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Wednesday, February 19, 2014
Map Campaign 2014, The Players
map campaign I've been longing for is finally underway. Five of my
friends and I have marshaled our forces and are ready for war! We are
using the Border Princes campaign rules and map from the General's
Compendium, an awesome supplement produced way back during Warhammer 6th
For anyone unfamiliar with the campaign rules, here is a quick breakdown:
player has a starting headquarters territory and one "banner"
representing an army. As they amass more territory they gain additional
banners, at the rate of one extra banner for every 3 territories
controlled. New banners spawn in the player's headquarters at the end of
a campaign turn, the players issue orders –in secret– for each of their
banners. Banners can be ordered to Move into an adjacent territory,
Hold in place, or Fortify in place. They can also Raze territories to
make the land useless to other players, or Recover a territory that has
fun part (for me, at least) is seeing everyone's orders revealed on the
map each turn– Playing a clever game of cat-and-mouse, trying to
anticipate the opponent's moves and attack where he will be weakest, or
consolidating my own banners to fortify against an upcoming assault.
a banner moves into a territory containing an enemy banner, or if two
opposing banners move into the same unoccupied territory, a battle
occurs and a game of Warhammer is played. Adjacent, friendly banners can
help support, by adding 10% to the army's point value. The winner
gains control of the territory, and the losing banner must retreat.
campaign will run for 20 turns, at the end of which victory points will
be awarded for how much territory everyone controls. There are also a
number of special territories that are worth extra points and have
special rules during the campaign.
asked everyone to put together a blurb about themselves and their
armies, so, without further ado, let me introduce the participants:
been playing some form of orcs for almost 18 years now. going back to
late 2nd edition 40k, and 5th edition fantasy. Before that it was the
Blackblood Orcs of the game Chronopia and way back before that it was
when I started painting the orc figures from my copy of Heroquest.
Growing up a Tolkien fan, I always had a soft spot for the penultimate
antagonists. Morthak has always been a named character in all of my
iterations of orc/ork armies through the years. He also ended up as my
main in WoW. He's kind of become my green alter-ego."
(Orcs & Goblins)
Spinesnappa Clan toiled about through history as nothing more than a
nuisance to travelers and small villages. Their survival comprised
mostly of the few scraps they could could scavenge and plunder in the
wastes. Their relative isolation saved them from being pummeled into the
fold of other, more prominent orc tribes.
destiny of this nondescript clan would be forever changed with the
coming of not one, but two orcs. One of them was a powerful conduit of
the orc god's magic, and the other was a violently truculent beast with a
peculiar mark that would become his namesake. These two would be
remembered by scholars as Zargoza the Green and Morthak Blackfang,
and Zargoza started their lives no differently than any other among the
Spinesnappas. However during a particularly distant raiding excursion
they became caught up in a chase that would take them far from home,
Their warband refused to relent until all were dead and pursued
tirelessly until they found themselves the only ones alive in unfamiliar
lands. Through the cunning of Mork and the might of Gork, they carved
out an existence among the mountains and deserts. There they encountered
tales of mighty orc armies and the destruction that they wrought. It
became clear to them that this was the life a proper orc was to lead.
that they made the journey back to the lands of the Spinesnappas,
intent of starting a waaaagh of their own. What they found filled them
with disgust. Lowlife scavengers and opportunistic plunderers abounded,
and not one seemed to thirst for anything more. Bellowing with rage,
Morthak stormed into the heart of the camp and began laying about in a
bloody avalanche of rage. Orcs that cowered were butchered mercilessly,
those that fought back felt a long forgotten instinct rising within
them. Soon more than half of the tribe lay dead, but those that stood,
swore their fealty to Morthak with the promise of more bloody carnage to
satiate their now revived bloodlust.
it is that the Spinesnappas have renamed themselves in honor of the
large, black tusk that marks Morthak as a chosen vessel of Gork, and
march to conquest behind he and Zargoza.
play Lizardmen because they are so awesome! Dinosaurs riding Dinosaurs?
Where do I sign up? Take my money, please! The true reason that drew me
to the Lizardmen are the ridden and unridden monsters, their pure
magical firepower, and their rock hard Saurus blocks. They're a tricky
army to play, but can be very destructive in the right hands. I have
been in the hobby for over 15 years, but am a more recent comer to the
realms of Fantasy, being primarily a 40K player since the inception of
3rd edition. I'm excited for our campaign with old friends, and I'm sure
it'll be a blast."
Chixl's Warhost (Lizardmen)
Chixl, Venerable Slann of the Tomb of Gold, has guided his forces
across the great ocean to the land of the border princes. The ancient
plaques have been further deciphered, and for reasons only known to the
Lizardmen, they have moved a great warhost across the great ocean. It is
known that Lord Chixl's force hails from the Northern Lizardman temple
of Hexotal, located on the Isthmus of Phaux. These Lizardmen are known
as enemies of the Dark Elves, and it's no coincidence they have arrived
within close proximity of the raiding force of the Dark Elves.
has been a long time since I have played WFB and getting back in I
wanted an army that I could potentially paint well and that might look
cool. Plus stompy killiness is fun."
The Horde of the Scorched Cauldron (Ogre Kingdoms)
The Horde of the Scorched Cauldron streamed out of the dusty
mountains intent on plunder and the rich savory cuisine of the
borderland marches. Led by the Slaughtermaster Kaga his nephew the
Butcher Sakai and the dread Firebelcher Masahiko. They shall burn all
they see and serve it with a fine wine!
