The idea of this campaign (and I use the term very loosely) is to provide a background/setting to our battles that changes because of the battles. Rather than have the static setting of the Warhammer campaign where nothing can/will change, this gives us some freedom to shape the realm as dictated by on field events. It also allows for the inclusion of other tree campaigns to be played around it.
Hopefully it will also give something to give battles a little more meaning.
So how does it work? I hear you ask. Well I have a set of mighty empires tiles that have been arranged to form a map. This map will be populated with various different forces. While the remainder are used as invaders.
Before each battle we play we'll have a look at the forces involved or terrain etc and pick a place on the map to be fought over. After the battle we look at what has occurred, and what that might mean for those involved and for the location itself.
There are no rules. We make it all up as it goes depending on how the games go. Expanding realms etc. Its meant to be very free form. Don't be bound by only being able to move a certain amount of tiles or anything like that. If the Empire forces need High Elf help, then they will find a way to give it. By being as free as it is, it does not require everyone's participation for each battle. Find a suitable location, select the forces involved, and add a little piece to the Timeline section afterwards, even add bits to the fluff sections aswell. Even add photos, or whatever.
Feel free to populate the following pages with stories, fluff pieces, descriptions etc, for any of the forces and locations.
I get why the Warhammer world's timeline doesn't progress. But wouldn't it be fun to watch it all progress without getting bogged down in a whole campaign phase. This will also be a good way to make up some narrative to your army and watch it grow depending on results. It would be good to at least have names for each tribe/clan etc, and rulers.
You only get out of it what you put into it. But the more we put in, the better our battles will feel.
There is one important aspect though. As soon as you start to think about its relation to the Warhammer world, things get messy. It both is and it isn't and its very complicated. There is nothing against using special characters, and feel free to import you entire city/hold/characters from their Warhammer World locations. Let's just not question it too deeply.
River Stahl
The largest river in the region. It starts as a rapidly flowing stream in the Bleakwall Mountains to the north. Intrepid dwarfs prospect for gold in the many tributaries, but risk attacks by greenskins and wild beasts as well as flash floods. The river becomes slower and broader as it reaches the plains. Many riverboats ply these waters, carrying goods between the cities and towns of the plains. Robber barons control much of the river and use the their power to extort ruinously high tariffs from merchants. Worse still are the pirates who operate from islands and hidden lairs along the river. Perhaps the most notorious of these brigands is the goblin captain Gibbet Rotarm who has plundered boats and raided towns along the river in his ramshackle hulk. None of the expeditions sent by the rulers of Mercal have succeeded in tracking down Gibbet so far
The Snaring Woods (Forest)
Home to many spiders of various sizes. One cannot walk beneath its canopy without themselves being ensnared by the many spider webs strewn between the trees.
The Shadow Wood (Forest)
Deep within this oppressive forest hides many of man's deepest fears. Horrors with the bodies of men but the head and hindquarters of beasts, ferocious minotaurs, some as big as barns, and many more creatures that are indescribable hunt in the dark beneath the canopy. Bordering the lands held by the forces of the Empire, the forest is just bearly kept in check. Regular forays are made to keep the woods at bay, yet for every man of the empire, handfuls of beast can be found.
Foetid Fenn (Marsh)
Blackwall Mountains
A large mountain range to the north of the map. Since time immemorial Dwarfs have made their homes in this area. The Dwarfs built several large holds in the mountain range, along with countless smaller mines, settlements and monuments. Here, as elsewhere, the Dwarf realm has come under attack from the greenskins and Skaven. The enemies of the Dwarfs have overrun and occupied many of their strongholds throughout centuries of bitter warfare. Consequently, the mountain range is a dangerous place to travel, with travellers risking ambush by roving bands of greenskins.
Mountain Pass
From the Realm through the Northern Mountains to whatever lies beyond
The White Coast
Named so, not for the white sandy beaches (for they are actually rather dark and pebble strewn) but for the almost constant mist that seems to hang over the southern part of the coastline. At the centre of the mist lies the trading port of Mercal. This coastline is not the picturesque beach it sounds like, it is dark and dreary...
Elven Waystones
A series of waystones were set up when the High Elves first landed on these shores. Their goal was to control and contain the vast amounts of wild magic that were drawn to these lands.
Made up of the separate but combined forces of several different Lords from the Empire, the League of the Light are a .... bunch. The Lords are often at war with each other for better trade rights, land, or any other petty squabble. To the North they are protected by Grobeschloss and the Wolves of Ulric. to the West, the River Stahl protects from the rampaging Orc tribes of the Northern Shore. to the south west the pass of .... is held by the Reiksguard Templars. To the East
Leader: Magister Jaharath
An aged wizard, once belonging to the wizard’s guild who has recently been appointed mayor of Granzig, although he is in charge of the lands, there are rumours that Hendfreid has taken charge of the army and it’s course.
