Saturday, April 6, 2024

Warpstone Blood and Blackshard Iron - Warmaster - Conquest of the Black Peninsula. 1532-1533IC



The Black Peninsula
The Black Peninsula, so named after the sooty ash accrued on the beaches and inlets; run off from the Blasted forges of the Chaos dwarves Hundreds of miles up the coast. 
Settled early in the epoch by a mix of Brettonian Lords and Sea faring Dwarves, the region had its own golden age between 1150ic and 1380ic when the mixed Dwarven and Brettonian Fleets plied the coastlines sinking pirates and seizing smugglers, the fertile soil and deep deposits of ores and gems in the Aquiline Mountain range made them rich beyond the imaginations of the original settlers. As with all things, that which rises must fall and the Union was shattered when the arrogance of the Brettonian Courts and the Stubbornness of the Dwarven Halls cut deep rifts that eventually lead to outright conflict. The Brettonian Fleets could out sail and out shoot all Dwarven fleets in open water, but those same ships relied upon Dwarven Engineers to make said Cannon, the inlets and coastal zones favoured the Dwarven Ironclad which were more than able to take a beating while out manoeuvring the Tall ships of the Brettonians. Similarly the Cavalry of the Brettonian lords could turn and crush the Dwarven Battle lines flanks, but the Passes that dotted the Aquiline Mountain range funnelled the fleet footed cavalry into costly frontal assaults.
By the Year 1523ic the Black Peninsula is made up a scattering of disunited Bretonnian and Dwarven lords preyed upon by the Occasional Green Skin plague or enslaved by audacious Chaos Dwarf expeditions.

Skaven enter the Fray

 The steady thrum of the Warpstone engine, interrupted by the occasional metallic bang as a gear slipped or a slave fell into the inexhaustible mechanism. The massive vessel called the 'Sound of despair' another of the madmen constructs of the Skaven race, plied the seas as Throt Gutter whisker brooded on the command deck.

Throt Gutterwhisker was headed for Skaven outpost called Skittervald, an under hive located in the recently overrun ruins of a Bretonnian settlement called Gren-Grois. The council of 13 instructs him to secure the Peninsula and find any sources of Warpstone for return to Skavenblight.

The Chaos Dwarf Gold Rush

The Chaos Dwarves maintained a settlement/fortress called Zharr-mag-rud in the region since 300ic, normally the base was used for resupplying coal for the journey back to Zharr-Naggrund as well as a sporadic slave markets but the site was never considered strategically important. In the year 1517ic a large Goblin migration crashed against the stones of the Fortress walls, after numerous failed assaults the scattered Goblins having eaten all available food began to starve and cannibalise each other; despite the tiny size of the garrison force it was able to march out and enslave the host, coincidentally the slave ships that passed for water and coal had had a bad year and paid a handsome price for the slaves that year. The base experienced an influx of colonists following the massive injection of wealth, and stories of weak but numerous subject to enslave. The mounting pressure to expand has reached boiling point as the clan groups continue to arrive and seek their own fortunes.

Special Rules for the campaign



1523
  • The campaign began with some unremarkable expansion by both Empires, the Chaos Dwarves hire some Mercenaries after their scouts took a wrong turn. The Skaven moved across the Peninsula razing towns.
  • Both Empires besieged and starved out a fortress each, whilst the Chaos Dwarves fought a series of costly battles with local Bretonnian lords, the Bretonnians killing for more than they lost.
  • In the winter, the Skaven suffered an attack by Dragons descending from the Central peaks of the Aquiline Mountains, whilst the Chaos Dwarves had a bumper crop.
  • Both armies put down new fleets on the stocks and expanded their baggage for the next season, Additionally that Skaven sent out spies and saboteurs whilst the Chaos Dwarves sent our their own spies and assassins; all in all the effect was a Grey Seer Murdered in the night.
1524
  • Both Empires attempted to expand again this year, the Skaven kept finding nothing but barren wastes, whilst the Chaos Dwarves met belligerent Bretonnian or Dwarven lords guarding the remnants of their once great Empires. 
  • In the 3rd month the Skaven and Chaos Dwarves met in battle at a Riverhead known locally and Thror-kie's fingers.
The battle of Thror-Kie's finger is an indecisive battle, with the Skaven getting the better trades. River battles are always harder and the Chaos Dwarves had a really hard time making their gains on the crossing on the Skaven right.

