easily do this with the GW map tiles or any other map for that matter.


I have created a spread sheet for the players so that they know what each of the tiles represents.  There are some special rules for controlling the tower icons, each with different bonuses.  There are tons of maps out there for you to use if you can not create your own map, just surf the web till you find one you like! 

So here are the campaign rules that I have.  They are a work in progress, so things could change and be tweaked as the campaign goes along.  My goal is to have a pretty streamlined map campaign that we can use for both Warhammer and Warhammer 40K.  These changes could take a while since the campaign is a slow burner.  All the players have busy lives so we are taking it as slow as it needs to go.  Could take us six months to a year maybe.  I am going to try to get some of the other guys to post up something about the battles we fight and I am going to try to post up updated maps with comments on the map movements.  Hopefully you guys enjoy the campaign and want to give it a try yourselves. 

Here is the rules in all there beta-testing fashion.

Warhammer Fantasy Campaign
            This will be a map based campaign that will be played between five players.  Each campaign turn will be played over the course of one month to ensure that each player has ample opportunity to get their games in.  Each player will choose an army and create banners that will represent them on the campaign map.  Players will battle for dominance and a special personal objective that will be different for each army.
Call to Arms: Building your banners.
            Each player will choose one Lord (no special characters) from their respective army book to represent the overall general of their forces.  The base cost of the choice will be 1 point that will be deducted from your starting 5000 points.  Any upgrades and options given to this character will be deducted from your beginning total.  Once finished with your General, players will build army banners ranging in size from 1250 points up to 2500 points.  These banners must adhere to army composition percentages (including your overall general).  Your combined armies will only contain one of each army specific magic items.  Your armies may include duplicate common magic items found in the main rulebook.
Freedom of Movement: How to move your banners and claim territories.
            Each player shall issue orders to their banners at the beginning of each campaign turn.  Banners may make a standard movement of two tiles, a Forced March of three tiles or a Fortify Move.
·         Standard Movement: Banner moves two tiles
¨      May claim all unoccupied territories it moves through
¨      Must stop in an enemy territory to lay claim
¨      Will stop when it comes in contact with an enemy banner
·         Forced March: Banner moves three tiles
¨      May only lay claim to the tile it ends it’s move in
¨      Must stop in an enemy territory to lay claim
¨      Will stop when it comes in contact with an enemy banner
¨      If brought to battle, the marching forces are forced to move on the table edge beginning on the first turn. 
·         Fortify: Banner does not move
¨      No movement made
¨      Army spends time reinforcing their position
¨      Allows defending banner to add 25% to their banner total when while defending the tile

Claiming Territories:  How to conquer your foes.
·         Players may claim territories in the following manner.
¨      Move a banner into a previously unoccupied map tile.
¨      Move a banner into an enemy tile and stop the banner's movement.
¨      Move a banner into a map tile with an enemy banner and defeat them in      battle.

Territory's Resource Production: Getting paid!
·         A previously unoccupied territory will produce full resources at the beginning of the next campaign turn.
·         An enemy controlled territory will only produce half its resource total at the start of the next campaign turn.  If still under control the territory           will produce its full resource total the following turn.
·         A territory under a player's control will always produce its full resources unless being fortified, then at the start of the next campaign turn it only produces half its resource total as the locals prepare for war.

Resource Production Chart: Here’s the breakdown.

            City Tiles=500 Gold per turn
            Road Tolls Tile=100 Gold per turn
            Mountain Tiles=50 Gold per turn
Ruin Tiles=Pay 150 Gold for Expedition roll D6: 1=lost, 2=150 Gold, 3-4=300 Gold, 5=500 Gold, 6=750 Gold
Specialty Tiles= See Tile Key for more information

Movement Sequence:  Moving in an orderly fashion.
Once players turn in their banner movements, the player with the lowest gold yield for the previous turn will move first and then proceed in order accordingly.  In case of a tie in gold production, the player with the fewest tiles will move first.
           
After Action Reports: Bring out your dead!
            Players will assess their armies after each battle.  Units, Characters, War Machines and Monsters that were destroyed completely or fled the table will use the following.  Units, Characters, Monsters and War Machines that took damage but survived will return to full strength before the next battle.