"I took up the mantle of the Skaven because their play style is
completely different from my Vampire Counts. They run off the
battlefield at the drop of a hat, and have a lot of shooting and wacky
machinations that will either work perfectly or fail spectacularly. The
army presents a lot of opportunity for unique conversions as well. I
always get a kick out of running map campaigns– Seeing allies formed,
and the inevitable betrayals that result. Coordinating banners for
support is key to winning the campaign, which means grabbing as much
territory as possible!"
Skryre Lord Skreekits' Lightning Engineer Cult (Skaven)
Skryre Lord Skreekits and his cult of lightning engineers have been
toiling ceaselessly in the depths of their Under-Empire. Warp-fueled
abominations and war machines are ready to be unleashed upon the Old
been playing Empire since their big relaunch way back in 6th Edition.
Back at Gamesday in Baltimore in 1999, I saw a preview of the metal
Engineer model armed with the Hochland Longrifle held by an imp. I was
hooked! When the new boxed set came out my buddy and I did the whole
“buy two boxes-I’ll take the Empire, and you take the Orcs” deal. My
Bretonnians, Wood Elves, and Dogs of War were immediately put on the
back burner, (sounds familiar, right?) and I furiously began amassing my
Empire army that quickly rose to over 2000 points in just a little over
a month of non-stop modeling and painting.
days, that army started so many years ago has grown to over 10,000
points, fully painted, with a few thousand more in various stages of
completion. This is actually representative of the Empire’s greatest
strength– versatility. The map campaign gives me the opportunity to draw
from my great selection of models that are as varied as the many
different foes that I’ll be facing over the next few weeks."
The Roving Province of Sigmarheim
Pious and powerful, yet arrogant and rash, bristling with a power of
faith unseen in even the most notable of the Sigmarite creed, a young
warrior priest named Albrecht Hexenjaeger, set forth from Altdorf many
years ago with a single purpose in mind– to raise an army of the
faithful the likes of which the Empire had never seen. Unburdened by the
Emperor’s tempered hand and the bickering politicians, unshackled by
the constraints of the Church of Sigmar, he would take it upon himself
to reclaim the lands that had fallen into the hands of the enemy. The
evil. The weak. This would be done in Sigmar’s name, and His alone, as
foretold by the twin tailed comet seen above Albrecht’s boyhood home and
the voice in his head all those many years…
"I started playing dark elves in 5th edition because they seemed most
similar to my 40k eldar army (this was before they created the dark
eldar). Also the background story of the elf civil war was always one of
my favorite bits of warhammer lore. This campaign will be a good
motivation to paint some of the newer units like Doomfire Warlocks and
The Murderous Legion
lone raven flies over the Druchii encampment and lands on the slender
arm of Etienne Kinslayer, sorceress and twin to her brother Katienne
Kinslayer . Her dear brother is "general" of this host he calls his
Murderous Legion, but she is clearly the clever one of the pair. The
scroll tied to the raven's foot has news about the results of her
brothers latest tactical ploy. She ponders if she should pass on the
information to the general or make some minor alterations first.
on Death Night and to lowborns did not help their prospects for glory,
but their unprecedented victories in the Witch King's Murder Games made
them the talk of Druchii noble society. Sponsorship and slaves were
heaped upon them. Famed generals all vied for their enlistment but the
Kinlsayer twins would not fight for another generals glory. Malekith, in
a rare gesture of amusement and whimsy, ( and to humble his other
generals a bit ) raised the Kinslayers to nobility and granted them
rights to invade and conquer of the Border Princes in his name.
Deployment and Initial Turns
meeting to discuss the rules over drinks and dinner we were ready to
get started. Only a few minor tweaks were necessary to bring the rules
in line with the current edition and iron out a few rough spots. Since
some of us were starting new armies, we also set the points on a sliding
scale, to incorporate a slow-grow aspect. Starting out, banners
represent 1000 point armies. At turn 10 that increases to 2000 points,
then 2500 points at turn 15.
we selected our headquarters territories, and got rolling. As you can
see from the deployment map, the Skaven were isolated in the Northeast
with plenty of room to expand.
first few turns flew by, as everyone moved out from their
headquarters. A few failed difficult terrain rolls aside, everyone had
expanded enough to gain an extra banner or two. The Orcs' special rule
allows one of their banners to attempt a Force-March, potentially
gaining two territories on its own.
were also swift in coming– The Dark Elves and Ogre Kingdoms have
allied, as have the Lizardmen and Empire. The Orcs and Skaven have
agreed to ally, split the map in half, and then fight it out once the
others are defeated!
turn 5, however, things got interesting. The Orcs were multiplying
quickly, and made a beeline (squigline?) straight for the Empire's
would have his hands full, but HQ territories count as Fortified, and
combined with the Empire's special rule, his army would have a bonus of 250
points and extra defensive fortifications. It would be 1250 points of
Empire vs. 1100 points of Orcs & Goblins.
battles start occurring, this is where campaign turns start to slow down. Rather than just emailing orders, players need to schedule their battles and play the games. I'll
be posting updates as the campaign progresses, and I hope you'll follow
the way, losing one's headquarters doesn't mean they're out of the
campaign; the player has three turns to recapture it, and can't
generate new banners until they do. Hopefully Steve can defend his
headquarters and stay in the game!