Capitol: Granzig (1)
Prides themselves on their horses and their impeccable dress sense. The city mainly comprises of nobles and their families, leaving a small army to protect the city, however most of the army are veterans from years of fighting.
Notable figures:
Witch Hunter Hendfreid
A mysterious man clad in a rough cloak who has recently entered the town, where he comes from is unknown, his goal is the cities’ only concern.
Brother Grad
A warrior priest who has dedicated his life to Sigmar and using his powers to defend the town.
Knightly Order
Knights of the Undeniable Dawn
Most recent exploits
Holding in the Defence at the Battle of Granzig alongside empire and dwarven reinforcements against a mass of orcs and beastmen, Casualties: Severe.
Leader: Alfred Feurbach
Capitol: Delbetz (2)
Other cities:
Notable figures:
Rutgar Detlef (Battle Standard Bearer)
Vladimir Muller (Templar Grand Master)
Brother Cadfael (Warrior Priest)
Radulfus (Battle Wizard)
Zorn (Battle Wizard)
Wolves of Ulric
Leader:
Capitol: Grobeschloss (3) - Far to the north, Grobschloss and the Wolves of Ulric protect the League of the light from the predation of northern tribes
Notable figures:
Reiksburg is a massive castle on the edge of the Shadow Wood. This imposing fortress is held by the Reiksguard, who were long ago given the duty of protecting cities of the league from the creatures that lurk in the forest. In battle the Reiksguard are a determined and well-disciplined force, resplendent in shining armour festooned with decorative feathers. As well as the knights themselves, the fort is defended by their many retainers. Canons, mortars and volley guns line the walls of the fortress, all overseen by the gifted master engineer Maximillian Holtzman and his apprentices. Their genius also extends to offensive weaponry, taking responsibility for the maintenance and operation of the steamtank “Conqueror” based in the fortress.
The Reiksguard maintain an intense rivalry with the Wolves of Ulric, who the Reiksguard view as ill-disciplined and barbaric. For their part the Wolves see the Reiksguard with their elaborate feathers and shining armour as effete and arrogant. Yet the two orders are generally able to put aside their differences when the league is threatened.
Holzegarde is a small fortified town within the Shadow Wood itself. The main activities of its inhabitants are logging and hunting in the surrounding forest. Holzegaard has been attacked many times by beastmen, who have succeeded in razing it on several occasions. However, such is the determination of the men of the woods that it has always been rebuilt.
Leader: Theobald Grimberg (chapter master of Reiksburg)
Theobald Grimberg is the master of the knights of Reiksburg and lord of the surrounding lands. He is a warrior first and foremost and has honed his skills over decades of warfare. During that time he has fought countless enemies of mankind proving his tactical acumen as well as his fighting skill. Never were these more evident than at the Battle of the Ashen Plain where his masterful use of cavalry allowed him to encircle and destroy the opposing greenskin horde. In the midst of the battle he personally slew Orc Warboss Zogga as the Orc attempted to break through the human lines.
Capitol: Reiksburg (4)
Other cities: Holzgarde
Notable figures: Aldred Kessler (Reiksberg standard bearer), Hans Jaegar (famed hunter), Kaspar van Groethe (master wizard of the celestial order), Johann Fastnacht (apprentice wizard), Maximillian Holtzman (master engineer), Desiderius Adolphus (scholar)
To the south west lies to Forest of..., domain of the wood elves. They have secretly guarded an item of immense power and evil. For centuries it has lain deep in the ...Glade, encased within the living heart of an ancient oak. However it has begun to stir, with events moving towards the end times forces are making their play. Nagash, first and greatest of the necromancers is guiding his pawns towards his own rise. The Dark Gods, fearful of what Nagash may become, are moving against him. At the same time, Archaon builds his forces far to the north with promise of plunder, and glory to come.
<Undead General> has heard the mutterings of Nagash deep in his mind for months now. They started as a sibilant hiss, but have grown to an immense weight. They guide his hand, urging him ever westward. Finally after crossing the River Stahl, the plans became clear. Alakanash, the fabled staff of Nagash lies entombed in the Elder Oak, at the centre of the ... Glade. He is gifted visions of a long forgotten barrow glade within which dwell ancient heroes. The lands around the forest lie under the protection of Sir Lothair the Young, Duke of Jeune-Quenelles. by raiding the peasant villages of this land <> plans to build himself a vast enough army to assault the glade and wrench forth his master's lost staff.