            Destroyed: Anything that was destroyed completely on the table top, not fled from the field of battle.
·         Units must roll 2D6 and apply the following: 2=Destroyed, 3-4=50% Destroyed, 5-6=40% Destroyed, 7-8=30% Destroyed
                                    9-10=20% Destroyed and 11-12=Full Recovery
·         War Machines must roll a D6: 1=Destroyed-Not Repairable, 2-3=Machine fires every other turn (roll again after next battle), 3-4=Repairs complete
·         Characters/Monsters roll 2D6: 2=Dead, 3=loses 1T, 4=loses 1Str, 5-6=loses 1WS, 7-8=loses 1BS, 9-10=loses 1Int, 11-12=Full Recovery

            Routed: Anything that has fled from the table top.
·         Units, War Machines and Monsters that fled the field of battle, players must pay 25% their value to get them to return before the next battle.  Characters are made of tougher stuff and will return without added cost, but you must roll a D6 to determine what the troops think of their “fearless” leader. 
·         D6: 1-2= Minus 1 to their Leadership 3-4= Minus 6” to Inspiring Presence 5-6= Troops didn’t notice, no effect.

This will get you started on the building your forces.  An email will follow giving out the official start date and the victory conditions.  Your personal objectives will be given out individually.  The map setup will be explained on day one as we begin our movements.  If you have any questions, please let me know.  If there is anything that needs to be changed, please speak up so we can all enjoy the campaign. 


Thanks for reading and I hope this inspires someone to start a campaign with their own gaming group.


Tuesday, May 22

Painting a Night Goblin Horde Step by Step Part 2

It's been a little while since I posted the first part of this tutorial, but since then real life has been keeping me busy over the last two months. Things are starting to get back to normal now, so lets finish these Night Goblins!

Here is where we left off last time, freshly coated in Badab Black.
From where we left off, there really isn't much left to do to these little guys. We're going to add a few more colors to give the models some depth and then paint the bases and call them done. Here are the colors that I used, and I still haven't switched over to the new paint range yet.


  • Blood Red
  • Ultramarines Blue
  • Reaper Brand Lighter Blue (Sorry, can't remember the name!)
  • Mythril Silver
  • Goblin Green
  • Skorched Brown
  • Adeptus Grey

Step 8
Now that the Badab Black wash has had time to dry (let's hope so since it's been over a month!), we can bring out some of the details. I painted the shaft with Blood Red, leaving some areas untouched to create shadows. I also painted the wrapping on the spear, the belt, and the shield in Ultramarines Blue.

Step 9
Using Goblin Green I highlighted the raised areas of flesh. Make sure to leave the darker colors in the recesses. I then used the Reaper Brand lighter blue color to highlight the shield, belt, and spear wrapping.

Step 10
Now I highlight the spear tip along the edges with Mythril Silver. Concentrate on just the edges and the sharper areas of the blade. I also base coated the base with Skorched brown. This may take two coats.

Step 11
And the last step. Drybrush the base with Adeptus Grey and if you want add a little flock to the base.

Da Blurry Horde!
And here is a very, very, bad shot of the finished horde. I added a little more detail to the front rank since they will be seen the easiest. Fifty down, two hundred and fifty to go!

Sunday, April 8

Painting a Night Goblin Horde Step by Step



Up until now, I've only played Fantasy a few times a year, and I think that I've only played about 10 games total since the release of 8th edition. As much as I would love to do a new army for our FLGS's Warhammer Fantasy campaign I simply don't play enough to make the purchases worth it. Instead, I've decided to finish my all Goblin army. Last fall I ordered enough magnets to magnetize all of these little guys to there movement trays. I also made a few custom trays for the war machines so that the crew will have a place to go once they get charged. You'll see more of those as I go along.
Over the next few posts, I'm going to show you how I'm handling painting an army of about 300 models! These models are not going to be Golden Deamon winners but when ranked up on the table top they will look pretty good. I'm going with a winter theme since the little guys mainly live in the mountains. Well, that, and the fact that their fearless leader some how managed to capture the largest longbeard that any Night Goblin has ever seen.
The campaign I'm in is an escalation campaign that started at 1000 points and we'll add 250 points each week. Since this is week two, and I like to play with painted armies when possible, I've got a little catching up to do. By the time you read this, I should have 50 models done, and be at the halfway point with another 75. And that should be all of my spearmen! So, no more time to waste! Let's get painting! Here is a list of paints that I used:
  • Rustoleum Black Primer
  • Boltgun Metal
  • Mechrite Red
  • Knarloc Green
  • Midnight Blue
  • Thraka Green Wash
  • Badab Black Wash
So, go grab your paints and your models, and after the jump we'll get started painting the horde!

