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Title: Sartosa: City Of Pirates
Description: The First "Flame On" Sartosa Campaign


WarbossKurgan - April 4, 2007 11:40 AM (GMT)
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Sartosa: City of Pirates

Sartosa is known as the Pirate City, for good reason. Pirate ships of every shape and size lie at anchor within the great harbour, while the city grows rich with the plunder of the sea - gold from the south, silks from Araby, jewels from the New World, and fine wines from Bretonnia. The whole city thrives upon plunder, secure in its natural defenses and the fighting reputation of its citizens.

Unlike Brionne (a city which openly welcomes pirates, and turns a blind eye to their dealings), Sartosa is run by pirates. It is administered far more harshly and efficiently than any other city in the Old World. Within the bounds of the harbour, Pirate Law applies, forbidding theft, and offering frequently terminal punishments for murderers, thieves, swindlers, and traitors. Disputes between captains are settled by the Master of Sartosa - the King of the Pirates, elected annually from and by the pirate captains then in port.

The city lies behind solid walls, protected by huge engines of war sheltered within the city and sunk inside heavy bunkers carved into the surrounding cliffs. The sea itself offers the city its most potent defense, for the straight between Sartosa and the mainland is subject to a deadly current, the so-called Pirate's Current, which makes it impossible for any ship to land on the north side of the island. The island can only be approached from the south, via the perilous Skull Sands - an ever-shifting sand bank where careless ships run aground. Only the pirate's pilots can navigate the treacherous sands, and to reveal its secret is an act of treachery punishable in the most heinous manner imaginable. Even pirate ships occasionally fall foul of the Sands, in which case Pirate Law maintains that the ship is salvaged and free for the taking before wind and tide break it up. This leads to viscous fights between rivals and the crew of the wrecked ship who resent their hard-won cargo being snatched from them when they are within sight of home.

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WarbossKurgan - April 4, 2007 11:41 AM (GMT)
Fortress of the Pirate King
Sartosa is run by pirates. It is administered far more harshly and efficiently than any other city in the Old World. Within the bounds of the harbour, Pirate Law applies, forbidding theft, and offering frequently terminal punishments for murderers, thieves, swindlers, and traitors. Disputes between captains are settled by the Master of Sartosa - the King of the Pirates, elected annually from and by the pirate captains then in port. The Fortress looks down over Sartosa, so with a good telescope it is possible to watch all the town’s comings and goings.

Roba
A town built into the mountainside, Roba is hidden from the sea and sheltered from bad weather.

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Sartosa
Sartosa is known as the Pirate City, for good reason. Pirate ships of every shape and size lie at anchor within the great harbour, while the city grows rich with the plunder of the sea - gold from the south, silks from Araby, jewels from the New World, and fine wines from Bretonnia. The whole city thrives upon plunder, secure in its natural defenses and the fighting reputation of its citizens.

The city lies behind solid walls, protected by huge engines of war sheltered within the city and sunk inside heavy bunkers carved into the surrounding cliffs.

Location of the most famous drinking den on the island:
The Rusty Barnacle Inn

Osso Hills
Gentle rolling green hills with very little going on of any interest. Rarely traveled and thought to be home to many small scavenging Goblin bands. Not the location of any buried treasure.

Ossomunte
A small town with a very bad reputation, even for a town on Sartosa! If you want to be press-ganged, cudgeled or given a Mickey Finn, this is the town for you.

Caprio
A large town surrounded by farmland overlooking Scurvy Point, with views over the south-western seas. Location of the Broken Cutlass inn.

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Senelite
A harbour-town on the southern slopes of the Osso Hills at the end of Monkey Cove: a long, sheltered bay. Senelite would be the principal town of the island if it weren’t for the excessive mooring charges the harbour-master insists upon. Still its docks are crammed with Pirate ships willing to pay the charges for the storm-haven’s safe shelter. Location of the Floating Freebooters tavern.

Caragio
A small town on a mountain pass. Thought to have close ties with the Dwarfs.

Dwarf Hold
The Slayer Pirates keep themselves locked away in their underground halls when they are not seeking their doom on the high seas.

Cave of the Damned
Rumoured to be the home of many unpleasant things but possibly just the disguised entrance for Dwarf shipping!

Beffardo
A large town perched on the cliff-top that makes excellent look out post over the Skull Sands, but a long way from the sea. A large farming community surrounds the north side of the town. Site of the Fish 'n' Flagon Pub.

Vermunte
A small town on the cliff-top. Not quite so good a look-out as Beffardo as the Sands are hidden by the higher cliff upon which that town stands, but Vermunte still commands a good view of the sea to the south-east.

Ragil
A small village infamous as the location of The Scupper’d Mermaid inn.

Vercuso
A large village with a farming and fishing background, famed for the Drowned Ogre bar.

Dragon Tooth Castle
Once the location of a light-house, now used as a base for Pirate rovers. The light was used for many years to lure ships to their doom on Skull Sands. Ill-discipline and poor maintenance has meant the machinery no longer works.

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

Skull Sands
The island can only be approached from the south, via the perilous Skull Sands - an ever-shifting sand bank where careless ships run aground. Only the pirate's pilots can navigate the treacherous sands, and to reveal its secret is an act of treachery punishable in the most heinous manner imaginable. Even pirate ships occasionally fall foul of the Sands, in which case Pirate Law maintains that the ship is salvaged and free for the taking before wind and tide break it up. This leads to viscous fights between rivals and the crew of the wrecked ship who resent their hard-won cargo being snatched from them when they are within sight of home.

Pirate's Current
The sea itself offers Sartosa its most potent defence, for 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. The fast flowing waters hide many reefs, rocky islands and wrecked ships to entangle the careless sailor.

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WarbossKurgan - April 4, 2007 11:41 AM (GMT)
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Week 0
Invasion!

Yaaaaar! Terrible news befalls the pirate-haven. The horrible hordes of Davy Jones’ Crew and the far-too-clean multitudes of the Naval Alliance have launched entirely coincidental assaults on our hive of scum and villainy, which is Sartosa! We seems to be out-numbered so you salty dogs need to get stuck in smartly or we’ll be turned to driftwood!

The bilge-rat drivelswigger Captain Horatio Neskijn, of the East Empire Trading Company, has done the unthinkable and taken a map of the Skull Sands from the offices of the Sartosa Navigators Guild. The map will only be correct until the winter storms shift the submerged sand bars and change the course required to land on Sartosa’s south coast, so we knew they would be coming by the end of the summer or not at all! They, along with their Elven and Bretonnian allies, have made their base in Monkey Cove, in the port of Senelite. The old Harbour-Master is swinging from the gallows at Traitor Point.

The landlubberous legions of The Locker have used foul magiks to sail into the Cave of the Damned, that place is lost to us for now – corrupted beyond recognition! At night strange lights and ominous noises emanate from the cliffs. Ye be warned! Dead Men not only tell tales, but they’ll give ye a right nasty taste of a cutlass blade! Goin’ there is like walkin' off yer own plank. Savvy?

Them Slayer Pirates of the Dwarf Hold will have a fight on their hands, and no mistake! We’ll have no swingin' o’ the lead from those Powder Monkeys!

The following places are under the complete control of one of the three factions:

The Scurvy Dogs
  • Fortress of the Pirate King
  • Roba
  • Sartosa
The Naval Alliance
  • Ossomunte
  • Senelite
  • Caragio
Davy Jones' Crew
  • Cave of the Damned
  • Beffardo
  • Vermunte
These places are still up for grabs:

Disputed
  • Osso Hills
  • Caprio
  • Dwarf Hold
  • Vercuso
  • Ragil
  • Skull Sands
  • Pirate's Current
  • Dragon Tooth Castle
  • Volcanic Lake
Off ye go, now! Savvy?

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WarbossKurgan - April 4, 2007 11:44 AM (GMT)
QUOTE (Goomb - September 5 @ 2006 04:46 PM (GMT))
Ah, a campaign is a-brewin in these ere waters, eh?

Nice work there, Warboss. I like what you have going, and I am have a thought or two of me own. It is unfortunate that you have your plans moving along because there is an online island minicampaign a-coming as well. This will tend to be more of the "number-crunchy" kind of thing, but you all will just play and report. At least you can get this lot whipped into shape and perhaps can turn them on to what we are cooking up.

So, explain some of the mechanics for me. You have the objectives set beforehand, and as players win battles, the VPs for the faction go to the objectives?

Goomb
QUOTE (WarbossKurgan - September 5 @ 2006 05:16 PM (GMT))
Each of the three factions has three locations completely in their control at the start of the campaign - they count as already having 5 victories in each location. The other locations have no victories, so the chart will show them as equally controlled by all three factions - they are called "disputed".

When one faction has 8 more victories in a location than any other faction (or 5 more if it's a "disputed" location at the start) the location will be "locked" so no further wins can be posted there and will count as completely in that factions control.

As they choose where each victory will be registered before each game the stakes will be quite high! They will be arranging their games through the club's forum, so there is an online record of the game and the other club members will be around when each game is played - no worries about cheating in this campaign!

As they fight battles the players will also be creating a narrative for their games (they are very good at this - we had some cracking stories going during Medusda V!) and their stories will be tied together by me.

I'm trying to make the mechanics as transparent as possilbe, so I can play without any fear of bias. The players will know how the system works, no rigging by me!

I'm also thinking about giving each faction a "wild card" or "joker" (if you see what I mean) so when they choose to use it all victories count double for one week. I'll write up fluffy reasons for each card, along the lines of magical or devine interference, or natural disaster (i.e. the Pirate one could be Tropical Storms - they are used to the high winds so they get the bonus for that week).


Pirates - The Scurvy Dogs
Blessed Knight -DoW Pirates
WarbossKurgan - Orc Pirates
Jimmy - Empire Pirates

Goodies - Naval Alliance
zelophahad - Bretonnian Sea Patrol
Grotsmeg - High Elves
Ade - Dwarfs
Master Jeridian - Empire

Baddies - Davy Jones' Crew
Nethrag - Beastmen
Mike - Beastmen
Hornet - Skaven
illusionarypresence - Skaven
Nippy Longskar - Khemrian Landing Party

Starting Territory:

Scurvy Dogs
Fortress of the Pirate King
Roba
Sartosa

Naval Alliance
Ossomunte
Senelite
Caragio

Davy Jones' Crew
Cave of the Damned
Beffardo
Vermunte

Disputed
Osso Hills
Caprio
Dwarf Hold
Vercuso
Ragil
Skull Sands
Pirate's Current
Dragon Tooth Castle
Volcanic Lake

  • The Beasts have brought a sacred herdstone that they intend to hide in the "Cave of the Damned". Their leader, a Tzeentch-worshiping Wargor, has used his magical powers to plot a course through the shallows.

  • The Bretonnians are on a revenge mission after the DoW Pirates nicked a load of booze from them. The Brets want the ancient brandy back but the DoWs Ogres have already drunk it all.

  • The Orc Pirates (Me! ;) ) are returning after a cruise, with a hold full of loot - some stolen from those same Bretonnians. They also have large debts to pay off in Monkey Cove.

  • The "Naval Alliance" Empire have stolen a map of the treacherous "Skull Sands" and are leading the Alliance fleet safely through, onto the south coast of Sartosa.
The Skaven and Tomb Kings haven't come up with anything yet, but I imagine they will soon!

It's great when your players do your work for you!

QUOTE (Borzag @ Sep 2 2006, 11:19 AM)
[Sparrow]
Tha's very impressive, mate. Yer crew appear to be doin' a commendable job, settin' up this'ere ocean. Not enough rum fer my likin' but that can be fixed; savvy?

Anyway ye be needin' some fights. Not that ye need any excuse for the plunderin' but it'd be nice to be able te say tha' ye were there fer a reason, eh? 'sides, the lads are a picky lot, and a map an' flag seems ta get their spirits up. Speakin' of spirits, I'm off fer a wee drinkie. So I'll be keepin' this short.

Savvy?
[/Sparrow]

Sorry, I just had to :D

Anyway, Cap'n Jack did have a point; the ladz are a fractious lot, and not givin' 'em a reason to go plunderin' is bound to bring about a mutiny. And nobody likes that. So, a few good scenarios would help, and 40K and other related games are your best friend there...

  1. Capture the Flag: Pretty simple really; every pirate has the Rogers, mate, and nobody likes 'em stolen, savvy?. Everyone has an extra BSB (yeah an EXTRA BSB), permanently kept in their deployment zone. It CAN be moved, but (and here's the twist) not by your army; once the other army capture it (if at all) then it can be moved like a captured banner. Other than that, it's a pitched battle. Possessing the second BSB gives extra VP's at the end of the match, so keep an eye on yer colours and go fer theirs, mate.

  2. Treasure Hunt: Another simple one; once you've found that elusive island, the last thing you want is another crew interruptin' yer search. Set up D3+1 markers on the table; they COULD be treasure. When a unit reaches 'em, roll a D6. On a 5+, that's the treasure. On anything less, take it off the board. The last one left's the treasure, savvy? Treat it as a banner that gives +150VP's for possesion at the end of the game.

  3. Beach Landing: This one's inevitable mate; you can't bury treasure at sea. So landin's a hazard you have to take. Especially at an enemy beach... the Albion Campaign book had this scenario, and it's PERFECT.

  4. Boardin': 'Cos ship to ship is where it's at mate. This is one I'm NOT going to describe, as I'd have to do it on the fly and that's not cool. But basically it'd be some kind of Sea Siege I suppose; you'd need to have 2 boats, with crew from both sides trying to take over each one. Now that would be cool. Savvy? ;)

Hope that helps, mate. And may Davy Jones be kind on you and yer dice.

Yo Ho, mates, YO HO! :D

Borzag
QUOTE (WarbossKurgan @ Sep 2 2006, 12:09 PM)
[copy/paste]

Yaaaarrr! That there be ship-shape and Bristol-fashion, and no mistake!
Beach Landing was already on my list and there is now a Chaos Ship on the seas to leeward, so General's Compedium rules naval action is on the cards.

Thanks Borzag - food for thought indeed, and not just hard-tack and fish! :D

WarbossKurgan - April 4, 2007 11:46 AM (GMT)
QUOTE (Nippy Longskar @ Sep 01, 2006 3:24 pm)
Part I - A Shadow on the Water

Prince Pharothep the Enduring stood proudly at the helm of his sleek ebony war dhow. He had not felt the sea wind on his face nor heard the splash of waves and creak of rigging and oar in millennia, and they stirred old and powerful feelings in his ancient heart.

The Island lay before them, a jewel on the horizon. In his time it had been known as Buhut-Netcher, the Place of Temples. Pilgrims and Warriors of the Nehekharan Empire had journeyed there to pay homage to the Gods. Now - his ancient face twisted horrifically in distaste - it was a den of filth! Criminals and thieves, defilers and grave robbers, the dishonourable and sacrilegious! King Amenemhetem had despatched him on a mission of purgation, and it was long overdue. The still-living would feel his mighty vengeance…

Pharothep stirred from his reverie. Why wasn’t his dhow moving? He spun angrily to face Amanthun, his hunched priestly adviser. Behind him rows of skeletal oarsmen sat perfectly immobile.
“Why do we halt?”
His hollow voice boomed across the waves, and the ancient cowered before the prince’s baleful glare.
“The sands are treacherous sire – and our knowledge has faded with the years. Once we had the finest navigators of all the oceans, but now…”
“Silence fool! If you have not the skill then we must find other means.”
He turned his back on the wizened priest.
“Find a ship that knows the waters. Track it’s course,” he looked again over his shoulder at Amanthun,
“and let us be unseen.” 

                                              ***

The gloom of the sea cave was lit by crude lanterns that had been hung haphazardly along the walls. The air with filled with the groan and creak of ancient ship’s timbers, mingled with a cacophony of bestial braying and the clash and scrape of weapons being made ready.

Two Beastmen sentries had been posted, and they were the first to notice a new sound - the crunch of many feet marching in unison. The pair leapt up, snorting in agitation. The larger of the two stepped forward, brandishing a huge brutal cleaver. He called out into the dark in harsh, crude Old Worlder.
“Who there? Say quick or get dead!”
Suddenly into the light stepped Pharothep, his golden armour eerily bright in the gloom, as if lit by an inner radiance. To his side and arrayed behind him stood ranks of skeleton warriors. By brutal instinct the Beastmen flew forward, bringing his weapon around in a sweeping arc that smashed a skeleton into dusty fragments before it could move. He turned to find a new foe but was halted by the prince, who grasped the beast by its throat. It writhed for a second, but the grip tightened and crushed its neck like dry reeds. The limp corpse dropped to the ground, and Pharothep turned his gaze upon the second sentry. It snorted in rage.
“What you want no-flesh? Why you in our cave?”
Liche Priest Amanthun stepped forward, his voice echoing as he read from an ancient parchment.
“Prince Pharothep the Enduring, Lord of the Thousand Scythes, Bringer of Retribution, would speak with your master, on terms of alliance in war…”

QUOTE (Nethrag @ Sep 03, 2006 11:59 pm)
Grath barked an order back over his shoulder to a waiting ungor.
"Let Nethrag know we have guests"
He turned back to Amanthun:
"your troops will have to wait here, the herdstone has been erected and the ground ahead is now sacred, only your master and you shall pass"

Prince Pharothep strode past the gor who trailed nervously in his wake, the priest shuffled along quickly beside him.
As pharothep approached the stone circle 2 bestigor blocked his path with joined axes.
"No hornless may enter the stone circle, you must wait"

Pharothep stared impassively through them, time meant nothing to him, he had eternity. He studied the inside of the cave, the beasts had quickly made it their own. Crude huts had been erected against the walls of the cave, human skin and tough animal hide draped over the wooden poles. These adjoined a holding pen for the huge beasts that pulled the beasts lumbering war chariots, not as mobile as those used by his own army but of heavier bulk. Alongside these lay the herds hunting packs, mutated hounds yelped and bounded aside as a huge boar tossed its head at them to clear space. To Pharothep's left stood the tribes herdstone, the most important relic that they possessed. A pile of weaponry and trophies lay around its base, crude runic symbols had been etched in its side and painted in blood teling of the tribes champions and history. Severed heads of every race had been tied to nails hammered into the rock.

After a while a huge beast emerged from the largest of the huts. He stood head and shoulders above even the bestigors blocking Pharotheps way. He was encased in a bright blue armour and carried a huge axe as big as a tree sapling in one hand, muscles buldged beneath the beastlords fur but what Pharothep noticed most were his eyes. This was no savage beastman whose only thoughts were to burn and slaughter all he came across, there was a keeness and intelligence in those eyes which Pharothep had not expected in such surroundings. He would need to be careful with this one...


Nethrag approached Pharothep warily, he had fought against such creatures as he before and had been caught off guard by the strength possessed in what looked so fragile a body, it had nearly cost him everything and he was not about to make the same mistake again.
"What do you coem here for", he demanded
Grath darted infront of the beastlord, prostrating himself on the floor infron tof him.
"They came asking for allies in their war mighty Nethrag"
"Is that so" replied Nethrag, turning towards Pharothep he asked
"and what do you desire out of this war"

"This land was once of the Nehekharan empire, so shall it be again"
Amanthum intoned in response.

Land snorted Nethrag, always the weaker races wanted land, what good was it. He knew where true power lay and it was not in land. Land would not enlarge his herd, it would not draw minotaurs into his service, it would not enable him to bind daemons to his will. Let the dry bones keep his land, Nethrag wanted something else. Since stepping foot on the island he had felt it calling to him, he did not know exactly what it was, but it was an artifact of great power. The desire for it consumed him, his soul ached for it and in his dreams his master tzeentch had promised him immortality if he claimed it in his name.

"Once the smoothskins have been destroyed the land is yours....AFTER we have plundered it of its spoils. We will then combine our power to open a way back through the sands and force our way off this place. Agreed?"

Pharothep stood in silence for what seemed like an age. All eyes and ears were on him. Finally, in a voice as old as time he spoke.
"Agreed..."

With that he turned and walked out of the cave.

"We go to WARRRRRRRR!!!!!!!!!!!!!!!!" Bellowed Nethrag and the herd erupted in Braying.

The time of his ascension was at hand, he had always hated the undead, there was nothing to eat once you killed them, but he would deal with anyone to claim this prize.

QUOTE (WarbossKurgan)
The Adm’rul paced up and down the Howasha’s quarter deck, it was far too long since their last battle and the crew were getting impatient. The hold was all but full of loot but even he was getting fed up with maggoty hard-tack and fish in gravy every day – you can’t eat gold. It was time to get into port and hide their booty, but they were many months away from Hell’s Teef, the infamous Orc island-chain in the western ocean.

There was only one thing for it: Sartosa! The human Pirates were an unpleasant bunch of treacherous drunkards and foul-smelling cutthroats – his Orcs would fit in well! While they were ashore they would bury their ill-gotten gains, fully stock the ship for a cruise then lurk round the Tilean and Bretonnian coastal waters for a while, there was always plenty of traffic close to shore and most of it was soft and tasty merchant shipping.

He yelled over at Wyrdtoof, his Shaman-navigator, and First Mate Grognog and told them his plan. Grognog smiled a toothy grin immediately started bellowing commands to the crew and soon the Hogwasha’s sails filled and they were headed south east to the Pirate Island. Wyrdtoof looked uncomfortable and shuffled his feet a bit.

“Wotssup wiv you, yer miserable chumbucket?” said Kurgan.
“Erm, nuffink Boss – just that last time we went to Sartosa was after that fight with Henri Da Goat and we had to borrow a fair bit of stuff and we ain’t paid for it yet.  Dem Harbour Bosses will be wantin’ their money.” replied the Shaman.
“Hah! Don’t you worry about dem Monkey Cove lubbers, we’ll put in to Sartosa and be gone before dey know we’re ashore!” laughed the grizzled old Orc.

Wyrdtoof didn’t argue, but he was far from convinced.

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QUOTE
“Pull, ya scurvy sea-spores! Put ya backs into it, ya bunch of Jack Tarrs!” roared first-mate Grognog as he walked unsteadily along the quay. He wasn’t sure if his problem walking was that his sea-legs were not yet used to being on land or if it had more to do with the rum, but it was probably the rum.

The Boyz pulled at the ropes, heaving the third cannon from the deck of Da Hogwasha onto the quay-side. Broadside the Giant hefted the fourth cannon out with a little less trouble.

The old Adm’rul was in a good mood at the moment: News had reached Sartosa city that an Imperial Noble and his allies were landing in troops Monkey Cove, so his debt to the harbour master could probably be put off for a few months more. Grognog knew that the Adm’rul’s mood could be spoiled easily though and he wasn’t about to be the one who spoiled it! He stomped off down the quay, shouting at the Orc deck hands and cabin grotz to get a move on.

The fleet’s crews were heading inland to keep with pirate tradition and bury their loot! But they weren’t going unprepared, as there would be plenty of chances for ambush and attack on the way to the hill south of the city.

The Adm’rul leaned on a barrel top and studied his ancient Dwarfish compass and yellowing parchment map. He scratched his beard and made deep rumbling noises in his throat. Wyrdtoof shuffled his feet uncomfortably.

“You sure you wanna do this Boss? I mean, we could just spend it!” said the Shaman.

“Naaah! We just have a drunk crew for a few weeks, den be back at the port we started from!” muttered the Adm’rul.

He snapped the compass case shut, rolled up the map and strolled down the jetty, whistling. Wyrdtoof sighed and followed him, he hated it when the Boss was like this – things always went badly when the Boss was this happy.
QUOTE
The Battle of Osso Downs

As the morning mists cleared over the Osso Hills Adm'rul Kurgan's Pirates had just finished burying their ill-gotten gains when a strange feeling occurred to them. Something was badly wrong and they all knew it, but none could yet say what. The Big'Unz readied their weapons while Deck Handz wondered about asking each other what was amiss? The deeply superstitious Pirates could feel bad luck creeping their way.

They all jumped when the Snotling look-out suddenly cried "Dragon Ho!" from the ridge of a near by hill.

Kurgan squinted at the brightening sky then turned toward the look-out's position and putting his hand to his mouth called "Where away?"

"To leeward!" came the squeaked response.

Looking down-wind the old Orc saw distant leathery wings beating lazily as the dragon banked in the air a glided down towards the southern horizon.

