Summer Map Campaign Preview #7
Jun 15, 2009 12:53:26 GMT -5
Post by Dr Carnivean on Jun 15, 2009 12:53:26 GMT -5
Territory Round-Up[/i]
Since we’re getting so close to the start of the summer campaign, I’m making a big push now to get out the last of the special territories, and so here are four more of them. The only one remaining now is the Barrow Hills, which is basically going to be the special territory called Geistermund Hills which is described in the Border Princes campaign section of the General’s Compendium. I’ll probably post that up at some point this week.
Now that I’ve done the first pass over all of these, I’m going to print them all out and look at them side by side to see how they compare to one another and then possibly do some tweaking before the start of the campaign.
So what you’ve been reading may change slightly, but will basically be the same, and the versions that you see on the website on Friday when we start the campaign will be the final versions.
And here we go..
HELLFURNACE[/u]
To all but the dwarves of the Old World, The name of the clan that inhabited the ancient mountain citadel that is now known as Hellfurnace has been lost in the pages of history. At some point long ago, they were corrupted by the lure of chaos, since that time, their forges have burned endlessly, sending plumes of smoke into the sky above their mountain lair, as the chaos dwarves continuously forge new and insidious weapons and hold rituals to appease their bull god, Hashut. Attrition, infighting, and the horrible side effects of the chaos energies have depleted their number greatly over the generations, and so their presence in the Forsaken Vale is only felt in the area directly around their mountain fortress, but woe be to those that dare trespass there.
Campaign Map Rules:
Overthrowing the Chaos Dwarves
Currently, the ancient dwarven hold now known as Hellfurnace is firmly controlled by the chaos dwarves, and they will react to any assault by retreating into their mountain keep. In order to vanquish them and wrest control of their precious forges from their grasp, one will need to venture deep into the mountains and fight them on their terms.
To attempt to evict the Chaos Dwarves from their ancestral home, a player who has a banner occupying Hellfurnace must give that banner a ‘hold’ action, while the player announces his intent to venture into the dwarven hold and defeat the Chaos Dwarves.
The player then plays through a one on one skirmish battle (similar to Shellendrak but on a smaller scale) against the Chaos Dwarves within their mountain hold. If he can fight his way to the leader of the Chaos Dwarves and defeat him in battle, then he gains a victory point towards winning the campaign that cannot be lost or taken away, and for the rest of the game whoever controls the territory of Hellfurnace may receive the Forges of Hellfurnace benefit described below.
Fortyfying or Razing Hellfurnace
Hellfurnace cannot be fortified or razed so long as the Chaos Dwarves remain present. After they have been cleared, Hellfurnace can be Fortified and Razed as any other territory.
Forges of Hellfurnace
Once the Chaos Dwarves have been dealt with, whomever controls Hellfurnace may roll a D6 at the beginning of each turn, when the orders for that turn are being resolved. On a 4+, a single banner in the player’s army (the player should specify when submitting his orders) receives a points bonus to its size for THAT TURN. The bonus received is dependant upon the army type, as shown in the following chart.
• Chaos Dwarves, Dwarves +200 pts
• Warriors of Chaos, Ogre Kingdoms, Empire, Skaven +150 pts
• All other races +100 pts
Battles at Hellfurnace:
Table Set-Up
Hellfurnace is a mountainous territory and so any hills or crags available should be used. There should be a series of large hills located along one length of the table (these will be the deployment areas for the Chaos Dwarves as detailed in the next section.
The Chaos Dwarves
If the Chaos Dwarves have yet to be driven from Hellfurnace, they will make their presence known in any battle that takes place there by bringing out some of their deadly war machines for some target practice.
After table set up, but before deployment sides are chosen, players should alternate deployment of d3 Chaos Dwarf weapon teams atop the hills located at one edge of the table. (if no models are available just use a marker of some sort) The weapon teams will always be a single earthshaker team and one or two death rocket teams depending on the roll.
At the end of each game turn, each chaos dwarf team will fire at the closest unit on either side. In each case the player with the least unit strength of troops in the target area (or a third person if one is present) does the guessing and die rolls for the chaos dwarves.