Following this battle the risk of losses in battle was too great with such limited forces and both empires instead settled on jostling for control of contested ground with their scout forces. The Chaos Dwarves suffered a plague as their Winter event, however both players agreed on a reroll so the campaign could continue and instead, as a loss of a whole banner would effectively wipe out the Chaos Dwarves from a realistic chance of victory in the future and what kind of campaign would it be losing turn 2.

The Year Ended on both sides expanding their armies, the Skaven forgo espionage to maximise Baggage and New troops.


Thoughts
Using the IRL board is way more fun than TTS, I gotta get those Skaven minis printed and painted. I used Empire models as Proxy. Can't wait to play some ManOwar.

Sunday, March 31, 2024

Mighty Empires 1990 - Balancing Warmaster, my IRL board and thoughts on ManOwar

 I'm putting together this little piece to help future wargamers get around some of the issues I had playing a mighty empires (1990) campaign with Warmaster rules. This years starting hobby project was to make a board I could use IRL instead of the TableTopSimulator Mod, I've dispersed the photos throughout.




  1. Espionage and agents, limit the number of  Espionage to purchasing 1 of each type except agents which you can have a limit of 2. Spies is also not limited to 1 units, but limited to purchasing once so you still get the regular D6.
     The first major issue we had was espionage units, they're really, really good. The first 3 campaign turns we destroyed 4 or 5 major settlements from lucky rolls from saboteurs.

  2. Points values and Purchasing new armies, when purchasing Warmaster armies multiply the Warmaster points by 4 to achieve a proper balance. In our campaign by turn 5 or so we were dropping 3k+ points in a turn on new units and it got away from us. It is much more fun having to spend points sparingly, the challenge is in the lack of resources. We ended up having to split battles into sections and fight multiple smaller battles because I just didn't have the 4k points per side to have a full on bout.
     The other thing to think about is Mighty Empires 1990 was designed for Warhammer Fantasy battles, the revenue of several villages was needed to recruit a full unit of infantry or cavalry, whilst in Warmaster several units of infantry or cavalry can be purchased for the revenue of a single village, it just doesn't scale correctly.

  3. Generals and combining banners, When multiple banners join together for a large fight as per the Warmaster rules you can only have 1 General. Our solution was to demote one general to a hero and use the 45 or so left over points to add an extra free unit or magical items to the army. Additionally when a general died we promoted the next available hero into the role of general for free during the reorganisation stage of a turn.

  4. Playing very large battles, We found it best to split large battles into smaller ones we could play across multiple weekends. The thing to keep in mind is to discuss what happens with each possible outcome before joining battle, for instance we agreed that if we both won a battle there would be a third final battle between the victors, whilst every other outcome we'd follow the normal campaign rules.
  5. READ THE RULES, we had an awkward moment early in the campaign when the Empire player thought the outcome of a siege was one army withdrew and the other occupied the fortress (Earlier that week I had stressed the need to read the rules thoroughly, he didn't). When he realised it destroyed his army there was an awkward limbo where the Empire player was going to withdraw from the campaign if they lost their army so I ended up agreeing to some very favourable terms for him, but it demonstrated the need to press the issue READ THE DAMN RULES.

  6. Name Everything, we found it great fun to use the name generator in the book or even make our own names for things, and work out their own little back story ie what race is the village?, what's its name?.

  7. Have an escape plan, When a campaign begins to wind up its best to look into a nice story to tie up the narrative threads so you don't have to fight more and more one sided and desperate battles, unless that's what you really really want. I would caution against it though, nothing is quite so infuriating as being unable to finish a Mission on a PC game because your opponent has 1 unit hidden on the map somewhere and you spend hours hunting that 1 villager or horse for the same victory you already earnt. Keep in mind this needs to be a collaborative and gentlemanly endeavour and your opponents input is also important, if you lose, you lose and your story should reflect that.

    Finally some ideas I was unable to implement in the campaign itself.