Kurgan muttered "Elves! Damn their eyes." under his breath, then shouted "Make ready! Beat to Quarters! You scabrous drivel swaggers! I'll have you hangin' from the futtock shrouds if I catch ye swingin' the lead!" The smelly Pirate crews jumped and ran to their muster points (their own ship's flags), Grognog's Big'Unz grinned smugly as they were already in position and ready for action.

~~~

Looking along the line at four mobs of Orc Pirates, four cannon and two Giants, then looking across the rolling wooded hills at the Elven force of two small units of archers, two Repeater Bolt Throwers, two units of Cavalry and a Chariot would normally have given Kurgan a warm feeling inside.  But since the Elves were accompanied by a couple of Eagles and a bloody great flyin' lizard that warm feeling was replaced by a cold rage.

"Pass the word: The gun crew what puts a round-shot through that luzud's 'ead gets a barrel o' grog from my cabin." Within minutes he could see the message had done it's job: the gun crews were working twice as hard to ready their war machines. This was going to be a tricky engagement, but a lucky shot could make it go real neat.

~~~

The Elves made the first move, sending the Chariot towards the Orc centre and both Cavalry unit cantered along the port flank.  The Elven Lord spurred the dragon on and it sailed out of view of the guns, into the shelter of a wood. The wood was occupied by a large mob of Orc Pirates armed with bows and they did their best to pin-cushion the beast, but it did no good and as the dragon lumbered into the trees the Orcs fled, a number of them were chomped by the dragon as they ran.

The guns roared and round-shot fell around the Bolt Throwers and Archers.  Green lightning arced from the eyes of Wyrdtoof the Shaman and nine Elves fell to the ground - their heads exploding messily, much to the Big'Unz delight. Then the Eagles swooped down and attacked two of the gun crews - the brave powder-grots stood their ground and smacked the birdies about a bit, but in the end they were chased off.

The Chariot crashed into Broadside the Giant and wounded him, the rum-soaked oaf tried to head-but it!  Luckily MoggOgg, the other Giant, was nearly and pounded up, sending his club crashing through the lightly-build contraption. The Silver Helms charged the Giants and Dragon Knights charged a mob of Orc Pirates and after long drawn-out and bloody fights the Elves just couldn't get the better of the sea-dogs. The Giants had a bit of trouble and MoggOgg fell but Broadside made ground their bones in reply.

