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Title: Sartosa 2: Return Of The Pirates
Description: The Second "Flame On" Pirate Campaign


WarbossKurgan - April 2, 2007 11:59 AM (GMT)
(Click on the map for a larger version)

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Before the campaign started I posted the new, darker, map of the island. Just to get everyone to start thinking about thier background.

The first to step up was Master Jeridian:

QUOTE (master jeridian)
Chapter One- Unfinished Business

Smoke hung like a fog amongst the sea of barrack tents, drifting in the cold morning breeze. Soldiers limped, lay and wearily strolled between them like ghosts.
Captain Jeridian sat upon his warhorse, atop an overlooking hill, Adreus beside him. The war with Hochland dragged bitterly on and was not going well, despite the successes of his own troops. Every day the enemy pushed deeper into Nordland, the homes and families of his soldiers now the battlefield and the prize.

It was with great surprise that Jeridian had received a message to see the Elector Count himself. Jeridian’s failings at Sartosa had not gone unnoticed, his command of soldiers, his very freedom was a sign of how desperate the conflict had become. Though they had continued his military career, the Nordland senior command did so grudgingly- never granting him an audience, sending his forces to the deadliest battlefields.

“Come, Adreus, time to face the boss,” Jeridian grumbled sourly, receiving a knowing grin from his cousin.

*    *    *

Silence fell uneasily as Jeridian entered the command tent. Around the room stood the senior generals of Nordland, men many years his elder with great power and wealth. Jeridian scanned the room, none would return his gaze; he was undeserving of acknowledgement. He ignored them, what did they know of respect, of honour and duty, of the sacrifices he and his men had made.

At the centre of the room sat the Elector Count, a large wooden desk before him with maps and reports scattered across its weathered surface, his face weary with the rigours of war. He glared up at Jeridian as the younger commander stepped forward.
“General Jeridian,” he began, his voice resonating around the command tent. Jeridian instinctively nodded as a sign of respect.
“I will be to the point,” he continued, wearily standing, leaning arms forward on the desk, “the war with Hochland is not going well.”
The gathered officers shifted uneasily.

“We cannot win this war through military means alone,” the admission tasted like bitter ashes, “we have not the numbers or might to face Hochland, not while Middenland aids them and the Emperor turns a blind eye.”
Jeridian was at a loss to how he could change these circumstances.

“We must fight by political means and that requires money,” he slammed his fist against the desk in a symbolic gesture, “there is a place where such wealth has been hoarded.” He stopped, staring directly at Jeridian.
“Sartosa!”
Jeridian’s heart leapt at the word, dread drifting into his mind, he tensed. The Elector Count paused, awaiting Jeridian’s response.
“My Lord, the isle of Sartosa is lost to the horrors of Chaos.”
“And who’s was the loss?” muttered from amongst the senior officers. Jeridian shifted his gaze but could not identify the culprit.
“Dire times call for dire actions,” the Elector Count continued, “our fleet gathers past Salzenmund, though few men can be spared a battalion march to join you.”
Jeridian gritted his teeth. Sartosa was a suicide mission; only death thrived on that island. He fought the urge to protest.

“Your earlier failings will be forgotten, Jeridian,” the Elector Count continued, reading Jeridian’s expression.
Jeridian sighed, staring down as the memories of that horrible placed flooded back.
“If it is your command, my Count.”

*    *    *

Less than a month had passed; the mariners of Nordland expert in their craft. Sartosa loomed on the horizon, a blot of green on a horizon of blue. A canopy of thick, black smoke hung above it, Mount Ertinia still spewed its anger into the sky.
“Captain,” bellowed from above, Jeridian and the surrounding crew looking up from the deck. The crow’s nest lookout gestured excitedly towards Sartosa.
Jeridian found his spyglass amongst the pistols across his waist, peering through the intricate device. He braced as the Salzenmund rocked in the harsh seas, squinting to concentrate on the foreboding shoreline.

He spotted the port town of Senelite, their erstwhile base, its many chimneys still spouting smoke. There, atop the town hall- the green and blue of the Nordland Expeditionary Force regimental flag. Word spread amongst the crew, woops and cheers rising as the fleet smashed its way through the waves towards the pirate island.

WarbossKurgan - April 2, 2007 11:59 AM (GMT)
QUOTE (WarbossKurgan)
Da Kronicles of Adm'rul Kurgan Grimjaw - Book 2

The Messenger

Adm’rul Kurgan scratched his chin. He’d just found out, through his spy network (Goblins badly disguised as washer-women!), that the Jonesers had sent a bundle of secret documents and orders across the island; detailing their plans for the spring offensive. If the Pirates could get these papers they would have a chance to survive the coming darkness!

~~~

They found the messenger Ungor easily enough: He was running along the forest road between the Penitentiary and the Bloodfane. He looked around nervously and clutched a leather bag to his chest.

As he stepped into a clearing around a low hill the lurking Pirates pounced. He struggled but the bag was knocked from his hands and a long cruel knife was thrust between his ribs. Coughing black blood over the sack he crumpled and fell. The bag fell open by his feet and the still-wintery winds took the pages of the document it held and swirled them around the hill.

Kap’n Mogrum swore and bellowed at the Orcs to get the papers before they were ruined. The Pirates chased the pages around, cussing and berating each other, sliding in the mud and generally feeling a bit stupid.

At that moment the Beastmen bodyguard arrived: they had been sent rushing along the forest road when the Goblin spies were unmasked. They poured into the clearing baying and roaring, and crashed headlong into the confused Orcs.  Three Pirates managed to grab a few sections of the document and make a break for it before the Beastmen got to them. But it wasn’t long before the rest of the Greenskins were desperately fighting for their lives, hopelessly out-numbered and cut-off from the escape route. One by one the Orc Pirate fell, surrounded and butchered.

This just left the Kap’n and the whole of the beast herd charged him! For what seemed like hours the Gors, Ungor and Bestigor circled him and attacked over and over. The Orc Pirate fended off their cuts and thrusts with deft chopplass work and brute toughness. Slowly he worked his way free as the Bestigors fell, then some of the Gors. Spinning round in an erratic arc the Kap’n hacked, dodged, thrust and parried but there were more Beastmen running to join the swirling melee. Then the Wargor charged! His huge double-handed axe whistled through the air as it sought Mogrum’s neck.

Kap’n Mogrum parried every blow the Wargor aimed at him and as the beastman stumbled forward, carried by the momentum of his great axe, the Orc rained down a brutal torrent of chopplass blows in return; beating the beastman leader to the ground and mercilessly finishing him off with a stamp to the back!

But the Beastmen numbers finally started to tell – it seemed that not matter how many of the twisted creatures the Pirate bested there always seemed to be more on the way! An Ungor spear pierced his back and as he twisted in pain to cut down the beast a Gor club landed on his head and everything went black…

~~~

The three surviving Orc Pirates looked through the four sections of documents they managed to escape with – one of them was clearly useless: soaked in Ungor blood, tattered and torn. The remaining two were probably packed full of important intelligence, but without the sections that the Beastmen recovered they would never be decipherable. That fact, combined with the simple truth that none of these Orcs could read, meant that their return to Sartosa City would not be as glorious heroes but as wretched failures.

WarbossKurgan - April 2, 2007 12:00 PM (GMT)
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Storm clouds loom over the blighted island of Sartosa. A darkness lurks in the forests and hills, the swamps and mountains.

The occupation of the island by Davy Jones has had a debilitating effect upon the inhabitants and the land itself: The cruelty of the Jonesers has brought decay, rot, hatred, paranoia and dread to every corner. Every wood, forest and jungle feels to touch of corruption, the seeds of death are sewn in the very soil. It has been an exceedingly hard winter on Sartosa. This is a dark time for the Pirates and they will need all the allies they can get if they are every to reclaim their homes!

But the Spring often brings changes in the sea around Sartosa - who knows what this year will hold: Fair wind or foul vapours?

Land Locations:

The Bloodfane
A massive herdstone has been erected in the forests north of Berffardo, a towering monument to Chaos know as the Bloodfane, it seems to draw in the magical energies that are normally weak this far south.

Sartosa City
Sartosa is still known as the Pirate City... just about. A few Pirate ships still lie at anchor within the great harbour, while the city grows poor with the scarcity of plunder on the sea. The whole city hangs by a thread, barely secure in its natural defences with the fighting spirit of its citizens draining away.

The Fortress of the Pirate King
Sartosa was once administered far more harshly and efficiently than any other city in the Old World. Within the bounds of the harbour, Pirate Law applied, forbidding theft, and offering frequently terminal punishments for murderers, thieves, swindlers, and traitors. Disputes between captains were settled by the Master of Sartosa - the King of the Pirates, elected annually from and by the pirate captains then in port. The Fortress looked down over Sartosa, so with a good telescope it was possible to watch all the town’s comings and goings. Nowerdays the Pirate King hardly leaves his private chambers, his mood darkens daily and some say he has lost his mind.

Osso Hills
Bleak, wind-swept rolling hills with very little going on of any interest. Rarely traveled and thought to be home to many small scavenging mutant bands.

Howling Marsh
Even more horrible than its name suggests, the Howling Marsh is not to be travelled lightly.

Fort Senelite
The former harbour town of Senelite has became a veritable fortress – its arsenal brisling with guns and its walls strengthened! The gates are reinforced with steel and sorcery, the walls are manned by bitter, hardened Alliance warriors.

Ossonmunte
The only other Alliance outpost on Sartosa. For some reason the Jonesers and the Pirates abanondoned the small town as winter set in and the Alliance has set up hasty defences - a ditch and stockade wall surround the settlement and heavily guarded conveys of supplies come from Fort Senelite once a week. But they bearly bring enough to feed the garrison.

Mining Colony and Penitentiary
Where there was once a mighty Dwaven Hold, now there is nothing but a hellish pit of despair! Many claim that The Bloodfane was quarried from the mountainside. Smoke pours from a hundred furnaces as thousands of slaves work round the clock on infernal tasks. Conditions are extremely harsh and many of the survivors of Davy Jones' predations end their days working in the pit.

Cave of the Damned
Once the source of Sartosa's worst troubles, the Cave of the Damned seems to have been forsaken by the forces of Davy Jones.

Ragil
The Scupper’d Mermaid inn is still open but most of the population have moved away after boarding up their homes. A lot of the timber building have been stripped for ship repairs.

Buffardo
An all but abandoned cliff-top town overlooking the Skull Sands, once surrounded by a large farming community, now over-grown and fallow.

Vermunte
Strange lights have been seen over Vermunte every night for several weeks now. No one seems to know what they are and few are willing to find out!

Sea Locations:

Skull Sands
An ever-shifting sand bank where careless ships run aground.

Volcanic Lake
Below the inactive volcano of Mount Ertinia there is a large body of pure, fresh water inhabited by an ancient monster of unknown origin... called "Binky".

Pirate's Current
The straight between Sartosa and the mainland is subject to a deadly current, the so-called Pirate's Current, which makes it almost impossible for any ship to land on the north side of the island.

Bay of Wrecks
A swirling eddie of fast flowing waters hiding many reefs, rocky islands and wrecked ships to entangle the irresponsible sailor.

Dead Man's Point
One of the few safe landing points on the north-west coast of Sartosa. Dead Man's Point is still a treacherous beach in anything but a gentle breeze.

Skull Point
The cliffs here are riddled with caves and tunnels, which made it popular with smugglers and mooncussers for years but like the rest of the island Skull Point has not seen many ships of late.

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QUOTE ("Nethrag")
Diary of an educated ogre.

