The table is divided into 12 control zones (see map). A player controls a zone if he has models in it and there are no opposing models in it at the end of a round, starting on the second round. A player earns 1 point for controlling a zone on his side of the table, and 2 points for controlling a zone on the opponent’s side of the table.
Thursday, May 19, 2011
Unbound edit
Wednesday, May 18, 2011
Ambush in the Eastern Thornwood
Ambush in the Eastern Thornwood
An Epic UNBOUND Encounter
Supreme Kommandant Irusk looked out over the ruins of the village of Birchwood disapprovingly. His intelligence had told him that this was a thriving town that would make a good forward kommand post and base of operations for the Eastern Thornwood south of Northguard. What met him when he arrived, however, was anything but thriving – a desolate, eerily silent graveyard of broken walls and smoldering ruins next to the quietly gurgling river. His scouts reported that there were still a number of supply caches in the town, but that there were no signs of life anywhere to be found.
After thinking for a moment, Irusk decided that the town would still suit his purposes – it was ideally located, easily defensible, and could be easily repopulated once he achieved control of the area – the farmlands he had passed still looked largely intact. He had brought a large contingent of his army with him with the intention of using them to establish his base camp here, and it would make little sense to leave now.
He ordered his troops forward, and they began to advance on the town, weapons drawn but not as alert as they probably should have been. That changed when he heard the screams from up ahead. There were terrifying shrieks, an explosion of green balefire, and suddenly the mystery of what had happened to the town became much more easily solved. From the far side of the ruins and from the edge of the forest came hordes of Cryxian thralls and helljacks, charging forward like things possessed. Irusk mentally stoked his warjacks to full combat readiness and began yelling out orders to take positions. Today was going to be bloody indeed.
Summary:
The town of Birchwood is a strategically vital area on the edges of the eastern Thornwood Forest, situated near a small river and surrounded by farmland. Control of the town would be a huge strategic boon to whoever held it, allowing control over both the interior of the Thornwood from there, and also the surrounding countryside. Khadoran forces are moving in to solidify their grasp on the town, but when they arrive they find the town destroyed, and Cryxian forces laying in wait for them. A pitched battle commences, with two massive armies fighting for control of the ruins of Birchwood.
Scenario: Control the City
The table is divided into 12 control zones (see map). A player controls a zone if he has models in it and there are no opposing models in it at the end of one of his turns. A player earns 1 point for controlling a zone on his side of the table, and 2 points for controlling a zone on the opponent’s side of the table.
The first player to 20 points wins. The death of all the opposing warcasters/warlocks is NOT a win condition (though it'll probably help you considerably).
NOTES:
- This is an UNBOUND scenario, and follows the rules presented in No Quarter magazine.
- Be wary of effects that last for a turn, as the turn structure is different!
- Terrain is largely determined by the scenario. One side of the river is ruined city, one side is forest and farmland. Don’t whine about it, plan your army around it.
Saturday, April 23, 2011
Impossible Dream 2
Impossible Dream 2
Merc Country
Stannis Brocker 4pts
Steelhead Riflemen (10) 9pts
- Painted to match Macbain's Traitor Green
Steelhead Halberdiers (10) 6pts
- Painted to match Magnus' Exile Blue
Steelhead Halberdiers (10) 6pts
- Painted to match Macbain's Traitor Green
Drake Macbain (+6pts)
Nomad 6pts
- Painted to match Macbain's Traitor Green
Blythe and Bull 4pts
Dougal Macnaile 2pts
Magnus the Warlord (+6pts)
Kell Bailoch 2pts
51 pts
Friday, April 22, 2011
Cage Match, v3
C-c-c-caaaage Match!
Gladiatorial Combat for Warmachine and Hordes
Concept: A gladiatorial arena where cheering onlookers scream as warcasters and warlocks bring titanic ‘jacks and ‘beasts together in a brutal shower of blood and oil for their amusement.
Game Size: 15 points, Mangled Metal/Tooth and Claw rules, 2-4 players (ideally, though technically more COULD fit if everyone wants a crowded field...)
Deployment: For two players, 10” deployment on opposite sides of the board. For 3-4 players, each player deploys in a 10” by 10” square in a corner of the board.