GOALS:
Undead: Recover Alakanash an artefact crucial to raising Nagash – or claiming his power.
Beastmen: General raiding and despoiling, also to stop the undead from resurrecting Nagash
Wood Elves: Defend the glade and its sacred artefact.
Bretonnians: Unwitting pawns used by Lileath in the guise of the Lady to help protect the glade and its sacred artefact
Raid on Touloit (Undead Vs Bretonnians)
Undead General sends out small forces to raid the local Bretonnian villages to bolster the ranks of his undead force. One such raiding party encounters the village of Touloit. Luckily a nearby hunting party under the gaze of Sir Remi is nearby and attempts to drive off the undead attack.
Shadows in the Forest (Wood Elves vs Beastmen)
The scouts of the Glade of … detect a large Beastmen force converging on the glade. Their intentions are unknown. Severely outnumbered the Glade scouts set about harrying the Beastmen force and drawing as many of the main horde out into the deeper woods to perish as possible while word is sent to the glade to prepare the defences
Battle of the Barrows (Undead vs Wood Elves)
with a small horde of the shambling dead at his back the Undead General marches upon a small almost forgotten glade within the forest. Within the glade are a collection of barrows housing the remains of many long lost champions. The Undead general hopes to raise these powerful wights to his cause before he makes his assault on the glade.
A chance encounter (Bretonnians vs Beastmen)
Knowing that the undead are raiding several Bretonnian villages, Duke Lothair the Young sends out a larger party under the leadership of Sir Odo the Strong to confront and destroy the menace. The Lord tracks the undead horde into the forest, but all is not as it seems. With the Elves aware of the attack on the Barrow-glade, a divine being, changes the paths of the forest forcing the bretonnians into the path of the marauding beastmen.
Defend the Glade (Wood Elves and Bretonnians vs Undead and Beastmen)
The race is on, Undead converge on the depleted Glade Guardians and remaining Bretonnians from one side, while beastmen assault from the other. The resting place of Alakanash, the Staff of Nagash is close.
Raid on Touloit
This scenario is a Skirmish scenario and follows all the rules set out in the Skirmish Rules in Appendix 1
Armies
Bretonnia
- Sir Remi the Modest, Paladin (virtue of empathy, hand weapon heavy armour shield)
- 4 Peasant Bowmen (Hand weapon, Longbow)
- 4 Men at Arms (pole-arm, light armour, shield)
Undead
- 24 zombies
Deployment
As per the skirmish scenario Twilight of the Dead
First Turn
As per the skirmish scenario Twilight of the Dead
Length
As per the skirmish scenario Twilight of the Dead
Special Rules
As per the skirmish scenario Twilight of the Dead
Victory Conditions
As per the skirmish scenario Twilight of the Dead
Consequences
If the Undead player wins he increases the size of his army for upcoming games.
Ambush in the Forest
This scenario is a Skirmish scenario and follows all the rules set out in the Skirmish Rules in Appendix 1
Armies:
Wood Elves
THe Wood Elf army comprises 5 Wood Elf Waywatchers and a Waywatcher Sentinel
The Waywatcher Sentinel may instead of firing a fast shot or aimed shot may instead fire a Moonfire Shot.
Beastmen
The Beastmen force consists of:
- 9 Gor (with either hand weapon and shield or 2x hand weapons)
- 1 Foe Render (with either hand weapon and shield or 2x hand weapons)
- 10 Ungor (with either hand weapon and shield or spear and shield)
- 5 Ungor Raiders
Deployment
As per the skirmish scenario Shadows in the Forest
First Turn
As per the skirmish scenario Shadows in the Forest
Length
As per the skirmish scenario Shadows in the Forest
Special Rules
As per the skirmish scenario Shadows in the Forest
Victory Conditions
As per the skirmish scenario Shadows in the Forest
Consequences
If the Wood Elves win, they may take on unit of up to 6 waywatchers for free in the Battle of the Glade
If the Beastmen win they may choose which side they wish to deploy on in the Battle of the Glade, and may attempt to seize the initiative. On a D6 roll of a 6, they get to take the first turn.
Battle of the Barrows
Armies
Undead (Attackers)
A standard 1000pt army drawn from the Vampire Counts book following all the normal (i.e. non End Times) rules for army composition. However the undead player does not have access to any type of wights except Wight Kings.
If the Undead player won Raid on Tuloit his army is increased to 1100pts
Wood Elves (Defenders)
A standard 1000pt army to represent the Defenders of the glade following all the normal (i.e. non End Times) rules for army composition. At least 50% of the Wood Elf army must be made up of forest spirits.