Penned on the 13th of March, year of our lord 2007.
It has been a while since my last entry, although ocean travel affords one the time for putting quill to parchment the practicalities of such an endeavour proved to be impossible. Keeping a neat script whilst your surroundings are in constant shift was not the only challange as I found my constitution....unsuited for sea travel.
We landed in a delightful cave off the south coast of saratosa and felt at home almost immediately, our "great leader" Ikrim was well placated by Nethrag and the feast he threw to celebrate our arrival and the rejoining of our 2 tribes. Ikrim has been put in charge of the mining colony here and although his methods are crude and we get through a huge amount of slaves a day work is proceeding apace on the excavation. I still feel as if it were left to me I could have had this job completed by now. Still, that's what comes of a society which values size over intellect I suppose.

Penned on the 14th of march, year of our lord 2007
Today saw us launch our first raid here on saratosa to replenish our dwindling stock of slaves. Nethrag had directed us towards a small local town called ragil where we would likely find ourselves suitable candidates for conscription. There was the small matter of the empire force barring the way although what they were doing there I cannot say. Still, for all of Ikrims flaws none can fault his capabilities in a fight. He single handedly dispatched the great winged griffon (I think it was of the drasnian variety but the feathers were slightly darker than usual - perhaps a cross breed?) and chased off the empire general while the rest of the troops proved eager to kill after their time couped up at sea. They did have some fascinating pieces of artillery which however seemed slightly prone to explode - I'm sure I could improve on the design if we managed to capture one intact, sadly the gorgers left little left of the ones that didn't escape the battlefield.

Penned on the 16th of March, year of our lord 2007
After a hard days looting the quiet hamlet of ragil yesterday we began our march back to the mining colony with fresh stock. Slavemasters tugging at chains that bound our new volunteers. As we rounded the crest of a hill however I was surprised to see another army arrayed infront of us. Rows upon rows of undead stretched out before my eyes. A collective groan escaped the guts of our army, not one of fear you understand - its just that no bull worth his gutplate wants to fight an enemy he can't eat after he's killed him. Still what must be done must be done. Thankfully I'd been involved in battles against the undead before and it took little persuasion to convince Ikrim to personally go after the oposing general. With him out of the way the magics supporting the opposing army began to dissipate and soon the field was cleared of the foe. Our bulls had to satisfy themselves on chomping down chunks of bone for the marrow they contained but this understandably still left them rather hungry and one or two were eying the new stock speculatively until the slaughtermasters put a stop to it with some liberal use of their whips.

WarbossKurgan - April 2, 2007 12:06 PM (GMT)
QUOTE (master jeridian)
Chapter Two- Siege of Ossomunte

Only a day had passed since Jeridian’s Expeditionary Force set foot on Sartosa again. There was no cheer or welcome, the survivors at Senelite and Ossomunte had endured hell holding off the daemonic rabble. Though they accepted Jeridian’s return it was grudging and sombre. He needed a victory, something to rekindle their courage and hope. His chance was not long in coming.

Messengers tired and ragged reached Senelite at dawn, the foul beastmen assailed the defences of Ossomunte yet again in great numbers. A hundred men had marched immediately with him to the beleaguered town and now they stood in battle order before the ramshackle, smoking town. The enemy gathered to the north amongst woods, foul abominations, wolves and chariots.

Jeridian mounted his warhorse, trotting out before the assembled Empire troops.
“Sons of Nordland,” he roared, scanning across the line of soldiers, “we have fought together in many battles, across many battlefields. Our enemies have been many.”
He paused, beginning a slow trot down the line.
“And we have taken victory of each. Today is no different, trust in the man beside you and your weapon. Today we reclaim Sartosa, for the Empire, for Nordland!”
A cheer rose from the men, echoed in the distance by the guttural roars of the enemy.

Week 1, Game 1- Lifting the Siege

First game of the new campaign…against Beastmen. I was expecting the worse, but Jeridian hadn’t spent those winter months resting on his laurels- he had a few more tricks up his sleeves and wisdom earned from many defeats.

We located the battle at Ossomunte, I figured I needed all the help I could get and a Naval Alliance Controlled Location roll fitted the bill.

I rolled Rousing Speech and a record 8 out of 17 units got +1 Ld from Jeridian’s oratory skill despite needing 5+.

The usual 2 hills, one on each board edge towards opposite flanks. 2 forests, closer to the board centre, equal distance on opposite sides.

Mike took Beastmen, 2000pts:

Beastlord
Shaman
BSB
Shaman

3x Beast Herds- Full command. 16ish.

3x Wolf Hounds 5x

4x Chariots
1x Giant

2x Minotaur 3x

I took my 2000pts Empire:

Characters

General Jerdian Neskijn 1xGeneral (Lord)- Sword (hand weapon), pistol, full plate armour, shield, barded warhorse. 125

Warrior Priest 1xWarrior Priest (Hero)- Warhammer (hand weapon), heavy armour, shield, barded warhorse. 110

Battle Wizard 1xBattle Wizard (Hero)- Hand weapon, dispel scroll, wizard's staff, barded warhorse. Level 2. 149

Battle Standard Bearer 1xCaptain (Hero)- Sword (hand weapon), full plate armour, Battle Standard, barded warhorse. 97

Core Units

Knightly Order 5xKnights- Hand weapon, lance, full plate armour, shield. Barded warhorses. 115

Swordsmen (Parent Unit) 20xSwordsmen- Sword (hand weapon), light armour, shield. 145
  1xMusician. 1xStandard Bearer. 1xDuellist.

Free Company (Detachment) 10xFighters- Two hand weapons. 50

Archers (Detachment) 5xArchers- Hand weapon, bow. 40

Swordsmen (Parent Unit) 20xSwordsmen- Sword (hand weapon), light armour, shield. 145
  1xMusician. 1xStandard Bearer. 1xDuellist.

Free Company (Detachment) 10xFighters- Two hand weapons. 50

Archers (Detachment) 5xArchers- Hand weapon, bow. 40

Spearmen (Parent Unit) 20xSpearmen- Spear, hand weapon, light armour, shield. 170
  1xMusician. 1xStandard Bearer- Banner of Valour. 1xSergeant.

Halberdiers (Detachment) 10xHalberdiers- Halberd, hand weapon, light armour. 50

Halberdiers (Detachment) 10xHalberdiers- Halberd, hand weapon, light armour. 50

Handgunners 10xHandgunners- Hand weapon, handgun. 1xMarksman-Hochland long rifle. 105

Crossbowmen 10xCrossbowmen- Crossbow, hand weapon. 80

Huntsmen 10xHuntsmen- Longbow, hand weapon. 100

Special Units

Great Cannon 1xGreat Cannon. 3xCrew- Hand weapons. 100

Mortar 1xMortar. 3xCrew- Hand weapons. 75

Outriders 5xOutriders- Hand weapon, repeater handguns, light armour, warhorses. 105

Pistoliers 5xPistoliers- Two pistols, warhorse. 1xMusician. 97
 
Total: 1998


Long story short, I used two tricks that I’ve been considering ever since I failed miserably to beat Beastmen in the last campaign.

I set up in front of my hill from 12” up my left short board edge in the usual battleline (Free Company- Swordsmen- Halberdiers- Spearmen- Halberdiers- Free Company) to the centre of my long board edge.

Cannon and mortar on the hill. The crossbowmen and handgunners set up in a long line along the board centre, whilst the Knights, Outriders and Pistoliers formed a fast right flank force.

My first tactic was to not move- not march forward boldy as I had done in every game before. I had been told the Beastmen weakness was a lack of offensive shooting and I figured it was about time I took advantage of this. To this end the crossbowmen and handgunners were expendable up front, to shoot until charged.

This forced Mike to advance into my guns and cannon.

The second, very important tactic was how to soften the Ambush special rule. A beast herd appearing behind by main battle line amongst my war machines has been the death blow of several Beastmen games.
So the Huntsmen and Archers formed a border patrol line, all across the back of my side ‘castle’. No beastmen would be appearing behind the main block, this forced the unit to appear to the side and in front of the main force, greatly reducing their impact and backline annoyance value.

The third thing needed was better luck than my opponent- and this was mercifully granted.
There were a number of times when it could have tipped against me, but luck was on my side and the Beastmen army eventually crumbled. With the entire Beastmen army wiped from the board and 3-4 quarters occupied it was a glorious massacre for the Naval Alliance.

Now all I needed was for my comrades not to lose in Ossomunte….


Massacre at Ossomunte for Naval Alliance- 3pts.

Spirits had been raised greatly by the victory at Ossomunte, there was singing in the local inns and children playing in the streets for the first time in months. He had even doubled the rations for a day, but they could not rest on this victory- a war of conquest could not be won with defensive battles.

As sun broke the following day the Nordland Expeditionary Force marched out from Ossomunte, north to the foreboding Osso Hills and unknown peril. Yet they marched triumphantly, it was only as noon approached and the hills gave way to forest that the first men fell with arrows through their throats.

“Form up, form up!” Jeridian bellowed as the sky grew dark with arrows. He had faced such abrupt and brutal ambushes before within the Drakwald forest of Nordland. Only one enemy used the woods with such violent finesse- the Wood Elves, why they had travelled to Sartosa was a mystery, one he had no time for now.
A battle line hurriedly formed, the men raising shields to catch the arrows.
“Advance!”

Week 1, Game 2- Ambush at Osso Hills

In high spirits I accepted a second challenge, though was wary enough to locate it at Osso Hills. I had been lucky not to lose Ossomunte but I wasn’t going to push it.

I’m not good with names at the best of times, it was against one of the staff…we shall call him Sean (if I’m wrong let me know), he was using Wood Elves.
I had faced them once before and made the critical error of deploying my main battleline furthest from the line of archers.

So I had a tiny sliver of experience with Wood Elves- that they would outshoot me so advance ASAP, and not to leave a gap in a forest near my deployment zone otherwise there’d be Wood Elves Scouts hiding in it march blocking my entire army.

His army was something like this:

Uberlord on Eagle/griffon
Wardancer hero

3x Wood Elf archers- 16ish
2x Wood Elf fast cav- 5x

1x Big ass unit of Dryads
1x Big ass treeman
2x Wardancers- 8ish

I used my 2000pts list.

It started off well, with my troops marching down the centre. But the Uberlord and Treeman advancing on my left flank behind forest took out my Outriders and Pistoliers with stupidly accurate, ignore armour arrows- and after that I had nothing to deal with them.

It may be cliché but the end result didn’t show the whole story- the game was IMO a close call. Several situations where it could have gone either way.

A 2 on the cannon ball wound against the Treeman which kept him alive, Knights fleeing in the last turn against archers, etc. But it all collapsed around turn 6, and the death blow was my General and Spearmen being run down and captured.


A Solid Victory to ‘The Others’ at Osso Hills (Naval Alliance defeat)- 2pts.

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Week 1
The Seasons Change

We’re back me hearties! With a fresh wind in our sails and the open horizon before us… Well the wind ain’t all that fresh I suppose. And the horizon is somewhat obscured by the smoke from the mines and all the burnin’ houses. And when I say we’re back, some of us haven’t actually been able to leave.

Anyway enough of that drivelswaggerin’ talk the Naval Alliance has been reinforced and they are already pressing the Jonesers! Captain Jeridian Neskijn and the East Sartosa Trading Company sailed into Monkey Cove again. Set up shop in Fort Senelite and marched out to Ossomunte to give them Beastmen a thump on the noggin! Gorgoth Beastherder’s foul crew have been routed from their three-month siege of the town. Work has already begun on digging the ditch deeper and repairing the stockade wall.

To add to his woes Gorgoth’s herd was ambushed by the Orc Pirate Kurgan in the Osso Hills as he fled the town. Kurgan didn’t get the Beastherder’s looted supplies and both sides took heavy losses. The Orcs look like they are suffering from indigestion a bit after their post-battle barbeque of Gor-meat.