The Dragon and Elven Lord on the other hand fared much better. After trying to terrorise the remaining gun crews (and nearly getting blasted at point-blank range for trying) it flapped over to the Adm'rul's mob, who also thumbed their teef at the "scary" creature. The Dragon charged the Bosses Boyz from behind and after much stamping and chopping and fiery breathing the Old Orc got a new collection of scars and the Big'Unz legged it.

~~~

Seeing that there was very little left of the Elven army, but that the Dragon was still going strong and was doing considerable mischief the Pirates fled. If the Boss couldn't kill that monster (both the damn lizard and the Elf Lord kept healing as the Boss pulled his sword from them!) the rest of the Ladz had no chance.

The Elves wouldn't be looking for the loot though so they were confident that it was safe and sound.


My game was a Marginal Victory to the Elves in the Osso Hills (just under 400 VP difference!) but in this campaign a win is a win - the Naval Alliance gain control of the Osso Hills for now. The overall narrative will reflect the narrow scrape though.

Two other campaign games were played last night (the opening night of the campaign) - both victories for the Naval Alliance, over the Scurvy Dogs, in Senelite! <_< The first was a Beach Assault (scenario from the Dark Shadows campaign book). The second was a 500 point Border Patrol.

So the Alliance are at 3/0/0 at the moment. The next games are on Wednesday night (at least two Naval Alliance vs. Davey Jones' Crew) so I'll post the chart after the results of those games are posted (there will only be one chart per week, covering all the games played on Monday and Wednesday).

WarbossKurgan - April 4, 2007 11:54 AM (GMT)
QUOTE (master jeridian)
Chronicles of Captain Neskijn

Chapter One-

Horatio Neskijn huddled over a tankard of ale at a small corner table in the dingy candlelight of the Rusty Barnacle Inn. He had finally reached the notorious pirate island of Sartosa a few days ago, after several weeks convincing his shipmates he really was as immoral and lacking in hygiene as them. Despite his calm, almost drunken posture, Horatio’s heart raced, his body tense and alert for fear of discovery.

For he was no pirate or brigand, he was the son of a wealthy nobleman of the Empire, the Old World that seemed as distant and imaginary as Sartosa did when he first began his voyage. He allowed his mind to drift away from the rowdy noise of drunken traitors and the smoky haze that hung across the pub, back to familiar and safe surroundings.

Back to the family house, or more appropriately castle, where he had last talked with his father. Lord Neskijn was a shrewd businessman, making his wealth trading tea across the Empire and beyond, always cautious and cunning enough to avoid getting his hands dirty in the necessity of war. When important officials of the Empire had visited his estate with their bold and astounding plan, Lord Neskijn had immediately had them escorted from the premises. Yet they where persistent, and he could always smell the scent of profit.

To occupy Sartosa, the last bastion of pirates and traitors, thieves and murderers. He would control all who entered its harbours, all trade would pay a tithe to the Heskijn patronage. Like all good businessmen Lord Heskijn’s first reaction to such a scheme was to determine the motives of his contractors. Sartosa acted as a base of operations for pirates and smugglers who often plundered the shores and ships of the Empire, a constant thorn in the side of the Imperial navy. The loss of Sartosa would be a fatal blow to such malcontents- this placated his suspicions, but only just.

It lay to Lord Heskijn to raise the army to take Sartosa, to acquire the ships to reach the notorious island and most importantly to gain the information to locate it and reach its infamously treacherous shores. Horatio Neskijn had immediately volunteered to undertake this impossible task. At the time he had only felt pride and youthful idealism- now, as he inhaled the toxic mix of ale and body odour, shrunk into the corner of a dingy inn, surrounded by murderers and thugs, did Horatio understand his parent’s objections and worries.

His daydreaming was abruptly interrupted as a fist slammed down on his table, shaking his tankard. Horatio slowly peered up at the two strangers glaring over filthy beards and stained shirts. One of them leaned closer, a grizzly scar sealing one eye shut- the other full of malice.

“We know who you are, boy-o!” he grumbled in slurred speech. Horatio gripped the hilt of his sword beneath the table, his eyes fixed on the bloated pirate.
“And who might that be?” Horatio replied, as cocky and mocking as he dared.
“You be a rich pretty boy from ye Old World,” the second stranger blurted out, spit following every word, dribbling down his beard. Horatio reached into his coat pocket, slowly and secretly- eyes fixed upon the pirates.
“And which drunken cabin boy told you this hogwash?” Horatio responded, fake anger in his voice. The two pirates glared menacingly at him. The second finally produced a dirty cloth bag from his waist- the action making Horatio flinch.
With a wet thud Boranin’s head slid onto his table. Boranin had accompanied Horatio to Sartosa on the insistence of his father- Lord Henkijn had realised he could not stop his headstrong son but had hoped a loyal family guard would be sufficient protection. The other pub patrons noticed the grizzly trophy and silenced quickly descended, a few cowardly pirates creeping out.
“He was most wordy after a bit of stabbing.”

The pirates slowly reached for their swords.
“Come with us, boy, and there’ll be no bloodshed.”

“Not a bloody chance,” Horatio retorted, pulling the small cylinder from his pocket and smashing it upon the hard floor. He shielded his eyes instinctively as the weird contraption flared into life- a blinding light followed by billowing smoke. He blessed Kortarozagh, the family wizard, for gifting him with such a device. Horatio stood, sword flashing out to slice the throat of the nearest pirate. He flung his heavy tankard at the window behind him, glass shattering into the cobbled road beyond. Leaping ineffectually through the window, Horatio fell painfully with his back onto the wet road, quickly gathering his wits.

He ran blindly down the twisting, small alleyways, dodging the drunken crowds and sleeping beggars. Already bells and shouts grew loud behind him as a vigilante group, what passed as a law force on Sartosa, caught his scent. Horatio fled downhill towards the shore, towards the tall, dark ships that lay in anchor. He would get off this hideous island by any means, even if he had to swim- with the map he had stolen. He would return at the head of a conquering army.

QUOTE (master jeridian)
Chapter Two- Beach Landing

Six Empire warships lay anchored of the shore of Sartosa, swaying violently in the surf of the Senelite beachfront. Men, like scurrying ants, struggled to lower numerous small rowing boats over the side into the hostile waters. The filthy pirate inhabitants of the isle had managed a hasty defence, even now the distant boom of cannon fire could be heard and moment’s later plumes of white water burst into the air, far to short to reach the warships.

“Captain, I must warn against joining the first assault, it will be a bloody affair!” Eronan whispered so as not to unsettle the troops nervously waiting on deck. Horatio Neskijn, his full plate armour glistening in the morning sun, turned to the Duellist, one of his trusted advisors, staring for a moment deep in thought. To not lead his men into battle would be a grave mistake; there are two kinds of noble- those who lead by example, and those who cower behind their men.
“Nonsense, Eronan,” he muttered with a sly grin, turning to face the huddled troops.
“Today we take this island, we cleanse it of the brigands and criminals who have for too long plagued the Empire’s shores,” he roared above the noise of the waves crashing on the ship, “for the Empire, for Sigmar!”

The soldiers roared in approval, raising weapons into the air.
“I expect a tankard of ale and breakfast for every soldier by noon,” Horatio finished, facing the ship’s cook who had been pressed into working the pulley’s and ropes of the landing boat deployment. This received another roar of approval and a mock grumble from the cook.

Captain Neskijn turned back to the shoreline, grasping the Crimson Amulet about his neck- a gift from his sister on his second departure from their wealthy estate. He tried to push familial thoughts from his mind; homesickness would not be an aid in the coming battle.

“Men of the Empire, to your boats!” Eronan roared, turning to Horatio.
“May Sigmar watch over you, my Captain,” he blessed, the two shaking hand’s in a warrior’s grip.
“May He watch over us all!” Horatio responded.
QUOTE (master jeridian)
Week 1, Game 1- The Beach Assault against Jimmy’s Pirates (Empire)

Played the The Mists Recoil scenario from the Dark Shadows campaign, essentially a small defence force sits on a hill overlooking the beach and must repel the larger attacking force that is attempting to make landing from small rowing boats.

Jimmy had 2 Cannons, and a Mortar with crews. 3 Handgunners, 3-4 Swordsmen and 1-2 Militia Fighters.

I had a Captain with Sword of might, full plate armour, shield, the Crimson Amulet. 10 Halberdiers, 10 Spearman, 20 Handgunners, 14 Swordsmen including a Duellist. I made 11 5xman row boat templates- in hindsight I was informed I probably had too many boats for Jimmy to stand a chance.

The first few turns consisting of my frantic rowing to the shore 24” from my edge, and Jimmy’s inability to hit my boats. Several boats struck sand banks whilst one or two others where destroyed forcing numerous Empire troops to swim ashore. Of the 55 in the attack force I lost at least 15 to drowning.

Finally the rest reached the beach and Jimmy was woefully outnumbered. Cannons, grape shot, handguns, mortar all took their toll yet I still had around 20 survivors as they clawed over the obstacles towards the war machines.

The ‘dramatic’ moment for me was Captain Neskijn wading onto the beach in full plate armour to have a cannon ball hurl itself straight into him (not surprising since Jimmy consistently aimed at him). Grasping his Crimson Amulet, Neskijn made his 6+ Ward save…

He eventually ‘died’ to handgun shots later in the game. The end was inevitable, yet Jimmy didn’t complain once and made the Empire pay in blood for every second the assault was delayed.

In hindsight the scenario may not be that balanced, the skirmish rules mean only a third of wounds actually killed the model- so instances of 6 Handgunners clubbing a stunned Swordsmen for a dozen turns with little happening. The Skirmish rules also lacked much Psychology- so my assault force shrugged of murderous gunfire that should have seen them running.

Captain Neskijn stood victorious (if wounded) on the shores of Sartosa.

Game 2- A Warband Skirmish

Now was a chance for Jimmy to redress the balance in a fair fight. Using the Warband rules we had 500pts warband force.

I naively took:

Captain Horatio Neskijn 1xHero- Captain. Sword of Might, pistol, full plate armour, shield, barded warhorse. 101

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

Swordsmen (Parent Unit) 10xSwordsmen- Sword (hand weapon), light armour, shield. 70

Halberdiers (Detachment) 5xHalberdiers- Halberd, hand weapon, light armour. 30

Halberdiers (Detachment) 5xHalberdiers- Halberd, hand weapon, light armour. 30

Spearmen (Parent Unit) 10xSpearmen- Spear, hand weapon, light armour, shield. 70
Handgunners (Detachment) 5xHandgunners- Hand weapon, handgun. 40

Handgunners (Detachment) 5xHandgunners- Hand weapon, handgun. 40

From memory Jimmy took:

Captain- Sword of Might, full plate armour, shield, (other?).

Battle Wizard- Hand weapon, Lore of Light?

5xPistoliers

10x Swordsmen with Standard bearer, musician.

5xHuntsmen

Cannon and crew.

He certainly hadn’t pulled any punches.

I had my Knights all killed by the second cannon shot of the game- stupid Pistoliers fleeing and leaving my Knights flank facing the cannon.

The Pistoliers are an amazingly annoying unit, nipping in to shoot me up, fleeing when I tried to react, then regrouping and repeating.

I did managed to kill or panic all the Cannon crew with a handgunner volley, whilst my Captain desperately tried to catch Huntsmen and Pistoliers.

I did manage to use the Detachment rules once, counter-charging a Halberdier unit into the flank of the enemy Swordsmen as they charged my Swordsmen. Yet I flopped all my rolls and still lost.

Somehow I eventually gained the advantage (though the game probably should have ended before then)- I chased down the Pistoliers, Handgunnners shot the Wizard and trapped the Swordsmen and enemy Captain between Spearmen and Swordsmen.

Jimmy still managed to beat me in combat and it was finally up to Captain Neskijn to charge in alone and challenge the enemy Captain. A few tense turns of combat, with my horse even getting a wound on him and I eventually won the assault- and so the game.

Captain Neskijn had led a small patrol further inland whilst his ships unloaded his army, seeing off a local defence force in the process.


Great fun, despite my noobiness at WFB.

WarbossKurgan - April 4, 2007 11:57 AM (GMT)
QUOTE (Goomb - September 19 @ 2006 09:19 PM (GMT))
Aye, iz much better to play the landing battle when you don't have an HTH combat greenskin force as defenders! Ya har!

I have played the landing scenario when I was the defending force. I was dumb enough to not have several batteries of chukkas and lobbers. Anyway, this one sounds like fun. Question though: what skirmish rules was he using? I do not recall this "third hit wounds" rule, nor do I recall some massive shift in psychology for warband. Perhaps I need to read the 7th Edition Warband Rules.

Goomb
QUOTE (WarbossKurgan - September 20 @ 2006 08:41 AM (GMT))
They were using 6th Edition. The "only a third of wounds actually killed the model" thing is because of the Mordheim style effects roll (1,2= Stunned. 3,4= Knocked Down. 5,6= Out of action). Master Jeridian has never played Mordheim or Fantasy before so it was all a bit wierd for him!

Tonight:

Grotsmeg's High Elves (the ones I fought) are facing Nethrag's Beastmen. I think Nethrag will win easily: He's the best Warhammer player in the group.

Jimmy's Empire Pirates are going to try and stop the Tomb Kings of Nippy Longskar summoning an undead horde in a blasphemous ritual at Carragio. I think Nippy will win this one.

Blessed Knight's Dogs of War Pirates are facing Zelophahad's Bretonnians in the Osso Hills (over a matter of some missing barrels of Bretonnian Brandy...) - That's going to be a tough one to call, I've no idea who will win! The Pirates I hope!

WarbossKurgan - April 4, 2007 11:58 AM (GMT)
Week 1
The board is set, the pieces are moving!

That treacherous bilge-rat, Horatio Neskijn, of the East Empire Trading Company (part of the Naval Alliance) has landed his fleet in Monkey Cove after a scuffle with Jimmy’s Pirates manning the stockades. He’s a lucky salt, having survived a direct hit from a Pirate cannon (he was saved by his Crimson Amulet) and a peppering with handgun shot. Captain Neskijn then led a small patrol further inland, while his ships unloaded his army, seeing off a local defence force in the process.

The Osso Hills have been witness to some warm actions! Kurgan’s Orc Pirates (of the Scurvy Dogs) got their heels toasted by a Dragon when they stood up to some dress-wearing, soap-smellin’ Elves there. The Old Adm’rul got some interestin’ new scars but the great flappin’ lizard was lucky not to have been blasted at point-blank range at one point!

The Elven Host of Canal Street was later seen heading further south-east to the foothills of Caragio, where they engaged a horde of twisted bestial creatures that seem to have swarmed out from the Caves of the Damned! The battle was fierce and the air was charged by the magical energies both side threw about, but the deciding factor of the engagement seems to have been the small matter of an Elf Lord riding his dragon into a tree and impalin’ himself upon its branches. Nasty!

Off to the south the Scurvy Dogs of the Sartosa Harbour Independent Trading Syndicate got a bit of an extra hangover from the Bretonnian sailors led by Duke Jean Balluet. The pirates were suffering from an excess of good humour the night before and this seems to have emboldened the peasants under Balluet’s command. Reports of flying turtles have yet to be confirmed.

I hear tales are being told of even stranger creatures terrorising the small villages on the south coast. I don’t known if these stories are just fish-wives exaggerations or real accounts but they say that these fishy beasts walk like men but have silvery scaled skin and large unblinking milky eyes. They only attack on the foggiest nights and they carry off anything of value they can find. All they leave behind is the stench of rotting fish and large webbed foot-prints in the sand.

Nonsense, says I.

user posted image

These places are Controlled:
  • The Scurvy Dogs
    Fortress of the Pirate King
    Roba
    Sartosa
  • The Naval Alliance
    Ossomunte
    Senelite
    Caragio
    Osso Hills
  • Davy Jones' Crew
    Cave of the Damned
    Beffardo
    Vermunte
These places are Disputed
  • Caprio
  • Dwarf Hold
  • Vercuso
  • Ragil
  • Skull Sands
  • Pirate's Current
  • Dragon Tooth Castle
  • Volcanic Lake
Off ye go, now! Savvy?

user posted image

user posted image

user posted image

WarbossKurgan - April 4, 2007 12:00 PM (GMT)
Week 2

Grotsmeg's Naval Alliance High Elves vs. Nippy Longskar's Khemrian Landing Party
(2000 point battle) in Senelite

QUOTE (Grotsmeg)
Laurathalas and Falartharion marched out of their camp with the small force of archers with them, luckily they still had their elven repeater bolt throwers, but what use would they be against ships.

A unit of silver helms rode at the head of the column and somewhere ahead the ellyrian reavers scouted for ambushes. Only Laurathalas pride prevented her from hitching a ride on the chariot ambling behind her troops.

As they approached the beach she could see the ships in the distance, dark and looming like mighty death tombs. Something about them made her feel uneasy even from this distance. There wasnt much cover on this beach it would not be an easy fight.

Falartharion strode up to her his brow furrowed with worry.
"The tomb kings ride mighty chariots, we should stand far back with the archers and make them come to us. Then shoot them once they have made the the beach" His plan was worthy and had credit but something about the war machines on the ships made her worry.

"They have longer range than us on those ships my brother, We need to take the fight to them and cut them down before they get to disembark."
The lithe elven woman strode forward onto the beach ahead of her warriors. Young by normal standard for a spellsinger and weaver of magic, Laurathalas was considered one of the most beautiful elven princess out of wedlock, most of the princes would try and pay her court but she was devoted to her family and her studies, something in her past had forged a hard part in her heart, that was the part of the warrior mage she played now.

"We will draw a line here, array our line set up one bolt thrower by that column of rock, the first unit of archers will make a line from it. Place the second bolt thrower unit next to it and the second unit of archers leading on from that. No beast or foul undead will cross this line today, we will send them back to their toombs or sink them into the bottom of the sea"

"Tathar take your unit of silver helms and take the left flank. Balathar take your chariot and the reavers on the right flank. Use whatever cover you can, stay alive and slay those of the damned. This is my beach and i want to stil feel the warmth of the sands once this fight is over"

Two large ships came looming out of the mists. the bolt throwers and the archers tried to take them down as they approached but this was futile.

Luckily undead are as good at firing their warmachine as they are at drinking wine, all the pre landing bombardment missed the elven host.

As the tomb prince barge landed the silver helms marched forward ready to intercept the chariots. on the right hand side the chariot and the reavers moved forward shooting their arrows into the skeletons that were moving to launch their landing boats. Laurathalas and Falartharion combined their magic onto the tomb princes and their chariots and in an explosion of bone, sinew and dark wood, the chariots where destroyed and the tomb prince unseated. This stunned the undeads approach and they seemed to falter, arrows came back in return striking down one of the crew of the bolt throwers.

"Destroy the liche priest my valient kin, Destroy him and we win the day"
All opened fire magic and arrows at the skulking priest attempting to hide in the carcass's of the dead chariots. but it was a day of elven magic and elven arrows and the priest was slain.

The enemy started to crumble back to dust but a sizable unit of skeletons had now beached in front of the elven host. The tomb prince still alive and in foul mood joined rank with the remaining skeleton bowmen who tried to shoot down the silver helms, and failed.

The silver helms charged the prince and these archers taking them down in a might charge. killing them outright. The mages fired up their magic killing most of the skeletal host. The Bolt Throwers and archers taking down more in a volley of arrows.

Just as the the elven princess thought the day was done she noticed a gleam of metal of to her flank. The dead had reserves. Evil mummys and a host of riders came on to the beach. The Skeletal riders seemed intent on taking down her brother who was stood proud on a rock preparing his magic his back to the riders.

Just in time she was able to warn him as he dove into cover, one of the asp arrows struck him in the shoulder and fell, but he was still alive.

Nearby one of the warmachine launched a direct hit and the chariot smashed open and the scream of a dying horse filled the air.

"To me my archers face the new foe, we wil have victory this day"

The unit of archers moved to join the elven princes as she moved to assault these evil bandaged figures of death. Falatharion moved to his side ready to fire his magic and the dead creatures

The reavers rode up to aid the wizard prince their bows at the ready.
The wizard prince blasted a couple of riders with his magic but the princess was full of fury and reaped devastation on the mummies with a might volley from one of the bolt throwers at them this unit was nearly decimated. The far bolt thrower seeing there was still a threat from the boats fired on the warmachine crew taking one of them out.

And then with a gust of fresh wind blowing inwards from the see, the dead host faded into the sand, its magical lifespan ended Victory had been taken by the elven princess.

Tathar rode up to the elven princess, a wry smile on his face

"My Lady we would follow you into battle any time. this was a great victory your family will be proud, Please allow me to walk and you can ride my horse home in victory."

The might elven warrior dismounted and assisted his princess onto his mount, a strange feeling in his stomach as he felt her hand upon his shoulder.

"It was a victory but not mine alone, every one of you did his duty, i am proud to have lead you my mighty elven warriors, but now to home to wine, to food and to dance, for tonight we rest!"

The host left the battlefield as the tomb kings ships started to collapse into the sea. The wind blew across the beach and in its voice could be heard the words

"All is dust, from dust we came, to dust we return"


Nippy's post game narrative:


QUOTE (Nippy Longskar)
The dinghy pitched through the waters, rough waves breaking against its barnacled hull. A skeletal rower propelled the vessel mechanically onwards through the shrouded darkness.

Pharothep sat opposite the rower; fury and indignation radiating from him like an incandescent flame. His ceremonial bandages were both scorched and sodden, his golden armour discoloured and dented where arcane fire and elven spear point had tested it beyond its limits.

He had never imagined the elves could meet his landing force with such ferocity! His glorious charioteers had had been reduced to charred scrap before they could even spur their mounts onto the beach; his warriors picked off by a rain of deadly bowfire as they rowed to shore.

Such losses meant little. Warriors, war-machines and even ships could all be revived by the ancient wisdom of his priests. But the blows dealt to his regal pride had been heavy indeed. By now his forces should be setting up encampment in the foothills South of Senelite, and the indignity of this return to the stinking cave only increased his ire. He looked down. Amanthun, his adviser, lay sprawled on the deck, and looked even closer to death than usual. He had borne the brunt of an arcane conflagration, and what remained of his ancient skin was blistered and blackened. Pharothep cared nothing for his suffering.

“We have underestimated our enemies and paid a heavy price.” Intoned the Prince. He swayed, his grievous wounds and the hatred coursing through his veins making him momentarily unbalanced, and he grasped the wooden bench he was sat upon. “Clearly the warriors we have at our disposal are not sufficient.”

Amanthun turned to look up at the prince, and strained to speak in a rasping voice, forced out between ragged breaths.

“The guardians of this isle…still lie dormant…my master. Asleep…awaiting the time of…direst need.”

The prince nodded. And his eyes seemed to fix on some invisible scene “The infidels must pay heavily in blood for what has befallen this day. The still-living must be crushed beneath brass and stone. The world will shake.”

He paused, and looked at the priest once more “Go to the temple of our Golden Age. Perform the rights of Awakening. Summon the Sphinx of Khemon.” There was a loud crunching sound as the wooden bench splintered beneath his grasp “Do not fail me!”


QUOTE (Master Jeridian)
Chapter 3- Advance on Caprio

Captain Neskijn rode at the head of the Knightly Order of Fortis at a leisurely pace, Empire soldiers marching in regiments along the rough, dirt path. The beach landing had proved a great success, most of Neskijn force now busily turning the port of Senelite into a base of operations. Horatio, eager to continue the momentum of attack, had gathered a small patrolling force to scout south-west towards Caprio and the tip of Sartosa. He had received communiqué that his allies in the naval alliance had won victories amongst the Osso hills, but he had not seen any sight of them firsthand and preferred to reconnoitre Caprio with his own troops. It was textbook for an island invasion to prevent an attack from the rear and an entrapment of the invading troops, he did not trust his allies enough to risk a rear attack from Caprio whilst advancing north and east.

“Captain!” one of the Knights warned. Neskijn turned to him, wincing as his aching limbs jarred in his armour. He had somehow survived a cannon ball at the beach landing, it had given an aura of invincibility to his troops but had come at the cost of feeling like he had had a sparring round with an ogre.

He followed the Knights gaze to the ground ahead, and the telltale footprints of a marching force. Even as the small patrol came to a halt behind the Knights, Neskijn could hear the distant thudding of drums- the hairs shuddered on his back.
“Orcs!” he grumbled, trotting and turning his horse to face his waiting troops.
“Prepare for battle, men of the Empire,” he bellowed, drawing his sword for emphasis, “we have Orcs to slay before Caprio!”

Day 2, Game 3- Hunting Adm’url Kurgan

Starting to get to grips with the Warband, and the Warhammer rules now. Played against Kurgan’s Orcs at 500pts Warbands to wrest control of Caprio.
From memory, Kurgan’s army:

Kap'n Mogrum: Orc Big Boss- Chopper and Hand weapon
Orc Big'Unz- 5 with Boss, Standard, Musician. Chopper and Hand weapon
Orc Boyz- 12 Boss, Chopper and Hand weapon
Orc Archers- 5
Orc Archers- 5
Orc Archers- 3
Goblin Stone Thrower (Kannon), Bully

We rolled corner deployments with diagonal deployment edges. We both secretly chose Assassinate- to get 100vp’s for killing the enemy general.

From the start I had tremendous luck. Kurgan got first turn, a unit of Orc Boyz promptly got angry at some archers in front of them (‘obstructing da view’) and charged them killing 2. In his turn 2, having rolled the stone thrower forward it promptly misfired, exploding and killing all the crew.

We spent most of the game prancing around and manoeuvring like Elves, so that combat only started to happen around turn 5-6.

Somehow I came out of the game largely unscathed, mostly thanks to Kurgan killing a large chunk of his own army. I’m beginning to think War Machines are more a liability than an asset in small games like this. The Empire massacred the Orcs, though neither of us managed to kill the other’s general.

It was a tough game, the end result not reflecting the amount of manoeuvre and planning we both did to try to outsmart each other’s armies.

Game 4- Ambushing the Kap'n

We used the Warband rules again, and I think we both got Assassinate again. The big difference in this game was the three deployment zones. Kurgan deployed from a short board edge in a 2’x2’ central square, I deployed in two corner deployment zones on the opposite board edge.

In essence, Kap'n Mogrum’s warband was marching down the board centre into an ambush by two flanking forces- a fitting second battle. The first battle had seen Kurgan routed, now Horatio pressed home the advantage by launching an ambush.

I was determined to complete my Assassinate mission, and to get to grips with the enemy ASAP. Guilt from having not charged my Swordsmen into the Orcs on my turn 6 last game (saving them from a grizzly death, denying Kurgan VP’s but it just wasn’t a fun move) definitely affected by plan.

I quickly swung both side forces to face Kurgan’s Orcs trying to form a cohesive battle line, Knights at the centre. The Orc "Kannon" again proved to be a liability killing one or two Spearmen and misfiring preventing it firing for two turns- by the time it wheeled back around Knights where upon it. Aside from the Gun the rest of the Orcs formed a tough battle line and advanced to meet me.

We where pretty close to start with and so combat was joined a lot sooner, around turns 2-3. A unit of Orcs charged into the Swordsmen and I managed to get a Halberdier detachment in to flank charge, the other Halberdier unit charging later in the game. His Standard, ranks and kills was equalled by my numbers and flank force- such that the Orc unit was slowly ground down.

The other Orc unit with his Boss in was charged by my Knights and Captain, finally some action we had both been waiting for. I challenged Kurgan’s boss in no way ‘mission related’, honest- Kurgan’s eagerness to accept the challenge convinced me he had assassinate too. I swung the Sword of Might taking the Boss down to 1 wound, Saul prepared to pick up his dice, ready to smash down Neskijn.
Neskijn horse reared up, crushing the Boss under it’s hooves with it’s 1 Str 3 attack..
The Knights performed equally well, beating and running down the Orcs and overrunning into a unit of Orc Archers. Having wiped out these Archers in Kurgan’s turn, the Knights declared a charge on the Stone Thrower with predictably brutal results.

Kurgan conceded at this point, and I couldn’t really blame him. I’d drop the War Machine and take something fast like a chariot in his position, his force was too easily outmanoeuvred.

Game 5- Ambushed by Beastmen

Copying a famous White Dwarf battle report I can’t remember (before it become rubbish), here are a list of reasons for my defeat:

1) I was playing Chaos, Beastmen to be precise.
2) I have a limited, noob knowledge of Warhammer.
3) He looked at my Empire army, watched it in action for two games…then decided to write an army list...
4) He said he’d hurt me if I won.
5) He cheated.
6) It was Chaos.

Anyway, we rolled for normal 12” long board edge deployment. My mission was to get a third of my Warband Unit Strength (around 42, so 13-ish) into his deployment zone by the game end. A fitting story then, grown complacent on his previous two victories, Captain Neskijn was ambushed by a force of Beastmen and needed to break out past them.

His army from memory:

Beastmen Shaman with nasty Fire magic missiles.

Chariot

Boars/Hounds

Beastmen- 16? With Standard, Champion, Musician.

Beastmen- 16? With same.

He deployed a Beastmen unit in each corner of his board edge, with the Chariot and Hounds next to the unit on the right (closer to the centre) and the Shaman in the right Beastmen unit. It was now that I made a number of crucial mistakes:

7) For the first time in my Warhammer gaming I had a hill in the centre of my deployment zone and was determined to use it regardless of the consequences. So I deployed two Handgunner detachments on the top tier with their parent Spearmen unit on the tier below- effectively putting them out of range for most of the game and removing a vital 20 men from my army battle front, leaving the rest of my army exposed to flank attack, etc.
8) During deployment I was undecided on whether to deploy on the left, avoid his right force and go for his deployment zone, or to be aggressive and concentrate on his right force. So one unit went down for one plan, the next for the other plan. In retrospect neither would have worked, I couldn’t avoid his fast moving Chariot and Hounds and probably shouldn’t have advanced at all.

The writing was on the wall on turn 1 when I realised the Beastmen appear to not suffer from any of the problems of Warhammer.

I had to wheel, reform, turn blocks of troops and could only charge things to my front- He could move wherever he pleased, charge in any direction.

Terrain was essentially impassable to me- To him it might as well be open ground.

So he could dance around my ponderous regiments, sit in cover and move through it without penalty and to add salt to the wound could move faster than me, and finally had a -1 to hit when I shot at them.

I’m sure Beastmen must have some weaknesses to compensate, but I didn’t see any from my side of the board. I suppose a complete lack of shooting is one- though the magic and -3 to hit for skirmish more than compensated.

I spent the game fleeing from Chariot charges and slowly being boxed in from both sides- back onto the hill I so adamantly deployed on. The Shaman fried all my Knights in the early turns- but my opponent, clearly seeing a walkover in the making let the Knights survive to give him a challenge.

Needing sevens to hit due to skirmish and cover my handgunners (my only shooting) was largely ineffective. The Hounds advanced directly in front of my Knights- I could see the trap (they would flee putting my Knights in front of the Chariot and Beastmen) but had no other choice.

My parent and detachment units just got into the wrong place at the wrong time on every occasion- I was unable to react once my initial plans had crumbled and so was piece by piece massacred.

I can’t really see how I could have beaten them. I could try to sit back and shoot but he could sit in forest becoming nigh on unhittable and fire longer range and more powerful Fire magic at me. I could advance (as I did) but the ability to skirmish and charge in any direction, and move faster and travel through cover meant he would always get the charge- often in my flanks.

I guess if I was to play the game again I would deploy directly across from the right force including the Spearmen and Handgunners (screw the hill), and aggressively advance on the Beastmen, trying not to be flank charged. The Knights advancing on the far right flank. Something tells me that this would have floundered with the terrain in the way, he would get the charge due to ignoring terrain, the Shaman would fry a lot more stuff and finally the left Beastmen unit would join the fray to finish me off.

As in 40k, I’m beginning to think Chaos will be my nemesis- always seemingly the grass being greener over there.

So my Empire force is brilliant at engaging ‘conventional’ medieval forces in set piece rank and file warfare, but is hideously outclassed against a skirmishing force. Like the British red coats against American revolutionists, or a Roman legion against the German barbarians- so at least it’s ‘historically’ accurate.

I’d say Caprio is in Naval Alliance hands but with a serious Beastmen problem- one that my allies should deal with…

WarbossKurgan - April 4, 2007 12:04 PM (GMT)
QUOTE (Nippy Longskar @ Sep 26, 2006 3:39 pm )
Part II - The Prince's Wrath

The dinghy pitched through the waters, rough waves breaking against its barnacled hull. A skeletal rower propelled the vessel mechanically onwards through the shrouded darkness.

Pharothep sat opposite the rower; fury and indignation radiating from him like an incandescent flame. His ceremonial bandages were both scorched and sodden, his golden armour discoloured and dented where arcane fire and elven spear point had tested it beyond its limits.

He had never imagined the elves could meet his landing force with such ferocity! His glorious charioteers had had been reduced to charred scrap before they could even spur their mounts onto the beach; his warriors picked off by a rain of deadly bowfire as they rowed to shore.