    ManOwar: though we did squeak out one game in the end with a different player on Tabletop simulator I'd really like to implement ManOwar in the campaign, I went overboard this year and printed Chaos Dwarves, Empire, High elves, Skaven and Orc fleets and will probably do Brettonia and a combined Chaos fleet.
     Here are some ideas for implementation:
  • 'Fleets' are a 1000 point force of ships, army lists are made up just before battle.
  • 'Fleets' can be deployed at the start of any campaign season in any coastal tile with an owned settlement.
  • 'Fleets' move 3 tiles per turn
  • Banners can be transported and use baggage for subsistence
  • 'Fleets' are lost if they lose more than half their points and lose or tie in a battle.
  • If they lose or there's a tie they retreat 3 tiles towards the nearest owned settlement using their next turns movement in the process.
  • 'Fleets' that win a engagement but lose more than half their points are moved to the nearest coastal city with a harbour and cannot be used for the rest of the year, becoming available next year.
  • Captured ships are tallied up, and earn 1 revenue per battle honour at the end of the season.
  • 'Fleets' can blockade Harbour by being placed within the owned tile of the city that controls that harbour. Blockaded harbours cannot generate revenue from fleets nor can they recruit new fleets in a blockaded harbour.























The Chronicles of the Emerald coast - 1821ic - Collapse

 Matthias Kahn - Observer from Blessed Tower


Kharagroth Ghazath Cragbeards power is in question, the first month of disastrous battles has ended and the upper echelons of the Chaos dwarf leadership in the Emerald Isle are worried. The remanets of the field armies that fought at Drakenhelm north and south deserted with the intention of marching on Kar-Tor leaving the Garrison at Belburg wholly unsupported against 3 Empire armies.
 
 Whilst all this happened the sleeping Empire of the sea elves began to stir, several patrols reported tall masted Catamarans sliding down the coast but patrols were unable to catch them. Their spies seeing the division amongst the Chaos Dwarves triggered a sudden rise to arms, their ships slipped out of port and began systematically ambushing Chaos Dwarf naval patrols, next came the convoys laden with treasures and slaves, the escorts were picked apart and cargos ferreted away to secret coastal bases or out to sea.
 On land small contingents of Elves ambushed patrols and destroyed local enforcer garrisons, finally a large army spilled out of the Sea Elves empire. During this time the Sea Elves refused contact with the Empire and turned away all ambassadors, much like they had in past years. This lead to an awkward tension between the Empire and the Elves; that the Chaos Dwarves were able to exploit, Fighting the Elves and Empire in detail.

The Battle of Dunmar and the Retreat of the Dwarves

The armies close on one another with the forest on the left flank anchoring the battle lines.

The Chaos Dwarves close on the Crossbows on the left. The combined fire of Crossbows and cannon were unable to disrupt the Closing Chaos Dwarves.

The left Flank charges sweep the Empires right flank whilst a contingent of Bullcentaurs Rips the guts out of the Empire Left, and Centre made up of Handgunners.

The Battle of Dunmar was a crushing Defeat for the Empire, losing 9 units whilst the Chaos dwarves took some stands casualties but the only full unit lost was a death rocket that self destructed.

  • The Total Victory at Dunmar allowed the Chaos dwarf northern armies to retreat unmolested by the Empire, despite their numerical superiority. The Empire was unable to press the advantage of numbers for fear the Elves would flank them during an extended siege of Dunmar so maintained a strategic reserve to counter any Elvish tricks.

  • The Victory at Dunmar further destabilised Kharagroth Ghazath Cragbeard leadership rather than saving it, others now saw themselves as better candidates for leadership. The writing was on the wall; the Empires armies were too numerous, their own naval forces were moving in to contest the seas and the Sea Elves were stepping up their assault by landing small contingents along the coast and torching Towns and Villages.
Blood in the water

The final decision was made to run, the Chaos Dwarves had upset the Empires plans and the addition of the Elves to the contest and their unwillingness to make deals with either side meant the situation might be saved by strong leadership and a unified state; however all confidence in Kharagroth Ghazath Cragbeard leadership had vanished, the armies morale was shot and the symmetry expected of a well rounded force was lost due to casualties, in particular the loss of so many Bullcentaurs; the religious guardians of the Chaos dwarves being felt keenly amongst the rank and file. The Chaos Dwarves laden their ships with treasures and made steam for safety.