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On the south edge of Ossomunte Skalthukka's Piratical 'Orde attacked Gelgi Stoutbristle’s Alliance Dwarfs just as the short ones were returning to the town gates with a caravan of fresh supplies for the town. Seems the Black Orc got away with more than just food an’ grog though. Rumour is he got a cart-load of black powder in the pillaging.

Just days later Captain Jeridian was attacked by some Wood Elves – these troublesome pixies are not the same group what helped the Alliance last year, according to his report (which I obtained through unusual means…ahem). For now we’ll have to assume they are allied to these Others what we’ve heard whispers of.

Prince Nikolai of The Altdorf Colonials, also part of the Naval Alliance Relief Force, made a long trip over to the desolate town of Ragil. Only to get a bloody nose from the stinking hulks of Tyrant Ikrim Elfeater’s Chaos Ogres. The Prince is going to be needing a new Griffon now that Elfeater is wearing his old one as a hat this week.

Ikrim also exorcised some nasty undead infestation from Ragil, killing the unholy beast that controlled them and causing the host to crumble to dust with barely any effort.

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WarbossKurgan - April 2, 2007 12:08 PM (GMT)
QUOTE (WarbossKurgan)
Da Kronicles of Adm'rul Kurgan Grimjaw - Book 2

A Puzzle Solved

A spring breeze wafted through the Orc camp outside Sartosa City. It made a change from the bitter winter gales that had alternately frozen and soaked the Greenskined Pirates these last three months.

The papers scattered all over and around the table fluttered in the wind, disturbing Kurgan’s concentration. His brow furrowed and he bit his lower lip in an effort to decipher the scrawled writing on the top-most page. After three more tries he gave up and shouted abuse and threats at Dribbla the Messenga Grot – that always made him feel better!

Dribbla ran into the room carrying a large mug of grog and set it on the table, slopping some over the yellowing maps and documents. As he made a vain effort to wipe the rum of the papers with a filthy rag the ink smeared and ran, revealing strange shapes and symbols in the damp paper. Kurgan grabbed the pages from the panicked goblin’s hands and cuffed him round the ear. Looking at the dripping paper he could suddenly understand the orders written there - Gorgoth Beastherder and his War-herd were going to be crossing the Osso Hills in just a few days time; carrying a precious cargo!

The old Adm’rul jumped up from the table and strode from the room, bellowing orders to Grognog and Keel’aul to muster the crews. Pandemonium broke out in the camp.


QUOTE (WarbossKurgan)
An Unsuccessful Ambush

Weighed down with sacks and chests the creatures of Gorgoth Beastherder’s horde hurried along the north east road away from Ossomunte: They were taking the long route to the mines, across the Osso Hills: avoiding Fort Senelite. Though they had been soundly beaten, they had clearly managed to loot some supplies from the town before they were ousted by the reliving force from the Eats Sartosa Trading Company.

Kurgan stepped down from the tree-stump on the hill above, closed his telescope and handed it to Dribbla. He chuckled to himself as he watched the battered remnants of the recently besieging Beastmen fleeing along the valley below. The Company’s men had been reinforced, the siege lifted and the tide could well be about to turn against Davy Jones’ Crew.

The old Adm’rul raised a large green hand as he looked out to the next hill. An Orc waved back from the tree-line. Two Giants stood up and strode forward. Four clouds of smoke spewed forward and then wafted away on the breeze. Shortly afterwards the noise of four Great Cannon discharging rolled up the grassy slope.

He turned and looked down the slope – hidden from the view of the Beastmen were over sixty Orc Pirates: Every jack of ‘em straining to go. Kurgan threw back his head and roared, immediately the Pirates joined in:

“WAAAAAAAAAAAAAGGHH!”

Several tons of stinking Orcs stumbled, scrabbled and ran over the hill and down into the front of the surprised Beastmen column.

~~~

The crows circled overhead. Smoke drifted slowly over the grass. Goblins emptied the pockets and pouches of the fallen.

Kurgan looked up as Grognog approached with a nervous grin on his fat face.
“They got away with the loot Boss, but wasn’t it great to be fightin’ again?” said the portly Mate.

Kurgan grinned back (and Grognog visibly relaxed). “Never mind the loot – I’ll wager there’ll be plenty more these coming days. Get those corpses on the fire and break out the grog.”

The trap is sprung and the Orcs close in on the Beasts!
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The two forces crash into each other at the north side of the valley.
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Things start to get messy for the Pirates, who can't quite manage to scuttle those damned carts!
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They're nippy swabs, that's for sure! Come out of those woods, ye bilge-rats!
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Gah! You still 'ere?
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:D

WarbossKurgan - April 2, 2007 12:14 PM (GMT)
QUOTE (WarbossKurgan)
The (not-so) Great Escape!

In the chill early hours of the morning the Pirates crept up the slope of the newly named Misery Mountain towards a smokey cave-mouth. The fumes from the mine-workings, foundries and (probably) torture-pits billowed out into the darkness. The first pre-dawn glimmer could be made-out to the east but the sun would not rise for another hour or so.

As silently as they could manage (given that they were accompanied by a Giant, a sea-monster and four great cannon) they passed through the cave opening; down into the hot, stinking under-dark.

After just a few minutes a dim blue-green glow ahead of them showed that they were nearing the fungus-caves, the intoxicating musty smell of spores was already detectable amongst the other less-palatable smells of the Penitentiary. The Greenskined buccaneers knew that the prisoners would be well guarded but if the revolt was to be successful they would need the extra man-power (Orc-power?) of the freed inmates. For three months the creatures of Chaos had rounded up any able-bodied Sartosans and herded them into the mines to work on Gork-knows what hellish projects.

~~~

Bells clanged, raised voices called out, panic ensued.

Broadside the Giant had banged his head on the low ceiling and cried out in angry pain, an Ungor sentry heard the noise and immediately sounded the alarm. Without realising it the Pirates had found themselves in an unholy Chaos Temple. Wyrdtoof the Shaman's offensive powers were reduced imperceptibly. His would have to be a defensive role today!

Kurgan rolled his eyes at Grognog who just shrugged. The old Adm’rul took a deep breath and roared, the Pirates echoed the roar and they charged forward!

“WAAAAAAAAGHH!”

Except most of them didn’t actual run towards the enemy; in the gloom they turned on one-another and kicked the snot of their ship-mates.

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Kurgan and Da Hogwashas were out on their own; facing the concentrated might of the Mutant-Ogre prison guards. The only cannon that could see the enemy spoke, the ball ricocheting from the cavern roof: sending a shower of shattered stalagmites down on the Ogres!

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Binky the Squigness Monster and Broadside the Giant jogged towards the port-flank, right through a cloud of spores which dulled their senses a little more than usual. Ogre Leadbelchers blasted away at the Orcs on the starboard flank, killing several of them in a storm of hot metal shot, weapon fragments and stones. Broadside was charged by a small (to them!) group of twisted Bulls, but Binky rushed to join in, screaming and growling in delight and the Ogres fled – only to be knocked on the head with Broadside’s broken-mast club as they ran!

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Kap’n Rukbadruk’s ladz braced themselves as the Ogre Tyrant and his mob of Ironguts pounded towards them. In just a few short minutes the Ogres were holding the Orcs standard high in triumph. Kurgan’s Big’Unz were about to join the fight, but panicked as the remains of Rukbadruk’s crew pushed through their ranks in a frenzied attempt to flee. The Adm’rul managed to get the to heave-to, but they lost all the ground they gained earlier.

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A small gaggle of Gnoblar Trappers emerged from a precarious pile of fallen timber and masonry and charged the last cannon on the starboard side. The Goblin cannon-crew relished the idea of a fight against an enemy even smaller than them, but the slightly great numbers of Gnoblars over-whelmed them. As the Trappers readied themselves to charge the next gun a great big Gorger ran out from the dark tunnels and joined them. It didn’t look good for the gunners!

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The Orc Arrer Boyz fought off a large-ish mob of Bulls and chased towards a pair of panicking Leadbelchers while Kap’n Mogrum’s crew battered an almost defenceless swarm of Gnoblars.

The Tyrant charged Kurgan’s Boyz and the big Pirate challenged the Ogre chieftain to single combat. The Tyrant laughed a deep belly-laugh and swung his huge hammer-thingy. Kurgan deftly parried the vast weapon and with a few rapid thrusts, hacks and slices caused several blood-spurting wounds to the corpulent Tyrant. For a few seconds it looked like the Pirates could win the battle – Kurgan was covered in his enemies blood, the Giants were pounding ogre Bulls, the Arrer Boyz were chasing off Leadbelchers and the remaining Orcs were about to slaughter the Gnoblars.

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But it wasn’t enough. The wounds Kurgan inflicted weren’t sufficient to bring down the huge Ogre-master, and the Ironguts wrought horrendous carnage amongst the Big’Unz, the Leadbelchers rallied and fired on the Arrer Boyz and the Giants were both taken down by a sly rear-charge from another, lone, Leadbelcher!

The balance tipped against them at the last. The Orcs fled the caves: out into the cold dawn light, leaving their guns and even more prisoners behind to work the mines.

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Buggerrit.


QUOTE (Nethrag)
Diary of an educated ogre.

Penned on the 21st of March, year of our lord 2007.
What proved to be another uninspiring day looking after the mines here has turned out to be rather enjoyable. An ungor sentry brought us word of an enemy greenskin army making a rescue attempt on the slave pens. This was wonderful news as it meant that this weeks raid could be called off as the new stock had rather graciously decided to come to us instead of making us come to them, and whats more they had brought a couple of giants with them. Ikrim had always wanted to own one of those and the prospect of getting his hands on two of the creatures would boost his ego tremendously! That is always well recieved by the brotherhood as Ikrim is always more malleable when he thinks much of himself. Speaking of which I will have to see how Urgul and Urgal are proceeding with their investigation on the items we have so far uncovered. I'm quite certain that none of them are what we're looking for but some of them do seem to hold some power none the less. Anyway, the cramped conditions in the cave where we met our foe played into our hands, there was an old ogham stone circle located nearby which seems to draw the winds of magic to it. The low ceiling also rendered the enemy artillery less effective than it otherwise might have been - although the debri that fell from the ceiling as their stones thudded into it was a little more problematic. The new leadbelcher cannons that I created after witnessing the empire artillery worked but not quite as hoped, a first volley proved extremely deadly to the greenskins sending them fleeing in fear, however a second proved just as deadly to poor heartstomper as it blew up in his hands - still more work needed. However the battle proved the worth of the new stock with a hard fought victory - not being able to eat the survivors is certainly beginning to cause some of the braver bulls to complain, though none in eatshot of Ikrim obviously, we shall have to be careful that all of our work on him is not wasted by some fluke in a leadership challange, we have spent too long cementing our positions with him to allow anything to disrupt it.


WarbossKurgan - April 2, 2007 12:16 PM (GMT)
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Week 2
Tides Turn but Fortune’s Fickle

This week the sun shone on the island of Sartosa for the first time this year, though the winds will still chill your very marrow! Smoke still hangs heavy over the jungles and valleys and it may not be what you’d call nice out, but the talk in the inns and taverns is once more of freedom and booty and grog.

It ain’t over yet though. Davy Jones’ Crew have already made a move on their former allies! The near-abandoned and overgrown town of Beffardo was the setting for vicious attack by the Beasts of Gorgoth Beastherder’s horde. The Greenskined Badlanders known as Da Tuff Gitz tried to hold onto the cliff-top settlement but the Jonesers have taken up residence in the northern quarter.

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Kurgan’s Pirate ladz went raiding in the darkness of the Mining Colony in an attempt to rescue some of the slaves from the Joneser’s clutches, but ended up just adding to the slave population! The Ogres on Prison-Guard duties were nearly beaten by the rum-soaked buccaneers but the Scurvy Dogs’ weight of numbers was not sufficient in the end.