Deployment
The wood elf player deploys all their forest spirit units first, the undead player deploys the rest of their army next. The remainder of the Wood Elf force arrives on their first turn from their table edge
First Turn
The undead army has the first turn
Length
The game lasts 6 turns
Special Rules
Awaken!: Regardless of what lore the Undead General took, he may cast Ryze - The Grave Call or Akar'aran - the Dark Riders from End TImes: Nagash with the following changes.
The range of the spells is infinite, but the summoned unit must be placed in base contact with one of the barrows.
Ryze may only be used to summon Grave Guard.
Akan'aran may only be used to summon Black Knights.
Victory Conditions
Use Victory points to determine the winner of this scenario
Consequences
If the Undead General is able to summon at least one unit of Grave Guard and/or Black Knights then he may take a unit of up to 10 Black Knights, or 20 Grave Guard for free.
By winning this scenario the Undead player also increases the size of his army in upcoming games.
The Wood Elf player is only trying to stop the undead army. By winning this scenario they only limit the size of further undead forces.
A Chance Encounter
In this scenario both armies are marching through the forest when the come upon each other. Each army must hastily deploy from its column of march (or whatever the Beastmen equivalent is) and engage.
Armies
A standard 1000pt army drawn from the Beastmen book following all the normal (i.e. non End Times) rules for army composition. The Beastman General has the Eye of the Gods rule as per End Times: Glottkin. His results carry over into following games, assuming a character is selected with the exact same equipment.
Deployment
Before the battle each player must write an Order of March to show where in the column each unit marches. It is preferable if this is done, taking the fluff of the force into consideration. All warmachines are included as a single unit for these purposes.
Both players roll a dice, the highest roll picks a table edge and starts deploying first.
The players take it in turns to deploy their units, starting with the one at the top of their Order of March and working down. Units may be no further than 12" from their table edge. The second and subsequent units must be deployed closer to the neutral table edges than any unit already in play - in effect the army deploys outwards from the first unit. Characters are deployed last and may be deployed anywhere in their deployment zone or in any unit they are normally able to be deployed in.
Scouting units or units with Vanguard must be included in the order of March, and must be deployed as above, however they may deploy up to 24" from their table edge. Units may be deployed as per Beastmen Ambush rule, however this must be noted in the Order of March
First Turn
Players roll off for the first turn, the player that completed deploying first may add +1. The winner may choose to go first or second.
Length
6 turns
Special Rules
None
Victory Conditions
Normal Victory points.
Consequences
If the Beastman player wins they may deploy a further 6" onto the table
Defend the Glade (Battle Royale)
Armies
Undead
A standard 1000pt army drawn from the Vampire Counts book following all the normal (i.e. non End Times) rules for army composition.
The Undead player may add 250pts to the size of his army for each of the battles he has won so far.
Beastmen
A standard 1000pt army drawn from the Beastmen army book following all the normal (i.e. non End Times) rules for army composition. However owing to the critical nature of this battle on the plans of the dark gods, one unit of up to 30 models may be given a mark of chaos, following all the rules in End Times: Glottkin, for free.
Wood Elf/Bretonnian Alliance
The Wood elf and Bretonnian Alliance comprises of two armies, each 500pts in size. Both armies may completely disregard any army composition rules to make this army. However each unit selected must still follow all the normal rules for selecting units in their respective army books.
If the Wood Elf Player won Ambush in the Forest he may also add one unit of up to 6 waywatchers to his army for free. This unit does not deploy with the rest of the army but may come on as reinforcements from any table edge in the second turn.
Deployment
The Wood Elf and Bretonnian alliance deploys in the centre no closer than 18" to any table edge
The Beastmen and Undead player then roll off, with the highest choosing which of the short edges to deploy on, they then deploy their entire army within 6" of their table edge, the other player then deploys on the other short edge.
First Turn
The Wood Elves and Bretonnians have the first turn
Length
The game lasts 6 turns.
Special Rules
Follow all the normal rules for Battle Royale (pg 406/407)
Crucial Battle: The gods know the world may hinge on the outcome of this battle. This occurs in several ways.
All Bretonnian models with the blessing of the lady always receive a 5+ ward regardless of the strength of the attacks so long as they have not yet lost the blessing
All Wood Elf models armed with bows may take Moonfire Shot arrows for free if they wish. They may still choose to pay for other arrows instead.
Alakanash: All spells from the lore of Vampires may add a free power dice per spell if the caster is within 18" of the X.
Victory Conditions
The winner is the player that is in control of the X at the end of the game.