Such losses meant little. Warriors, war-machines and even ships could all be revived by the ancient wisdom of his priests. But the blows dealt to his regal pride had been heavy indeed. By now his forces should be setting up encampment in the foothills South of Senelite, and the indignity of this return to the stinking cave only increased his ire. He looked down. Amanthun, his adviser, lay sprawled on the deck, and looked even closer to death than usual. He had borne the brunt of an arcane conflagration, and what remained of his ancient skin was blistered and blackened. Pharothep cared nothing for his suffering.

“We have underestimated our enemies and paid a heavy price.” Intoned the Prince. He swayed, his grievous wounds and the hatred coursing through his veins making him momentarily unbalanced, and he grasped the wooden bench he was sat upon. “Clearly the warriors we have at our disposal are not sufficient.”

Amanthun turned to look up at the prince, and strained to speak in a rasping voice, forced out between ragged breaths.

“The guardians of this isle…still lie dormant…my master. Asleep…awaiting the time of…direst need.”

The prince nodded. And his eyes seemed to fix on some invisible scene “The infidels must pay heavily in blood for what has befallen this day. The still-living must be crushed beneath brass and stone. The world will shake.”

He paused, and looked at the priest once more “Go to the temple of our Golden Age. Perform the rights of Awakening. Summon the Sphinx of Khemon.” There was a loud crunching sound as the wooden bench splintered beneath his grasp “Do not fail me!”

QUOTE (WarbossKurgan)

“Ahem, Adm’rul? It didn’t go to well down in Caprio.” Muttered the bruised and battered First Mate Grognog.

“Eh?” said the Kurgan, slightly distracted studying his battered, yellowing map.

“Yarr..” continued Grognog, “we met a Naval Alliance patrol and they gave us a batterin’ – it won’t all our fault mind! The kannon es’ploded the first time they tried ta fire ‘im and Keel’auls Ladz took a disliking to them Arrer Boyz and … you know… set about ‘em like…” his voice tailed off.

Kurgan looked up from his map and stared at the Orc Mate. This put the fat Greenskin on edge (he had wanted to have a tot o’ grog before he reported to the Adm’rul but had been shoved in by one of the fleet Kap’ns before he had a chance).

“Yaarr.. and then the same patrol caught up with us, when we was going back to Da Rotmoon. Kap’n Mogrum is indisposed, so he is. And we didn’t get much of a look at their forces neither.” The Mate gabbled. Grognog sighed – at least he would have to say that again!

“What?” Growled Kurgan.

Oh bugger, thought Grognog…


QUOTE (Nippy Longskar @ Sep 28, 2006 12:42 pm)
Part III - Arise My Sleeping Legions!

Amanthun trudged through the early morning gloom along the mountain path, his skeletal bodyguard marching behind in stiff unison. His sunken eyes scanned the roadside for traces of familiar scenery. He had not trodden this route since the golden age, and things were very different now.
Below him in the valley sat the settlement of Carragio, wisps of smoke rising from a few chimneys. Fools! If only they knew the power he was soon to awaken in these hills, they would already be fleeing for their sorry lives!
Suddenly he halted, and his warriors froze in mid step. The outline of the mountains here looked familiar here, and he could sense the presence of the sleeping ones…

***

The sun was a burning disk overhead by the time the overgrown foliage and rubble had been stripped back to reveal the temple’s outline. Amanthun stepped forward through a ruined archway, a low muttering emanating from his barely moving lips as he began to intone the words of power he had first spoken millennia ago. His bodyguard stood to stiff attention around him.

Suddenly the stillness of the temple was broken by the sounds of shouting and running feet away to the East. Amanthun spun on his heel – who dared interrupt his ritual? In his time, even to cough during the incantation of awakening would warrant the perpetrator’s tongue to be cut out and his eyes pecked out by carrion birds! A cracking report and an explosion of stone by the Priests’ ear spurred him into action – desecrators! They would pay dearly!

With a motion of his withered hand, the skeletal warriors were spurred into action, raising wooden shields and scimitars. Half of them marched forward to form a defensive line in front of the temple, whilst the others formed a wall of bone and steel around the Priest. The raiders were visible now, a strong force of men cresting the hill, a heavily armoured rider spearheading the attack. Some of the men carried powder weapons, and these formed up in firing lines and began delivering punishing volleys into his warriors. Bone shattered and splintered under the fusillade, and the temple began to fill with dark smoke.

Even in the chaos and confusion Amanthun continued inexorably intoning the incantation, and now, as it reached its tumult, a bandaged fist smashed up through the flagstones of the temple. Within seconds a mighty figure had hauled itself up into the sunlight, clad in the ceremonial garb of the most revered warriors and wielding a wicked tomb blade. With a roar the mummy launched itself from the temple into the first wave of attackers, the skeletal warriors charging forwards in its wake.

As the two forces clashed the air was filled by the screams of the injured and the crunch of breaking bone. The mighty tomb guardian strode through the carnage, severing heads and limbs with each stroke of his blade. Amanthun allowed himself a dry smile at the sight. Feeling buoyant with the ancient power of the temple, he stepped forward and with a word hurled a ball of arcane flame into a group of swordsmen attempting to approach from the north. The horrific magic blasted flesh from bone and melted steel – no infidels would defile his temple this day!

Suddenly with a thunderous crash of hooves the rider burst into the temple, leaping a ruined wall and barrelling into the skeletal defenders. Hacking furiously with a glittering blade, the captain ploughed through the slow moving defenders, and Amanthun recoiled in horror. From the south, another group of hand-gunners that had outflanked the defence line took advantage of the confusion and unleashed their weapons on the Liche – a shower of lead sending Amanthun sprawling to the floor.

Dazed and desperate, with enemies on all sides, Amanthun sought deep within himself to redouble his efforts in the ritual. Just as the mounted captain had smashed the last skeleton aside, and stood poised to deliver the killing blow, a low ominous groan echoed and reverberated across the battlefield. As the last word was spoken, the ground of the temple shook, and then erupted in a shower of dirt and smashed stone. Huge statuesque figures strode forth through the clouds of dust that had been thrown up, great brass scythes raised, animal heads frozen in expressions of fury. Under such furious onslaught the raiders resolve wavered and broke, and those left alive fled the site of horror.


Upcoming games:

Wednesday 27th

* Grotsmeg - High Elves vs. Blessed Knight - DoW Pirates at Dragon Tooth Castle
* Jimmy - Empire Pirates vs. Nethrag - Beastmen at Caragio

Monday 2nd

* WarbossKurgan's Da Hogwasha vs. Nippy Longskar's The Scythe of Ra in the Pirate's Current

(Yes that's right - at last a proper Warhammer Naval game!! :lol: :D )

WarbossKurgan - April 4, 2007 12:05 PM (GMT)
Week 2
Yo Ho, me hearties, Yo Ho!

The blasted Naval Alliance continues their seemingly unstoppable advance along the south coast. In the first half of the week they had Caprio under their control. They do have one thorn in their side however: the town is also coveted by Davy Jones’ Crew who sailed in later to hoist their flag.

Adm’rul Kurgan sent a ship-load of Orc Pirates along the coast to keep an eye on the Alliance and the crew put ashore just west of the town, they were beaten by the East Sartosa Trading Company’s men after some poor luck (an explodin’ kannon and a several squabbles and brawls among the Pirates numbers), then ambushed as they tried to retreat to their ship. The Company’s men got their comeuppance next day though, when they were given a sound mauling by the bestial things of Davy Jones’ lot.

The boney legions of that chumbucket Prince Pharothep attempted a landing in Senelite but were repulsed by the Sea Elves of the Naval Alliance in a very one-sided action. A fleet of Kemrian ships sailed straight into Monkey Cove and were given a warm welcome by the far-too-clean defenders on the beaches just a mile from the point the Alliance made land last week!

Prince Pharothep seems to have sent one of his withered Priests into the hills above Caragio with the aim of performing some kind of ritual. It also seems like it was successful too, as the fleeing remnants of one of Jimmy’s Pirate crews claim that the Priest was later seen marching back to the shore with a much stronger force of dead men than the one they fought.

Mayhap the nasties of Davy Jones’ Crew and the Scurvy Dogs are trying to take Caragio off of the Alliance on the sneak, like. Nethrag’s Beasts had a dust-up with Jimmy’s Pirates there as well – seems they was both on the same heading!

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Dragon Tooth Castle fell, ironically, to a dragon. Kap’n Gardrock’s Ogres, of the Scurvy Dogs, almost managed to hold on to it but the Naval Alliance just gained the upper hand after a long day’s fight between the two forces’ terrifying creatures. At least that picaroon of a Dragon Rider got another set of bruises! Maybe if Gardrock’s lads kept off the ol’ grog they’d be better suited to Elf-munchin’?

Shiver me timbers matey! I nearly be forgettin' a vast fish was pulled from the briny this week – the leviathan was opened on the quay-side and all manner of uncanny creatures of the deep spilled out from its belly. Seems this massive beastie had been possessed of a powerful appetite and was eating everything it met!

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Off ye go, lads. The plank's not gettin' any longer!

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WarbossKurgan - April 4, 2007 12:18 PM (GMT)
QUOTE (Nethrag @ Sep 28, 2006 5:12 pm)
Nethrag had had a restless night, his dreams had been haunted by visions sent from his dark master. The streets ran red with the blood of innocents, blackened tree stumps and ruined buildings stretched as far as his eye could see, the screams of the dying echoed throughout the town.
It was such a pretty dream.

Buried within the temple vaults he had been told he would find clues as to the location of the mysterious power he felt here on the island. It would be his in time, he would not let anyone stand in his way.

His scouting force had returned from its successful ambush of a smoothskin patrol (the 500point game vs master j) and the army was now moving towards the town itself.

The occupants had come out to meet him in the foothills of the town. A sizable smoothskin infantry force with many of their cursed warmachines. Nethrag was unconcerned. His army had raided the villages of the empire for many seasons and hada grown highly efficient at quickly silencing these engiens of destruction.

The pirates deployed with a strong right flank with hellblaster and mortar inbetween the units. The Leader of the force riding his pegasus was also over on that side.
On the hill over to the left saw the 2 cannons protected by 2 units of handgunners covering the approach.

The pirates again deployed quicker than Nethrags large fore and started the battle.

(Minimal movement)

The warmachines opened up on the approaching horde, the hellblaster was out of range and so the crew continued to prepare the gun for its opening volley. The crew of the mortar had managed to pack the wrong fuse and so the powder exploded far too soon causing the machine to explode into a thousand tiny pieces. The cannons on the hill were equally inept and the first slipped from its supports and would take the crew a long time to replace it (misfire - cant fire this turn or the next!) and it was only the stern gaze of the master engineer on the crew of the 2nd cannon that enabled it to fire atall! Thanks to his many years of expereience however the shot sailed straight and true and impacted on one of the beasts chariots shattering it into smitherines!

Nethrag was glad that the other crew were not as capable as this smoothskin seemed.

The order to march was given.
The daemonic creatures knew their role well and flew straight for the warmachines, landing withing range for next turn. The rest of the army marched straight up the field.

The magic phase saw the pistoliers enveloped in red fire, three of their number falling to the floor but holding their ground.

This gave the captain on pegasus line of sight to the right hand beastherd which he then charged on his mighty pegasus.

The wargor bellowed out a challange and was met head on, his armour rent from a slash from the opposing lord but it was not enough to fell him. His return attacks were ineffective but the numbers and standard of the herd won the combat, the captain refused to back down and the herd pressed in.

The hellblaster opened up on the warhounds and when the smoke cleared they were no more. The minotaurs nearby were unconcerned by this - what did concern them however was the cannonball heading their way, the shot was on target but luckily it only hit vapraks head (a non essential organ) and the mighty minotaurs continued their advance (he rolled a 1 to wound!).

Handgun fire reduced the number of furies and screamers but not significantly and a few ungor dropped from detachment fire.

The screamers and furies charged the respective cannons while the ambush herd arrived (after some confusion about the map) behind the hellblaster.

The left flank marauders who had moved around the far left wood in the opening turn flank charged the leftmost handgunners whilst the generals herd moved to threaten the right handgunner unit.

The minotaurs charged the pistoliers who fled behind the spearmen.

The chariot and giant moved to threaten the central block of swordsmen and detachment. (plus the hellblaster - it couldn't kill all 3 units!)

The marauder horse broke the handgunners who fled for their lives (eventually off the table). The screamers and furies both permenantly silenced the cannons with the crew either dead or having fled the battle.

In the challange the captain was unable to wound the highly armoured wargor who managed to cause a wound on the pegasus, rearing up in terror the mount threw its rider and allowed him to be trampled by the on rushing herd. (fled and was run down by combat res).

The spearmen and detachment were determined to avenge their general but the herd fled out of their charge range.

The central swordsmen block attempted to charge the giant but were out of range and the ogres turned to face the screamers.

The hellblaster opened up on the ambushing herd and slew 6 of them with the first barrel before overheating and exploding, another ungor fell to the shots of the pistoliers with them fleeing from the table edge they had just entered. The handgun fire was only able to pick out a few ungor from the skirmish troops before them.

In their fury the minotaurs charged into the spearmen detachment bringing the spearmen into the combat as they completed their charge.
The herd rallied (phew!)

The central herd charged into the handgunners (stand and shoot), the screamers into the pistoliers (who fled), the furies into the pirate witch (who held so as to be able to use a scroll that magic phase) the giant into the swordsmens detachment and the chariot into the handgunner detachment.

The generals herd butchered the handgunners and overran into the flank of the ogres who had turned to face the screamers. The furies killed the mage and overran into the ginat/detachment combat, and then got to fight again swinging this highly in favour of the beasts. The furies ran down the detachment but ended up infront of the parent swordsman unit.

The chariot destroyed the detachment handgunners.

In a bloodbath of gore the minotaurs slew many many spearmen, however the sacred power of the griffon banner frightened the minos into fleeing. The detachment following along behind.

This turn had effectively broken the back of the pirate army. In the following turns the swordsmen performed a valiant last stand standing up to a combined chariot and giant charge and then destroying the chariot and slicing off the giants head after he fell ontop of the unit. The spearmen had eventually been crushed by the combined attacks of the right hand herd and the rallied minotaurs and the severly depleted swordsmen were left alone on the battlefield amidst their enemies closing in on them...


QUOTE (WarbossKurgan @ Wed Sep 27, 2006 3:09 pm)
Kap’n Mogrum stood on the deck of Da Hogwasha as it pitched in the Pirate’s Current, north east of Sartosa. This was more like it – no sneaking about on land with only one kannon this week! A sturdy ship, a well armed and vicious crew and a full broadside: that’s the way to fight an action! He absentmindedly scratched at the scars on his cheek – you could still make-out the hoof-prints there.

The wind was up making these waters even more treacherous than normal, but there was something else amiss in the air. He was sure he kept getting a whiff of something strange. Something that should never be smelled at sea: an odd combination of dry parchment, oils and dust, with a hint of decay about it too.

He couldn’t get too worried about it though – his First Mate, Grognog, was bellowing orders at the crew (as usual he’d had far too much to drink again) and the Boyz were scurrying about deck while trying not to get washed overboard.

“Sail ho, to leeward!” came the voice of the look-out Grot.

Mogrum fished out his telescope and stomped over to the windward side of the ship. Scanning the horizon he finally saw the top of a mast. He could not make out a flag but after a minute of study through his spy-glass he turned to his Mate.

“Hard about Mr Grognog, if ye please” said the Kap’n with a look of maniacal glee in his one good eye. “We have a rendezvous with a hold full o’ treasure!”


QUOTE (WarbossKurgan @ Tue Oct 03, 2006 10:31 am)
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As Da Hogwasha closed on the vessel the lookout called down again – it was a Khemrian War-Dhow with a huge eye of Ra symbol on the mail sail.

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Kap’n Mogrum looked at the skies: the wind was a steady northerly and the Khemrian was away to the east. Neither vessel had the weather-gauge, so he was sure that the enemy had seen Da Hogwasha no sooner than the Orcs had sighted them.  With the wind abeam both vessels they closed quickly. The lookout called down “Tis The Scythe of Ra sir!”

As the Khemrian came in to range Mogrum ordered the helm put hard to port and brought the full power of the Orcish guns to bear: “Fire!” came the bellowed order, closely followed by two deep booms and one thunderous crack. The quarter-deck gun exploded, killing its crew and sending red-hot fragments of metal zipping across the deck!

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As the smoke cleared Mogrum saw two good hits on the Scythe’s main deck! The Khemrian artillery answered but their shots fell either side of Da Hogwasha’s prow in great plumes of white water. Kap’n Mogrum and a few of the more experienced Ladz chuckled. The Orc Pirates put the helm over to starboard again and the gun crew frantically re-loaded and ran out to port.

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The wind changed: it dropped off for a moment then picked up just as hard from the opposite direction. Mogrum felt it but it made no odds for now. The two ships were within pistol-shot of each other now. The Orc guns fired again but they mis-timed their shots and fired on the rise. Both balls whooshed over the Khemrian crews’ heads.

The Scythe turned to port and made to ram! Both the mates cried “Brace!” at the same time and the Khemrian’s prow crashed into the foc’sle of the Pirate! Timbers groaned and splintered – any faster and the Scthye may have torn itself to drift-wood!

“Yaaarrrr! That’s more like it! Have am ‘em Boyz!” called the Kap’n but he hardly needed to.

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The fearful living-dead crew of the Scythe hurled grapples onto the Pirate then followed them over the gunwales to be met head-on by a wall of green flesh and steel, and the stench of cheap rum. The Orc Pirates beat off the boney boarders and chased them back onto their own deck! Second mate Keel’aul shouted “With me, ya dogs!” and lept across the gap – only to mis-step and fall between the ships! He disappeared into the deep.  The other Boyz in his watch did far better and a good half-dozen fought their way on board.

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Mogrum ran the length of Da Hogwasha, eager to get in on the fight, but so did the Khemrian Captain – Tomb Prince Pharothep himself! The Prince’s great weapon made short work of the Orc boarding party but for now the Pirates still had the upper hand through weight of numbers. Mogrum jumped across to the Scthye, but he must have slipped on the same spilled grog as Keel’aul – he went down in a cloud of bubbles and didn’t come up again.

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The Orcs cut loose and shoved off, trying to bring their guns into action again. The cannon in the waist fired but only put a hole in the Scythe’s railings. The wind changed again, coming from the west, astern of the Hogwasha so the Khemrians had to fight against it to come alongside the Pirates again.

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Prince Pharothep lept across as the skeletal sailors grappled the Orc ship again. The Goblin powder-monkeys bravely ran forward and charged the horrible hero, but they were cruelly slain.  That was it – the final straw!  The Orcs threw back the Tomb-Guard who tried to follow their Prince and fell upon Pharothep with cries of “No Quarter!” and “Kill dat evul git!”. They hacked him to the deck then kept on hacking him till they realised they were just hitting a pile of bandages and armour!

As they looked up, slightly confused, they saw the rest of the Scythe’s crew crumble to dust!

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~~~

After fishing Mogrum and Keel’aul out of the briny, and pouring a whole bottle of the nastiest grog they could find down their throats, the Pirates made a thorough search of the Scythe of Ra and found a suitably large haul of tomb-goods: gold, jewels, strangely shaped animal statues and jars of unpleasant jam (which they later threw overboard when they were told what kind of “jam” it actually was!). Not a bad lot of booty – more than enough to buy a new cannon and repair the ship! A good day’s work!

The drunken celebration lasted well into the following week.

Yaaarrrr!

WarbossKurgan - April 4, 2007 12:37 PM (GMT)
QUOTE (grotsmeg @ Oct 02, 2006 10:57 pm)
Quinn sat forlorn in his makeshift warcamp.  Again his mighty dragon was wounded, blasted cannon balls.  They had won the engagement, but only because the pirates chose to give in and surrender.  Quinn begged a sigh of relief to himself, had it gone on he surely would have lost the engagement.  Luckily the Pirate was too dumb to realise this.

Shear Gar was wounded badly and it would take many days before he was fit to fly.  And even then the Young prince king believed he really would need some exercise in dodging cannon balls.

Next time he would not be so reckless, after all there is only so long that he can continue to play dodgem with his enemy.    Bit a victory it was an another stronghold taken for the naval Alliance.

He had heard the empire force had not fared as well. maybe the smaller force of theirs would do better to look to his guidance and maybe join up together rather than fight on alone.  The Bret lords also where quiet, but he knew that when they struck out they would reap vengence upon their enemies in a most furious ardour.  The noble knights would not be quiet for long.

He knew that next he must move on to Ragil to complete the next stage of his campaign What he would find there who knows, but go there he must and Shear Gar will not falter this time, and he will see his enemies run before him.

Next time he will gain victory and at much less a price than they paid for this one.  Damn the cannons of the pirates.

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QUOTE (Master Jeridian)
Chapter 4- The Day of Mourning

His plan had failed, Captain Neskijn crouched low in the saddle as the bitter rain lashed down along the road back to Senelite. His troops staggered along behind him, many wounded with bloodied tourniquets, make-shift crutches and bandaged heads. They had spent the previous day carefully following the telltale trail of the hated Beastmen on the outskirts of Caragio and had cornered the filthy creatures in a valley close to the town.

Or so he had thought, before his soldiers could form into a cohesive battle line the creatures had struck in a dazzlingly fast counter-ambush. Many sons of the Empire had died before Neskijn could organise a hasty retreat. His infallibility as a leader had quickly worn off, but the soldiers where disciplined state troops and marched back with him in grim silence. 

He and his army had ridden a wave of victorious attacks up to this point and the defeat had come as a massive blow to morale. Now was the true test of his generalship, either he would rally the men or they would mutiny and sail back to the Old World.

Week 3, Game 6- Brutal Slaughter

Short story- I faced Nethrag’s 40k Beastmen again, I lost.
Long story- I managed to kill 1 or 2 models before I went down, more impressive than our last game. The pyrrhic victory for me was for my Spearmen to be charged by everything, Beastmen, Screamers, Chariot, Hounds and for all but 1 soldier to be brutally slaughtered before they could swing. The lone Spearman thrust his spear into the face of Nethrag’s commander and despite the odds managed to kill him, before being dragged down himself.

My slow-moving, lumbering regiments where outmanoeuvred and outfought, not helped by the weird deployment which split my army into two halves facing perpendicular to the Beastmen advance so I had to swing around and join the two forces before he struck.

Nothing short of an army list re-write will save me now.

I also played a non-campaign game against Barney’s Dark Elves which consisted of a Bolt Thrower, a Witch on a horse and 10 or so DE on horses with Repeater Crossbows.

Yet again I was outmanoeuvred by the Fast Cavalry, my slow Empire units cruelly forced to march into a hail of crossbow fire turn after turn with no hope of catching the faster horsemen.

As with all the War Machines I’d faced so far the Bolt Thrower spat out 1 or 2 turns of fire before being unceremoniously slaughtered by a Knight charge.

Around turn 5-6 Barney made two mistakes, that I am pretty sure where made out of guilt for so easily slaughtering me, than any lapse in tactics. He charged my Capt and remaining Knight, and separately charged by Halberdiers. The Capt challenged and smacked down the Witch before chewing through the other DE, whilst the Halberdiers where slaughtered but the rest of the Empire infantry swooped around to trap them whilst my Handgunners enjoyed their first round of shooting of the game.

Technically, officially, I won- but in truth the DE easily outranged and outshot my army- only the Knights proving any real threat.


QUOTE (Nippy Longskar @ Oct 03, 2006 4:36 pm)
Part IV – An Unplanned Invasion

A crab scuttled across the beach, intent on some sideways mission of its own devising.

A few gulls circled, their cries ringing across the sands.

The waves lapped and splashed gently.

About twenty yards out to sea, a bubbling disturbance broke the still surface. This quickly coalesced into a fearsome head, then a twisted torso – a fearful figure rising from the depths, and marching inexorably towards the shore. Behind it can rank upon rank of skeletal warriors emerged into the sunlight, seawater pouring from ancient weapons and hollow eye sockets.

Pharothep halted when he reached dry land, and turned to look back out to sea as his legion formed up around him. The green skins had caught him off guard with the ferocity of their attacks. Even when the day had seemed to be won and Pharothep had triumphantly stepped onto their crude hulk, they had continued to fight like animals, and in the end a lucky blow had sent the Prince sprawling overboard and into the depths.

Pharothep imagined the foul brutes ransacking his dhow and discovering his cache of riches. A grim smile twisted his evil visage. The fools! Little would they suspect the terrible curse that protected his gold, and had done so for two thousand years! The pirate filth would beg for death on the tip of his ceremonial blade!

He turned to face inland once more. He had planned to launch his invasion from farther North, but the wisps of smoke rising from beyond the hills informed him that there was a den of heresy nearby – a small settlement, if he was any judge – and overdue for his righteous judgement.

He had received news by carrion messenger from Amanthun that the ritual at the Temple of Khemon had gone as he had wished, and that his forces were now bolstered. Now was the time to strike in earnest! The still living would recognise him as true ruler of this Island, or they would die!

QUOTE (WarbossKurgan @ Oct 03, 2006 4:59 pm)
Oh ho! Cursed treasure!

What Pirate don't dream of getting 'is 'ands on cursed treasure?
Why you ain't considered half Piratey enough till you've at least three curses on yer!
Yaaarrrr!

Ack, what was that? Yeerch... beetles!

WarbossKurgan - April 4, 2007 01:47 PM (GMT)
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Week 3

A life on the ocean waves…

The Scurvy Dogs finally saw an end to their rum luck this week! Kurgan’s famed Hogwasha of the Ironfang Pirate Fleet caught a Khemrian War Dhow, The Scythe of Ra, in the Pirate’s Current and, after very nearly sinking it with their first broadside, boarded and captured it. It wasn’t an easy fight though; they lost a fair number of crew and both the Kap’n and Second Mate took a dunking during the engagement. The final thing what swung the jib in the Pirate’s favour was a massed Orc-charge into the Foc’sle, killin’ the boney buccaneer and castin’ the dust of his horrible crew into the wind.

The confounded Naval Alliance moved in on Vercuso to the cost of Jimmy’s Pirates. The Canal Street Sea Elves once again showed the power of Dragons in open battle. The great flappy lizard was battered by Pirate cannon but still carried the day. Jimmy’s lads put up a spirited fight mind, it won’t be long till they taste victory too. Seems the Alliance have their eye on Ragil next, mind.

The East Sartosa Trading Company’s men took a royal pounding from the Davey Jonesers down in Caragio. Now I got the full skinny on the engagement seems that old Horatio was outmanoeuvred, outran and outkilled. Caragio is slipping from the Alliance’s grasp and the Jonesers are fast getting the upper hand there!

Senelite is a veritable fortress though – it’ll take a massive effort to shift them perfumed hoy-paloy from Monkey Cove now! The Osso Hills are very heavily patrolled and it won’t be long afore they are occupied by the Alliance – it looks as though they know them hills are full o’ our burried loot! Caprio, Vercuso and Dragon Tooth Castle are only a-push-and-a-shove off of falling into their hands and all. Things are lookin’ a might too fine for the Naval Alliance right now!

The Barazantathul Dwarven Free Company Pirates announced they were going to sort out the Beastmen of Gorgoth Beastherder. The Beastmen got suddenly reinforced, by means of salacious coin, and the short, hairy rum-swillers seem to have had a change of heart and stayed in their Hold.

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More rumours have surfaced about these accursed “Fish-men”. Seems with every new sea-mist there are more tales of attacks. Though most of the stories I heard concern the people of a neighbouring town bein’ in cahoots with the fishmen, makin’ sacrifices to them and such, for some kind of infernal reward. Troubling thing is, I’ve heard these tales about nearly every coastal town on the island!

These places are Controlled:
  • The Scurvy Dogs
    Fortress of the Pirate King
    Roba
    Sartosa
  • The Naval Alliance
    Ossomunte
    Senelite
  • Davy Jones' Crew
    Cave of the Damned
    Beffardo
    Vermunte
These places are Disputed:
  • Osso Hills
  • Caragio
  • Caprio
  • Dwarf Hold
  • Vercuso
  • Ragil
  • Skull Sands
  • Pirate's Current
  • Dragon Tooth Castle
  • Volcanic Lake

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Come on Lads! Don’t leave me all by me onesies, savvy?

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WarbossKurgan - April 4, 2007 01:49 PM (GMT)
QUOTE (WarbossKurgan @ Oct 09, 2006 12:41 pm)
Rain lashed the pitching deck of Da Hogwasha. It was getting dark earlier as the year was closing and, though the autumn had been fair so far, the weather was just starting to turn wintery. Adm’rul Kurgan paced the quarter deck, humming to himself (this worried Wyrdtoof, but the Shaman suspected the old Warboss was only humming to worry him). Kurgan was confident the Boyz would be much more successful on land than they had been lately: The loot from the Scythe of Ra had enabled him to get all the ladz extra choppas and the crews were taking great pride in swinging them about while off duty.

With the Pirate’s Current under the control of the Scurvy Dogs (for now, at least) the Ironfang Fleet were heading into Dragon’s Tooth Castle to try and take it back from the Naval Alliance. The Sartosa Harbour Independent Trading Syndicate had been stationed there until the Alliance ousted them a couple of weeks ago.

As the old light-house loomed up through the grey sheeting rain the Boyz on deck all clustered along the gunwales, some clambered into the rigging to get a better look: there were masts at the island’s quay, they weren’t topped by Alliance pennants but the ragged flags of a chaos fleet.

“Nethrag!” rumbled the Adm’rul, then out loud “All hands, prepare to come about! Hard to leeward Mr Grognog, we’ll land on the north beach and come up on them Beasties from the other side. No point giving ‘em notice that we’s here, eh?”


QUOTE (WarbossKurgan @ Oct 10, 2006 11:19 am)
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Trying a new strategy, Adm’rul Kurgan sent one of his Giants to each end of his line-of-battle, accompanied by two Kannon each, the Boyz lined up between these “anchors”. It didn’t work. They say that no plan survives contact with the enemy but that doesn’t really apply to Orcs.  It’s more that no plan survives someone shouting “Go!”

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Right off the bat, Gobrat's Arrer Boyz just went steaming ahead, yellin’ and whoopin’ and completely forgetting they had bows in their hands. The Kannon all fired and all missed – waaaay over-shooting the hordes of Beatmen and Daemons milling around before them. Screamers and Furies sped towards the gunnerz and hardly another shot was fired.

A small pack of Chaos Hounds loped forward and sat in front of both Grognog’s Big’Un Boarders and a Keel’aul’s Orc Deck Boyz. They both charged the dogs, and slaughtered every one of them.  The Adm’rul eyed the huge Beast-herd lurking at the edge of the woods ahead of them and thought better of overrunning the Hounds towards an obvious ambush. “Hang on a mo, me hearties – somethin’s amiss, says I!”

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A group of Minotaurs jogged towards MoggOgg the Giant, on the starboard flank.  MoggOgg has never been shy so he went to meet them and brought his club down in a great grunting two-handed swing. Unfortunately the Minotaur was a bit too light on its feet and dodged out of the way!  The rest of the Bull-headed monstrosities then joined their nearly-thumped mate in taking a whack at the Giant.  MoggOgg didn’t like this one bit and fled the battle!

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Broadside, the Giant on the port flank, was having a much better time of things. He chased off Nethrag’s big Beast-herd and found a Chariot and some Marauder Horsemen lurking behind a ruined building and scared the willies out of ‘em.  The Chariot fled straight away and the Horsemen galloped as far ass they could towards the wrecked Kannon. They later recovered their wits and re-joined the fray, briefly.

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Then the Beaslord’s herd recovered and charged him.  Being in a playful mood he made a grab for the Nethrag (thinkin’ that eating a Beastlord would be a great tale to tell at the pub!), but the Champion of Chaos easily swiped away his massive hand then sank his great-axe into the Giant a few more times. Broadside would have been okay as all the other Gors and Ungors failed to hurt him, except for a single spear-prod from a second-ranker. The rum-soaked Giant tipped backwards and slammed into the sodden ground.

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Morsnik’s Boyz made the mistake of wandering too close to the woods and a Beast-herd jumped them on the flank.  This might have been alright if it wasn’t for the Chariot that slammed into them at the same time.  Morsnik’s Ladz were scattered, run-down and slaughtered.

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Then the same fate befell the Arrer Boyz as well!  They managed to hold on for a little longer, but eventually fled and died as the Chariot's speed made for a short chase. On a happy note though the Chariot, in gleeful destructive mode, careened into the just-recovered Marauder Horsemen and killed all of them! Yaaarrr!