Da Tuff Gitz fled north-west to the Howling Marshes, where they were put-upon by the Gelgi Stoutbristle’s Dwarven Host of the Naval Alliance. In a particularly gruesome and hate-fuelled scrap the Stunties and Greenskins laid into each other with great enthusiasm and the casualties on both sides piled up.

Heave-to me hearties! Now the sky is clearing we need to shift these landlubberous villains from our home. Pull together and we can tip them over the side in no time!

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WarbossKurgan - April 2, 2007 12:22 PM (GMT)
QUOTE (master jeridian)
Chapter Three- The Howling Marshes

The Wood Elves had faded like morning fog into the Osso Hills, dozens of patrols had seen nothing of them and Jeridian finally called off the hunt- there were more important matters to address. He glared over the Sartosan map on his war desk, numerous reports and notes scattered around it. The Howling Marshes, even on the map they loomed ominously from the page, but he had no choice. He would march through Osso Hills and take the Howling Marshes, trapping those damned Elven foes in a tightening noose as his reserve troops marched to join him.

*    *    *

Human and Orc lay strewn like rag dolls across the muddy swampland. Nordland soldiers wandered wearily amongst the carnage gathering weapons, finding wounded and recording the dead, whilst disturbingly Goblins darted around them like rabid dogs looting the corpses. The Empire men chased and startled any Goblin bold enough to stroll to close, but they were tired and the Goblins circled like carrion birds.

Jeridian stood beside his warhorse overlooking the dreadful scene. As soon has his army entered the Howling Marshes they had sighted a vast horde of the greenskins and set out for battle, finally a foe that did not hide and flee. Combat had raged for most of the day, each side relentless as the tide shifted from one side to the other yet no victor emerged. Eventually the Orcs sated on blood for the day, followed their giant back towards the ruins of Roba leaving their Goblin cousins to scavenge and harass, their own casualties meaningless to the primitive creatures.

There would be no swift victory on Sartosa. Jeridian had known this before the war fleet had even set sail, but somewhere a naïve glint of optimism had masked this truth. Defeat was simply not an option, and so they would wage a war of attrition, with no mercy and no quarter given.

Week 2, Game 3- Stalemate in the Swampland.

After the lack of a game last week, I was eager to fight. Zoglug of ‘the Others’ faced the might of Nordland across the Howling Marshes with his Orcs and Goblins. One of the few armies I’ve had relatively extensive experience of in the form of Kurgan’s force…no new surprises here I thought.
But there where these smaller Orc creatures with robes, and on spiders, and with balls on chains, etc.

From memory, Zog had:

Warboss- stuff.
Shaman.
Battle Standard Bearer.

5xGoblin Spider Riders.
2-3 5xGoblin Wolf Riders.
8-10xSquig hoppers.
3x 20-30xOrc Boyz with full command.
35xNight Goblins with Fanatics.

2xSpear Chuckas.
1xDoom Diver.
1xGiant.

2xGoblin Chariot.

Terrain was the usual 2 hills, one on each long board edge, but Zog sneakily placed a forest towards the board centre blocking one of the hills….the one in my deployment zone as it turned out.

The set-up was adequate and a tense game was had- but I really think a new method of terrain selection and placement is needed, I want farmsteads, fenced fields, etc- but I know that I’d be wilfully chumping myself under the current terrain method.

As with almost all of my Warhammer games so far the outcome has hung in the balance, it has seemed a sure thing one turn, then a sudden shift sees victory ripped from my grasp, then a reversal gives me a glint of hope- very close and so very enjoyable games for both sides. A lot of the time in 40k I can predict the outcome after deployment, I think the fact Warhammer requires a turn or two of preparation, manoeuvre and planning appeals to me (bah, you have to spend half the game walking not killing anything as I’ve heard 40k players grunt), I guess the same is true in 40k for armies such as Eldar (that must manoeuvre and prepare whilst hiding) but a lot of the time everything can move so fast and shoot so far that this ‘phase’ is irrelevant.

Anyway, onto the Orcs. Despite the large difference of units from Kurgan’s force (the only other Orcs I’ve faced) it was the same things that proved deadly. Large blocks of Orc boyz that cannot be whittled down with fire or assaulted head first - they will bludgeon across the board - you either figure out how to get out of the way, or attack them in force, from all sides.

And the Giant- the threat is enough for all infantrymen to give it a wide berth - a few lucky cannon shots would have ended him, but it was not to be- the infamous 1 to wound reared it’s head at least once.

Finally a few cheeky war machines which means I can’t just sit back and wait for them to come to me.

I definitely enjoy games against Orcs, it is a definite battle of two ‘proper’ armies- marching in big blocks and manoeuvring like chess pieces. None of this hiding and prancing around in woods then running away, or running in a scattered horde and sneaking up behind you…ahem.

I am looking to cut the chaff from the list though- my Outriders are pretty and people go “who, what gun is that” but they just aren’t doing much. I can say the same for my Knights who have yet to get a charge in a game- but their ability to deny a large area in front of their charge arc may be them having a ‘hidden’ effect worth the cost.
Truthfully, I’m tempted by Greatswords just for the modelling idea I have for them and need an excuse to drop something to fit them in.


A Draw against ‘The Others’ at Howling Marsh - 1CVP each.

WarbossKurgan - April 2, 2007 12:24 PM (GMT)
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Week 3

High Tides and Empty Ships

A ghost ship drifted into Monkey Cove this week! The Veronique, a two-master of Bretonnian design, drifted through the Skull Sands and into the cove, pushed by the night winds on an unusually high spring tide. Upon investigation the dead crew were found in piles in the ship’s hold, they’d been partially petrified by the salt water, sun and sea breezes of the ocean.

In a part of the world where legends and myths have often been furnished by the sea, the mystery of the dead men soon provoked curious speculation. The captain’s log is only updated to three weeks ago and until that date it seems nothing out of the ordinary had happened on the voyage from Lustria. Who knows what fate befell the poor souls in the hold after that.

It is an ill omen none the less.

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After spending days chasing the shadows of Wood Elves in the Osso Hills Captain Jeridians’s Nordland Expeditionary Force turned their attention on the Howling Marsh. He was expecting to be able to cut off the Wood Elves’ flight north and ambush them in open terrain but met with a very different foe in the stinking, fetid swamps: Grishmack Da Tuff ‘s Da Tuff Gitz. The two armies fought each other to a standstill, the balance shifting to and fro until darkness fell and both sides withdrew with heavy casualties.

The Chaos Ogres of Tyrant Ikrim Elfeater were the ones who actually caught up with some Wood Elves in Beffardo. I have received no reports of what happened but I imagine the Defenders of Frost-thorn are bruised and battered.

The weather ain’t improving and conditions on the island haven’t noticeably changed neither. Food is still in short supply, the forces of Chaos still control far too much of the land and worst of all grog-rationing is still in needed! The storms ain’t over yet lads!

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Warlord Ghazak Gazhkull - April 2, 2007 12:33 PM (GMT)
It is good to see you can post up these again, I loved reading the sartosa campaign.

Greetz
G

WarbossKurgan - April 2, 2007 12:52 PM (GMT)
:D Thankfully it's all cross-posted from the club forum, so I can just copy and paste it.

Eventually I'll re-post the first Sartosa campaign too. That'll take longer as it's all jumbled up at the bottom of the campaign forum - sorting it into date order may take a while! :rolleyes:

Borzag - April 2, 2007 12:57 PM (GMT)
*sigh* Yes Kurgan we get the hint; we'll become members and help you sort it out :P

Either way it's good stuff mate; I'm pretty happy to see so much of it restored so quickly :D

EDIT: PINNED. Told ya ^_^

Warlord Ghazak Gazhkull - April 2, 2007 01:30 PM (GMT)
Well Kurgan, If you want that I'll help you out feel free to ask me to help.

Greetz
G

Warboss Dragoneye - April 3, 2007 11:51 PM (GMT)
Good to see the return of Sartosa so soon! Well done, I enjoy reading these.

GRIMZAG BLOODTHUG - April 4, 2007 05:32 PM (GMT)
Been trying to catch up with the Sartosa campaign.

Glad to see it back so soon and it's a thoroughly great and enjoyable read.

zoglug - April 4, 2007 08:24 PM (GMT)
YYYAAAARRRRRGGGGHHHHHH!!!!! Its so much fun being a part of this, even if i am not having the best of times in it. Im learning a lot about not only the enemies i face but also my army too.

Lost by a massacre to an awesomely painted beastman army, with a fantastically converted giant (which i broke . :wacko: ). Taking 4 chariots in the front of my BSB's unit (16 impact hits in total) meant a big hole was broken in my battle line and he was easily able to outmanouvere me and overwhelmed pretty quickly.

After fleeing Beffardo, my Orcs found themselves wandering through the howling marshes and a Dwarven gunline attacked us, a game which i lost to a solid victory. It was tough to see my troops taking so much fire power head on. after 2 turns of dwarf shooting my generals unit was down to a champion and a standard bearer! Grishmack promptly left that unit :D For me the game was lost when i couldnt take down a unit of slayers near the center of the board. I had 3 trolls with a gobbo big boss and a unit of night gobbos involved in the combat, but it blocked 2 of my units of boyz from advancing and they only got into combat on turn 5! Even though they ripped through the warriors, it was to little to late. A mistake made but a lesson learned to.

Before Grshmack could recouperate, an Empire force from the Naval Alliance tried to finish us off for good (i think we should have made this a little more fluffy doing a last stand type fight after me losing to the dwarfs there too). At first his guns again took their toll on my army, his mortar cannon proving particularly effective vs my large blocks of boyz. However, my giant, squig hopperz and chariot eventually cleared his left flank (of some knights with a warrior priest and some pistollers) and my boyz made it into combat, we started to cause some damage. It looked like i could possibly snatch victory from the jaws of defeat, but it wasnt meant to happen, and a draw ensued.

So 3 games down and Da Tuff Gitz are still looking for their first victory and are still searching for the Lizardmen's artefacts. Im hoping to get a few games in next week (as i quit my nights job so dont have to rush off anymore) and hopefully ill do better.

Signing off

Grishmack Da Tuff

WarbossKurgan - April 5, 2007 10:27 AM (GMT)
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Skulduggery and Sorcery

After spending a couple of weeks “acquiring” new cannon and waiting for the Orc-Smiff to make the require adjustments to suit their Greenskined tastes, the Piratical Orcs of the Ironfang Fleet once more made their way into enemy territory.

They landed in the Bay of Wrecks north of Ragil and made their way through the mountain pass to the south west. The spent two nights skulking through the woods: slowly making headway towards the massive monolith of The Bloodfane.

Wyrdtoof was getting jumpier as they got closer, as were the crew that accompanied him: small bolts of green lightning kept arcing from the Shaman and zapping the Orcs around him, much to their growing annoyance!

As they reached the blasted trees at the edge of the great clearing they silently formed up into their mobs. Kurgan took up his spyglass and looked out over the terrain to his front: a twisted landscape of warped trees and scorched rocks, all covered in a layer of grey ash. Something inside him snapped. These zoggin’ Chaos-beast-fings were destroying the island – the place that was supposed to belong to the Pirates! He was not going to stand for it! The Big’Unz of Da Hogwasha’s crew felt his anger and bristled with fury. When the Adm’rul started running forward they needed no order to join him!

“WAAAAAAAAAAAGH!”

Out of the smoke a huge bloated beastman strode, near five fathoms tall and swinging a blackened tree-stump. Da Hogwashas ploughed right into it! Close on it’s heals were three speeding chariots but before they got near Kurgan hacked at the Giant’s legs and hands, black ichors spewed over the Orcs. The great mutant made a grab for one of the Hogwashas but the Pirate slashed off the tip of one of its fingers and it howled in anger, snatching its hand away.

Then the chariots hit.