The chaos dwarf weapon teams can be charged and fought as normal. The player not engaging them should make any die rolls needed.
GALLOWS CROSSROAD[/u]
The Gallows Crossroad has gotten its name over the years as a result of the long held tradition of executing criminals at that spot and displaying their remains there as a warning to others. Many of these poor devils were never given any kind of burial, as their bodies were left to rot and be feasted upon by the buzzards until eventually some larger creature dragged it away. This has always been thought to be the reason why the place has such a reputation for being haunted by the bodiless dead.
Campaign Map Rules:
Restless Spirits
Vampire Counts banners that pass through the Crossroads may be able to bolster their forces by compelling the restless spirits roaming the region to serve them. When a Vampire Counts banner moves onto the Gallows Crossroad, the player should roll a D6 and consult the Restless Spirits chart below.
Restless Spirits Chart
1 – The spirits either ignore or are able to resist your summons.
2-5 –Roll 2d6 x10 and add that many points of troops to that banner towards the next battle it engages in.
6 – Roll 2d6 x20 and add that many points of troops to that banner towards the next battle it engages in.
Battles at the Gallows Crossroad:
Table Set-up
The table should be set up with two clear ‘paths’ each around a foot wide, which intersect one another at the center of the table.
If there are gallows, hanging cages, gibbets, graves or small graveyards available, they should be placed along the paths near the center.
Any other terrain can be rolled up as normal.
ROTTING GUMS ORC CAMP[/u]
The Rotting Gums Orcs became known as such due to their chewing on the bark of trees that had been corrupted by the vile plague of Phagius. This exposure caused a nasty gum-rotting disease that eventually over the generations became hereditary to the Orcs of the region, so that the condition persists even though the forests have for the most part come back and the corruption only still exists now within the trees of the Dreadwood. The gums of these orcs are all mal-colored and putrid. This does nothing to hinder or deprive them of their teeth, unfortunately for those who cross their path, but does give their breath an incredibly noxious stink – a truly odious stench even by Orc standards. If anything, the disease seems to make these orcs even more mean and foul tempered.
Campaign Map Rules:
Recruitment When Ogre Kingdoms, Orcs and Goblins, or Chaos Dwarf banners move onto the Rotting Gums Orc Camp, the player may roll on the Orc Recruitment chart below:
Orc Recruitment Chart
1 – The Rotting Gums Orcs are not impressed
2-5 – Waaagh! Roll 2d6 x10 and gain that many points of troops for the next battle that banner engages in.
6 – Big Waagh! Roll 2d6 x20 and gain that many points of troops for the next battle that banner engages in.
If any other banners enter the territory, the player must roll on the Hostile Orcs chart instead.
Hostile Orcs Chart
2 – The incursion into their territory goes unnoticed – this time.
2-5 – Waaagh! Roll 2d6 x10 and deduct that many points of troops for the next battle that banner engages in.
6 – Big Waagh! Roll 2d6 x20 and deduct that many points of troops for the next battle that banner engages in.
Note that these bonuses do not accumulate if the territory is revisited before the next battle that banner engages in.
Battles at Rotting Gums Orc Camp:
Table Set-Up – If the terrain is available, orc huts and structures should be used in place of any buildings rolled on the terrain chart, and orc palisades can be used for any walls rolled. If the terrain is not available, any farm or building rolls should be ignored and replaced with hills or woods.
SKULLCRUSHER PASS[/u]
Located near the middle of the mountain range that nearly bisects the Forsaken Vale, there is a semi-large pass through the mountains. Flanked to the left of the pass there is a terrible gorge that was formed centuries ago by a mighty earthquake. On the passes right there is the wall of the mountain range that has been known for its terrible rockslides do to unexplained instability. The pass is littered with fallen rocks and bodies of the poor trade caravans.
Long has this pass been used as a trader’s quick and easy route through the mountain range. Unable to keep the it safe enough for profit of tolls, Skullcrusher pass had been long abandoned even before the desolation wrought throughout the Vale. Now the pass has been plagued by ravenous bands of orcs and goblins but now even small groups of ogres have been sighted. Still, this pass is used occasionally by daring trade caravans who are looking for the “quicker and cheaper” journey around the mountains. From a military standpoint, securing this pass could create a very strategic supply route and cut re-supply time by days.
