MapThe Forces of Order
Sidewinder : Wood Elves [Red]
Lasso290391 : Wood Elves [Yellow]
Karl Stahlfeld : High Elves [White]
Miko de Adamyetz : Dwarves [Red]
Roboute Guilleman : Lizardmen [Black]
Gimp6667 : Dwarves [Yellow]
The Forces of Destruction
Antithesis : Warriors of Chaos [Red]
Lucas : Warriors of Chaos [Black]
Sir Spamalot : Vampire Counts [Black]
mpdscott : Ogre Kingdoms [Black]
Furbyballer : Dark Elves [Purple]
Digger : Orcs and Goblins [Red]
Magic (just an example, this turn)
Ascendant Lore: Metal anyone garrisoning a castle at the start of the turn may cast a single Lore of Metal spell, or if they have a Wizard, a spell of that Wizard's lore (hint: nobody is garrisoning Castle, you are all on either open ground or in a Capital)
Casting Dice: Three (you may use up to 3 power dice to cast your spell)
Dispel Dice: Two (two dice will be used to make Dispel attempts against any spells cast this turn)
As the shadow of Chaos grows the in the north, the lands of the Empire are in flames. The courageous followers of Sigmar find themselves besieged at every city, castle, and town as the armies of Destruction extend their attacks into the south. Bretonnia, for the first time since the age of Gilles, finds itself besieged. Lyonesse has fallen - the Chaos hordes of Skjor the Manflayer, and Azdak the Bloated had grounded their longship in the night and overrun the city within two days. From the carnage and ruin, a new scion of Chaos had arisen, calling itself Imagio - a Daemon Prince of Slaanesh, master of unbridled power and pleasures.
With the birth of such a creature, armies answered the world over. Stirrings in Mousillon marked the awakening of the vampire lord Volker, and his undead hordes. Plague zombies burst from the landscape, clawing their way out of massed graves and charnel pits across the realm of Mousillon. Volker now sat upon region's throne.
From the south came the green hordes of Diggah Beardslaya, Orcs pouring into the pass which led into the Badlands beyond Bretonia's borders. New of an Ogre Mercenary company arrived from the free port of Marienburg - thuggish bullies calling themselves 'The Hunters of Kadmilos', under command of a gargantuan Ogre Lord named Gorgon the Damned. Even the Dark Elves had heard the calling, following their noble kin across the seas to make landfall on the western shores of the realm - the vicious Dreadlord and his sinuous female companions dancing their way through the Men at Arms sent to repel them.
Bretonnia was beleaguered, her armies broken and in retreat. But Bretonnia was not alone - allies had come to her aid. Out of the West had sailed the glittering ranks of the High Elves - one of Asuryans own emissaries, bodyguarded by a cadre of stoic White Lions. From even further afield, Lizardmen arrived through ancient portals in ruins that had laid forgotten in the countryside since the Brettonians were still wearing furs. Those races who share Bretonnia with man, the Wood Elves and Dwarfs, rally to defend their homes. Athel Loren blasts with the warhorns of the Wild Hunt, as the forest and it's Elven denizens make ready for war. The Dwarf halls echo with the marching of warrior boots, Dwarf Lord Verlock - last of his bloodline - marches alongside his kin guarding Axe Bite Pass.
Destruction has come to Bretonnia...
Starting positions are as shown on the map, except where players are connected to a terrain feature by a red line. Starting locations for each army are as follows:
Warriors of Chaos (both) - B3
Dark Elves - B5
Ogres - O3
Vampires - C10
Orcs - D19
Dwarfs (both) - K11
Lizardmen - A14
High Elves - B14
Wood Elves - M17
Remember that movement across a River, or Mountain is (same types are not cumulative) is -1Movement for your turn. Armies with Strider or Aquatic etc will ignore movement penalties crossing such terrain. Dwarfs do not get bonus movement in the mountains - any advantage to moving in the mountains is counteracted by your stumpy little legs.
Order should be submitted as:
Magic: Spell, target, and power dice you wish to use
Upkeep: how many points will be spent on regaining characters or troops.
Marching Orders: 'Bring to Battle', 'Evade', 'Quick March*', 'Advance**'
Formation: width x ranks in combat
Challenge? who will issue, who will accept, what order will characters accept challenges, etc
Break Point: conditions which will cause you to retreat from battle (voluntarily fail Break Test) immediately - for example, losing your general or suffering 50% losses, etc
*Remember that you cannot 'Quick March' if there is an enemy within 3 squares of you at the start of your turn.
**'Advance' is a new order (added to main thread) which allows your army to move without actively seeking a battle. This means that you can move to a defensible location and an enemy who selects 'Bring to Battle' will fight you in that terrain.
Orders for this Turn are due by Friday, May 23rd