They smashed through the Big’Unz at full speed, sending Orcs flying into the air and diving out of their path. The Giant roared with vengeful fury and the Big’Unz fled.

One of the Beastmen’s chariots careened on into Mogrum’s crew but the stern Kap’n swung his heavy chop-lasses in wide arcs and decapitated the boars pulling it. The yolk crunched into the ground and the crew-beasts were catapulted out as the chariot cart wheeled end over end. But the other two chariots did not make the same mistake, and swept Mogrum’s crew away.

A beastherd appeared behind the Pirate gun crews as the prepared just their second shots of the engagement. The frantic Goblin gunners fired too quickly (and too long) then turned to face their doom with ram-rods and trail-spikes.
On the starboard flank the Squig-monsta and Rukbadruk’s crew took on a pack of hounds,a beast herd and a herd of pig-headed minotaurs and bested the hounds before being surrounded and soundly beaten, though Rukbadruk killed a Bray-Shaman first, with a single devastating blow.

On the port flank Broadside the Pirate Giant and Gobrat’s Arrer Boyz (who finally stopped squabbling) struggled against the Beastlord’s sorcery, boosted as it was by the power of the Bloodfane and the loss of Wyrdtoof (who had fled with Mogrum’s crew). The Beastlord tried to claim the glory of killing the Giant on his own, but it took the assistance of his minions to finally see off the rum-soaked brute.

The scattered remnants of the fleet fled back to their ships in the darkness. More time would have to be wasted now, replacing their artillery and tending their wounds. Damn these foul creatures! Damn their eyes!

WarbossKurgan - April 5, 2007 11:34 AM (GMT)
QUOTE ("mike")
After a couple of weeks looting in Burrfado Gorgoth made the decision to return to the Bloodfane, carrying as much looted goods and items with him, it seems other mysterious matters had suddenly taken upon a new urgency. This may have had something to do with the beastlord Nethrag's (see The History of the Beastlord Nethrag : How To Rule a Race by Richter Kess) servant Irkim Elfeater who is believed  to have been in Burrfardo about this time as well. However as they moved back through the ash wastes that now surrounded the Bloodfane an Orc raiding party stood in there way....

Week 4 Battle 4 vs Kurgan's orcs
me

Beastlord
Shaman
BSB
Shaman
3x 16 Beast Herds- Full command
3x 5 Wolf Hounds
4x Chariots
1x Giant
2x 3 Minotaur

Kurgan

Warboss
2x Bigboss
Shaman
2x 25ish boyz
1x 25ish 'ard boyz/big 'uns/tuff gits
1x 20ish Arrer boyz
4x Rock lobbers
2x Giant.

as a defended territory i got a looted Slaughter's Axe. Which i proceded to not actually use. Woo.

left flank - minos hounds bsb herd vs giant an boyz unit

with all the rock lobberz behind, one far left 3 on a hill

central - 4 chariots, minos and giant vs 2 boys unit an giant

With general herd an arrow boyz slight off to the right spertated by a hill then my hounds far right flank.

Shooting was ineffectual - wasnt helped by Kurgan Error Boyz squabblin for the two turns before they were charged an eaten by two units of puppies and a overrunning chariot. Magic didnt do much signifcant either i dont think.

turn one - i approached, running my herds into the woods (where my general would stay till the last turn - not needing to leave/ risk being charged) my giant moved ahead. Kurgan waaaghed on his animosity test for his generals unit an ended up charging the giant who yelled an balled but the orcs held.. the rest advance looking to cause terror test on two units of puppies.

turn two - BOTH THE PUPPIES UNITS PASSED TERROR TESTS! 3 chariots charged to assist the giant the rest of the army manouvered, my ambushing herd turned up behing the cannons on the hill.  in comabt the chariots an giant easily destroyed the orcs with one chariot overrunning into  the other mob. Kurgan smashed the chariot apart in his turn an killed some puppies on the left.


turn three - i charged; the giant on the left with the mino's and BSB herd killed it an overan into the orc boyz. the other mob in the middle with 3 chariots (one bumping unscathed through difficult terrain) and the giant, killed it an overan one chariot into the arror boyz to be joined by 2 units of charging puppies an fight another round of combat to destroy the arror boys, and finally the 3 cannons on the hill who lost an fled and were eventually ran down over a few truns.

remaining turns...

my beasts on the left killed the boyz mob an moved toiwards the remaining cannon eventually destorying it. an finished the game with 2 chariots my giant an my generals herd killing the other giant.

a difficylt game for Kurgan especailly with my amries ability to overun chariots through the mass blocks of infantry he has. certainly wasnt helped by the Error boyz squabbling all game as they propably would have seen off the puppies and forced my general's herd to do something.

WarbossKurgan - April 5, 2007 02:21 PM (GMT)
QUOTE (Nethrag)
Penned on the 23rd of March, year of our lord 2007
The quest for new slaves grows ever more challenging, we have stripped much of the surrounding populace of the able bodied and as a result work has slowed. The brothers have successfully managed to identify the items we uncovered so far in our excavations but we are still to uncover our overlord’s artefact and he grows impatient. One of these items - a helm seemingly capable of amplifying certain negative emotions in subjects that the wearer focuses on is particularly interesting and has obvious battlefield applications. The other, less subtle, but no less useful item appealed to Urgal tremendously, (he always has been fond of loud noises, perhaps why he's specialises in alchemy as the explosions he regularly causes cause more cave ins here than any misplaced pick axe) so a wand capable of similar destruction was a perfect match for him. If we don’t have success soon I fear my lord Ikrims position as favoured of Nethrag’s champions will be under threat.

Penned on the 30th of March, year of our lord 2007
Success! One of the recently captured Orc slaves hit the sarcophagus early this morning, thankfully Urgul was passing by and stopped the stupid creature from hacking it to pieces. There’s not an awful lot going on in an Orcs mind so if you tell him to dig he'll attempt to dig through whatever comes in his way whether rock or hieroglyph inscribed casket.

The find was immediately transported to the caves of the damned and presented up to Nethrag. The Beastlord was obviously satisfied that this was what he sought as the remaining slaves were turned over to us for a celebratory feast. From what little I could see of the markings they seemed to be a type of ancient Nehekarian, the empire that once spanned most of the old world. Exactly what they say will only be revealed to us IF Nethrag deems it necessary for us to complete the new tasks he will no doubt set us. Still, Ikrims position is again secure and the tribe’s bellys are full.

Penned on the 3rd of April, year of our lord 2007
Foolish stupid Gutstomper! Words cannot describe his idiocy! Were it not for fortune he would have taken half the tribe to their deaths on a fool errand! If only he were still alive - I would make him wish for the open grave he now rots in.

It seems he had heard rumours of the "pointy eared" ones as he insisted on calling them, though I suppose to expect him to pronounce "asrai" is expecting too much from one so incompetent. He has a weakness for elf-flesh apparently and was willing to put our work here and position in jeopardy when I doubt he has eaten as well in the last few days as he has at any time in his life. The imbecile managed to convince many of the others to follow him into the region known as Berffado where they were ambushed by the asrai and their tree spirit allies. The brothers had heard of his recklessness and had attempted to catch up with him and bring him home; however they only arrived in time to see the wood elves emerge wraithlike from their cover.

Now Urgal has been badly wounded and I have had to spend my time seeing to his wounds - time which could be better served elsewhere. I am told that if it wasn't for the late actions of the Ironguts the battle would have been lost, along with a sizeable chunk of our forces here. We are not like our allies the beasts who seem to reproduce so quickly to replenish their fallen, we are an age from our homelands and every ogre is one that cannot easily be replaced.

WarbossKurgan - April 5, 2007 03:09 PM (GMT)
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Week 4

Dark Power Grows and Hope Falters

Escaped slaves from the mines bring good and bad tidings. The Ogres have not had it their own way this week. It seems that rifts within their chain of command (if it can be called as much!) have caused some of the fat-ones to go looking for fights that suit their bellies, rather than the aims of their masters! Those mysterious Elves, the self-styled Defenders of Frost-Thorn, took a good number of the big oafs down before they fled into the forests.

The bad news is that they have uncovered many ancient and powerful artefacts in the depths below the old Dwarf Hold. The escapee says he tried to destroy one when it was found, but the overseers are watchful and heavy-handed with the cat-o-nine. Who knows what kind of powers they will be able to wield if the Bloodfane is fully awakened – if that terrible fortune is their aim.

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Adm’rul Kurgan seems to think it is and attempted a raid to scuttle the massive Herdstone this week. The Orc Pirates were scattered afore the winds as, like a fool, he wasn’t prepared for the strength and speed of the forces of Chaos when defending their unholy temple. Dark will be the night that follows, I suspect.

There are more fools on this island than I thought possible. It seems that even though the "Fishmen" have been exposed as an Orcish deception there are some who would worship them! A Fishman Temple has been uncovered, right here in Sartosa City! Lubbers!

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Warlord Ghazak Gazhkull - April 6, 2007 08:12 AM (GMT)
Nice update on the Campaign Kurgan. I really love reading this campaign.

Greetz
G

Warboss Dragoneye - April 6, 2007 09:27 PM (GMT)
Oooh, fishy temple! Might they be Chaos cultists? Nice job, as always!

Goomb - April 7, 2007 10:10 PM (GMT)
Don't keep us in the dark, WBK! Might we have a looksee at that there "Fishman Temple" model? I am sure if you are mentioning it, there is a model somewhere in your workshop....

Brilliant work as usual, even though the recent events have taken it out of you a bit (I can tell you are a bit tired or really busy from your hurried stories). :lol: No worries, we are great fans and are always waiting for more.

Cheers!
Goomb

WarbossKurgan - April 11, 2007 08:16 AM (GMT)
QUOTE (Goomb @ Apr 7 2007, 11:10 PM)
Don't keep us in the dark, WBK! Might we have a looksee at that there "Fishman Temple" model? I am sure if you are mentioning it, there is a model somewhere in your workshop....

Brilliant work as usual, even though the recent events have taken it out of you a bit (I can tell you are a bit tired or really busy from your hurried stories). :lol: No worries, we are great fans and are always waiting for more.

:lol: Hehe - no temple model just yet! I just found the cool fish-temple picture on the WAR site and thought I'd jam it in. Though now you mention it.... I think I have to make one! "Idol of Gorkfish"! :lol: :lol: :lol:

QUOTE
Brilliant work as usual, even though the recent events have taken it out of you a bit (I can tell you are a bit tired or really busy from your hurried stories).  :lol:  No worries, we are great fans and are always waiting for more.

You are right - I was whacked! But after a weekend away at the folk's place I'm back to speed! :D

WarbossKurgan - April 11, 2007 08:24 AM (GMT)
Monday's games (9th April):
  • master jeridian vs Nethrag (Howling Marshes)
  • zoglug vs Nethrag (Skull Point)
  • zoglug vs mike (Dead Man's Point)


QUOTE (Nethrag)
Diary of an Educated Ogre
Penned on the 7th of April, year of our lord 2007.

Well one good thing has come from gutstompers stupidity. The surviving ogres from Gutstomper's bungled army have been turned over to me for my research. Some of the minerals mined by the slaves have proved to be a rich source of magical energy, although I have to admit slightly unstable. However I'm sure in time I will be able to control the mutation they cause to a greater extent. There is something to be proud of our race, I have no doubts that the more fragile inhabitants of the island would not have survived some of the alterations I have been able to make to our own tough stock. I have been able to graft a number of the improved leadbelcher cannons I engineered straight onto the still living flesh of some of my "volunteers". I was also recently able to test them on the open field as our army made its way to skull point to do battle with another greenskin army. This one led by the self titled Grishnak the tuff. They certainly proved to be effective and made short work of the enemy lighter units which would otherwise have harried our main advance up the centre. All in all a most successful experiment.