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This left just Grognog’s Big’Unz and Keel’auls Boyz. They looked at each other, shrugged and charged forward, the old Adm’rul in the fore, in full expectation of their doom! Screamers and Furies behind them, Dragon Ogres ahead of them and Beast-herds either side. One chaotic and frenzied series of charges and panicked flights later it was all over. The Orc Pirates were fleeing towards the beaches and their ships.

The Davy Jonesers and the Naval Alliance would have to fight it out amongst themselves for control of Dragon Toof Rok now!

WarbossKurgan - April 4, 2007 01:58 PM (GMT)
QUOTE (Nippy Longskar @ Oct 13, 2006 4:28 pm)
Part V – Pretender to the Throne!

Pharothep stood on the crest of the hill, and surveyed the valley below. The settlement known as Regil lay before him, as wretched a pit of villainy as he had expected.  He turned on his troops and was about to address his orders to Amanthun when he noticed a dull rumbling below his feet. This grew rapidly louder, and vibrations began to rattle the golden trinkets adorning the bony limbs of his warriors. Then, with a tear of ripping turf and an explosion of earth, a colossal beast burst forth, throwing the Prince sprawling to the ground.

Amanthun motioned, and a group of skeleton warriors rushed forward, scimitars poised to strike. The horror that had emerged was a giant beast that moved jerkily on six skittering limbs, massive cruel claws snapping at the air. It took Amanthun a moment to recognise, so caked in foreign dirt, but surely it was one of the great Brass Tomb Scorpions that guarded the tomb complexes of King Amenemhetem. How could that be possible? It must surely, he decided, be some evil heathen trickery! With a stabbing motion of his fingers he impelled his warriors to silence it.

Three towering Ushabti warriors strode forth with weapons raised, but then, for no reason Amanthun could reckon, froze. Their weapons were poised to strike but none made a move. Amanthun made another gesture, but it was no use; his constructs were beyond his control. Suddenly with a sharp click and hiss, a hidden compartment slid open on the scorpion’s carapace. An eerie voice issued from within.

“So this is how you would greet an emissary of your father, Prince.”

Prince Pharothep struggled to regain his footing, and spat out a mouthful of dirt.
“What insolence is this?” He advanced on the now immobile scorpion. “What trickery? None could make the journey from Nehekara to Buhut-Netcher under the seas! None save…”

He was cut short by the sight of the figure emerging from the opening. Tall and imposing, clad in regal garb that put his own battle-ragged garments to shame – it was unmistakably Kaleth, Chief Adviser and High Priest to the King himself. At the sight of the newcomer, Amanthun flung himself prostrate to the ground. Kaleth regarded the Prince with scorn:

“Your father has been observing your efforts from afar, Pharothep, and he is grossly disappointed!” He turned and gesticulated at the settlement below. “The still living have humiliated you on the field of battle. I have been sent to ensure an end to your inadequacies!”

Pharothep was about to speak out, but bit his tongue. He would be forced to submit to Kaleth’s command, for now. He could not deny his father’s will. Kaleth, meanwhile, had turned to address the undead horde.

“No longer shall the infidels defile the glory of old. Come, we march with the might of Amenemhetem!”


Pharothep slowly came to; his vision swimming as the dark hulking form looming over him came into view. He reached out for his blade, but it was out of reach, and the effort was beyond him. The battle had been a catastrophe. His charioteers had plunged towards the Elven Lord atop his wyrm, only to see it soar into the air and come crashing down amidst them like a bolt from the Gods. Wood had splintered and bone shattered, and Pharothep had been pitched headlong from his chariot. Brought low by the Elven host once more! His only consolation was the thought that the upstart Kaleth might have been rended limb from limb by the same foe.

He looked up, and now recognised the bestial face of Nethrag, whose allegiance had been sealed with blood and gold. What was the creature doing at this side of the island? And what did it want of him?


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Week 4

Dead men tell no tales…

The Canal Street Sea-Elves of the Alliance fought Prince Pharothep the Enduring’s dusty battalions in Ragil. Pharothep opened the proceedings with a glorious charge into the Elf’s Dragon who knocked him from his chariot with a single blow. It all went down hill from there for the Tomb Kings. The Naval Alliance fly their flag over yet another town, damn their eyes!

Kurgan’s crews took on the Davy Joneser Beasts of Nethrag on the island of Dragon Tooth Castle and lost quite horribly. The driving autumn rain meant the Pirate’s cannon were even less accurate than normal and prone to misfiring in an exceedingly dull way. While Broadside the Giant very nearly ended Nethrag’s reign of terror in one crunchy mouthful, but the hulking great Pirate was hove-to by the Beastlord’s hulking great axe!

The Adm’rul himself has gained a whole new set of Dragon-Ogre claw shaped scars and the Jonesers have a foothold on Dragon Tooth Castle from which to put pressure on the Alliance.

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The lately high winds have caused several wrecks on the northern shores, but at least they kept the fog away. No drivelswiggering tales of Gillmen this week, thank the stars! But there are stories of a Bretonnian lass whose been seen in The Rusty Barnacle, drunk beyond decency, boasting about lootin’ her Papa’s brandy so she could get out and have some fun! Apparently she knows the old song about why Roger is quite so jolly!

Sorry matey that’s it, been on a bit o' the ol' grog myself...


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The following places are Controlled by one of the three factions:

The Scurvy Dogs
Fortress of the Pirate King
Roba
Sartosa

The Naval Alliance
Ossomunte
Senelite

Davy Jones' Crew
Cave of the Damned
Beffardo
Vermunte

These places are Disputed
Osso Hills
Caragio
Caprio
Dwarf Hold
Vercuso
Ragil
Skull Sands
Pirate's Current
Dragon Tooth Castle
Volcanic Lake

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WarbossKurgan - April 4, 2007 02:00 PM (GMT)
QUOTE (WarbossKurgan @ Oct 16, 2006 4:29 pm)
“Um… Boss?” squeaked Dribbla “I fink you aught to see this!”
“Not now” groaned the old Orc, half asleep at his table – surrounded by empty bottles, papers, maps and charts. He was not in the best of moods before he got drunk but the combination of hangover and high-pitch goblin voice was not making him any happier.

“Sorry Boss, but I really fink you aught ta have a look through da telescope.” The look-out persisted. His fear of being thumped for waking the Adm’rul was overcome by his fear of being thumped more later for not waking him!

He took a deep breath “It’s just that three seems to be two armies comin’ outta da woods” then in a smaller voice, almost as if talking to himself “or at least one and a half armies…” somehow this managed to penetrate the haze surrounding Kurgan’s brain.

“Two?” he sat up and swayed slightly. “Two armies? Who are dey?”

Dribbla had another look through the spyglass, just to be sure, “Bretonnians mostly – that Henri Da Goat fella by the look of them, and a few of them wot gave Mogrum a kicking a while back.”

“Chumbuckets? Da Naval Alliance? Right! Ring dat bell, ya little git” Kurgan dragged himself to his feet and stumbled towards the balcony. Blurrily looked in roughly the right direction, totally failed to make his eyes focus and turned on his heel. As Dribbla heaved on the rope and the bell at the far end started it’s slow, painful soundings the Adm’rul staggered down the stairs towards the nearest inn – he knew the ladz would be there and soon they would be ready for a fight. Plus he needed another mug o’grog before they set out – just to set him right.

QUOTE (WarbossKurgan @ Oct 17, 2006 10:13 am)
Kurgan looked around: The edge of the Osso woods were lined with men as far as he could see, dozens of men, mostly armed with bows. Far up slope of the hill to port there were some brightly coloured cavalry, but they were so distant that he couldn’t make out much of them. He’d have to keep a weather-eye open or they’d be down on the Pirates like an albatross after a sprat!

He wasn’t so sure of his army today. They had all been drinking heavily for the best part of a week. Gobrat’s Arrer Boyz and Kap’n Rukbadruk’s crew, both on the far port flank, were throthing-mad: someone had set fire to the grog-shop they were drinking in and they wanted revenge (and they didn’t care who was to receive it!). Kap'n Mogrum Da Butcha’s Boyz were all looking dull and hung-over. Kurgan had heard a rumour that they lost some kind of drinking contest against an Ogre Pirate crew.

He stretched, yawned and stood on a rock, turning to face his own mob of elite Boardin’ Boyz. The Big’Unz immediately stopped mucking around and turned their gnarled, fanged faces toward him. The old Adm’rul’s heart swelled with pride, by Gork these were tough Orcs! He’d sailed clear round the world with most of them and he knew they would follow him anywhere.  Time for a rousing speech, he thought.

“Ladz! Dem gitz fink yooz soft!”

The Big’Unz went mental. Kurgan grinned, job’s a good ‘un.

The green horde surged forward, kannons boomed at either end of their line and the two giants jogged out from behind an old watch tower, both tunelessly singing sea-shanties. The Arrer Boyz and Rukbadruk’s Boyz immediately descended into chaos, their lust for revenge spilling out into a squabble afore the mast.

As the Giants neared the enemy lines two small units of light horsemen cantered out to meet them. Broadside charged the first while MoggOgg just ran past the second, towards a group of skirmishing archers, dressed in green and lurking in the woods.

The first horsemen fled before Broadside, leaving him a little disappointed but not far from them – he’d get to them soon. The second unit’s horses suddenly took fright at the giant behind them, fleeing wildly away from the terrifying monster. They were so intent on escape they ran head-long into Broadside, who timed a swing of his club perfectly and killed a few of them and scattered the rest.

The Giants continued their rampage, Broadside caught up with the surviving light cavalry just as they rallied and reformed. He grabbed two riders, stuffing one down his pants and squishing the other in his great fist. This was just too much for the rest of the yeomen! They ran from the field, gore-splattered and fearing for their lives.

The terrible sight of liquefied yeomen and laughing Giant panicked the surrounding Peasant Bowmen, who fled directly away from the monster, straight into their neighbours which panicked them as well.  In a matter of seconds, all the peasants were screaming in fear and running, panic spread throughout the infantry. Even some of the allied Empire’s men fled.

The guns fired again and again but often missed their mark. One or two knights fell and a unit of men-at-arms was broken, but the Knights charged the gun nearest to them and the crew fled. This was closely followed by the deaths of the second crew as a small unit of Empire knights charged them.

The Arrer Boyz finally got their act together and ploughed into an Empire Swordsman regiment, whose Halberd-wielding detachments counter-charged quick as kiss-me-death! The frenzied Orcs beat down the Swordsmen, who fled from the field, but the Halberdiers held and a lance of Bretonnian nobles was in perfect position to replace the Swordsmen. The Arrer Boyz didn’t stand a chance but before they were wiped out the impetuous Bretonnian Champion challenged Gobrat.  The Orc Boss was happy to accept and swiftly decapitated the young Knight. But it was too little to save his mob.

Then things really started to go wrong for the Pirates. With the flight of the peasants the line-of-battle had veered sharply to port, the Orcs were slow to react and slowed even further by squabbling and hangovers.

The Knights came streaming down the slope, colours flying and trumpets sounding. The Pirate guns tried to stop them but their poor aim (probably due to drunkenness) left them on their own as the Knights crashed through Rukbadruk’s crew and on into the remains of the Big’Unz. Kurgan roared with rage as the knights slammed into the opposite flank of his unit, as the ground was magically turned to mud. There was nothing he could do now, the tide had turned and the Pirates were fleeing before the wind.
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QUOTE (Nippy LongskarOct 18 @ 2006 10:44 am)
QUOTE
Time for a rousing speech, he thought.

“Ladz! Dem gitz fink yooz soft!”

The Big’Unz went mental. Kurgan grinned, job’s a good ‘un.


Class :D

Unlucky Kurgan, seems like you've given all your opponants a run for their money so far, but come undone at the last (very tragi-piratical!)

Ah well, bodes well for Pharothep pinching his golden goodies back!

QUOTE (WarbossKurgan @ Oct 18, 2006 10:56 am)
:lol: Glad you liked it.

I had to come up with a "They'll never take our freedom!" speech in Orcish style. I can't see Orc as having (or even needing) great oratory skills. So I went for simple, direct and to the point!

:D

I think I'll manage to give Pharothep a "proppa" fight (and then run away, of course!)  :lol:

QUOTE (master jeridian @ Oct 17, 2006 11:56 am)
Chapter 6- Battle of the Brandy

Neskijn pried his bruised form from the pile of dead Orcs, his armour dented in a dozen places and his horse whimpering nearby. Despite the intense pain he allowed himself a sly grin, he had shown that arrogant Bretonnian how to win a battle.

After watching the pitiful slaughter and rampant fleeing of his allies peasants from two giants further down the hill Captain Neskijn couldn’t restrain is troops any longer, the disdainful laughter of some Bretonnian Knights nearby at their own countrymen’s plight did nothing to ease Neskijn’s men.

He and only two of his Knights had charged heroically down the hill into a mob of at least fifteen Orcs, crushing them underfoot and scattering the rest before piling into the next unit- in hindsight perhaps a mistake. Here he had bravely challenged the Orc Shaman but was bested and knocked unconscious into the mud, the rest of the battle continuing without him.

Even as his men rushed over to help their commander to his feet, Neskijn could see the Bretonnians preparing to move out. Their dead peasantry looted by supposed comrades and left for the birds. One day the Empire would civilise these cruel despots, but that would be another time- for now the Naval Alliance must be seen to be strong.

Week 5, Game 7.

An amazingly fun game, my 500pts Warband tagged onto Zelaphahad’s 2000pts Bretonnian army to face Kurgan’s 2000pts Orc army. To compensate Kurgan got two rolls on the Defences chart- in the end getting his Warboss unit to have Hatred, one Orc boy unit to be Stupid and two other units to be Frenzied including the Orc Arrer boyz. There was also a central Brandy objective where the Orc’s and Bretonnians became stubborn.

My Empire army’s best moments were my Captain and 2 Knights charging down the hill into the side of a large Orc unit of around 16 guys and somehow winning and running them down. An impressive feat, especially when the vaunted Bretonnian Knights slammed into a few over units with nine or more and failed to smash them on the charge.

I also managed to get a Detachment special rule off with the Arrer boyz being forced to charge the Swordsmen (due to being frenzied). Yet despite all the advantages I still lost and the Swordsmen fled. The Halberdiers held them in place long enough for a Bretonnian charge so it was all good.

Another funny moment was Zeph and I rushing to shoot at a Giant first to claim the honours of killing it- to no avail when neither of us managed to wound it.

Speaking of which I can’t forget Kurgan’s engineering of putting two Giants either side of a unit of Pikemen/Archer Peasants and causing them to flee from one into the other. This was following by another Peasant unit fleeing from one into his own battleline causing another Peasant unit to flee uphill into another Peasant unit which also fled. What was a sea of Peasant archers turned into a barren field in a matter of seconds.

A brilliant game and I look forward to more multi-player games- and the naval battle. Apologies for my yawning and despondency, I was definitely not bored, just very tired and suffering from Coke and sugar withdrawal.

QUOTE (Nippy Longskar @ Oct 20, 2006 1:24 pm)
Part VI – Death Hangs Over Dragon’s Tooth

Pharothep looked out from his vantage point atop the castle’s highest tower. Around him lay the rusted ruin of the ancient lighthouse mechanism. Amanthun had informed him that the fell beams had lured many a sailor to a watery grave on Buhut Netcher’s savage rocks, and the Tomb Prince could almost hear the screams of the dying still hanging in the air. There had been plentiful loss of life this day, also.

“Deaths past and deaths present;” Pharothep muttered, barely audible “the end comes to all the still living, and I shall hurry them on their way.” He looked down at his ceremonial blade; still slick with the blood of the witch he had cut down on the castle’s battlements. Her petty enchantments had not saved her from righteous judgement.

The castle has fallen as easily as Nethrag had promised – the pirate defenders had been heavily outnumbered, and though they had poured heavy fire on the advancing legions, there was no way they could match the bestial ferocity of Nethrag’s horde, nor halt his own warriors implacable advance.

With the day won, Kaleth had insisted he use his powers to begin the destruction of the castle, and Pharothep was happy to agree. The task would keep the bothersome Liche out of his sight, and leave him free to concentrate on his own plans for domination of the island. He looked out once more across the straights to the mainland, the rolling fields, the forests and hills, the villages and towns.  All would soon be his once more…

Suddenly a familiar shape drifted into view.

A scudding ship cutting across the straight, sails catching a healthy wind and black flags flying – it was the Greenskin pirate scum that had raided his Dhow, and cast him bodily to the bottom of the ocean! He turned and ran from the room, bellowing commands that echoed down into the fortresses lower regions

“Amanthun! Prepare the ships! The infidels must be followed, our treasures recovered, and the hold of our enemies destroyed! We give chase!”

From far below at ground level came the echoes of clashing steel and the screams of the wounded – Nethrag had a rebellion on his hands. No matter, Pharothep thought, the Beast could look after himself. And if he could not, perhaps he would be saved the task of ending its miserable life himself, when the time came.



QUOTE (Nethrag @ Oct 17, 2006)
The pirates had enjoyed watching their invaders kill each other, safe within the fortifications on dragons tooth the war had been waged outside. However now it seemed one group had got itself organised enough to attempt a storming of the walls themselves. The horde outside the castle gate had been preparing its seige engines for the last few days, two great siege towers had been hurridly thrown together. The men had laughed when they saw that there would be no way of moving the huge things, there were no wheels! Their laughter quickly died away when the huge towers started levitating a few feet from the ground....

The defenders had not been idle though, a huge cauldron of boiling oil had been prepared, the gate bolstered and the war machines had taken up position, one in each of the four towers. The handgunners and crossbowmen had enough amunition to last the day and the battle wizards were prepared. Let them come thought Captain Jimmy, he would throw them back off the walls like he'd thrown so many prisoners off his plank.




The rituals complete Nethrag stepped back and admired his work. The alliance between the tribe and the dry bones was proving to be benificial. The tomb priests magic was perfect for binding the siege tower together, strong magic knots wrapped secure every joint, whilst the magic gifted to him by his master was able to provide a means of propulsion for the massive constructs. He had had his doubts in the beginning, the tomb prince seemed to be suffering one defeat after another on the island but here was proof that they did indeed hold some power. The completion of the ritual heralded the start of the seige.

The two towers lurched into motion, his own obviouosly recieving the majority of his power (siege towers are able to move 2d6" after deployment towards the castle, the bestigor manned one rolled 10", the tomb guard 4". With that the guns on the castle opened fire. The cannons both targeted the siege towers and thankfully both fell short, it would not take much for the structures to topple even with the magic surrounding them. The mortar scattered slightly and took a flayerkin and a couple of skeleton warriors down. Handgunner fire was largely ineffective at such long range.

The vast horde charged forward eager to get to grips with the defenders. The Flyers heading off to silence the warmachines whilst the towers advanted and the battering ram started its long journey to the gate (normal move, no marching -1 movement so 4" a turn to get to the gate 24" away lol)

The magic phase saw the death of a few handgunners to red fire blasted from the tzeentch wargors whilst the priests enabled the screaming skull catapault to misfire rendering it  unable to shoot in the shooting phase. The tomb guard siege tower was further propelled towards the castle as the liche priests added their power to the hulking war engines.

In the following turn the guns blazed again the cannon firing at the tomb guard siege tower misfiring (fine to shoot next turn) and the one firing against the bestigors landing short. The mortar scored a direct hit on the skeleton regiment killing 11 of the walking corpses! The hellbalster misfired due to an overpacked 2nd barrel but the resulting explosion sent full remaining shots at the daemonic furies killing 6 of them.
"Still atleast that infernal machine is out of action" thought nethrag, the furies had done their job even if this was not the way they had intended to do it.

Crossbow fire saw a bestigor shot down and 2 wounds taken from the seige tower (only got 4W), the bestigor atop willing the tower to make it to the walls before collapsing around them. If it did they had no other means of scaling the walls.

In the hordes next turn the screamers charged into the cannon firing on the bestigor siege tower pinning it in combat whilst the 2 remaining furies failed to make the distance on their charge to the 2nd cannon. All other troops moved as quickly as possible towards the walls again, though the now depleted skeletons had to abandon 2 of their ladders as they were slowing them down. magic saw a cannon crew member get fried with 2 wounds to the cannon itself, it would still be able to fire at full capacity next turn though. The tomb kings magic saw the siege tower creep ever closer to the walls. In combat the entrenched cannon crew struck first inflicting a wound on the screamers, needing 6's to hit the screamers managed to kill off a crew member too - drawn combat (only casualties count in a siege not unit strength).

The crossbowmen needed to take the bestigor siege tower down now other wise it was going to reach the walls next turn. They failed to repeat their impressive showing and couldn't pierce the thick structure although a bestigor caught a bolt in the eye and fell wailing to his death. The cannon again failed to hit the tombking siege tower whereas the mortar continued its fine performance by hitting the beastlords herd, thankfully the skirmish formation saved them from the worse of it but 4 fell none the less, the handgunners adding another few casulaties, the herd passed their panic check. The screamers managed to overcome the cannon crew who fled and were never seen again.

The enemy have reached the walls....

the bestigor siege tower charged into the crossbowmen defending that wall section, aided by the mutated flayerkin. The 2nd herd on that flank also started scaling the walls. The 2nd unit of flayerkin charging the front gate wall section recieved a casulaty from the stand and shoot reaction of the hanguneers atop the gate as did the beastlords herd charging the right flank wall section.  The screamers charged the mortar crew atop the other tower.
The slower tomb kings would be arriving in support soon.
In the magic phase one of the empire wizards was burned to a crisp by an eruption of blue fire and the tomb kings continued their implacable advance.

Combat on the right flank between beastlord, wargor and herd vs handgunners saw the handgunners manage to cut away 3 of the herd as they were climbing their grappling hooks, the beastlord, hatred fillid wargor and the rest of the herd accounting for only 2, losing the combat but holding their nerve (all break tests are on unmodified Ld).

Combat in the centre saw the flayerkin kill 4 of the handgunners (flayerkin ignore defenders bonuses) but lose two of their member to the remaining 2 attacks. The defenders hold thanks to the nearby general in the courtyard.

The mortar and screamer combat was a stalemate neither side able to inflict any wounds as was the fury/cannon combat.

Combat on the left flank saw the enraged bestigor spring forth from the siege tower and the flayerkin climbing the walls with ease (both situations [flayerkin special rules and attacking from a siege tower] cancelled out the defenders bonuses) which resulted in the massacre of the crossbowmen.

The left flank wall had fallen!

The pirate movement phase saw some repositioning of the units inside the courtyard and onto the combat phase.

The fury/cannon screamer/combats were both draws.

The handgunners against the beastmen again managed to pull down 3 of the herd, the valiant efforts of the beastlord and wargor were not enough to swing the combat and the herd fled back from the walls. The handgunners pursuing them and scattering them to the four winds (we had no idea if the defenders were able to pursue off the castle walls but how often do you get to see 5 handgunners take down a beastherd including beastlord and wargor lol)

The right flank wall was holding.

In the centre the flayerkin again won the combat but had their number reduced to three in the process - the handgunners held.

In the hordes next turn the Tomb princes tower swept onto the walls with the mighty pharothep himself leading the assault. The bestigor charged down the ramparts into the courtyard into a 5 man handgunner detachment. The ubshanti with their log ram charged the empty tower the cannon destroyed by screamers had been on while the giant reaching the walls realised there was nothing he could do when he got there and wandered around aimlessly for a bit confused. lol

The bestigor with the battering ram finally managed to put themselves in a position to charge the gate next turn. and the replenished skeletons were also in position to scale the gate wall with their ladders.

Combat saw the cannon crew cause a wound on the furies sending the unit back to the warp, and the central mortar stay locked in combat with the screamers.

The next few turns saw the eventul taking of the walls by the hordes forces with the exception of the right flank where the handgunners had chased off the beastlord and the cannon had destroyed the furies. That cannon in its next turn planted a ball right on the battering ram destroying it after the bestigors had pushed it all that way lol. The bestigor in the courtyard however proved too much killing handgunner detachment, swordsmen with general, more handgunner detachment, wizard and skirmishing huntsmen in the next phases.

Pharothep cleared his section of the walls and then killed the remaining enemy wizard whilst the flayerkin finished off the unit they were in combat with and then saw off a charge from the courtyard by another detachment.

Was a very cool game and if Jimmy had been a bit luckier with his cannon against the siege towers early and then been able to kill the flayerkin with the handgunners it would have probably gone the other way.


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WarbossKurgan - April 4, 2007 02:01 PM (GMT)
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Week 5

Yo-Ho-Ho and a Bottle of Rum, no… make that Brandy!

The Orc Pirates got steaming drunk in Roba this week, and then tried to take on the combined might of the Naval Alliance while hung-over. The full army of Duke Jean Balluet and a contingent of the East Sartosa Trading Company’s finest challenged the booze-sodden Greenskins. The peasant-levy chosen not to hang around and be turned into Giant-pressed juices: leaving the Empire State-Troops and Bretonnian Knights to deal with the Pirates. A deal with them they did!

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A vast force of Davy Jones’ Crew sailed over to Dragons Tooth Castle and besieged Captain Jimmy’s Scurvy Dogs! After a few days spent constructing enchanted siege-engines the Beast and Bones assaulted the walls. The Pirates put up a spirited defence but (by the powers! I am sore fed up with writing The Pirates put up a spirited defence but!) they had some bad luck with shooting at the attacking siege tower and mutant climbers. They did stop the gate from getting’ a batterin’ by popping a lead ball through the ram, but the creatures took the walls and slaughtered the Pirates in droves.

Seems they have started using magic and the remaining black powder to bring down the walls of the castle. If nobody stops ‘em there’ll be nothin’ but a ruin by the end of the month!

The Sartosa Harbour Independent Trading Syndicate had its first major victory on the island this week, taking on another Orc and Goblin horde in the Dwarf Hold! The empty hall echoed to the sounds of battle and I also hear that the Jonesers weren’t the only Greenskins down there: The Naval Alliance’s Sea Elves had a tangle with an Orc and Goblin Warband of Davy Jones’ Crew in the old Dwarf Hold as well!

The place is awash with Goblins and Orcs these days, but there has been no word of the Dwarfs themselves! What could have become of the short hairy ones? If someone says the Fishmen got ‘em they’ll be walking the plank quicker’an they can spit!

The following places are Controlled by one of the three factions:

The Scurvy Dogs
Fortress of the Pirate King
Sartosa

The Naval Alliance
Ossomunte
Senelite

Davy Jones' Crew
Cave of the Damned
Beffardo
Vermunte

These places are Disputed
Roba
Osso Hills
Caragio
Caprio
Dwarf Hold
Vercuso
Ragil
Skull Sands
Pirate's Current
Dragon Tooth Castle
Volcanic Lake

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WarbossKurgan - April 4, 2007 02:09 PM (GMT)
QUOTE (WarbossKurgan @ Oct 20, 2006 3:17 pm )
Thrice Cursed!

The crew stood on the beach, buffeted by the high winds and searching the horizon with spyglasses. As usual it was the sharp-eyed Dribbla whose voice sounded first.

“Sail ho! Off Dead Man’s Point!”

The Orcs turned as one to see the Hogwasha round the headland off to their right. Returning from the Bad Lands with freshly press-ganged hands and a good supply of grog, the Pirates would soon feel like a fighting force again. With the Alliance pressure on Roba they needed the extra help. As the Pirate ship approached and prepared to drop anchor all eyes were on it and no-one noticed the second sail appear at the headland: A sail with an eye-motif. It wasn’t until the ship’s launch was being pulled up onto the sand that Dribbla called out again, by then the War-Dhow was within half a mile!

Caught on a lee-shore the Hogwasha was doomed!

But the Khemrian ship slipped out of sight as frantic activity erupted on the water-front. Messenga Grots were sent scurrying back to the cliff-town to raise the alarm, the stores and new hands bundled up the beach and the ship readied for action. They realised the Dhow was not intending to attack the Hogwasha – it was headed for the next cove. They were planning to land an army!

QUOTE (Nippy Longskar @ Oct 20, 2006 7:32 pm )
"It is a time of reckoning, greenskin filth" muttered Pharothep, standing at the helm of the Scythe of Ra.
"And time, as ever, is on my side."
He turned to face his legion. Amanthun stepped forward, head bowed.
"What is your bidding, my Prince?"
"Make landfall North of the settlement. We will march on it as night falls...and teach these filth a lesson they will not have chance to forget!"

Looking forward to this Kurgan :D


QUOTE (WarbossKurgan @ Oct 24, 2006 10:43)
The Orc Pirates gathered among the dunes as sand swirled in the sea winds and seemed to get everywhere. The undead legions of Prince Pharothep the Enduring had used their foul magicks to whip up a sand storm to cover their landing. Adm’rul Kurgan paced backwards and forwards along the sands in front of the Big’Unz. He was looking forward to the scrap but was impatient for the start.

The wind dropped and the dust settled. The Khemri warriors gleamed in the sudden sun light, ancient but untarnished gold catching the eye of every Pirate Greenskin and setting their pulses racing. The Khemri gold from the Scythe of Ra had fetched a fair penny and, though the curse-beetles were annoying, they still hungered for gold: almost as much as they naturally hungered for battle!

Kurgan saw the gold too, and he was about to give the order to advance when the skeleton chariots thundered forward with supernatural speed.

“Dat’s it Boyz!” he called “It’s on!”

With a guttural roar and a rolling boom of kannon fire the Orcs ran forward. Sorcerous energies boiled through the air urging the dry bones of the undead forward at greater speed. Wyrdtoof the Shaman (aided by the powerful defences of the Big’Unz Spirit Totem of Mork) fended off the worst assaults though.

The old Adm’rul took a deep breath and roared:
“YAAAARGH!”

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The rest of the Orcs joined in this mighty cry and the Pirate crews raced each other forward towards the line of skeletal archers. Kap’n Mogrum’s crew pushed ahead of the line and smashed into the fragile Khemri. Fully half the archers fell, crushed by the weight of charging Orcs wielding two Choppas each, all the remaining archers crumbled to dust but the Liche Priest accompanying them held on to unlife through sheer willpower (and helped a little by his proximity to the Khemrian Battle Standard!).

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The Liche Priest was the only thing stopping the Pirates from continuing their head-long charge into the Tomb Guard and Hierophant behind him! They took no chances and charged Mogrum’s Ladz, along with a flank charge by four Ubshanti.

The Pirates overcame their fear of the great constructs but the combined charge was just too much. Mogrum’s Boyz fled and paniced the Big’Unz just behind them!

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A Bone Giant strode across to the stunted trees in the dunes towards the two Pirate Giants, MoggOgg and Broadside.  The Boney Construct charged Broadside and in a swirling blaze of bronze sliced the poor creature over and over.  Broadside staggered a little and weekly swang his broken-mast club over his head. With unexpected agility the Bone Giant side-stepped out of the way.

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MoggOgg was enraged by the assault on the only Pirate who could keep up with him in a drinking contest and charged in, head-first into the Undead Construct. Living skull and dead collided and for the fraction of a second the Bone Giant reeled back from the impact Broadside swung his mast-club again. The Khemrian creature shattered with the single mighty blow.

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The two Giants laughed and shook hands for a moment, before they noticed that tings were not going so well for the rest of the Pirate crews! As they rushed to help the Liche Priest (alone and far from the fight) summoned ancient powers and struck the weakened Broadside down in a cruel low-blow.

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The Arrer Boyz were fleeing from the Skeleton Warriors – the fight had been close but magic and the scariness of the undead had tipped the balance against the Pirates. The Chariots crashed through both kannon on the port flank and after chancing off the second crew they returned to the fight right in front of the Big’Unz, just as the Ubshanti caught up with them.

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Rukbadruk’s crew turned to face the Skeletons, charged them and utterly destroyed them! The Hierophant had fled the Tomb Guard to the safety of the Skeletons just moments before! He was crushed along with his ineffective defenders!

MoggOgg crashed into the Tomb Guard, yelling and bawling for what seemed like hours! The Arrer Boyz rallied and held against a charge from the Ubshanti – who killed them but promptly crumbled without the Hierophant’s spells.

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The magic binding the bones of their enemy unravelling, Rukbadruk’s Ladz were filled with renewed resolve. The charged the Tomb Guard’s flank while the Chariots crashed into MoggOgg’s side.  But the Giant was undaunted – his jumped up and down of the Tomb Guard crushing over a third of them in the first impact and another third in the second. Rukbadruk’s swirling Choppas and Iron Gnashas finishing the rest as four of the five chariots came apart under their riders! The unnatural forces holding the Khemri together fled. Prince Pharothep turned his chariot and galloped from the dunes, back towards his ship and into a rising sand-storm.

