Sunday, July 26, 2009

Lion Chariot

The war lions were harnessed,
and the handlers could sense their eagerness...
The great axes were sharpened,
and their keenness could split a hair on end...








Monday, July 20, 2009

Boils!

After the wily Tzeentch reversed the fortunes of Saer Lanth through a light twist in the strands of time, A'laeera, the Keeper of Secrets, was left on a wild goose chase. With the Dark Prince's plans frustrated, Father Nurgle sensed a change in the winds of Chaos. As he looked into his pot of virulence, he felt his power wax with the currents of fate. Grinning, he poured a spoonful of his latest brew into the mouth of Poxfulcrum and watched with delight as she blistered and choked. Satisfied he poured a measure from the immense cauldron into a small pot and handed it to a Great Unclean One beside him, scratching him affectionately under his chin. Boils burst and pus flowed down his chest, yet Festermould merely purred with pleasure.

As his minion turned and waddled away, Nurgle stared into the grate through which he poured poxes into the world and fixed his eye on Ulthuan, the land of the elves. What Slannesh sought and lost was now his to acquire...

Sunday, July 19, 2009

The Fall of the Asur

The outpost garrison was led by an old Elven warrior, Saer-Lanth.
The warrior was a veteran of a hundred battles and was weary of the ways of war. Yet his people needed him and the Phoenix King, wise as he was, knew of the weariness in old Saer-Lanth's heart and conferred the post of garrison commander at this rather remote outpost on him... Here Saer-Lanth enjoyed training the younger warriors in the ways of war, and his mulled elven wines in the quiet evenings...

The outpost, was recently joined by a young mage, Yvren. Yvren was sent to the far flung reaches of Ulthuan to temper her impulsive edge that haunted her training. It was here, that her masters in Hoeth had hoped that she would gain some measure of inner peace and patience. So Yvren raged at her punishment, but could also feel the tranquility that the place brought, and she also learned much from her long talks with Saer-Lanth, as he brought a certain sense of calm to her rattled nature...

* * * *

As the power of Chaos waxes, there are times when the magical sigils that guard Ulthuan will strain and buckle. When that happens, little warp rifts will appear, and if the powers of chaos are in the right place at the right time, they would mount an assault on the material world...

It was young Yvren that felt the shifting of the winds of power. To those trained in the ways of magic, it's like the wind blowing toward one particular point. And that is the location of the warp rift...
Upon counsel with Saer-Lanth, the high elf warrior decided to sally forth with a portion of the garrison to investigate...

So with a heavy sigh of resignation, old Saer-Lanth rode out the gates at the head of his army... Riding alongside, young Yvren was filled with excitement... here was a chance to prove her worth.....

* * * *

So there, our background for our mini warhammer campaign.

Our first battle will be a pitched battle of 1500 points between daemons of chaos vs high elves.
It'll represent fight between the small garrison force investigating the chaos rift, and the vanguard of a daemonic force forming around the chaos gate.

The winner of the first game will get a choice between having 100 points extra for the next game, or get to decide to go first. The second game will be a flank attack... and will feature 2000 pts, as forces from both sides pour in reinforcements...

Thursday, July 16, 2009

Strategy Points System for Fantasy

Hi Guys,

I was discussing a campaign system with Jason, and the more I think about it, the more I felt that most systems either reward people who play a lot (difficult for some of us) or they are character-centric and therefore makes you want to Herohammer (i.e. concentrate on Characters).

I had some ideas and presented below is my idea based on the Strategems System from Cityfight and Planetstrike in 40k.

Feel Free to Comment

The Aim of the system is to reward good tactics and valour of troops in combat.

Earning Strategy points:

Strategy points are earned during the game for the following events (Rationale in Parenthesis):
  1. For Each banner Captured. - 1 pt
  2. For Each General killed. ( We don't experience the effects of these at all in consecutive games). - 2 pts
  3. If a unit is flanked/rear-charged and wins combat. ( If you get flanked and still survive, you should be rewarded for your valour! ) -1 pt
  4. If a unit is involved in 2 combats in the same turn ( basically if you actually manage to do this, you deserve a clap on the back). -1 pt
  5. Rolling a natural Insane Courage. (Nuff Said) -2 pts
  6. Winning Combat by 5 or more ( The chances of doing this is either brilliant rolling, or you rear/flanked your opponent, which means it's a tactically good move either way, should be rewarded). -1 pt
  7. A unit that had more than 10 models at the start of battle and survives with 25% or less at the end of the game. (Somehow, through sheer luck u survived to teach the younglings the dangers of war). - 1pt
  8. If you did not play/come on the day of combat ( to make things even for those who didn't come) - 2 pts
  9. You Won! - 2 pts
  10. You lost! - 1pt

Using Strategy Points:

Strategy points may be used with the following rules:
  1. Strategy points may only be used on each unit ONCE a battle.
  2. A maximum of 5 Strategy points may be used per battle.
  3. Strategy Points may either be used Pre-game ( before DEPLOYMENT, ROLLING FOR SPELLS etc), or during the game.
Pre Game

  1. Get First Turn - 2 pts
  2. Reroll a wizard's spells - 1 pt
  3. Give an archery unit +1 to hit at long Range (effectively nullifying the long range penalty). - 2 pts
  4. Give a Psychology Reroll to a unit once in the battle. - 1 pt.
  5. Give general re-roll to a unit (Reroll 1 type of roll) - 2pts.
  6. Give Hatred on a single enemy unit to a unit - 2 pts.
  7. Allow the leadership of a Hero level character to be used within 6 inches - 3 pts.
During the Game

  1. Reroll up to 5 to hit OR to wound dice - 2 pts ( No more rubber lances!)
  2. Reroll a Psychology Test - 2 pts
  3. Insane Courage for a unit - 3 pts
  4. Reroll up to 5 armour saves - 2 pts
  5. Revive a mage who just died to within 12 inches of point of dying - 2 pts (Mages just die too easily to be viable. Hopefully this allows them to be more useful?)
Let me know what you think.