QUOTE ("master jeridian")
The Chronicles of Captain Jeridian
Chapter Four- Minions of Nethrag


The ships had appeared on the horizon as the sun set, the bright green and blue flag of Nordland fluttering from their masts. Jeridian paced the creaky floorboards of his make-shift war office in a second floor room of the Floating Freebooters tavern, Senelite. He heard the muffled chatter as guards at the tavern door met the newcomers to Sartosa, the clatter of armoured soldiers shaking the old wooden building as they entered and a few marched up the stairs to his office.

A warrior appeared at his doorway, the green and blue Nordland uniform jutting from gaps in intricately carved plate armour, flowing locks of blonde hair covering his scarred and intense face.
“My lord,” he greeted, nodding his head, “Matthius, Champion of the Count’s Greatswords at you service!”
Jeridian saluted in kind, still wary of the stranger.

“The war with Hochland is a stalemate, our forces hold along the river Foen,” he stared back at Jeridian, “but we cannot resist without outside aid. I bring fifty of the Count’s Greatswords.”
Jeridian knew his hidden message, Sartosa must relinquish some wealth soon, some proof that the Expedition was worthwhile- that the Count had dispatched Greatswords was indication of how dire Nordland’s situation had become. He pondered, staring around the room before directing his gaze back to Matthius.

“Adreus will show your men to barrack tents, rest, for tomorrow we march north again.”

*    *    *

The howling marshes loomed ahead as gloomily as ever, the Nordland Expeditionary Force trudged forward, ankle deep in fetid swamp water. At their centre the Nordland Greatswords marched in disciplined step, Jeridian on warhorse ahead of them. Commotion ahead as the scouting Outriders thundered back to the main force, tearing up waves of dirt and water. Their champion strained to stop his breathless horse before Jeridian.

“A new foe gathers strength ahead: Ogres,” he gasped loudly.
“Their flags bear the mark of Nethrag,” he continued, in a lower, almost hesitant voice.
Jeridian looked past the messenger, as though to look to the enemy beyond the horizon. Nethrag, that damned beast that had brought ruin to Sartosa, had shed so much blood- so it now garnered such power as to command mercenary forces under its banner.

“Nordlanders,” Jeridian bellowed, “battle formation.”
A guttural roar of hunger arose in the distance, as though to punctuate his commands.

Week 3, Game 4- Here come the Ogres.

Unsurprisingly considering my ‘veterancy’ in Warhammer I hadn’t faced Ogre’s before (and have yet to face Dwarfs, Lizardmen, Vampire Counts, Skaven, Dark Elves, etc). I’d heard Ogres have a hard time against Empire which was heartening, but would prove untrue.

I was also playing Nethrag, the guy who never lost a game in the last campaign so any optimism of victory was very cautious.

Anyway, we used a random table to decide terrain, and although I got carried away by placing 2 instead of 1 pieces (one of several mistakes), it was a refreshing change from hill/wood. We had some ruins and boulders- a novelty for me.

From memory, the Ogre army was:

Two units of 2 Leadbelchers.
Two units of 1 Gorgers.

Two units of 5-6 Ogres with Standard Bearer.
Two units of 3 Ogres.

Scouting Skirmishing Gnoblars- 8x
Gnoblar Unit- 20x

3-4 Ogre Characters.

The end result didn’t show the battle IMO. There was a lot of manouever (mainly me backing off slowly whilst he advanced), and a lot of shifts in power over the game. That I was holding my own against the feared Nethrag and he was cursing every other dice roll (be it his multitude of Magic 1’s, or my silly amount of 5’s and 6’s)- was encouraging, but then I started to suspect I was missing something.

And I was- much like an Eldar Skimmer army, the Ogre’s may have only a few tough units- but they refuse to take damage, and so when the game ends most of these units are still scoring and holding their points.

What could I have done differently?

I hate to say it but the only game I have won decisively this campaign, is the one in which I didn’t advance- at least not in the first four turns. Against Orcs as against Beastmen and Ogres- it was probably wiser to sit where I deployed and wait for them, but this just doesn’t sit right with me- seems boring.
In this game, it wouldn’t have affected the outcome much- after an initial rush forward turn 1, my advance units spent the next turns slowly backing away back to start point - so it would have been the same.

The sheer size of my Empire army has severely hampered shooting lines of sight on numerous occasion, worst of all in this game where terrain shrank the board down to about 30” across. I am learning the hard way that I cannot expect or rely on a hill being in my deployment zone with unobstructed view- without it much of my fire support is redundant.
To this end I have dropped the Handgunners, providing a vital gap in the front line for other units.
Other, more risky strategy is to deploy the Crossbowmen and Handgunners in a line in front of the block units. This risks a wide-scale panic and greatly hinders any movement I may want to make forwards.

The final mistake was deploying my block wall incorrectly. I’m supposed to deploy like:
Free Company- Swordsmen- Halberdiers- Greatswords- Halberdiers- Free Company.
With the Archers in front of the Free Company. This way I can place the General in the Greatswords and the BSB in the Swordsmen most likely to face combat. The Swordsmen should then be within easy reach of the General, giving them and their further away detachments Ld 9, whilst the BSB is also within good range of the General unit.

But in this game I forgot and deployed:

Swordsmen- Free Company- Halberdiers- Greatswords- Halberdiers- Free Company- Swordsmen

This pushed the Swordsmen units out of the Generals Ld bubble- which stung when the Wizard and Swordsmen panicked and ran away. It also made setting up Detachment charges, and protecting Detachments from being charged very, very difficult.
I don’t think deploying this correctly would have changed the battle outcome, but it would have been more hard fought.

Aside from these it was a battle of wills and skill, and Nethrag being the seasoned Warhammer player won out. That it seemed to me as though the game was close and tense up to turn 5 made it a greatly enjoyable game- little did I know how little damage I’d inflicted on the Ogres. At the least I’ve now faced Ogres and know some of their tricks.

A Solid Victory for the ‘Davy Jonesers’ at Howling Marshes (Naval Alliance defeat)- 2CVPs.

Warlord Ghazak Gazhkull - April 11, 2007 09:06 AM (GMT)
Nice update Kurgan, I enjoyed reading it. Keep up the good work.

Greetz
G

WarbossKurgan - April 11, 2007 03:23 PM (GMT)
Tonight's games:
  • Sean (with Skaven this time!) vs. Nethrag (Volcanic Lake)
  • Sizzling Gromril vs mike (Howling Marshes)
    (in the afternoon)
  • Sizzling Gromril vs Nethrag (Howling Marshes)
    (in the evening after the game with mike)
  • grotsmeg vs zoglug (Howling Marshes)
  • Sean vs. mike (?)

Warboss Dragoneye - April 12, 2007 12:17 AM (GMT)
Can't wait for the next battle! Great work, as always.

WarbossKurgan - April 12, 2007 08:30 AM (GMT)
zoglug vs. grotsmeg

QUOTE (zoglug)
The Battle of the Marsh

As night descended upon the marshes, the Orcs of Grishmack da Tuff sludged through them. Rampaging through the overgrowth, they searched for blood, looking to avenge everything thats has happened on Sartosa. Then, from high in the night sky swooped an almighty bird, hungry with bloodlust, the great Prince Nikolai perched upon its back. The ferocity of the creature scaring off the gigantic spiders of the jungle. Unperturbed by the Griffon, the maniacal squig hoppers, having been starved since their last battle, lusted for a meal and headed straight for the General. The slavering, repulsive beasts, with riders in tow lunged head first, ripping chunks of flesh from the howling bird. In a frenzied attack it bit back, Prince Nikolai wading in poking and prodding at the unsightly beasts........

The night sky lit up as though a phoenix rose from the flames. Cannons, volley guns and a hardened battle line of gun powder let rip upon the assaulting Orcs. They dropped like flys, complete units being ripped apart and decimated. In the melee, units squabbled. Orcs fought between themselves over who was the greenest, while wolf riders hated their mounts and promptly played games of musical wolves to decide where they sat, all while Zoglug, Grishmack and Arzor tried to gain somekind of order within the ranks.

Soon enough, the Orcs made there way across the boggy plains. The soldiers began to tremble at the site of the frenzied greenskins, daubed in mud, feasting on the carcases of their defeated foes, bone clubs and stone hammers flailing. The mass ranks of the Orcs had been whittled away, lying strewn across the plains, scarlet red soaking their blue uniforms, yet some, the hardest and most battle worthy managed to encroach the line of the Empire, snarling and belowing as they did.............




user posted image

My list consisted of this with the 20 savage orc taken. The Empire list Grots can post as i cant remember it  :)  There was a hill in my deployment, one in his and a forest just in front of his hill. Grotsmeg got first turn.

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He moved his general in range of a unit of spiders n my right flank, they failed their terror test and fled off the board. Bye bye 71 points. However, this meant my unit of squig hopperz (costing 105 points) charged his general. They caused an average 3 wounds. The galiant Prince Nikolai fought back but only managed to kill 2 of my beasts. That meant my squigs had broken his general and they overran it! Almost 400 points gone in one combat! WOOT for squig hoppers. On the pursuit they charged a unit of pistollers which they killed, and the turn after killed a cannon crew. They were only bettered by a volley gun shooting at it, and a cannon grapeshotting it! What a unit!

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It wasnt all my way though, my Shamens unit squabbled in its first 2 turns meaning no magic for me, and the first time he tried to dispell one of the Empires spells, i rolled 3 dice and TRIPLE 1's!!! I couldnt help but laugh, as couldnt Grots and Kurgan who promptly told me to leave my dice while he photographed it!

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Also, on my left flank, my wolfies squabbled holing up my 2nd unit of wolfs and my Savage Orcs (i thought id left enough space in deployment to get them through but i hadnt.

A lot of shooting later and id managed to charge a unit of Knights, which i broke and chased off the board after 2 rounds of combat, and also managed to get my savage orcs into combat with his swordsmen? halbadiers? and again after a few rounds of combat (he won the first round but they stayed where they were) we won it and promptly chased the unit down.

Odds and sods were moped up, my NG's died, spear chukka took out the odd few soldiers and points were totalled up. I got 1 of his standards and he got one of mine. Although my BSB's unit fled he missed out on the standard and battle standard due them fleeing from a failed panic test. We both managed to gain 1 table quarter. It was down to points scored.

The empire totalled first. Id got an ok 1164 thanks mainly due to the squigs. The empire had scored................ 1474. Which meant Prince Nikolai had left the marshes with a win by 10 measely points. But to be fair, i went into the battle with the attitude of anything other than a massacre is a good result.

Cheers for the game Grots, it was fantasic! and anything ive missed please add

:D


QUOTE (grotsmeg)
aaah yes my high points was my knights charging your generals unit and causing 7 wounds from my 6 knights and the Warrior Priest who broke and nearly charged down, then the second charge finished them off.

The first time my knights have actually won combat vs a fully ranked up unit.

Also my unit of handgunners charged your BattleStandard bearers unit which was fleeing which forced the unit to flee over my knights and die.

But losing my general to a unit of squig hoppers was quite embarresing
but incredibly funny. (allmost as good as your 3 ones to dispel my fireball.)

It was a good game and after i lost my general my battle plan had to be completely rethought
Luckily your savage orcs didnt get into combat until turn 5 and although they did well, they only just beat my halbadiers off.  (after 1 phases of you losing combat but not running away (dagnammit) and a drawn combat.

But it was a narrow win for me, and I cant grumble as it was a really good fun game.  :D


QUOTE (zoglug)
Ahh yes, i forgot about theose pesky Knights. I didnt expect you to cause so many wounds, it bloody hurt! First time since i rolled quadruple 1's vs Nethrag that he's been so badly beaten in combat.

Yeah the savages didnt cause the kind of damage i was hoping for in the first round of combat. To then lose their frenzy and the choppa bonus i was rather lucky to win the combat. Also, i cant help but laugh over the fanatics attempt to spoil the day. 5 hits, randomised for shooting, and POW! Everyone of them against the savages!