~~~

Kurgan sat up. It was evening, his head hurt and he was half-buried in sand.  His vision swam for a few minutes as he tried to remember were he was, how much he’d drunk and who had paid for it.

After several aborted attempts to stand he decided it wasn’t the normal groggy-head he was used to. He put his hand to his ear and it felt wet. He looked at the blood on his hand and memories slowly crept back: Pharothep.

He was suddenly aware that the rest of the Pirate Orcs were milling around somewhere behind him – arguing over who got which bit of Khemri gold from the boney remains of the battle.

He grinned and pulled himself to his feet.  He didn’t want no scum-swabbin’ bilge-rat to get his share!


QUOTE (master jeridian @ Oct 24, 2006 11:27 am)
Chapter 7- Last Stand of the Beasts

They’d stalked the Beastmen herd ever since it had come ashore at Vercuso, Neskijn and a small force of men running into a much larger High Elven force doing the same. Diplomacy at sword point had seen the two forces ally, at least long enough to surround the foul creatures marching to meet their comrades.

Initially, a large portion of the horde fled from the encirclement back to their ships and freedom before Neskijn and his allies could tighten the noose, but a sizeable herd had been surrounded before it could join its fellow mutants. Seeing no route of escape and with their backs to the wall the beast’s fought back as any cornered animal would.

Yet this foe was unusually cunning for a mere animal, the bodies of men and Elves scattered across the battlefield testimony to this cruel truth. Neskijn’s force reached Vercuso at sunset after the day’s bloody fighting, from here he could make out the towering heights of Dragon’s Tooth Castle silhouetted on the horizon, the beastmen ships as tiny dots moving into its shadow.

Salzenmund, his trusty war galley would arrive of Vercuso soon with a full complement of troops and supporting baggage. They would take the fight to Dragon Tooth Castle, cleanse it of the beastmen filth that cowered within its stone walls.

Week 6, Game 8- Breakout.

Mike and Nethrag’s Beastmen attempted to escape an encircling and outnumbering force of Empire and High Elves (Grotsmeg's). They had 1000pts, 500pts each. Grotsmeg had 1500pts and I took 500pts of Empire, that looked like this:

Captain (Hero)- Sword (hand weapon), full plate armour, shield, barded warhorse.

Knightly Order- 5xKnights- Lance, hand weapon, shield, full plate armour, barded warhorses.

Swordsmen (Parent Unit)- 15xSwordsmen- Sword, light armour, shield. 1xMusician. 1xStandard Bearer.

Halberdiers (Detachment)- 5xHalberdiers- Halberd, hand weapon, light armour.
Halberdiers (Detachment)- 5xHalberdiers- Halberd, hand weapon, light armour.

Huntsmen- 5xHuntsmen- Longbow, hand weapon.

Handgunners- 10xHandgunners- Handgun, hand weapon.

Total: 499

They deployed in the centre of the board, we deployed either 24” away (so essentially the short board edges), or if infantry, just off the long board edges. To win, the Beastmen needed to get 250pts of troops of the board (their army being immune to Panic). Also, if the Beastmen General escapes the best we could get is a draw, if he is killed the best they can get is a draw.

Finally, in the corner of the board was a Beastmen ship, any beastmen escaping up its gang plank counting double Victory Points. Oh yeah, and no flyers.

The defending Beastmen went first. The Shaman cast Steed of Shadows with Irresistible Force on their General and he promptly flew off the board preventing the Naval Alliance from winning……ah. So it was quickly decided that didn’t just happen… (after all  it was a form of flying in a no-flyer mission).

Just like to mention at this point that I commented on the empty ‘East’ long board edge of our deployment. My Handgunners, Knightly Order, Captain and a High Elven chariot blocked the ‘South’ short board edge next to the boat, my Swordsmen and Halberdiers blocked the ‘West’ long board edge and a ridiculous amount of High Elven cavalry, archers and bolt throwers blocked the ‘North’ short board edge. The ‘East’ long board edge looked ominously unblocked even to my nooby Warhammer eyes.

“Don’t worry about it, I have a cunning plan!” Ok, Grotsmeg but you take responsibility for it,  :lol: .

So after the flying General scandal, the majority of the Beastmen army sprints towards the East board edge, with the two Chaos Hound units rushing in the opposite direction to march block- being immune to panic meaning we had to slaughter every last dog.

Despite a spirited volley of arrows and magic the game is over in 3 turns as the Beastmen casually stroll of the uncontested East board edge, one unit even running up the boat gangplank.

I still think the mission works as long as the ‘no flyer’ rule is strictly enforced, and the attackers actually put units on the East board edge- as just one turns delay would have been enough for the cavalry to arrive.

I don’t know if we’re treating this as a victory to the Davey Jone’s Crew, but if it is, it was in Vercuso.

Week 6, Game 9- Last Stand.

After that brutally short game, we decide on the Last Stand mission from the 6th Ed rulebook. Same armies, similar set-up. The big difference being the Beastmen have to kill 1000 victory points worth before they go down- so instead of fleeing like Elves they’d actually come and fight us.

We actually use rudimentary tactics this time and split our force on each short board edge. The South board edge was the shooty, infantry stuff with my Handgunners and the Bolt Thowers on a hill, with my Swordsmen with Captain and Halberdier detachments nearby.

The North board edge is an intimidating sea of cavalry, my Knightly Order and Huntsmen joining them. The plan is simply for the South infantry force to act as the anvil, whilst the cavalry rush against it as the hammer.

As expected the Beastmen go for the infantry force, their flying General slaughtering a unit of High Elven archers. Annoyingly a unit of Chaos Hounds rushes North and manages to prevent all our cavalry marching- a crucial delay that would later see the infantry force slaughtered before aid could arrive.

On the South board edge- My Handgunners made a good account of themselves, severely damaging a unit of Minotaurs before the lone survivor charged and ran them down. One Halberdier unit was ran down by Chaos Hounds but the other Halberdier unit managed to counter-charge a Beastmen Chariot that ploughed into the Swordsmen and Captain. The Swordsmen and Halberdiers managed to smash the Chariot down- not before it attempted 6 Impact Hits. They where eventually overwhelmed by the second Chariot, two units of Beastmen including the General and Shaman, and Chaos Hounds.

On the North board edge- The Huntsmen managed to kill a few things with long bow shots, but where too far from the fighting to do much. My Knightly Order ploughed through a fleeing Beastmen, chased a Chariot and finally where charged by the remaining Beastmen. With a lot of help from the High Elven cavalry (and magic) three of the five Knights survived the game.

I don’t know the exact results but I think the Beastmen managed to kill in the area of 850- 950 VP’s- a draw, again in Vercuso.

I think the High Elven magic was the decider in this game- managing to block the meagre magic attempts of the Beastmen to move their troops faster (they only had 1000pts- so one Level 2 Shaman, after all), whilst firing a hail of magic missile’s and getting the terrain to attack them.

WarbossKurgan - April 4, 2007 02:10 PM (GMT)
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QUOTE (Nippy Longskar)
Part VII - Mission of Vengeance

Phatothep grasped the rung of the Dhow's boarding ladder and began hauling himself upwards. Crude orcish arrows thudded into the ship's hull around him - a handful of the greenskin defenders had given chase as the Prince and Priests had withdrawn from the field of battle with the sorry remnants of their force, and were now besetting the undead from the beach with a volley of inaccurate bowfire and crude insults. As he pulled himself onto the deck he saw Kaleth making arcane gestures in the greenskins direction. A buzzing swarm of locusts decended on the pirates from the heavens, and the orcs howled and swatted frantically at the unexpected reprisal, before throwing down their weapons and fleeing back to their hold.

It was small comfort. Pharothep shook his head - how could this have come to be? The greenskins had been bested, their warmachines silenced, the heart of their infantry ripped out, even their grotesque general cut down - and yet they had carried on fighting like savages! He shuddered at the thought of the monstrous giant that had smashed the Sphinx of Khemon asunder in one mighty blow, before proceeding to leap bodily onto his proud Tomb Guard, crushing them into the sands beneath his immense bulk! he would not underestimate such a creature again...

He turned to Kaleth and Amanthun; both were nursing grevous wounds from the days fighting, but he had no time for such matters. the arrows protruding from his own body bothered him little.

"Are we set to sail?"

Amanthun nodded "Yes my lord, and we have revived many of the fallen warriors  - although most are..." He looked around at a group of skeletons that were missing body various vital body parts. One seemed to be attempting to attach a wooden stick in place of a hacked off femur "...in poor state of repair."

"Then you will fix them on the voyage back to Dragons Tooth Castle!" roared the Prince, and strode off to his chamber to meditate upon the days events.

***

The day passed, but Pharothep's rage did not. As morning broke he spotted the hazy outline of Dragon's Tooth in the distance. Closer, on the mainland, the den of iniquity that the still-living called Vercuso. He looked again - penants were fluttering in the morning breeze, and the sun glinted off shining armour - the hated elflings that had bested him only days before were still camped outside the town! With not a moment's thought he bellowed out the order to land and prepare for battle - his wrath would be slaked with Elven Blood!

***

Pharothep got unsteadily to his feet and dusted off his armour. He looked down, and was surprised to see, as well as the orc arrows he had neglected to remove from the day before, at least a dozen fine elven bolts protruding from his chest. The wreckage of his chariot lay a few feet away. Yet he felt empowered by the Gods! He had crushed the sleek elfen chariot beneath his brass wheels, hacked the war eagle from the sky with a single sweep of his blade, and ridden down the crewmen of the infernal bolt throwers, singlehandedly!

What was more, two hundred yards to the west he could see the mighty Tomb Guard, holding aloft two captured elven standards, and roaring out their challenges to the withdrawing archers. The town had not fallen, but he had bloodied Quinn's nose for certain!

Now, to Dragon's Tooth, and its ultumate destruction...

WarbossKurgan - April 4, 2007 02:19 PM (GMT)
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Week 6

A Wretched Hive of Scum and Villainy

Yaaaarrr! And the rain comes down! Autumn storms are lashing the island this week. Several costal taverns have been flooded and all hands ashore have been pressed into bailin’ ‘em out! Flooded taverns is bordering on a national disaster round these parts lad!

Nethrag recruited Gorgoth Beastherder’s Beastmen to Davy Jones’ Crew’s cause in Vercuso, before escaping by sea to Dragon Tooth Island in a vast putrefying vessel; name unknown. The Naval Alliance tried to stop ‘em with classic “Hammer and Anvil” tactics but it seems the Sea Elves of Canal Street may have wanted them to get away – they left an escape route wide open for the Beasts! What strange deals have been struck to carve up our Pirate sanctuary?

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An East Sartosa Trading Company Handgunner showed his skill with a blade, killing a herd of Minotaurs! Maybe we can lure him into Pirate services with guaranteed coin for promising fighters? If anyone can find the name of this daring individual and get him to turn coat, send word to Sartosa City at the Inn of the Giant Squid!

Ironfang Fleet Pirates made good account of themselves against Prince Pharothep the Enduring’s forces in Roba. The Orc Pirates met the desiccated legions on the beaches and just managed to hold them off. After a very close engagement the Khemrian Prince fled back to his ships with Orcish arrows zipping after him. Kurgan got another set of scars, but them Orcs heal quick and he’ll be right-as-rain soon.

The Tomb Kings made good time through the Pirate’s Current, making landfall near Vercuso, where they fought the Sea Elves to a stand still. Arrows flew! Spells magicked! Chariots exploded in a shower of splinters! Both withdrew, both sides battered but neither side bowed. That rum little town is going to be a battle field for a few more weeks, says I.

I received a strange letter this week, but I shall say no more about it:

QUOTE
And yet I saw them in a limitless stream - flopping, hopping, croaking, bleating - urging inhumanly through the moonlight in a grotesque, malignant squamous band of fantastic nightmare.

I think their predominant colour was a greyish-green, though they had brownish bellies. They were mostly shiny and slippery, but the ridges of their backs were scaly. Their forms vaguely suggested the anthropoid, while their heads were the heads of fish, with prodigious bulging eyes that never closed. At the sides of their necks were palpitating gills, and their long paws were webbed. They hopped irregularly, sometimes on two legs and sometimes on four. Their croaking, baying voices, clearly used for  articulate speech, held all the dark shades of expression which their staring faces lacked.


Shiver me timbers matey! You best be forgettin' all that nonsense and kick these nasties off our island, then all the grog and booty will be ours!

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WarbossKurgan - April 4, 2007 02:20 PM (GMT)
QUOTE (WarbossKurgan @ Oct 30, 2006 11:46 pm)
The Battle of Dragon Tooth Channel

The Pirates grinned and waved at their allies on The Salzenmundacross the waters. A few of them called out and made strange noises, but none of them overtly aggressive or insulting.

Kap’n Mogrum spoke to his first mate, Grognog, through gritted teeth while waving at the human crew on the other ship. “I don’t trust them further’an I can spit! Keep a close watch on ‘em and blast ‘em with a full broadside as soon as they so much as point a pistol at anyfing wot’s green!”

Grognog nodded and smiled a toothy smile and kept his eyes locked on the human captain as he said “Aye Kap’n, first sign o’ trouble from ‘em. They killed my best squiggot.”