Scenario: The Octagon: Mark a circle with radius 12” from the center of the table. This functions like a Killbox starting at the end of the last player’s 3rd turn.
Terrain: There should be a rough ring of hard terrain (walls, rocks, etc) marking the edge of the Killbox, as well as other pieces that encourage throws, slams, and other things to get bonus damage and points.
Scoring: Unlike a normal game, the goal here is to please the onlookers with violent displays, rather than just quick kills. Whoever has the most points at the end of the match wins! In the case of a tie, whoever got the most caster kills (or the final kill, in the case of yet another tie) wins.
Points can be gotten in the following ways:
- Performing a successful Slam, arm/headlock, headbutt, or one or two-handed throw: 1 pt
- Gaining an additional damage die from collisions with terrain or other models: 1pt
- Destroying a model with a Slam, one- or two-handed throw, or headbutt: 1 pt
- Killing a warcaster/warlock in Round 1: -3 pts
- Killing a warcaster/warlock in Round 2: -2 pts
- Killing a warcaster/warlock in Round 3 or later: -1 pts
Ending the game: The game is over when there is only one warcaster/warlock in play. Alternately, players could agree on a point limit.
NOTE: Only actual power attacks grant the point bonuses. Weapon or spell effects that have effects like power attacks (Combo Smite on a Marauder or Thunderbolt on Caine) do not provide points by themselves – but they could generate a point from inflicting an additional die of damage! Furthermore, power attacks generated from chain attacks still count as power attacks for the purposes of generating points.
OPTIONAL RULE: The Whim of the Crowd
Roll a 2d6 at the beginning of each round to see what the Crowd demands! Apply the effect to ALL players for that round.
- 2: Give him mercy!
o If a player destroys an enemy warcaster or warlock, they suffer -1 pt.
- 3: Kick him when he’s down!
o Weapons with the Open Fist ability gain Trash (additional die of damage against knocked down models)
- 4: Two Enter, One Leaves!
o You get +1 pt if your most expensive remaining warjack/warbeast destroys an enemy’s most expensive remaining warjack/warbeast.
- 5: Clobberin’ Time!
o Friendly warjacks and warbeasts gain +2 to Slam, headbutt, or one or two-handed throw damage rolls.
- 6: Hold him back!
o Arm/headlock power attacks give an additional +1 pt.
- 7: Pump the Crowd!
o Your warcaster or warlock can forfeit his activation to pump up the crowd. Because of their cheering and support, all your warjacks or warbeasts do not spend focus or be forced for power attacks, and get +2 to Slam, headbutt, one or two-handed throw, and arm/headlock power attack rolls.
- 8: Drive Him Down!
o Headbutt power attacks give +1 pt
- 9: Use the Chair!
o A warjack or warbeast with the Open Fist ability can choose to use a melee weapon in one hand during its activation. The weapon has a POW of 5 and the Knockdown ability.
- 10: Get Him Outta Here!
o Slams and throws move models an additional 2”
- 11: The Walls Have Spikes!
o Models slammed or thrown into obstacles or obstructions take an additional point of damage (on top of the normal additional die, but does not give an extra pt)
- 12: Finish Him!
o If a warcaster or warlock destroys an enemy warcaster or warlock, they receive +1 pt.
Thursday, April 14, 2011
C-c-c-cage match!
C-c-c-caaaage Match!
Gladiatorial Combat for Warmachine and Hordes
Concept: A gladiatorial arena where cheering onlookers scream as warcasters and warlocks bring titanic ‘jacks and ‘beasts together in a brutal shower of blood and oil for their amusement.
Game Size: 15 points, Mangled Metal/Tooth and Claw rules, 2-4 players (ideally)
Scenario: The Octagon: Mark a circle with radius 12” from the center of the table. This functions like a Killbox starting at the end of the last player’s 3rd turn.
Terrain: There should be a rough ring of hard terrain (walls, etc) marking the edge of the Killbox, as well as other pieces that encourage throws, slams, and other things to get bonus damage and points.
Scoring: Unlike a normal game, the goal here is to please the onlookers with violent displays, rather than just quick kills. Whoever has the most points at the end of the match wins! In the case of a tie, whoever got the most caster kills (or the final kill, in the case of a tie) wins.