WarbossKurgan - April 12, 2007 09:50 AM (GMT)
QUOTE (Nethrag)
Right some more results before I write up the reports. It's been a busy week!

First game 3k vs sean in the volcanic lake. er....3 points to the Davy Jonsers. Half way through seans first turn....Mwa ha ha ha

Second game saw the ogres see off Sizzling Gromrils dwarves from the howling marshs. 3 points to the jonsers.


Those Jonesers are running away with the campaign again! :unsure:
They have the lion's share of the island at the moment: I think we need to press-gang some rubbish players into Davy Jones' Crew!

Number of Controlled Locations:

Scurvy Dogs 2
Naval Alliance 2
The Others 2
Davy Jones' Crew 9

Bloody Nine! user posted image user posted image

WarbossKurgan - April 12, 2007 12:02 PM (GMT)
QUOTE (Nethrag)
Diary of an educated ogre.

Penned on the 9th of april, year of our lord 2007

TThe Overlord has released us into the island now, our victories thus far promoting us above our former task of guard. This is both a blessing and a hindrance. Although out here I am able to collect all manner of specimens for my experiments (and I don’t have to worry about Urgal caving the roof in on my head), the necessity of light travel means that I do not have access to the majority of my tools back in the mines.

We have been assured however that we are now in search of the actual artefact itself rather than simply more clues on its whereabouts and after this task is completed Nethrag will have no further use for this island and it shall be ours to do with as we please - along with its inhabitants.

Moving North West the tribe however found its path barred at the marshlands by the thinlings of Captain Jeridian. The captain’s army was rather penned in when the scouts reported sight of him and so the signal to attack was given straight away. The empire army was a cautious foe, slowly retreating from our advance while trusting in their black powder to reduce our numbers.

The great maw ensured that our casualties were light however and when the gorgers arrived on the scene the chaos caused allowed the charge to hit home. Still, the battle wasn't without its casualties...more spare parts for my experiments.


QUOTE (Nethrag)
Penned on the 11th of april, year of our lord 2007

Hrumph - if every battle was against a foe so eager to run away as the Skaven there would be widespread famine amongst the tribe. Their numbers were enormous and so the full might of the tribe was sent forth. We had also sensed a powerful magical presence amongst them and so were prepared for a supreme battle of wills. The vast array of chittering fur ahead of us meant we were outnumbered at least 5 to one - plenty of food to go around after the battle we thought.

As our army began its march across the field the more nervous of our foe had already decided that they wanted no part in the coming slaughter, and then as I invoked the protection of the great maw the enemy spellcasters were stripped of much of their power. Surprise and sudden panic spreading across their faces their entire army attempted to escape the field at once. Enraged that his foe was trying to escape his grasp Ikrim sent a full third of our army to give chase and harry the cowards retreat while the bulk moved back to the howling marshes.


QUOTE (Nethrag)
In the game against sean I'd managed to panic off the jezzails in the first turn which was very useful. Then in seans magic phase I used the hell heart. All spells cast that had ANY doubles in were a miscast AND had to roll on the butcher miscast table (which if you think the 7th ed miscast table is nasty you'd be in for a surprise! :lol: )

The grey seer miscast with little effect (everyone in base contact suffers a S2 hit no armour save) his other seer on the bell successfully cast frenzy on some slaves - then he miscast warp lightening and that spell was stripped from EVERY MAGE in his army. rotflmao. He conceeded at that point  :)
That'll teach him for bringing 2 grey seers and a bell.

Warboss Dragoneye - April 12, 2007 12:03 PM (GMT)
Wow, the Jonesers really are running away...What's going on? Great work, anyway :D . Keep it up!

WarbossKurgan - April 12, 2007 01:04 PM (GMT)
QUOTE (Nethrag)
Penned on the 12th of april, year of our master 2007

Back at the marshes we met up with another of Nethrag’s lieutenants Gorgoth Beastherder who is also having some success on the island. He informed us of some dwarves in the nearby area and we were only too happy to oblige. He may have been secretly hoping that the warmachines of our enemy would have proved too much for us and he could then take Ikrims place at Nethrag’s right hand.

For a while it looked as though he may have been correct with the boltthrowers severely mauling our army as it made its way across to the dwarven lines. However Ikrims cousin Heartripper had recently joined us and he was eager to prove his worth almost singlehandedly slaughtering a unit of the orange haired ones that stood to block our path and breaking through their lines. The stubborn dwarves were forced to fight on multiple fronts and even their armour was no match for the strength with which the ironguts wielded their great clubs. The marshes are now firmly in our hands and we can proceed on to our destination and the prize that awaits us there.

WarbossKurgan - April 12, 2007 02:38 PM (GMT)
QUOTE (mike)
Yes we are doing well, especially over the past 2 weeks. I'm playing Grotsmeg on monday though which should be fun :)

For the record (I will do battle reports later) this week I have:

a massace over Grom at Howling Marshes (Naval Alliance)
a massacre over Zog in the Dead Man's Point (The Others)
a massacre over Shaun (The Others) in the Osso Hills


Number of Controlled Locations:

Scurvy Dogs 2
Naval Alliance 2
The Others 1
Davy Jones' Crew 10

Good grief.

WarbossKurgan - April 13, 2007 10:36 AM (GMT)
user posted image

Week 5

Death, Rum and More Death

Lubbers, says I! A mighty busy and very successful week for the Jonesers, which can only be bad news for the rest of us!

Strange lights have been spotted in the night skies over Nethrag’s territory. It’s not known if they are linked to the casket that was uncovered last week or if that ill-found box will lead to other, evil happenings.

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Nordland has sent reinforcements to bolster the efforts of the Nordland Expeditionary Force. A champion by the name of Matthius commands the Count’s Greatswords. Spies tell of the pressing demands from the Empire province for loot from Sartosa to fund their border-war. Though they are the least of our problems the desperation of the Nordlanders could help us against them! A few well placed whispers of buried treasures could send them marching port and starboard with the slightest effort from the Scurvy Dogs. If they happen across the Chaos warbands then so much the better! The Greatswords didn’t make much of a difference overall though – The Nordland Expeditionary Force faced Nethrag’s Ogre lackeys and were roundly beaten.

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Grishmack Da Tuff was given a couple of good thumps about the noggin at Skull Point and Dead Man's Point earlier this week – the poor Orc made two attempts to bring a larger force ashore on the west coast and was thrown back into the sea by the Jonesers at each try.

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Skaven Slavers have raided the island and captured many a hard-press Pirate! The Jonesers have taken exception to the theft of what they see as their property and have been attacking the rat-men without let-up, the forces of Gorgoth Beastherder (in the Howling Marsh) and Tyrant Ikrim Elfeater (at the Volcanic Lake) both brutally mauling them!

The Dwarf army of Gelgi Stoutbristle’s also faced the Tyrant and the Beastlord in the Marshes, but the short ones were brushed aside despite the Dwarven artillery’s best efforts.

Dark times behind us but darker ahead, Nethrag’s flunkys are closing on the few remaining Pirate strongholds. We have to take the fight to the seas if we are to have any hope!

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Warlord Ghazak Gazhkull - April 13, 2007 12:44 PM (GMT)
Nice update Kurgan, it seems the bony joners are once again dominant in the campaign. Maybe the other faction can cooperate to beat them.

Greetz
G

Warboss Dragoneye - April 13, 2007 12:51 PM (GMT)
QUOTE

Skaven Slavers have raided the island and captured many a hard-press Pirate!

So the ratties are actually a part of this campaign. Are they with the Others or is there internal strife amongst the Jonesers?

EDIT: Oops, just realized they were Others. Good work, as always.

WarbossKurgan - April 13, 2007 01:01 PM (GMT)
:D Yup Sean's Skaven are with The Others.

The really nice thing about them is that he has included human slaves made to look like starving Pirates! (using Empire Militia and Zombie plastics) :D

Sean vs. mike:

user posted imageuser posted imageuser posted imageuser posted image
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Nethrag vs. Sizzling Gromril:

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GRIMZAG BLOODTHUG - April 18, 2007 09:25 AM (GMT)
Catching up as normal. Great read. Can the joners be defeated.

WarbossKurgan - April 23, 2007 08:35 AM (GMT)
QUOTE (master jeridian @ Tue Apr 17, 2007)
Results at bottom.

Chapter Five- Siege of Ossomunte

That Jeridian had chosen to withdraw his army to the fortress-cities of Ossomunte and Senelite would turn out to be fortuitous. Within days a huge greenskin horde was gathering before the walls of Ossomunte, their crude encampment twinkling with fires in the night.

In a bold, or foolhardy, move Jeridian and the Warrior Priest, Ezekar, sprint as fast as their horses could run from the Headquarters at Senelite- breaching the surrounding Orc siege line. A sleepless night followed, bolstering the morale of the defenders who slumped wearily, yet ever watchful, at their posts.

As dawn broke the ramshackle Orc siege towers wobbled into view, the greenskins arrayed in an unbroken sea of barbarians. With a unity unsettlingly disturbing for such undisciplined hordes the foe began to march.

Jeridian stood amongst Greatswords, starring warily at the heavy wooden gates before them; numerous props wedged against it ready to reinforce against rams.
“They’re advancing, my lord,” cried a spotter from the nearest watchtower.
“Fire at will,” Jeridian barked, “destroy the siege towers!”
The patter of handgun fire joined with the boom of cannon, as arrows sailed through the sky- battle was joined.

It seemed like hours, but it was only minutes before the Orcs hit the walls. The first commotion erupted on the far left, to Jeridian’s side- hideously large spiders scuttled effortlessly up the walls, their goblin riders stabbing out with rusty spears as they mounted the ramparts. Though undisciplined, the Free Company fighters holding the section fought back with ferocity of men defending their lives. Several spiders and goblins where hacked apart, the rest being pushed back over the walls.

A cheer arose from the victorious fighters, Jeridian suspected much of their courage was ale induced. Within seconds the first of the siege towers loomed above the ramparts closer to him on the left of the gates. Archers on the wall before it ran for their lives, as Ezekar led a unit of Swordsmen up the stone stairyway to face it. They reached the ramparts as the tower’s ramp crashed down, rusty claws gripping it to the fortress. A huge Orc led the grunting beasts, blotting out the sun as sword met crude axe in a clash of sparks and blood.

Their ferocity was too much, Ezekar was flung from the walls with a backhand axe swing that severed the heads of several Swordsmen. Jeridian ordered Halberdiers forward, as the Orcs poured from their tower to take the high ground. The Halberdiers bitterly fought their way up the stairway but were repulsed by the growing number of greenskins. The Swordsmen gathered around Ezekar, the bruised Warrior Priest shaking his head and heaving himself to his feet.
“For Sigmar,” he roared, leading a vicious charge back up to the ramparts.

A huge crash and shudder of the gate returned Jeridian’s concentration. Already shards of wood flung towards them like shrapnel, huge angry Orcs visible through the tiny gaps creaking open in the door. Another crash as the log ram hit again, the door groaned and the props slid back an inch.
“Hold, soldiers,” Matthius ordered, his Greatswords readying their weapons. Jeridian casually unholstered his pistol, checking the powder and shot before taking aim at the entrance.

Only seconds later another mighty crash torn open the top half of the gate, sending large chunks showering onto the Greatswords. Jeridian took fired through the gap, the wounded grunt of an Orc answering him.
“Prepare yourselves,” Jeridian commanded, as the bloodthirsty Orcs clawed and tore at the last few obstructions. Amongst them loomed a far larger beast, festooned with trophies and scars, clearly the leader of this vast horde.
“Charge,” Jeridian roared, the Greatswords leaping forward as the Orcs struggled to form back into ranks. Their ornate weapons held two-handed like a row of jagged spikes crashed into the Orc line with brutal lethality.