Mogrum didn’t give a damn about the squiggot, but he was sure Grognog was mad as all hell.  If the Empire sailors did keep their end of the accord the fat Orc would probably find a way to start a fight with them anyway!

~~~

The first cannon shots came skipping across the water from the Chaos ship Wind of Change, closely followed by much more accurate Screaming Skull catapult fire from The Scythe of Ra. A hit! The bow of Da Hogwasha dipped low into the waves as two Orc Deck Handz were obliterated by the undead artillery.

“Hard to starboard!” cried Mogrum “Roll out the gunz to port and fire!”

A deep rolling boom sounded. Smoke streamed away from the muzzles and two cannonballs splashed into the sea around The Scythe of Ra the third smashed through it’s ship’s boat turning it to splinters. Both the Chaos ship and the Khemrian Dhow ploughed on through the choppy waters, heading for the ships of the Pirates and the Naval Alliance with the wind abeam.

As Grognog peered up at the maintop the black flag there suddenly fluttered and pulled out towards the prow of Hogwasha.

“Kap’n! Wind’s turned astern!” he called from the forecastle.

Mogrum chuckled and told the Pilot to put the helm hard over. The sturdy Orc Hulk whipped over to the opposite tack like it was on a rope. Mogrum grinned. What a fine ship!  The gunz ran out to starboard and let fly again - this time the waisters scored a hit of the Change’s mast, splintering it just above the deck - another hit like that and it would come down!

The return fire from the Change clipped the Hogwasha’s mast but did no real damage. Then the four ships were upon each-other! The Scythe of Ra sliced into the side of The Salzenmund, grapples flung onto the gunwales pulling them along side. In an instant there were Tomb Guard and Mummies piling over the sides into the rigging and onto the Empire ship. A fierce fight broke out and the human troops held their own, their halberds causing havoc among the lumbering undead!

Then it was Hogwasha’s turn - grapples snagged the rigging and castleated gunwales, Beastmen and Orcs leapt over to the other’s ship. Nethrag, the Beastmen Captain joined the Boarding Party - leading by example but the weight of Orc numbers told and several Beastmen fell - a Foe-Render mistimed his jump and fell between the ships to be crushed then drowned.

The Orcs gave a guttural cheer as they cut the Beastmen's grapples free and shoved off. Another volley of fire from the two forward gunz crippled The Change, holing it’s hull below the waterline.  The mighty Chaos ship slewed to starboard, slowly but surely sinking into the fathomless deep.  The Gor crew scrambled into the ship’s boat and cast-off - intent on catching up with Hogwasha and joining Nethrag in the slaughter of the Orc Pirates.  But the Scurvy Dogs had other ideas the forward gunz fired again, even as Nethrag and his cohorts slaughter the Goblins of after-gun crew, the Chaos ship’s boat exploded in the water and disappeared beneath the waves.

As a final insult the lookout in the Empire ship’s Crow’s Nest picked off the last Ungor cannon crew as the Change slipped down!

Mogrum fenced with Nethrag furiously - both fending off most of the other’s blows, be each scoring a painful hit on the other! The matter was settled in classic Pirate style though - Nethrag was felled by a blow from behind - the Orc Bully of the after-gun crew smacked him over the head with the swab-bucket!

Da Hogwasha ran before the wind towards the harbour of Dragon Tooth Island as the sailors on The Salzenmund finished off the Undead Captain and his erstwhile crew crumbled to dust.  After briefly considering a salvage attempt on the Change they settled for a couple of cannon shots at Hogwasha’s rapidly receding stern.

Grognog had been half-expecting this all day and immediately ordered a return volley. Two good hits on the hull of the Empire ship shut them right up!

Da Hogwasha sailed on to Dragon Tooth Castle!


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QUOTE (master jeridian @ Oct 31, 2006 1:16 am)
Chapter 8- The Naval Blockade

A cheer went up on the shore of Dragon Tooth Castle isle as Captain Neskijn navigated the crumbling undead ship. The Salzenmund lay anchored just off the small island a few dozen yards away, splintered holes in its side testament to the ferocious naval battle they had just endured.

The action had gone well for the Naval Alliance. At the onset Neskijn’s war galley had sailed through moderate seas towards Dragon Tooth Castle only to be engaged by two large warships of the Davy Jones Crew. It had been fortuitous that an Orc vessel also heading for the isle sailed into view and in their crude way offered an uneasy alliance. Neskijn was no fool and he took this offer immediately, he could always deal with the simple Orcs once their joint threat was eliminated.

High winds picked up, pushing them onwards towards the Castle even as the foe’s war machines came into range. A short but bloody exchange of cannon fire and a vicious boarding action saw the men of the Empire slaughter one ship’s Tomb King crew, Captain Neskijn leading a party aboard to man the decrepit vessel. He had then changed course to board the other sinking enemy ship, as the Salzenmund rushed towards the isle.

Their righteous disgust getting the better of them, the Salzenmund cannon crew opened fire on their erstwhile Orc allies as the greenskins pulled closer to Dragon Tooth Castle. The return fire smashing a few holes in the tough, little ship.

Even as Captain Neskijn clambered into the dinghy their captured ship was rotting away with unnatural speed. He was glad to leave the cursed vessel, his tired boarding party rowing to shore as East Sartosan Expeditionary tents and watchtowers where hastily raised just off the beach.

Week 7, Game 10- The Naval Blockade .

What can I say? That battle couldn’t have gone any better for the Naval Alliance.

We played on an 8’ x 4’ stretch of sea between Sartosa and Dragon Tooth Castle. The Salzenmund, my medium size war galley, and Kurgan’s Orc ship had to sail from our short board edge, off the defenders’ short board edge to reach Dragon Tooth Castle. How many turns it took us would determine how surprised (and so unready) the defending troops where.

Against us where Nethrag’s Beastmen and Nippy’s Tomb Kings aboard medium ships (that where decidedly bigger than ours).

The first piece of good fortune was the wind changing towards Dragon Tooth Castle on turn 2 and staying that way all game, filling our sails and pushing our ships fast towards the target.

I sailed down the left edge towards Nippy’s Tomb Kings, sending ineffective cannon shot across towards Nethrag’s Beastmen. Eventually, the Tomb Kings ship grappled to mine and the undead hordes attempted to board.

Miraculously, I rolled a stupid amount of 5’s and 6’s and won the combat overall. Two of the enemy tried to jump aboard my ship and rolled a 1 each, dropping into the water to be crushed between our vessels. I sent some heroic Halberdiers across onto the rotting enemy ship.

Over the next few turns the combat tipped in my favour due to jammy dice rolling, numbers and Nippy’s inability to board my ship successfully. All the while my cannons fired point blank into the side of his ship with little effect as the cannon balls skipped over the vessel. The final crushing point was his general being outnumbered and pushed into the sea- which triggered the deterioration of his undead crew.

Never one to miss an opportunity, Captain Neskijn and a boarding party of Empire men leapt aboard the empty Tomb King ship and prepared to man it. The Salzenmund, meanwhile, pushed off and continued on towards Dragon Tooth Castle with the wind behind its sails.

Whilst this was happening, Kurgan had crippled Jonny’s ship to the point that it was sinking. Some of Nethrag’s toughest guys where aboard Kurgan’s Orc ship and battered quite a few Orcs before weight of numbers dragged them down. His remaining Beastmen attempted to flee his stricken ship in a dinghy only for it to be hit with a cannon ball sending them all to the bottom of the ocean.

Davy Jone’s Crew conceded even as Captain Neskijn manoeuvred the Tomb King ship to attempt a boarding on the sinking Beastmen vessel. There was nothing left for it, other than to push the Salzenmund towards the board edge…and send a few cannon balls towards Kurgan’s Orc ship that was cheekily reaching Dragon Tooth Castle before me.

An amazing game with a lot of luck on our side, and really cruel luck on theirs. Now to negotiate some territorial agreements with the primitive Orcs… perhaps I can distract them with some shiny trinkets.



QUOTE (Nethrag @ Oct 31, 2006 12:20 pm)
Yeah - Nippy read the first wind table wrong so the wind changed direction really easily in the first turn (and happen to blow exactly the way the naval alliance wanted it) and then when we realised he'd looked at the wrong table in the 2nd turn we then switched to the proper table making it extremely unlikely the wind was going to do change again for the entire game - meaning the naval ships had 2d6 + 8" movement to our 8".
Kurgan basically just sailed right past me.  :)

With my ship sinking thanks to
QUOTE
ineffective cannon shot across towards Nethrag’s Beastmen

and one of my cannons exploding (with the other crew getting sniped at by MJ's cannon and hochland long rifle) all my hopes lay in the 3 beastmen I'd managed to get on Kurgan's ship (after my unit champ had fallen in the water on a 1 followed by another 1!). One of them however was my wargor so it wasn't all over just yet. I had a few good combat rounds and then I met Kurgan's orc boss, we took a wound off each other in the first turn, then in the next I missed all my attacks and died to an orc choppa to the face! Ouch!

Some of the crew of my ship had launched the dinghy and were in position to launch themselves at the orcy ship again, however it got sunk by a rock lobber almost as soon as it hit the water. All that was left was to go down with the ship...

WarbossKurgan - April 4, 2007 02:24 PM (GMT)
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Week 7

Keep to the Code!

I turn my back for a minute and members of the Brotherhood of Buccaneers and the scum of the Naval Alliance are working together! It does us no good, I tell ya! No good at all.

In a titanic naval engagement in Dragon Tooth Channel the Wind of Change was severely damaged and the Scythe of Ra was captured. The Salzenmund and Da Hogwasha both made it to Dragon Tooth Castle in time to take aid to the besieging Alliance forces. There was an exchange of fire between the two “friendly” ships, after the day was won, so their pact was short-lived. I expect Kap’n Mogrum paid well, and in advance, for his aid and Adm’rul Kurgan will get his fair share. But it don’t make it right with me! Ships what fly the Black Flag should have no truck with those of the Alliance.

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And now a mighty scrap is brewing on that little spit o’ rock to the east. Maybe the Jonesers and the Alliance know something about thold lighthouse that we don’t!

The Sartosa Harbour Independent Trading Syndicate massacred the army of Prince Pharothep the Enduring in Vercuso. The Ogres of the Trading Syndicate have been seen using Khemrian bones as tooth-picks since, and a few are sporting jewellery made from re-forged gold and stolen banners. The staging-post for the siege of Dragon Tooth Castle is still in dispute, but the Davy Jonesers have the upper hand for now.

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That Bretonnian Lass has been spotted again – this time she’s reportedly been holding up and robbin’ coaches by night, on the road between Caprio and Ossomunte. The girl has spirit aplenty, that’s for sure!

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WarbossKurgan - April 12, 2007 02:59 PM (GMT)
QUOTE (Nethrag @ Nov 09, 2006 1:10 pm )
The sacking of Vercuso

The last few days had gone well for Nethrag, he was pleased. His troops had held off the siege of dragons tooth castle long enough for the rest of the lighthouse to be torn down. This was no mindless destruction though, his dreams had guided him to this place and now he had the buried sarcophagus in his posession. The dry bones priest had reanimated the long dead prince inside and had been most pleased, the coffin itself however was Nethrags - that had been the pact. Carved into its side was the location of the stone tablet he sought. This tablet detailed the resting places of a number of artifacts that interested Nethrag greatly, if they could be brought together and combined in tzeentchs name his power would increase tenfold.
He had spend the next days decifering the ancient hieroglyphs until finally he was satisfied. The wind of change had been patched up since the unfortunate incident in dragons tooth channel and was now ready to set back to the mainland. Nethrag had left a holding force back on the island but most of his army sailed for Vercuso and glory.


2k game against Blessed Knight's DoW pirates

The game started well for Blessed Knight with his cannon on the left flank taking out a chariot and then a spawn and a few ungor in his first 2 turns before the furies silenced it. They overan into the dwarf crossbowmen , and put a wound on the Lv3 mage before failing their daemonic instability and being banished back to the warp. That however did stop the dwarves moving in their turn and allowed the ambushing beast herd to flank charge them and break them. They escaped the pursuit.

On the right flank the fast cav failed their fear test to charge the screamers sat right in front of them while the ogre leadbelchers charged the herd with the two tzeentch wargors. Dividing his attacks to put 3 on each wargor somehow one wargor died and the other got a wound taken off him! Ouch! The wargor and herd struck back killing a ogre and what with ranks outnumber and standard the ogres needed a double one to stay put.....which they got lol. Doh!

I had planned to pursue and then charge the wizard hiding at the back with these guys but now the screamers would have to do it instead leaving the fast cav for the minute.

My remaining chariot charged into the flank of the leadbelchers wanting to finish them off and so not give them a chance to take out my other wargor (and remaining magic defence!). The leadbelchers died under the onslaught and no overruns were made.

In the centre Blessed Knight's giant and ironguts had moved up the centre of the board and were at a standoff with my dragon ogres and minotaurs. My main herd was making its way through the forest taking some casualties from the mercanary crossbowmen.

The deadlock was broken when my dragon ogres (thanks to their 14" rather than 12" JUST made their charge on the iron guts and killed the unit over 2 rounds. The minotaurs mved up infront of the giant who charge in. The sprightly minotaurs with their initiative of 4 avoided the giants attempt to brain one of them and then took a total of 5 wounds off the big beastie with their great weapons. The giant fell the turn after headbutting one of the minos and thankfully fell away from them.

In the next few turns a couple of unruly tests forced my plans with the herds - one sprinting right up to the fast cav (who then in a charge or be charged situation sold their lives taking down a couple of gor), the other charge the crossbowmen (inc Lv2) who had done a sterling job of avoiding running from the screamers in their flank over the last two combat phases.

The ambushing herd were charged by some knights returning from dispatching of some warhounds, the spears of the ungors and the foerenders attacks managed to pull 2 knights down from their saddle which was enough to swing the combat the beasts way (with outnumber and a rank), the knights held but the press of bodies next turn proved too much for them and they were run down.

The dragon ogres had turned to face the approaching duelists after their overrun and from the turns shooting and the stand and shoot reaction when they charged one fell and anoter took a wound. The DO's performed badly here and only killed a single duelist, but thankfully the enemy performed only a little better and the DO's held. In the next phase the Do's were reduced to one, but he managed to slay the paymaster again drawing the combat. Tying them up long enough for the main herd to charge in and break them in the next turn.

The minotaurs and bulls had a bit of a movement sparring match which eventually saw the minos fleeing from the bull charge and then the remaining chariot and screamers flank charging the bulls and wiping them out.

With one turn left the game was called here - massacre to the beasts of chaos and 3 points in vercuso! Was a good game and was close until about turn 3 when it started to go wrong for Blessed Knight - the dragon ogre charge put a bit of a spanner in the works I think.


QUOTE (Nippy Longskar @ Nov 06, 2006 2:07 pm)
Part VIII - Historical Perspective

I have uncovered, preserved in the baking beach sands of Sartosa, lost tablets and parchments that seem to refer to the invasion of the island some years ago. The hieroglyphs are somewhat obscure, being of a dialect I have not encountered before; however, I feel I have managed a reasonable translation.

Apparently a mighty immortal Prince of Khemri led an invasion force of dread warriors to claim back his ‘lost lands’ - a chiling tale indeed! I can only assume that all the unsavoury referces to death and 'undying legions' must form part of the primitive religion of this strange land. The following fragment seems to refer to one particularly successful period of the invasion:


"And yea, verily in the month of Lamesh did Pharothep the Enduring lay mighty woes and terrible smitings upon his enemies, and the infidels that had defiled Buhut Netcher.

On the Straights of Skulls, he did lure his craft-borne enemies lo, as the cunning desert cat lures the serpent downwards into its burrow, there to slay it with swift strikes and deathly ferocity. And did the infidels fall mightily into his entrapment, seizing the bait so greedily that Pharothep might spear them at his leisure.

On the plains of Buhut Ver’co, his mighty warriors did clash with the ragged rogues that fought beneath the black flag of theft and treachery. There did he unleash upon them a righteous vengeance, such that the gods themselves trembled at the sound of his marching legions, and quaked at the wicked scything of his chariots. And the allies of Pharothep did rejoice greatly, that they should be granted such effortless victory at his side.

And lo, this day inevitable victory awaits at Dragon’s Tooth, and the heads of Pharothep’s enemies shall line the battlements ten deep in testament to Ra. Before the great disc of the sun does fall, glory shall be restored…"

I find it vexing, given these successes, that the island is now, to my knowledge, devoid of the inhabitants of the land of Khemri. I shall read on…


Exerpt from the Altdorf Scholar Johann von Schwimbadd’s Life’s a Beach: Notes on Divers Satosan Treasures and Oddities


QUOTE (master jeridian @ Nov 07, 2006 1:21 am)
Chapter 9- The Siege of Dragon Tooth

Captain Neskijn swept his desk clean with a grunt of anger, ink pots, maps and notes scattering onto the floor of his hastily constructed command tent. Outside the screams and moans of dying and wounded men, the clutter and shuffle of troops hurriedly performing urgent business. They had failed to breach the walls of Dragon Tooth Castle, the vile half-man half-beasts and their undead allies mocking them from the fortress walls. Neskijn slumped into his chair, dried blood still caking his face and matting his hair.

It had all gone so well. Amazingly good fortune brought winds that pushed the Naval Alliance ships towards Dragon Tooth isle with unexpected speed. He had ordered the construction of siege equipment and he and the men had worked throughout the following night to prepare them- no time could be wasted, the opportunity to surprise the enemy before they could fortify too precious.

As dawn broke over the castle his troops had marched to break it, with the aid of their Elven allies- a mighty force backed by two siege towers and many tough troops. Neskijn had lead his men from atop his siege tower on a glorious advance as cannon shot pounded the towers overlooking them, and handgunners and archers peppered the enemy with fire. Peering through cracks in the siege tower drawbridge, Neskijn could see the castle walls mere yards away…then chaos.

The enemy war machine found its mark and the siege tower was toppled within striking distance of the walls, Neskijn crawled from the wreckage bloodied but alive. He urged his men on as they raised ladder after ladder, scaling the walls only to be cut down and pushed aside. His personal halberdiers managed to smash apart the castle gates only to be repelled by the hideous beasts within.

The tide of battle had shifted inexonarably against the Naval Alliance, he had scaled the wall himself only to receive a vicous blow to the head and a long drop to the ground. A general retreat was called over the drums and the attackers sullenly slunk away until the eerie battle cry of the enemy was a distant echo.

Neskijn sat in deep thought at his cleared desk, he was undecided, a dangerous position for any general- to leave Dragon Tooth to the beasts and continue the larger war upon Sartosa, or to push on and risk a more severe defeat on his beleaguered troops. He stared, pondering into the nothingness as the cries of the wounded died down.

Week 8, Game 11- Siege Warfare.

It started with Grotsmeg’s infamous Warhammer catchphrase- “I have a cunning plan!”

A shudder down my spine as I remember previous ‘cunning plans’- like leaving a gaping hole in our surrounding troops for the enemy to escape out of.

Most of these plans revolve around a bucket load of magic intended to smash aside the target, failing miserably and screwing us over- I wasn’t disappointed. This time the targets where two units of Furies that had flew out of the enemy castle as a counter-charge to mess with our attack.

For my part, my troops performed pathetically- but then I couldn’t see any way for them to improve…I think some advice was for me to bring tougher troops and more powerful characters…so a different army then, great.

Anyway, from the start- we played a Siege with Nethrag, mike and Nippy defending a castle in the corner of the board with 1350pts between them, with me and Grotsmeg attacking with 3000pts total.

I took:

Characters

Captain Horatio Neskijn 1xCaptain (Hero)- Sword (hand weapon), pistol, full plate armour, shield. 67

Warrior Priest 1xWarrior Priest (Hero)- Warhammer (hand weapon), heavy armour, shield. 101

Core Units

Spearmen 20xSpearmen- Spear, hand weapon, light armour, shield. 165
  1xMusician. 1xStandard Bearer. 1xSergeant.
-Ladders 4xLadders. 20

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

Halberdiers 10xHalberdiers- Halberd, hand weapon, light armour. 60
-Log Ram 1xLog Ram. 10

Swordsmen 20xSwordsmen- Sword (hand weapon), light armour, shield. 165
  1xDuellist. 1xStandard Bearer. 1xMusician.
-Siege Tower 1xSiege Tower. 100

Swordsmen 15xSwordsmen- Sword (hand weapon), light armour, shield. 130
  1xDuellist. 1xStandard Bearer. 1xMusician.
-Ladders 3xLadders. 15

Swordsmen 15xSwordsmen- Sword (hand weapon), light armour, shield. 130
  1xDuellist. 1xStandard Bearer. 1xMusician.
-Ladders 3xLadders. 15

Handgunners (Parent Unit) 10xHandgunners- Hand weapon, handgun. 105
  1xMarksman- Hochland long rifle.

Handgunners (Detachment) 5xHandgunners- Hand weapon, handgun. 40

Huntsmen 5xHuntsmen- Longbow, hand weapon. 56
  1xMarksman.

Special Units

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

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

Mortar 1xMortar. 3xCrew- Hand weapons. 75
 
Total: 1499

I took the right flank, where the castle was- with a siege tower, Swordsman and Captain advancing on a wall, a Swordsman unit with ladders on it’s right, a Swordsman unit and Spearman unit (with Warrior Priest) on it’s left. Archers beside these. 

The Halberdiers deployed left of these in line to hit the castle gate with the Log Ram. The Handgunners deployed to the left of these, with the Huntsmen in front of them.

One cannon deployed on the right corner, one on the left flank with the mortar and Grotsmeg's archers.

Grotsmeg was to take the castle corner and support at the gate- so we attacked half each.

My siege tower was prime target and promptly took damage from the Tomb Kings stone thrower, through a combination of cannon fire I managed to shake the tower and prevent the stone thrower firing long enough for the siege tower to get just within charge range of the wall. It was not to be, however, and the stone thrower felled the siege tower just short of the wall.

Without the siege tower my Captain and his Swordsman couldn’t scale the walls, and the other three regiments had to run forward and scale their ladders without them. This was the turning point, for my army at least, with the siege tower assault I would have gone first and they would have received no bonuses for defences. I would have likely tipped the balance long enough for the ladder wielding regiments to take the walls through sheer attrition.

With the siege tower gone I learnt an awful lesson about sieges- ladders are absolutely rubbish. I would have done better to kit them out with log rams, or battering rams, and levelled the walls. The siege rules for defended walls coupled with the limit of one man per ladder per combat meant the close combat was a foregone conclusion. I was essentially sending men up the walls to die- I don’t think I caused a single casualty on the defenders, it was ridiculous- next time I’ll starve them out.

The log ram, though delayed by the furies did impress me when it shattered the castle gates in two turns- this was no good as they promptly fled from the defending character that marched out. I had foolishly deployed the Halberdiers in a two man, five rows layout as it looked more plausible as men carrying a ram- a harsh lesson, looking cool doesn’t win you games of Warhammer.

Though the cannons where frighteningly effective, and finally did topple the tower with the Tomb Kings stone thrower- too little too late- the rest of my shooting was pathetic. The Handgunners and Archers did little when they needed- 8’s to hit (-1 long range, -2 hard cover, -1 skirmishers- I think the -1 for skirmishers was a bit harsh, especially when the siege rules say’s they don’t get it, but meh, even at 7’s to hit I wasn’t going to cause a dent.).

Grotsmeg’s force performed equally poorly, though his withering magic was the only thing that actually harmed the defenders in the end.

Lesson’s we learnt:

1) Read the Siege rules- Grotsmeg chumped himself by not putting troops on the siege tower, so that when the drawbridge lowered there was an embarrassing silence whilst the Elves sheepishly marched up the tower for a turn. I blinged out on Standard Bearers and Musicians which did smeg all on the castle walls

2) Tailor my army for the foe and mission. In 40k I’m used to being able to use a single balanced army list to have a good chance against any opponent, and mission- not so with Warhammer. It leaves a nasty taste in the mouth to have to tailor to beat someone- but if that’s what it takes. I mean I altered my army list by a minimal amount for the Siege- by losing the Knightly Order and character horses for siege equipment, but in future I’ll try to tailor for the mission.

3) Don’t attack a castle, starve them out- far more efficient.

4) Bling out my characters- weapons and wargear that always go first could be vital for taking the walls, whilst the restriction of troops assaulting caused by ladder and siege tower rules mean a few powerful characters is far more useful than more bodies- sad but true. I never liked Herohammer- or Lord of the Rings as it’s otherwise known.

5) Never trust a ‘cunning plan’.

6) Make the Warhammer players complete their turns in under an hour- far to much thinking,  :lol:

Despite the bitterness, 40k players will recognise this, it was an interesting game- I got to build log rams, siege towers and ladders and use them ineffectually. We somehow clawed defeat from the jaws of an easy victory…or so Nethrag led us to believe. Eerily, Nippy’s Tomb King’s fluff piece came true.

As a follow up I think an ‘attack on the camp’ would be interesting- Davy Jones’ers (or Pirates, taking advantage of the opportunity) have followed the retreating troops back to their hastily built encampment in order to raid or destroy it. Either a 1000pts pitched battle with Empire encampment buildings if I can get them built, with special rules or mission conditions- or just as interesting a small skirmish mission where a raiding force tries to assassinate Neskijn, explode the cannons, etc.

If I repel the raiders, the East Sartosa Trading Company will attempt a second attack on Dragon Tooth Castle (not necessarily a siege). If I fail, it is likely ESTC will set sail back to Sartosa and leave the fortress to it’s fate.

WarbossKurgan - April 12, 2007 03:26 PM (GMT)
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Week 8

Flotsam and Jetsam!

Yet again the Alliance besieged Dragon Tooth Castle. Even though the Jonesers have started dismantling the castle they still managed to hold off the Naval Alliance’s assaults. Why they defend such a place I do not know, when all that remains of the old lighthouse is a pile of stones - they themselves tore it down! There must be some dark purpose to their actions and its possible the Alliance is aware of this – it would explain their throwing themselves at the beasts with such improbable fervour!

The assault started well for the Alliance and their unlikely friends. Good fortune brought winds that pushed their ships towards Dragon Tooth isle with unexpected speed. Captain Neskijn had ordered the construction of siege equipment and he and the men had worked throughout the following night to prepare them, hoping to catch Nethrag unaware.

But the tide of battle shifted against the Naval Alliance as the morning wore-on; Neskijn scaled the wall himself only to receive a vicious blow to the head and a long drop to the ground. Khemrian artillery and Chaotic magic took its toll and a general retreat was drummed and the as Alliance sullenly slunk away the eerie battle cry of the enemy rang in their ears. I also hear talk that the Wind of Change has been repaired, after a fashion. Not doubt that vile vessel will be causing us more trouble soon.

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In a better turn for the Scurvy Dogs; Captain Jimmy has finally managed to get a win for us in Carragio! His crew gave Prince Pharothep’s High Priest a broadside to the bonce and proceeded to massacre the rest of the crumbling host. Seems that little mountain town is in for more hard times in the days to come though, as all three factions on Sartosa are dead set on controlling it! There won’t be much left of it soon.

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I don’t doubt that Ragil will be next, but the thick black smoke rising in the east shows that Vercuso is Davy Jones’ latest lair; mostly due to the unhealthy treatment the Sartosa Harbour Independent Trading Syndicate received at the hands of Nethrag’s coves. The Pirates did their best to deal with the monsters of Chaos, but even the towering forms of Giants and Ogres couldn’t best the Daemons and Minotaurs of the foul invaders.

The unfortunate inhabitants of the little fishing town will most likely suffer cruelly at the Beastlord’s hand. I have already heard horrible tales of the evil magicks that creature inflicts upon his victims.

Shame; I really liked the rum at the Drowned Ogre!

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WarbossKurgan - June 8, 2007 02:07 PM (GMT)
The camp:

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The Battle:

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QUOTE (master jeridian @ Tue Nov 14, 2006 1:14 pm )
Chapter 10- Assassin in the Camp

Horatio Neskijn woke with a gasp, a cold sweat coating his face. He had not slept well since the defeat at Dragon Tooth Castle, but this was different, something was wrong. He calmed his breathing, straining his eyes in the darkness of his command tent. Outside he could hear the whistling of a slow breeze, the rustling of tent cloth and the quiet crunch of his sentries wandering the camp.

Nothing out of the ordinary, yet Neskijn felt on edge. He grasped beside his makeshift bed, feeling for his sword and shield. He found them, slowly shifting his body out of the bed, cautious of making any noise. His tent door rippled letting in the chill night air, Neskijn tensed in a fighting stance with sword and shield- nothing. He crept forward, each step tested and hesitant, towards the exit.

Inches from the doorway he raised his sword to pull back the cloth cover.

A burst of wind tore the doors open, Neskijn startled by the change and the moonlight beyond. Before him stood a hideous creature, its eyes filled with intent, its skin cracked and flaking. He moved to raise his shield, the action painfully slow as though he fought in water. A flash of movement from the abomination, he instinctively looked down as the blade of a knife was already being slipped from his bloodied stomach. He slumped to his knees, as the Harem Blade Maiden spun, smashing a backhand into his face, knocking him sprawling to the ground.

Neskijn’s head spun, his mouth full with blood. He heard the warning cry of a Halberdier, the voice seeming a thousand miles away as he struggled to raise his head. He looked up in time to see the deadly assassin surrounded by dazed and sleepy soldiers, clutching their weapons with terror in their eyes. The creature pounced with lightning speed, severing heads and arteries with each swing. Neskijn’s world faded, his head slid back down into unconsciousness.

*    *    *

Neskijn painfully moved forward, his stomach wound burning with agony, the field dressings doing there best to staunch the flow of blood. His damaged body hidden within his plate armour, he forced all expression of pain from his face.

His field doctor had rushed to him moments after the attack, tending his wounds whilst his troops bravely repelled the hideous undead assassins. Only a few of his comrades had seen him wounded, and he had sworn them to secrecy. It would not do for morale to have the brave men of the Empire know their commander could be so easily attacked, and had come so close to death.

Neskijn finally reached his horse, resplendent in intricate barding. Two Swordsmen rushed to help him clamber atop the animal- their eyes betraying their knowledge of his wounds. Before him the foul Tomb Kings gathered, rotten skeletons clutching their decrepit and ancient weapons. Towering Ushabti constructs marching beside them. He even spotted the dreaded Harem Blade Maiden skulking beyond the arrayed undead- no doubt she intended to finish the job.

Yet to either side of him stood the proud men of the Empire, behind them the stoic ranks of handgunners, archers and the grumbling war machines and their crews. Even the Battle Standard Bearer, his cousin Adreus, unfurled the army colours atop his warhorse lifting the men’s spirits. The enemy made their move first, a hail of arrows sailing towards the Empire lines.

Neskijn raised his sword symbolically, the action causing him to wince with hidden pain.
“To battle, cleanse Sartosa of this filth!” he roared, the Empire battleline rumbling forward to meet their foe as cannon and mortar fire boomed behind them.

Week 9, Game 12- Assassins .

The first game was a skirmish, the Assassins! mission, with Captain Neskijn sleeping in the command tent, a circle of troop tents around it and two sentries wandering on guard. Nippy had a lethal Harem Blade Maiden assassin, his own creation- an undead Dark Elf Assassin equivalent, with a team of Skeletons waiting in the shadows.

I had dotted about my tents:

6xHalberdiers (2 on sentry)
6xSwordmen
6xHandgunners
3xArchers
1xCaptain Neskijn- Sword, shield, pistol, Crimson amulet.

After a tense game of hide and seek with the sentries wandering aimlessly amongst the tents, the Harem Blade Maiden dashed around the camp and rushed straight into the command tent. Captain Neskijn staggered out bleary eyed and only wearing his dressing gown, to be swiftly cut down by the undead killer.

In the commotion that followed all hell broke loose. My troops staggered out of their tents in their Empire cod-pieces and slippers whilst Skeletons dashed out of the woods to escort their leader from danger. Halberdiers and Swordsmen hurled themselves at the Harem Blade Maiden, many frozen to the ground by Fear, whilst the Handgunners and Archers traded fire with the Skeletons.

The Harem Blade Maiden cut down everyone that tried to stop her, eventually seeing a gap between two tents and making a dash for the forest. It was all I could do to send a few parting arrows and handgun shot her way before she escaped- and Nippy walked away with a major victory.

In my opinion, the Harem Blade Maiden nearly slaughtered my entire camp, and had she decided to come back and finish the job there was little I could do. If I played again I’d probably drop the Handgunners- in the cramped confines of the camp and with such little time to stop the assassin they were outmanoeuvred. Perhaps replace them with bucketloads of Free Company to try and swamp the assassins- though then I’d have run out of tents.

Despite my appalling show in this game, it was great fun and dramatic. Nothing more cinematic than the undead assassin having just dispatched its target, turning to see 19 soldiers surrounding her in a closing circle. Then followed the Matrix-style combat where my soldiers are gutted at lightning speed.

So going into the pitched battle my Captain was wounded, and Nippy had a lethal Harem Blade Maiden in addition to his army…this didn’t look good.

Week 9, Game 13- The Assassin Aftermath. (Outcome near end of post)

So with my Captain sporting a nasty wound, a lethal assassin adding to my foe’s ranks and Nippy’s roll on his Controlled Location table giving him a 40pts magic banner the Empire marched to battle.

I had:

Characters

Captain Horatio Neskijn 1xCaptain (Hero)- Sword (hand weapon), pistol, full plate armour, shield, barded warhorse. 81

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

Spearmen (Parent Unit) 20xSpearmen- Spear, hand weapon, light armour, shield. 165
1xMusician. 1xStandard Bearer. 1xSergeant.

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

Halberdiers (Detachment) 10xHalberdiers- Halberd, hand weapon, light armour. 60

Swordsmen 15xSwordsmen- Sword (hand weapon), light armour, shield. 130
  1xDuellist. 1xMusician. 1xStandard Bearer.

Handgunners 10xHandgunners- Hand weapon, handgun. 80

Huntsmen 5xHuntsmen- Longbow, hand weapon. 1xMarksman. 56

Special Units

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

Mortar 1xMortar. 3xCrew- Hand weapons. 75
 
Total: 999

From memory Nippy had, Tomb Kings:

Heirophant- undead wizard guy.

Tomb prince- scary combat guy.

16xSkeleton archers.

3xUshabti

15-20x Skeletons with hand weapons, shields, full command.

10-15x Tomb Guard with full command

Harem Blade Maiden

Deployment saw my regiments deploying in a line towards the centre, starting from my left- Archers, Spearmen (BSB behind them), Halberdiers, Swordsmen with Captain. My Handgunners and Mortar deployed on a hill just behind and to the right of the Swordsmen. The Cannon on my far left, the Knightly Order beside the Handgunner hill on my right flank. Finally my Huntsmen deployed behind a forest on my right, close to the Harem Blade Maiden.

He deployed a line of Archers, joined by Heirophant along the centre, with a unit of Tomb guard just behind them on my left. Ushabti just to my right of them, and the Skeletons and Tomb Prince next to the Ushabti. The Harem Blade Maiden deployed near a forest to the right of them.

Turn 1

Nippy got first turn and his army advanced directly towards me, the Harem Blade Maiden running into the woods to threaten my Huntsmen, the Skeletons and Tomb Prince unit wheeling behind the woods. Skeleton Archer fire killed six of my Halberdiers, a nasty start.

My Archers, Spearmen, Halberdiers, Swordsmen and Captain cautiously advanced. My Knights wheeled slightly around the hill to see the board centre and the action, wary of the assassin in the nearby woods. My Huntsmen moved through the woods to get two shots on the assassin. The cannon and handgunners opened fire killing an Ushabti, whilst the mortar picked off a few Skeletons from the Tomb Prince’s unit. The Huntsmen failed to hurt the assassin, whilst the Archers picked off a skeleton archer.

Turn 2

In Nippy’s second turn his battleline shifted forward slightly, the dead (as in dead, dead) Ushabti clambered back to undead due to magic raising him. The Assassin tried to charge the Huntsmen, who chose to flee- I was hoping to draw her out of the woods right in front of my Knights and firepower but she stopped just out of sight. The Ushabti advanced closest, whilst the Skeletons and Tomb Prince walked behind them next to the woods. Arrows bounced off the Spearmen unit.

In my turn the Huntsmen fled off the board. My battleline marched forward and shifted slightly to the left- to stay out of charge range of the Ushabti. The Mortar smashed a few more Skeletons from the Tomb Prince unit. The Cannon and Handgunners seriously wounded an Ushabti, and the Archers took down a Skeleton archer. The Knights also trotted forward, careful to not be in the Assassin’s charge range.

Turn 3

In Nippy’s third turn his Archers change formation from a long line into a 2x5. This allowed the Tomb Guard unit behind them to walk forward in view and charge range of my Spearmen. The Ushabti healed themselves again, and moved into position for a charge on my Swordsmen. The Skeletons and Tomb Prince wheeled around the forest within charge range of my Knights. The Assassin moving next to them in the woods. Arrows dispatched two Handgunners.

My third turn, and my army is beginning to look surrounded- time for action. Captain Neskijn sprinted forward charging into combat with the Heirophant that had joined the Skeleton Archers. The Swordsmen unit he had just left wheeled to receive the Ushabti charge head on.
This is where I began to make mistakes. The Spearmen unit advanced to just in front of the Tomb Guard with the Archer detachment unit ready to stand and shoot, and the remains of the Halberdier detachment unit ready to flank counter-charge…and obvious trap, and Nippy didn’t fall for it. In hindsight I should have charged with the Spearmen.

My Knights also trotted forward, in hindsight they too should have charge the Skeletons- though then I’d have no targets for close range firepower.
Consistent and accurate mortar fire again whittled the Skeleton warrior unit down, the Handgunners and cannon caused one or two wounds on the Ushabti- who, of course, healed them back.

I was informed not to issue a challenge on the Heirophant, because he would skulk to the back of the unit- so I didn’t and caused a wound on him by allocating attacks. In hindsight I probably would issue the challenge anyway, if he hid I could smash aside Skeleton archers with ease and may have won the combat rather than achieved a draw.

Turn 4

Nippy’s fourth turn saw all the magic tricks come out. His Tomb Guard used their extra 40pts magic banner to reform and move, so they turned 90 degrees towards the Captain, I dispelled a charge spell but then he pulled out a magic item that let them charge. It did not look good for the Captain.
The Ushabti also charged, but the Swordsmen held. The Skeletons moved into position to charge the Knights.
Captain Neskijn issued a challenge to the Tomb Guard champion but I think he died at this point. The Tomb Guard overrunning towards the right short board edge, towards the forest and away from my Spearmen.

In my fourth turn, the Spearmen hurled themselves into the Skeleton archers and Heirophant. The Knights trotted backwards away from the Skeleton warriors and Tomb Prince. The Battle Standard Bearer trotted around to the side of the Spearmen, out of charge range of the Ushabti.
The Halberdiers moving for a flank charge on the Ushabti next turn, while the Archers moved to see in the tiny gap between combats at the Skeleton warriors.

The Mortar misfired, unable to fire for two turns. It was left to Handgunners to try to whittle down the Skeleton warriors, I can’t remember what the cannon fired at.
The Ushabti finally won their combat, the Swordsmen fleeing back towards my own board edge. The Spearmen took down a fair few Skeleton archers but they held.

Turn 5

Nippy’s fifth turn, the Tomb Guard somehow turn 180 degrees and charged the side of my Spearmen unit- magic no doubt.
The Ushabti tried to charge the Halberdiers, who tried to flee and where caught, they then continued their charge to try and reach my Archers who fled to safety towards the left short board edge.
The Skeleton warriors, again through magic declared a charge on my Knights. I judged the distance to be more than 8” (clearly I am used to judging 6” charge ranges…) and elected to hold. Disaster, they where in range and promptly scared the Knights of the board- the only good news was it left the Skeletons, Assassin and Tomb Prince on my far right flank.
Somehow the Spearmen held, and a few pointy spears found the Heirophant and smacked him down.
I was then informed that this is the point where the dung hits the fan for Tomb Kings, they should begin to crumble without their Necromancer. Not bloody so, the high leadership of the champions meant only a very few actually disappeared- I had to finish this the hard way.

My turn saw the Mortar still inactive, the Archers continued to flee, the Handgunners and Cannon shot at the Ushabti with limited success. The Spearmen through weight of numbers finally beat the Skeleton archers allowing them to turn to face the Tomb Guard in their side. The Battle Standard Bearer also took a risk and ploughed into the Tomb Guard.
Oh, and the Swordsmen rallied.

Turn 6

All in the balance now. Crumbling again proved to be non-existent. The Skeleton warriors tried to get within the 12” mortar minimum range. The Ushabti moved to the left, behind a forest and out of view of my cannon. The Spearmen and BSB held in combat, even after their champion had fallen to the Tomb Guard champion. Sheer weight of numbers doomed the few remaining Tomb Guard who crumbled to dust.

In my turn the Archers rallied, claiming Nippy’s left (from my view) quarter for me. The Swordsmen warily walked near to the Ushabti, contesting my left quarter. The Handgunners took a few wounds off the Ushabti but not enough. The Spearmen marched into Nippy’s right quarter. Finally the Mortar finished off the Skeleton warrior unit, leaving the Tomb Prince and Assassin stood on their own. This left my right quarter in the hands of the Handgunners.

Outcome- Solid Victory for the Empire, Naval Alliance at Dragon’s Tooth Castle.

An amazing game, I’m slowly grasping Warhammer. In 40k you can afford to change plans, units can achieve a number of ‘missions’ within 6 turns. In Warhammer, turn 1-3 the units carefully get into a charge position, turn 4-5 brutal combat ensues, turn 6 the dust settles and you see who’s in a better position. No chance for redeployment, a unit must be in the right place from deployment.

I learnt:

A BSB can only re-roll Break Tests, which makes his exorbitant cost not so acceptable, I had included him to try and counter the Empire’s appalling Leadership. I don’t think I’ve passed a Panic check yet.

A unit can’t Overrun if it didn’t charge that turn, bizarrely they can Pursue which is pretty much the same if one enemy survives and flees.

Don’t charge a wounded Captain out of your battleline.

Know your magic, Nippy was kind enough to let me know what spells he had in store and how many he had left to cast. This allowed me to hold my measly 2 dispel dice until they where needed- in future I’ll have to know beforehand.

As promised, the Empire won the engagement and so will have one more crack at taking Dragon Tooth Castle before leaving it to the beasts and undead. For a faction that supposedly has the most wins, we have the least territory- what is up with that?


QUOTE (WarbossKurgan @ Tue Nov 14, 2006 1:48 pm)
(Thanks to Nippy for making this awesome Herdstone over the weekend!)

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Scupper the Herdstone!

Leaves swirled in the autumn winds as the Orc Pirates crept up the hill side in the moonlight. Kap’n Mogrum taking the lead as he, first mate Grognog and nearly two-dozen “volunteers”, advanced cautiously towards the abandoned mine entrance.  Adm’rul Kurgan was planning to raid the old Dwarf Hold soon so he sent Mogrum and the Hogwashas to spike the Beastmen’s magical rock, hoping the drain in their power would give the Pirates the edge in the coming engagement.

The brash Kap’n checked the pouch containing a fragment of Elven Nullstone for the fifth time, making sure the glowing shade was safe – it was his only hope of achieving his mission!

As the Pirate reached the plateau at the edge of the tree line the Herdstone came into view. All the Orcs touched the gold of lucky charms and earrings to ward off the bad luck the dark powers always brought them (Orcs are always a suppositious bunch, Orc Pirates even more so!). They could see the silhouettes of Beastmen squatting in the shelter of the over-hanging cave mouth, on the far side of the plateau. It looked like about a dozen of the twisted creatures.

“Right me Ladz,” whispered Mogrum “we have to be careful not to alert them too soon, we need to…”

“YAAAAARRgh!” screamed two of the Pirates as they charged towards the Beastmen’s camp. “Zog it! It’s like that then is it? Let’s go then!” Yelled Mogrum, all hope of cunning subterfuge gone, it was down to good old brutality now. The Pirates charged across the clearing towards the mutated creatures.

With braying cries the Beasts grabbed their weapons and ran towards the advancing Pirates. The two lines of combatants crashed heavily into each other and both Orcs and Beastmen fell in the first few sword-blows. On the port flank a couple of Arrer Boyz went down under Bestigor great-axes, while on the starboard Gors fell to flailing choppas. Mogrum sprinted into the shadow of the herdstone and rummaged in his pouch for the Nullstone shard, but before he found it the Beastlord Nethrag rounded the great column of stone and smashed his axe into the Pirate’s back.

A great guttural roar announced the presence of a Minotaur, stomping out from the darkened cave. The Pirates fled, dragging the unconscious body of their captain and leaving the Null Stone shard to be trampled into the dirt among a hundred other broken trophies scattered around the Herdstone.

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QUOTE (WarbossKurgan @ Tue Nov 14, 2006 2:41 pm)
Once Mighty Dwarven Hall

The Pirates were uneasy in the gloomy darkness; they much preferred the wide sky and open sea. Groping in the caves they had found several types of glowing fungus and many of them were trying to use the strange growths as lanterns of sorts.

Dribbla the Messenga Grot scampered back towards the assembled Orc Kaptains.

“Boss! There’s a large high-roofed cavern ahead. I’m not sure how safe it is though: a lot of the supporting columns have fallen and there is a massive patch of Madcap mushrooms about half way across. We’ll have to steer-clear of that or the krews will get.. you know..” he stuck his tongue out, crossed his eyes and waved a finger pointed at his head in circles.