Campaign Map Rules:
Moving through the pass:
When a banner moves into Skullcrusher Pass, roll a D6. If a ‘1’ is rolled consult the following Treacherous Pass chart.
Note that if an enemy player controls the pass when a banner moves into it, the player must roll a ‘6’ on a d6 to avoid having to roll on the Treacherous Pass chart.
Treacherous Pass Chart
1-2: The banner is reduced by 2d6 x10 points for the next battle it engages in.
3-4: The banner is reduced by 2d6 x20 points for the next battle it engages in.
5: The banner is reduced by 3d6 x20 points for the next battle it engages in.
6: The banner is reduced by 4d6 x10 points for the next battle it engages in.
Battles at Skullcrusher Pass:
Table Set-Up –Skullcrusher Pass is narrow, and should be played only on a 4x4 table with 1 ft of the table’s width blocked off, either by tall crags if the terrain is available or simply by marking the edge of the board with books, die, etc. If crags are not used, designate which side of the board is the mountain side and which is the gorge side.
FALLING ROCK ZONE! – Due to the sometimes-random tremors in the earth rocks will come pouring down the mountainside. Every turn roll a D6 if the result is a 1 then roll 1 scatter die always scattering 5D6 inches from the middle of the mountain side. If the result of this scatter is towards the mountain, re-roll it. Any units hit by the large blast marker will be resolved in the manner as if they were just hit by a trebuchet (Stone Thrower).
Defender Special Rules – A player defending the pass will always get to deploy second and choose whether to have the first turn or not. In addition, the defender may sacrifice 200 points of his army to have ‘riggers’ in the pass setting off traps and falling rocks at opportune moments. Handle this as a stone thrower, by choosing a starting point at the center of the mountain edge and then guessing distance and rolling the scatter die. This uses the small blast template and does the same damage as a stone thrower. This is done during the shooting phase of that player’s turn.
Note that rolls for random rockslides are still made as normal per the above rules.
Since we’re getting so close to the start of the summer campaign, I’m making a big push now to get out the last of the special territories, and so here are four more of them. The only one remaining now is the Barrow Hills, which is basically going to be the special territory called Geistermund Hills which is described in the Border Princes campaign section of the General’s Compendium. I’ll probably post that up at some point this week.
Now that I’ve done the first pass over all of these, I’m going to print them all out and look at them side by side to see how they compare to one another and then possibly do some tweaking before the start of the campaign.
So what you’ve been reading may change slightly, but will basically be the same, and the versions that you see on the website on Friday when we start the campaign will be the final versions.
And here we go..
HELLFURNACE[/u]
To all but the dwarves of the Old World, The name of the clan that inhabited the ancient mountain citadel that is now known as Hellfurnace has been lost in the pages of history. At some point long ago, they were corrupted by the lure of chaos, since that time, their forges have burned endlessly, sending plumes of smoke into the sky above their mountain lair, as the chaos dwarves continuously forge new and insidious weapons and hold rituals to appease their bull god, Hashut. Attrition, infighting, and the horrible side effects of the chaos energies have depleted their number greatly over the generations, and so their presence in the Forsaken Vale is only felt in the area directly around their mountain fortress, but woe be to those that dare trespass there.
Campaign Map Rules:
Overthrowing the Chaos Dwarves
Currently, the ancient dwarven hold now known as Hellfurnace is firmly controlled by the chaos dwarves, and they will react to any assault by retreating into their mountain keep. In order to vanquish them and wrest control of their precious forges from their grasp, one will need to venture deep into the mountains and fight them on their terms.
To attempt to evict the Chaos Dwarves from their ancestral home, a player who has a banner occupying Hellfurnace must give that banner a ‘hold’ action, while the player announces his intent to venture into the dwarven hold and defeat the Chaos Dwarves.