Jeridian dodged the clumsy swing of an axe, slashing out with his sword to sever the arm. In moments the fight was over, a pile of twitching Orcs at their feet as the Warboss stormed off, growling his displeasure at nearby troops.
A familiar horn bellowed over the crude instruments of the enemy, his relief force had finally arrived from Senelite.
The Orc leader was more cunning and intelligent than he had predicted, it roared orders in its primitive language. The nearby greenskins seemingly as dumbfounded as their human foe. Through fatigue or confusion, both sides slowly stopped fighting. The Orcs retreated from the walls, dropping their siegeworks and followed their master back towards the Howling Marshes.

Wary that a few parting shots may cause the Orcs to come back and finish the job, the Nordlanders cautiously tended to the wounded, a watchful eye on the retreating greenskins. Jeridian herd the patter of hooves, turning to see Adreus approaching.
“Shall we give chase, General,” he enquired as his warhorse ground to a halt.
“No, not yet,” Jeridian pondered.
“Have Outriders track them at distance, the men have one hour to treat the wounded, rest and prepare for march- see to it cousin.”
Adreus nodded, trotting his horse past Jeridian into the defences of Ossomunte.

Week 4, Game 5- Spiders on the Walls.

First siege of the second campaign and I was to be defending Ossomunte from Zoglug’s Orcs of ‘The Others’. I had 1250pts to his 2500pts.

As always, my opponents list from memory being hazy and inaccurate:

4 Characters included Warboss/lord, BSB, Shaman, Big Boss?.

4x units of Spider Riders 5x with Musicians.

1x unit of Savage Orcs 20xish Full Command. Ladder. Siege Tower.

2-3x units of Orc Boyz 20xish Full Command. One unit had Siege Tower and Ladder. One had Ladder, battering ram. One had Log Ram.

1x unit of Black Orks (name?) 20x Full Command. Log Ram.

3xStone Throwers.

1xDoom Diver.

My army was:

General Jeridian- Captain with hand weapon, pistol, sword, full plate.
Battle Wizard- Hand weapon, dispel scroll, level 2.
Warrior Priest- Hand weapon, shield, heavy armour.

Swordsman (Parent)- 10x
Archers (Detachment)- 5x
Swordsman (Parent)- 10x
Archers (Detachment)- 5x

Crossbowmen- 10x

Greatswords (Parent)- 10x Standard Bearer- Immune to Panic.
Handgunners (Detachment)- 5x
Handgunners (Detachment)- 5x

Free Company- 10x
Free Company- 10x

Halberdiers- 10x
Halberdiers- 10x

Great Cannon
Mortar

1250pts

Deployment

Zog as attacker deployed first. We played across two 4x6 boards (so 4x12) with the castle at the centre of one long board edge with a gate section central, a tower then wall, then tower, then a wall section at 90 degrees to meet the board edge.

The interior was split into 4 12” squares in a line. To win I needed to hold more quarters than Andy, by having a Unit Strength 5 or more unit and no US 5 enemy in it.

Anyway, he deployed the two Siege towers across from the left wall section with pushing units. The Black Orcs with Grishmack the Warboss lined up their log ram with the gate. Two other Orc units lined up their log ram and battering ram with the right wall section.

Stone throwers and Doom Diver sat along the long board edge behind this force.

Spider Riders deployed 2 units at each side of the main force, ready to move around the castle sides.

Having seen this deployment I did as every bad general should- I ignored enemy positions and stuck with my pre-set battleplan.

The Cannon went in the tower on the right corner (furthest from the siege towers), the Mortar in the tower on the left corner (closest). I placed Free Company guarding the side walls on either side.

Archer detachments took aim on the front walls on either gate side, with their parent Swordsmen just behind the walls below them.

Halberdiers stood next to the Swordsmen, either side of the gate, behind the wall.

Crossbowmen and Battle Wizard on the ramparts atop the Gate.

Greatswords behind the gate with Captain.

As you can see from this I was far more concerned with symmetry (not that I’m obsessed with it, not at all) than effectiveness.

My only concession was to deploy the Warrior Priest with the left Swordsmen- knowing that the log ram units would bounce of stone walls, so the siege tower side would be where combat ensued.

I was a little confused by Andy’s inclusion of 4 units of cavalry- seeing as Siege renders them utterly redundant. He then informed me that the Spiders could crawl up the walls without penalty. I could picture the little buggers scuttling up those walls.

The Siege Towers shuffled forward a bit, then the battle commenced.

Orc Siege Towers.
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The Gate attack force.
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Empire force hides in Castle
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Ditto
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Turn 1-2

The initial turns saw us dispel or evade each others Magic, and for my firepower to sprinkle down ineffectually on the advancing troops.
Over the course of the game my Cannon hit the furthest Siege tower 4 times- twice it failed to wound on a 2+ and twice it rolled 1 number of wounds when I did wound. My Handgunners showed it up by wounding the other Siege tower- but both survived the game.

Turn 3

This saw some of the Orcs finally reach the walls, the one’s that weren’t squabbling that is. The Black Orcs rammed the gate shaking it violently, whilst an Orc unit on the right hit the wall, shaking it far less violently.

To coincide a unit of Spider Riders crawled up to fight the Free Company on the left, a similar unit tried to charge the Archers on the right but panicked and fled when they stood and shot.

With the huge advantage of defending castle walls I cut down several Spiders and sent the rest running. The castle was held for now.

Orcs hit the Gate
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Siege Towers loom closer.
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Orcs begin chipping at the wall
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Wizard and Crossbowmen drop arrows onto the Gate attackers
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Spiders storm the left flank
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Turn 4

One of the Siege Towers finally reached the wall, opening as the BSB and friend jumped out. I had just a turn before had the Archers run quickly to the nearby tower, and had the Swords men and Warrior Priest march onto the walls to face them.
Still, without the downsides of attacking castle walls- the BSB and Orcs went first cutting down Swordsmen and forcing them to flee back into the courtyard. The BSB unit then spread out along that wall section…my confidence in holding the castle began to weaken.

The other log/battering ram unit reached the wall next to its comrade unit.
As expected, the log ram units only managed to scratch the stone walls up a bit (and would fail to bring them down during the game).

The log ram being used for its intended purpose managed to shatter the gateway open, but with shards still left to clear.
At some point either this turn or next, another unit of Spider Riders tried to traverse the right side wall- to be ruthlessly cut down by defending Free Company. Zog decided not to attempt this again.

A Siege Tower hits the walls
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The Gate begins to open
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Turn 5
I shuffled back with the Greatswords- Jeridian sending a pistol shot through the broken gate.

On the left the BSB and an Orc unit held the wall and a Halberdier charge to retake suffered the effects of attacking a castle wall. They broke and fled, just as the Swordsmen and Warrior Priest where made Unbreakable by his Bound Spell and turned to prepare to attack again.

The Black Orcs and Grishmack finally cleared away the gateway. The other Orcs to their right still chipping away at the wall.

Most amazingly for me was the Savage Orc unit abandoning their Siege Tower 3-4” from the wall in an attempt to support the gateway attack.
I think this may have been Zog’s fatal error- in hindsight, moving the BSB unit down into the courtyard and allowing the Siege Tower to unload the Savage Orcs onto the same rampart would have put a lot of greenskins in my left side.

The wall is taken
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Yet the right side is safe
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The gate finally collapses
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Turn 6

With the gateway open Jeridian and the Greatswords heroically charged through. It must be stated that by this time Grishmack and his unit had endured 5-6 turns of shooting, most at point blank range- they had been whittled down to 9-10.
The charge was brutal, cutting away several more, leaving only Grishmack and an Orc to flee. At least he survived the battle to nurse his scars.

The Greatswords and Jeridian chose not the pursue- instead boldly standing before the castle gates in a ‘You shall not pass!’ pose.

Pretty static everywhere else- the Orcs on the right wall chipped away. The BSB and unit sat on the wall and sunbathed. The Spider Riders scuttled around outside, whilst I tried with some success to drop them below US 5 with sporadic arrow fire.

A timely counter-charge through the Gate sees of Grishmack
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Turn 7

A final attempt on the breached wall, the Warrior Priest and Swordsmen once more clamber up the rampart steps. They are brutally outclassed and many cut down- it is only the WP’s Unbreakable that holds the combat.

Elsewhere Jeridian and the Greatswords chase Grishmack a bit more- causing him to auto-flee.

In Zog’s turn the Savage Orcs at full strength barrel into the remaining Greatswords and Jeridian- I realise I may have given them an Overrun into the gates and a chance to claw a draw or win from me with a last turn dash.
And as expected, the Savage Orcs have the numbers, ranks, standard and do the damage to win significantly. Any other unit would have been testing on double 1 or close to it…finally the Greatswords prove their worth, Stubborn Ld 8 holds the combat.

With the Orcs on the right finally giving up chipping at the stone wall the game is over. The left most quarter is contested, whilst I have just enough units in the other 3 to claim them.

A great game, my first siege defence.

Ezekar attempts to retake the wall
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A Solid Victory for the ‘Naval Alliance’ against ‘The Others’ at Ossomunte-2pts.

They had followed the remains of the Orc host for a day and a night, the Outriders relentlessly tracking at a concealed distance. Jeridian had gathered a large force of men, in a plan to chase down the enemy that now seemed quite reckless considering they where approaching Vermunte. They had marched first north towards the Howling Marshes, but then seemingly at random the Orcs had turned east, circling around the feared Penitentiary Mine and the Bloodfane giving each a wide berth- and now they headed for Vermunte.

Jeridian was close to calling the hunt to an end and withdrawing back to Ossomunte and Senelite to the south-west when Outriders reported that the Orcs had finally stopped and gathered near the ruined town. He ordered the rapid march of a division of the Nordland Expeditionary Force to circle behind the Orc encampment, whilst his force prepared to close the noose.

Within hours they had crept to visible range of the Orcs, glinting through an arcane telescope Jeridian spotted the Nordland encircling force closing from behind. Turning to the Greatsword musician, Jeridian gave the nod to begin. The thud of a drum beat and the Empire army marched forward, their disciplined ranks in marked contrast to the panic and confusion as the Orcs gathered their weapons and formed into units.

Nearby Outriders fired the first shots with their repeater handguns, a hail of shot cutting through several Orcs. The slaughter began.

Week 4, Game 6- Surrounded at Vermunte.

After the Siege we planned to play a Last Stand, the winner of the Siege game attacking. In my case I had chased the retreating siege force down to Vermunte (the closest The Others location), in Zog’s case he had breached the castle walls and surrounded the defenders in Ossomunte.

Zoglug’s 1000pts army:

Character?

2xOrc Boyz- full command, 20xish
2xGoblin Chariots
1xGoblin Wolf Riders- 8ish
1xSquig Hoppers- 8ish

I took my normal 2000pts list, which includes a Helstorm Rocket Battery instead of a Mortar- to allow the Greatswords to take that Special slot.

I think the first turn when my Great Cannon bounced through and smashed apart the two chariots summed up the game. Zog put up a good fight, but with the weight of 2000pts of Empire firepower it was a one-sided turkey shoot.

The Orcs where slaughtered in return for 2 Free Company units, the Helstorm and a Halberdier unit- 265pts.

In both games Zog was faced with scenarios, rules and objectives he hadn’t faced before (unless you have in the past), a daunting prospect for any general. Yet he put up a vicious fight, even storming a wall section- an act I have yet to achieve in 2 sieges now.

Orc deployment
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Empire left flank
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Empire right flank
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A Solid Victory for the ‘Naval Alliance’ against ‘The Others’ at Vermunte-2pts.

Siege game:

A Solid Victory for the ‘Naval Alliance’ against ‘The Others’ at Ossomunte-2pts.




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