Points can be gotten in the following ways:
- Performing a successful Slam, arm/headlock, headbutt, or one or two-handed throw: 1 pt
- Gaining an additional damage die from collisions with terrain or other models: 1pt
- Destroying a model with a Slam, one- or two-handed throw, or headbutt: 1 pt
- Killing a warcaster/warlock in Round 1: -3 pts
- Killing a warcaster/warlock in Round 2: -2 pts
- Killing a warcaster/warlock in Round 3: -1 pts
Ending the game: The game is over when there is only one warcaster/warlock in play. Alternately, players could agree on a point limit.
NOTE: Only actual power attacks grant the point bonuses. Weapon or spell effects that have effects like power attacks (Combo Smite on a Marauder or Thunderbolt on Caine) do not provide points by themselves – but they could generate a point from inflicting an additional die of damage! Furthermore, power attacks generated from chain attacks still count as power attacks for the purposes of generating points.
OPTIONAL RULE: The Whim of the Crowd
Roll a d6 at the beginning of each round to see what the Crowd demands! Apply the effect to ALL players for that round.
- 1: Hold him back!
--- Arm/headlock power attacks give an additional +1 pt.
- 2: Use the Chair!
--- A warjack or warbeast with the Open Fist ability can choose to use a melee weapon in one hand during its activation. The weapon has a POW of 4 and the Knockdown ability.
- 3: Kick him when he’s down!
--- Weapons with the Open Fist ability gain Trash (additional die of damage against knocked down models)
- 4: Clobberin’ Time!
--- Friendly warjacks and warbeasts gain +2 to Slam, headbutt, or one or two-handed throw damage rolls.
- 5: Give him mercy!
--- If a player destroys an enemy warcaster or warlock, they suffer -1 pt.
- 6: Finish Him!
--- If a warcaster or warlock destroys an enemy warcaster or warlock, they receive +1 pt.
Friday, April 1, 2011
Last Night's Battle Report
Thursday, March 31, 2011
Illerian Realms
The History of Dragonhead Bay
Your characters don’t know much about the history of the area. They know that Dragonhead Bay used to be part of the Illerian Empire, a human empire from the west that spanned the continent. The Empire was the light of civilization until the Plague of the Ten Sufferings. The plague swept through the Empire and wiped much of it out. Even worse, most of the plague victims rose again as the walking dead, and terrorized the countryside. A horde of these undead attacked Dragonhead Bay 20 years ago and breached the city walls. They destroyed many of the buildings and slaughtered most of the people of the town, though a few managed to hide and survive. Eventually the Templars rallied against them and defeated the horde, and the town was able to begin rebuilding itself.
Now there is a rather decent town built on the remains of Old Dragonhead Bay, though the inhabitants know little about the history or the surrounding area. The population is mostly poor farmers and artisans, and is mainly human, Halfling, and dwarf, with some elves, eladrin, and half-elves. Dragonborn aren’t native to the area but might have travelled through, and Tieflings are considered to be infernal agents and are generally unwelcome.
Magic is distrusted and feared by many of the common people, and is tightly controlled by the Society Arcanus, the Circle of Magi, a mystical order which regulates what magic can be learned, and by whom. They also are intimately tied to the Church of Pelor, especially its military arm – the Templar Order. These holy knights seek out infernalists and necromancers and kill them and their minions at every opportunity to protect the populace from their depredations. While they generally don’t interfere with the day-to-day occurrences of the town for the most part, they are an ever-present force, acting as a shield for the town against the dark things in the world.
The town is run by the Governor Arcanus, the Lord Mage of the local chapter of the Circle. Most towns exist with a similar structure of the Governor Arcanus, supported by the might of the Templars. She is the most powerful wizard in the local chapter, and the politics of the Circle are secretive and dangerous to anyone who gets involved.
The old Imperial Road runs through the town and connects it with the Dwarven city of Hammerfast to the south. Many of the Dwarves in Dragonhead have connections with Hammerfast, and trade moves between the two over the Road. Not much is known about the lands further away, and no one really knows what happened to Illeria, the capital city of the old empire.
