Librarium Online Forums banner
1 - 3 of 3 Posts

·
Benevolent Dictator
Joined
·
9,222 Posts
Discussion Starter · #1 ·
The 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]
Map


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)

Fluff
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...

Notes:
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.
Starting Location:
Ending Location:
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
 

·
Benevolent Dictator
Joined
·
9,222 Posts
Discussion Starter · #2 · (Edited)
Map


Magic
Ascendant Lore: Death
Casting Dice: Four
Dispel Dice: Three

Fluff
Northern Bretonnia was in flames. Northmen, Dark Elves, and Orcs had surged southwards along the Pale Sisters, capturing, enslaving, or razing everything in their path. Villages burned, Couronne and Castle Desfleur were awash with mutation. An arrogant Dark Elf sat in the throne at Gisoreux. Ogres terrified the peasantry of Barley Motte while Vampires and foul Undead roamed freely through the forests of Arden.
It was not all lost however. The southern half of the realm still stood as a beacon of light. The allies of Bretonnia had secured several of the Capitals, and advanced past several others to form a defensive line across the country. Dwarfs had laid claim to Carcassonne and Brionne, and farther north their kin had marched to Castle Drachenfels almost immediately. Lizardmen had mysteriously appeared outside the wall of Bordeleux. Using hidden pathways, the High Elves had reached Loren and marched to relieve Parravon. For their part, the Wood Elves fortified Montfort, and miraculously arrived at the gates of Bastonne just as Dark Elf banners were spotted on the horizon.
Fierce Fire-Magic flared from Tancred Castle, but it fizzled on the winds. Those in the south breathed a collective sigh of relief.

Battle lines had been drawn. The Daemon Imagio and its Dark Elf allies looked out across the rolling hills to the mighty walls of Bastonne and it's grim-faced defenders. In the village of Tharravil, caught between the lines, peasants cowered in their shacks and preyed fervently to the Lady for their delivery.

Current Territory:
Order
M17 Capital
D12 Capital
F12 Village
I18 Capital
E17 Capital
M12 Castle
K11 Capital
L13 Capital
Current Score: 2100

Destruction
B3 Capital
D3 Village
J8 Castle
D6 Village
H4 Capital
H8 Capital
E2 Capital
k4 Castle
L6 Village
Current Score: 1900

Casualties
Gimp667 (Mountain Dangerous Terrain Test) - 5 Dwarfs slain
Antithesis (Mountain Dangerous Terrain Test) - 1 Warrior slain

Notes:
1. Remember that armies can only capture a single piece of terrain per turn. Therefore, if you move onto a piece of terrain, you cannot use 'Bring to Battle' to capture a piece of terrain farther away - any feature that you are standing on must always be the priority. This just keeps things clean and easy for other players, and avoids people abusing the capture system by "camping" on a piece of uncaptured terrain (defending it) while they take neighboring bits of real-estate.

2. Red lines on the map indicate armies that are occupying a square, but are not able to be placed on it because it is a terrain feature. I'm also still trying to come up with a visually pleasing way to show what terrain has been captured by the enemy, while also not creating tons of work for myself whenever the territory changes hands.
Orders for this Turn are due by Friday, May 30th
 

·
Benevolent Dictator
Joined
·
9,222 Posts
Discussion Starter · #3 ·
Turn 2

Map


Magic
Ascendant Lore: Metal
Casting Dice: Five
Dispel Dice: Six

Fluff
Forthcoming. Sorry :(

Current Territory:
Order
M17 Capital
D12 Capital
F12 Village
I18 Capital
E17 Capital
M12 Castle
K11 Capital
L13 Capital
Current Score: 2100

Destruction
B3 Capital
D3 Village
J8 Castle
D6 Village
H4 Capital
H8 Capital
E2 Capital
k4 Castle
L6 Village
G10 Castle
C10 Castle
Current Score: 2100

Casualties
Sidewinder (Difficult Terrain, Mountains) : 1 Wild Rider
Karl (Dangerous Terrain, Mountains) : 3 Lions
Roboute Guilleman : WIPED OUT!
Spammy : 67 Zombies

Notes:
1. You will notice that Roboute's Lizards don't appear on the map. They're dead. Destroyed armies may return to play at any Capital owned by their faction, which is at least 6 squares away from any enemy army. Everyone on that team is assessed -50 Upkeep for the turn, representing the drain on the kingdom's resources to return the Lizards to fighting force. Remember: give me Break Points so that I know when you want to duck out from a fight if you don't want to be wiped out!

2. I never received orders from Digger, therefore he didn't move.

3. Destruction does not claim the Capital at C10, as Sidewinder's army is still within "Bring to Battle" range of the castle and therefore has a claim to it as well. Right now, the castle is caught in a sort of 'no man's land' between the armies.

4. Red lines on the map indicate armies that are occupying a square, but are not able to be placed on it because it is a terrain feature. I'm also still trying to come up with a visually pleasing way to show what terrain has been captured by the enemy, while also not creating tons of work for myself whenever the territory changes hands.

Alright, it's a tied game!
Orders for this Turn are due by Friday, June 6th
 
1 - 3 of 3 Posts
Top