 As the fleet Sailed for the horizon, Kharagroth Ghazath Cragbeard stood on the stern of his massive smoke belching Thunderfire battle barge 'Hashut's Hammer' mulling over his plans to secure his leadership and re-establish his empire, his Lamassu Zhazkurth Zharribath sat next to him musing over the flows of magic. Zhazkurth stopped, eyes narrowed on Kharagroth a sudden powerful unexpected thrust of his paw and Kharagroth was falling, pinwheeled off the back of the hull and into the ocean to certain death. Zhazkurth laid down on his paws, the Two Bullcentaur guards, a handful of servants and advisers glancing over in mild interest at the cries of Kharagroth as he fell and bounced off of the hull. He should have been stronger, they all thought.



This concludes to Chronicles of the Emerald Isle, I hope you've enjoyed reading the goings on of my Campaign. It's been a blast playing both a campaign and Games, we learnt a lot about the old rules and found some things the need tweaking which I will do a separate post on.

The Chronicles of the Emerald coast - 1821ic

Matthias Kahn - Observer from Blessed Tower


Spring 1821c
  •  The Chaos Dwarves deploy three banners in Belburg, and a fourth north of Linburg, whilst the Empire deploys 3 banners around Linburg and 3 at the fortress of Drakenfell.
  • Chaos Dwarf Hobgoblin Assassins strike at the 3rd Levy stationed neared Linburg, killing a Wizard and the armies General.
  • An Empire assassin strikes, killing 200 points of Chaos dwarves around Linburg.
  •  First month of the year the Empire pushes the Chaos dwarves back toward the Sea Elves enclave, the Chaos dwarves engage in a scorched earth policy razing settlements on the way, securing baggage to prepare for the coming siege at Dunmar. 

The Chaos Dwarves retreat towards Dunmar, razing settlements in preparation for a siege.


  • 2 Banners of the Chaos dwarves move into assault the fortress of Drakenhelm (fortress on left), whilst a 3rd Holds Belburg (orange roof city). The two Empire Banners on the Left moved to defend the Drakenhelm fortress in a field battle whilst the 3rd banner besieges the City of Belburg. If the Chaos dwarves lose this fight they'll be pushed back and have to fight the Empire force besieging Belburg.

The battle of Drakenhelm will be split into 2 battles North and South, simply I did not have enough models to fight a 3500 point battle.


Iron Demons of the Clan Cragbeard

Battle of Drakenhelm North

















Massacre of Drakenhelm South














The final confrontation

The Survivors

  • The conclusion of these two major battles caused a great upset within the Cragbeard clan, the consequences of which I will address in my next chronicle.

Saturday, February 3, 2024

The Chronicles of the Emerald coast - The Enclave of the Elves

 


There are Elves that occupy the northern shores and small settlements at the base of the Blackstone mountains, initially unknown to the Chaos Dwarves let alone the Empire far to the south. 
 Each year a convoy of sleek and deadly ships slips from shore, laden hulls with precious and magical gems and stones mined from the shallow quarries of the Blackstone mountains.

The Sea Elves Enclave is a defensive ring, protecting and supporting the loading site of the important mineral wealth flowing from the mountain mines. A Human city and several villages dot the base of the mountains pulling up the mineral wealth in exchange for Elven goods and access to their global trade network. These Settlements were completely unarmed and unwilling to defend themselves when the Chaos Dwarves arrived, leading to an awkward stand off between the Elves and the Chaos Dwarves. In Year 1819 the Dwarves tried to take one of the smaller Elf settlements at the base of the Blackstone mountains but were bloodily repulsed, losing more than half their numbers.

 The Elven defensive ring prevents easy northern expansion of the Chaos dwarves but the Elves themselves don't have the manpower or strategic resources to wage a war of domination. The Elves are wholly unprepared for an expansionist policy and so must content themselves with sitting tight and resisting. The real danger they face however is relevance, the Human mining settlements are now under Chaos Dwarf control and the connection with the small Elvish settlements have been lost except for the occasional courier. With the flow of ores and Gems at an end and the trade fleets moving onto greener pastures, not to mention Chaos dwarf Piracy the challenge of survival and meaning is as pressing as ever for the elder race.



Combined arms - Normandy! Log entry 4

 Battle for the Communications Bunker  German infantry escorted by Kriegsmarine support outflanked the defenders and attacked from the north...