The player then plays through a one on one skirmish battle (similar to Shellendrak but on a smaller scale) against the Chaos Dwarves within their mountain hold. If he can fight his way to the leader of the Chaos Dwarves and defeat him in battle, then he gains a victory point towards winning the campaign that cannot be lost or taken away, and for the rest of the game whoever controls the territory of Hellfurnace may receive the Forges of Hellfurnace benefit described below.
Fortyfying or Razing Hellfurnace
Hellfurnace cannot be fortified or razed so long as the Chaos Dwarves remain present. After they have been cleared, Hellfurnace can be Fortified and Razed as any other territory.
Forges of Hellfurnace
Once the Chaos Dwarves have been dealt with, whomever controls Hellfurnace may roll a D6 at the beginning of each turn, when the orders for that turn are being resolved. On a 4+, a single banner in the player’s army (the player should specify when submitting his orders) receives a points bonus to its size for THAT TURN. The bonus received is dependant upon the army type, as shown in the following chart.
• Chaos Dwarves, Dwarves +200 pts
• Warriors of Chaos, Ogre Kingdoms, Empire, Skaven +150 pts
• All other races +100 pts
Battles at Hellfurnace:
Table Set-Up
Hellfurnace is a mountainous territory and so any hills or crags available should be used. There should be a series of large hills located along one length of the table (these will be the deployment areas for the Chaos Dwarves as detailed in the next section.
The Chaos Dwarves
If the Chaos Dwarves have yet to be driven from Hellfurnace, they will make their presence known in any battle that takes place there by bringing out some of their deadly war machines for some target practice.
After table set up, but before deployment sides are chosen, players should alternate deployment of d3 Chaos Dwarf weapon teams atop the hills located at one edge of the table. (if no models are available just use a marker of some sort) The weapon teams will always be a single earthshaker team and one or two death rocket teams depending on the roll.
At the end of each game turn, each chaos dwarf team will fire at the closest unit on either side. In each case the player with the least unit strength of troops in the target area (or a third person if one is present) does the guessing and die rolls for the chaos dwarves.
The chaos dwarf weapon teams can be charged and fought as normal. The player not engaging them should make any die rolls needed.
GALLOWS CROSSROAD[/u]
The Gallows Crossroad has gotten its name over the years as a result of the long held tradition of executing criminals at that spot and displaying their remains there as a warning to others. Many of these poor devils were never given any kind of burial, as their bodies were left to rot and be feasted upon by the buzzards until eventually some larger creature dragged it away. This has always been thought to be the reason why the place has such a reputation for being haunted by the bodiless dead.
Campaign Map Rules:
Restless Spirits
Vampire Counts banners that pass through the Crossroads may be able to bolster their forces by compelling the restless spirits roaming the region to serve them. When a Vampire Counts banner moves onto the Gallows Crossroad, the player should roll a D6 and consult the Restless Spirits chart below.
Restless Spirits Chart
1 – The spirits either ignore or are able to resist your summons.
2-5 –Roll 2d6 x10 and add that many points of troops to that banner towards the next battle it engages in.
6 – Roll 2d6 x20 and add that many points of troops to that banner towards the next battle it engages in.
Battles at the Gallows Crossroad:
Table Set-up
The table should be set up with two clear ‘paths’ each around a foot wide, which intersect one another at the center of the table.
If there are gallows, hanging cages, gibbets, graves or small graveyards available, they should be placed along the paths near the center.
Any other terrain can be rolled up as normal.
ROTTING GUMS ORC CAMP[/u]
The Rotting Gums Orcs became known as such due to their chewing on the bark of trees that had been corrupted by the vile plague of Phagius. This exposure caused a nasty gum-rotting disease that eventually over the generations became hereditary to the Orcs of the region, so that the condition persists even though the forests have for the most part come back and the corruption only still exists now within the trees of the Dreadwood. The gums of these orcs are all mal-colored and putrid. This does nothing to hinder or deprive them of their teeth, unfortunately for those who cross their path, but does give their breath an incredibly noxious stink – a truly odious stench even by Orc standards. If anything, the disease seems to make these orcs even more mean and foul tempered.