Friday, November 4

Inquisitor Inspiration

Inquisitor... A couple of the local guys were talking about Inquisitor the other day and it got me thinking about years gone by.  I came straight home and broke out my Inquisitor figures.  I forgot how much I really liked working on them.  I had to dust them off but they were still in pretty good shape.  I then fumbled around a while until I found all my rulebooks and campaign books after which I went to the GW website to find that you can download the Inquisitor rulebook for free!  There are also some good gaming aids on the website too.  I went looking through the model range and found a few new figures but also found that quite a few of the older models and conversion kits are no longer available... this made me sad as there were some really good stuff in there.

So I think we have decided to run a campaign, probably start with some of the ready to play campaigns that were put out by GW, but while I was researching campaign online I came across a fantastic new forum dedicated utterly to Inquisitor www.the-conclave.co.uk.  Its a fantastic site with tons of information and a very friendly community.  There are some great writers on the forum and they even offer to help write up background for your characters. It appears most of the contributors are from the UK, hopefully I can help increase the US contribution. I would highly recommend checking it out if you have any interest at all in the game.  I can see I will be spending quite a few hours reading up on what I've missed over the last couple of years.


I thought I would post up a few pictures of my Inquisitor and his merry band of followers...

Two small child-like Alpha Psykers.

This is my Inquisitor, he's had many names but in between at the moment.

The Sgt. Black model with the the IG conversion kit.

Just a few tweaks to make a self-righteous IG officer.

I am pretty proud of this conversion, changing the enforcer into a IG sniper.

I wanted a fanatical priest with a pole-saw...

These are some generic hired guns.

Alien bounty hunters made with the conversion kit.  There are actually Mordhiem claws on the one on the right!

Tau water caste and his Kroot bodyguard.

I have a couple more that are in the process of being built.  I have a demon-host that I am converting with wings to make it look as if he is flying.  I also have a arco-flagellant that I am swapping out weapons on.  Once I get these done I will post more photos.

My plan is to blog a little about the campaigns we get into as well, hopefully taking some photos during the games.  Nothing more impressive than 54mm figures fully painted on a table full of scenery.  I hope some of you break out your old Inquisitor figures and get some games in.  Thanks for reading and I'll try to get some more posted over the next couple of weeks.

Thursday, November 3

The war is coming to an end... Avignor Week Four.

Well, we have officially entered the last week of our campaign.  We had some mix ups in week three for our result sheets, so it was decided to combine week three and four into one campaign move.  The Good Guys ended up on top over the last two weeks gaining 5 territories and Bad Guys gaining three.  Of course we had a few draws thrown in there as well.  Everyone seems to be enjoying the campaign, they can come in and play whenever they can and their victories count for something.  They can see results each week even though they don't have as a direct role in conquering territories. 

So here is Avignor after four weeks of campaigning.  The landscape has changed dramatically.  The Good guys have really pushed south into the promethium fields as the Bad guys have pushed north along the coast towards St. Avignor's Cathedral.  We'll see what the final week of the campaign brings...

Friday, October 21

Battle for Avignor Week Three

Battles raged across the continent this week.  Avignor is hell come reality for the soldiers fighting on it.  The forces arrayed against the Imperials have had huge successes this week with five victories, turning them into five new territories.  The Imperials on the other hand had three victories, only able to capitalize on two of them.  There were five battles that ended in neither side gaining any advantage.  The Imperials are currently holding 41 territories and the forces of the Enemy are up to 50.