Campaign Map Rules:
Recruitment When Ogre Kingdoms, Orcs and Goblins, or Chaos Dwarf banners move onto the Rotting Gums Orc Camp, the player may roll on the Orc Recruitment chart below:
Orc Recruitment Chart
1 – The Rotting Gums Orcs are not impressed
2-5 – Waaagh! Roll 2d6 x10 and gain that many points of troops for the next battle that banner engages in.
6 – Big Waagh! Roll 2d6 x20 and gain that many points of troops for the next battle that banner engages in.
If any other banners enter the territory, the player must roll on the Hostile Orcs chart instead.
Hostile Orcs Chart
2 – The incursion into their territory goes unnoticed – this time.
2-5 – Waaagh! Roll 2d6 x10 and deduct that many points of troops for the next battle that banner engages in.
6 – Big Waagh! Roll 2d6 x20 and deduct that many points of troops for the next battle that banner engages in.
Note that these bonuses do not accumulate if the territory is revisited before the next battle that banner engages in.
Battles at Rotting Gums Orc Camp:
Table Set-Up – If the terrain is available, orc huts and structures should be used in place of any buildings rolled on the terrain chart, and orc palisades can be used for any walls rolled. If the terrain is not available, any farm or building rolls should be ignored and replaced with hills or woods.
SKULLCRUSHER PASS[/u]
Located near the middle of the mountain range that nearly bisects the Forsaken Vale, there is a semi-large pass through the mountains. Flanked to the left of the pass there is a terrible gorge that was formed centuries ago by a mighty earthquake. On the passes right there is the wall of the mountain range that has been known for its terrible rockslides do to unexplained instability. The pass is littered with fallen rocks and bodies of the poor trade caravans.
Long has this pass been used as a trader’s quick and easy route through the mountain range. Unable to keep the it safe enough for profit of tolls, Skullcrusher pass had been long abandoned even before the desolation wrought throughout the Vale. Now the pass has been plagued by ravenous bands of orcs and goblins but now even small groups of ogres have been sighted. Still, this pass is used occasionally by daring trade caravans who are looking for the “quicker and cheaper” journey around the mountains. From a military standpoint, securing this pass could create a very strategic supply route and cut re-supply time by days.
Campaign Map Rules:
Moving through the pass:
When a banner moves into Skullcrusher Pass, roll a D6. If a ‘1’ is rolled consult the following Treacherous Pass chart.
Note that if an enemy player controls the pass when a banner moves into it, the player must roll a ‘6’ on a d6 to avoid having to roll on the Treacherous Pass chart.
Treacherous Pass Chart
1-2: The banner is reduced by 2d6 x10 points for the next battle it engages in.
3-4: The banner is reduced by 2d6 x20 points for the next battle it engages in.
5: The banner is reduced by 3d6 x20 points for the next battle it engages in.
6: The banner is reduced by 4d6 x10 points for the next battle it engages in.
Battles at Skullcrusher Pass:
Table Set-Up –Skullcrusher Pass is narrow, and should be played only on a 4x4 table with 1 ft of the table’s width blocked off, either by tall crags if the terrain is available or simply by marking the edge of the board with books, die, etc. If crags are not used, designate which side of the board is the mountain side and which is the gorge side.
FALLING ROCK ZONE! – Due to the sometimes-random tremors in the earth rocks will come pouring down the mountainside. Every turn roll a D6 if the result is a 1 then roll 1 scatter die always scattering 5D6 inches from the middle of the mountain side. If the result of this scatter is towards the mountain, re-roll it. Any units hit by the large blast marker will be resolved in the manner as if they were just hit by a trebuchet (Stone Thrower).
Defender Special Rules – A player defending the pass will always get to deploy second and choose whether to have the first turn or not. In addition, the defender may sacrifice 200 points of his army to have ‘riggers’ in the pass setting off traps and falling rocks at opportune moments. Handle this as a stone thrower, by choosing a starting point at the center of the mountain edge and then guessing distance and rolling the scatter die. This uses the small blast template and does the same damage as a stone thrower. This is done during the shooting phase of that player’s turn.
Note that rolls for random rockslides are still made as normal per the above rules.