Here is the new map after the second week...



The battle lines are starting to becoming blurred, armies are beginning to become isolated and cutoff.  Hopefully the Imperials can pick up the pace this week and gain some territories back.  I hope this inspires you to run a campaign with your local group.  Thanks for reading.

Monday, October 17

Inspired from Vacation1


St. George Island, Florida - We took a 5 mile hike out to the end, in the rain!

Last week my wife and I took a much needed vacation (or holiday for you folks across the pond!) to celebrate our ten year wedding anniversary. It's hard to believe that I have been married to such a wonderful woman for ten years! During our trip to the beach, I managed to get very little done in the way of Warhammer. I finished reading one of the Black Library's 40K books, Fear the Alien. It's a book full of great short stories based around humans and aliens, and has a few tie-ins with other 40K book series. I highly recommend this book to anyone, especially if you are wanting to start a Xenos army! I also picked up a copy of the Warhammer Fantasy Ogre Kingdoms Armybook, and almost finished it as well. I'm still not sure if I will start an army of these guys, but the new models are very tempting!

The biggest thing I took away from my vacation (well, Warhammer related!), was a renewed interest in the hobby side of Warhammer. Looking at the sand dunes and other natural areas that we visisted, I was re-inspired to create a Warhammer Fantasy army based around the collectors edition Sartosa figures. I know I still have way too many other projects going one, but really, when is anyone ever truly finished with an army! I was thinking that a small 1500 point army would be easy to build and assemble.

One more army won't hurt anyone!

As you might have guessed, I've been interested in getting back into Fantasy lately. I need to get a few things going on my Night Goblins and head out to my FLGS (Friendly Local Gaming Store), Grand Adventures on Sundays and get a better feel for the game before starting my Sartosa based army.

Before I left for vacation, I got the OK from the Imperial Budget Commander to order a Battle Foam case for my Orks. Last time I took the to the FLGS, my Orks spilled out from their make-shift case into the floor board of my truck! Luckily nothing was broken this time, and afterwards I decided that I needed to make the investment in a good case. My FLGS had two P.A.C.K. 720's in stock, so I grabbed those and ordered the foam to go in them, which should be arriving this week. So until then, I'll be playing my Deathwing.

And to top it all off, I've got a tournament at the FLGS this weekend to help AirmanG run, and a much, much larger one, the Battle for Supremacy on December 3rd. Keep an eye out for more details from Bossman on this event! And, there is still the local map campaign that Bossman is running at the FLGS as well.

Sorry for all the rambling, but I think this vacation has done a lot to inspire me with my hobbies! Sometimes it really is good to get away and take a new look at things. It's gonna be a busy end to a great year!

Thursday, October 13

Battle For Avignor Week Two

The Battle rages on!  We had a great first week of our campaign.  There were 15 games played this week with the bad guys picking up 8 victories and the good guys only 5.  We also had 2 draws this week.  In our movement phase, our commanders battled it out trying to take territory after territory.  In the end only 6 territories changed hands.

The Bad guys pushed forward on the flanks, capturing one territory to each side.  They also made a push into the town of Tanglewood, capturing the town itself and territory around it.  The good guys concentrated on the Promethium fields, pushing down into the ruins capturing two territories. 

The world of Avignor after the first week of fighting...


Here are the rules we used for capturing territories:
Rules for conquering territories
Basic map tile= 5 on 2d6
Modifiers to conquer rolls:
            Mountains= +2
            Rivers=+1
            Ruins=+1
            Forests=+1
            Cities=+2
            Barracks=+2/+1 surrounding tiles
            Shield Generator=+3/+1 surrounding tiles
            St. Avignor’s Cathedral=+3

Commanders may use one win to roll to conquer a territory.  They may also use up to three wins to alter their conquer rolls. 
Commanders may use one win to roll in defense of a territory.  They may also use up to two wins to alter their defense roll.  (Players must declare to defend a territory before the attacker rolls, but doesn’t have to if the attack fails.)
Players must declare their use of wins to alter rolls before the roll is made.