~~~

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The flames of the Beastmen’s torches were yellow and smokey in the eerie green-lit gloom at the far side of the cavern. A strange rumbling growl emanated from a mine-shaft (some great beast had no doubt made it lair down there) and the whole place stank of damp, mold and death.

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The sudden roar of kannon fire echoed around the enclosed space making Beast and Orc jump! Two of the shots smashed into the cavern roof, sending showers of needle-sharpe stalagmites down onto the Beastmen below, the other two narrowly missed their marks, zipping close to the charioteer’s heads!

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Broadside and MoggOgg jogged forward on the port flank, rounding a old mine they didn’t like the look of (even though they couldn’t read the Dwarfish warning signs, they could tell that the whole area around it was dangerous – the crushed skeletons of large cave creatures were enough!).

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The Orcs, in a vain effort to avoid the billowing clouds of hallucinogenic Madcap spores, clumped together at the edge of the Mirror Pool and tried to shuffle round it into the open space beyond. Unfortunately the lead krew (led by the still dazed Mogrum) started squabbling and blocked their rest’s way!

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Screamers and Chaos Hounds launched themselves at the gun crews, trying to silence them before they could do their job.

Furies landed just behind the Mushroom patch, threatening the rear of both the Giants and the Big’Uns mob.

Adm’rul Kurgan’s Big’Un Boarding Boyz pushed past the arguing Pirates, careless of the spores and Furies, and advanced towards the waiting Dragon Ogres and Chariots as Kannonballs rained down around the monstrous creatures.

The Giants scared off the Beastlord’s herd and even the Minotaurs were fazed by the great oafs’ lumbering gate. The Furies were not however and they charged MoggOgg. They clawed at him cruely but he swatted them and jumped on them for a while and they gave up the ghost.  Meanwhile Broadside charged the cowering Minotaurs, yelling and bawling as he went, and chased them off!

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The gunz were imperilled as an ambushing Beastherd appeared out of the darkness right astern! Worse luck: the Screamers and Hounds chose that same moment to attack the crews.  Much to everyone’s surprise the Goblins killed the Hounds and held off the Daemons for some minutes – enough time for another couple of (ineffective) shots from the unengaged kannons, before they finally fell.

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Blasts of Red Fire and the combined charge of Dragon Ogres and chariots scattered the Big’Unz then the Dragon Ogres smashed straight on into Mogrum’s krew. After an extended but cramped scuffle both his and Kap’n Rukbadruk’s krews were sent running for the safety of daylight, cursing the day they thought to come into the darkness of the ruined Hold.


QUOTE (skcuzzlebumm @ Tue Nov 14, 2006 12:41 am)
Grobirgadal called the landing party to a halt, his vanguard of Dwarven warriors clattered to a grumbling but organised halt. Before him a small valley opened up, small clumps of trees clung to its slopes and within its lee thier objective.

"There its is Mantharal, the Grugsons Brewery! Soon we'll all be supping tankards of Grogsons with our cousins before sun fall." A huge grin appeared amongst Manthral's beard and his Hammerer bodyguard all began to mutter about the pleasure of a good beer at last.

"Come on lads lets move out, Grogsons gonna be sure to welcome us in". With that the throng began to travers the slopes down to the brewery.

Suddenly a flurry of arrows darkened the sky and fell near the feet of Grobirgadal and his hammerer's. "By Grungi whats this!!!" He began to scan the horizon for signs of the enemy and when he eyes fell again upon the brewery he was no able to see the dwarven bodies that littered the entrance. "Great Ancestors of Barazantathul, they're Dead!!! Whats the meaning of this!!" His face began to look like that of a fiery volcano and his fists tightly gripped his mighty axe.

"Lord" Mantharal held up one of the long arrows that had fallen near them "these are elvish arrows my lord".

"Elvish! Those pointed eared scum have dared to break the sancity of the brew house and slaughter my kin, by my beard they shall pay. Organise a scouting party to hunt them down!"

But just as his words where spoken a small host of archers appered upon the opposite valley crest, strange treelike shapes began to meld out of the woods to thier right and a strange keening echo'd upobn the air.

"Then again, it looks like these Elvish types are lookign for another scrap, lets show them the sharp end of a Dwarven axe, TO ARMS MY BROTHERS!!!"

And with that the throng began to draw themselves up into battle formation.

WarbossKurgan - June 8, 2007 02:08 PM (GMT)
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Week 9

Don’t touch a dead man’s chest!

The Tomb Kings sent an Undead Assassin (thought to be the remains of a Blade Maiden called “Nehketra”) to knobble Captain Neskijn of the East Sartosa Trading Company. After that mostly successful attempt Prince Pharothep tried to fight his way to the quay on Dragon Tooth Island but the injured but unbowed Captain Neskijn blocked his way. There was much talk of the Captain leaving the little islet to the Jonesers, but it seems this last victory has given the Alliance a boost.

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The Pirate Orcs sent Kap’n Mogrum and his crew in an unsuccessful attempt to spike Nethrag’s Herdstone. The brash Kap’n took a fragment of some Elven maguffin and tried to crack a lump off-of the Herdstone, but Nethrag cracked a lump off-of him a’stead!

Adm’rul Kurgan then delved into the inky depths of the abandoned Dwarf Hold and after tryin’ to bounce cannonballs off the roof a few times they took a fair old pounding from Nethrag’s Beastmen in the darkness. No one knows why either faction is meddlin’ in the the damned place – maybe them Jonesers have found the secret ways ‘tween the Hold and the sea? Maybe there is a good supply of mushroom that the Greenskins fancied? Or maybe they just wanted to see if the Dwarfs left any gold behind!

Speakin’ o’ the Dwarfs; they actually showed their hairy little faces this week! The Barazantathul Pirates attacked a previously unknown Wood Elf enclave in the forests half a league south-east of Roba. The Wood Elves made a good account of themselves, for though they have previously kept outta the way of any trouble they stepped up to face the short ones without a sign o’ trepidation! Best keep a weather-eye on them forests from now on Lads!

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Fishmen! By the stars those blasted creatures! Everywhere I turn, I hears about ‘em! Will nobody rid me of these troublesome sprats? I’ll pay 100 gold crowns to the crew what discovers their secret, and puts an end to the night-sweats they’ve been a-givin’ me!

These places are Controlled:
  • The Scurvy Dogs
    Fortress of the Pirate King
    Roba
    Sartosa
  • The Naval Alliance
    Ossomunte
    Senelite
  • Davy Jones' Crew
    Cave of the Damned
    Beffardo
    Vermunte
    Vercuso
These places are Disputed:
  • Osso Hills
  • Caragio
  • Caprio
  • Dwarf Hold
  • Ragil
  • Skull Sands
  • Pirate's Current
  • Dragon Tooth Castle
  • Volcanic Lake
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WarbossKurgan - June 8, 2007 02:17 PM (GMT)
QUOTE (WarbossKurgan @ Tue Nov 21, 2006 12:56 pm )
The Fishmen Cometh…

Dim forms moved through the blanket of fog and the silence was shattered by a ragged, disordered handgun volley. Bullets whipped past the Fishmen, who jumped and dropped the crates, barrels and sacks they were loading into their boats. At a growled word from their captain they drew weapons and roared a battle cry – charging toward the interlopers from the East Sartosa Trading Company!

Kap’n Hadduk, Makrul and two Boyz went right – heading for the gap between the Sailmaker’s and the local tavern, Shaman Murlok stayed where he was, Kod and 3 Boyz went left. Murlok tried to summon the power to blast the Handgunner who had found vantage-points in the broken roof of the nearest house (a Sailmaker’s Tailor’s shop). The green magic arced around his hands and staff, but petered out ineffectively.

Hadduk roared the command to charge and all the Fishmen thundered forward, crashing head-long into the Company Swordsmen and Halberdiers. As he ran Kod swept his left-handed axe low and removed and Swordsman’s leg below the knee – the unfortunate soldier fell screaming to the ground, dropping his shield to grasp at his bloody stump and the big Fishman skewered him with the sword in his right hand. The two FishBoyz with Kod clashed with three Swordsmen and between them downed one of the soldiers.

Murlok darted under the eves of the building, as handgun bullets zipped past too close for comfort! Two Halberdiers slid down a ladder from the Sailmaker’s shop and headed for the Shaman. A handgunner jumped from the attic of the same building, down two floors to the first floor through a hole in the floorboards, and ran to a broken window at the rear of the building – gaining a view of the fight behind!

Hadduk, Makrul and the two FishBoyz stuggled with three Halberdiers in full view of the cat-like Handgunner. As soon as the Kap’n decapitated his opponent the Handgunner had a clear shot at him and shot him in the back! The Kap’n’s bulk fish-disguise saved him and he was just knocked spawling face-first to the ground.

As the remaining Halberdiers fell the two FishBoyz spotted the Company Captain emerging from the swirling mists, sword and pistol in hand. The first FishBoy charged and was shot in the face for his troubles! The second charged and the two fought furiously!

Murlok was charged by one of the Halberdiers from the Sailmaker’s shop but the soldier was young and clumsy – the Shaman parried the pole-arm and smashed his wyrdstone staff onto the boy’s head. As the soldier fell Murlok jumped on him and hacked him to death with his choppa. Arrows suddenly started raining down on him from the tavern’s shattered roof – three archers had climbed to the attic there and peering through the closing fog could only see the Shaman.

As the Company Captain impaled his FishBoy he saw Hadduk and Makrul disappear round the corner of the Sailmaker’s house – both headed for the melee outside the tavern. As they ran they collected Murlok from the street, where he lay with an arrow stuck in his arm and together they charged towards the last remaining Swordsman.

The Empire’s men realised that they were undone and ran for their lives…

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~~~

A lonely bell clanged back and forth on a buoy somewhere out to sea: the only sound in the dead of night. Lanterns glowed dimly in the heavy, cloying fog that clung to the deserted streets and alleys of Caprio.

Kap’n Hadduk’s Halibuteers padded through the swirling sea-mists, leaving webbed foot-prints along the wooden quay.

The crude disguises of the “Fishmen” had once again fooled the Naval Alliance. Though the Black Orcs had taken heavy casualties they had beaten off the investigating soldiers of the East Sartosa Trading Company without revealing their true nature.

“Right Ladz, get this mess cleared up: shift all the FishBoyz what got knocked on the head back into the boats but leave the Humies bodies where they lay” called Kap’n Hadduk before he turned to ‘Mad’ Murlok the Shaman and said “You was a useless sack of chum today!” in a low tone.

The Orc Shaman shifted a squirming tentacle away from his mouth and said “It’s not my fault – they... um... they had some sort of magical protection. Yes, that was it!”

Hadduk was less than convinced but he let it go for now. Smacking a Shaman round the ear was never a way to get more magical support from them. Then he changed his mind and smacked Murlok anyway.

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WarbossKurgan - June 8, 2007 02:19 PM (GMT)
QUOTE (master jeridian @ Tue Nov 21, 2006 1:41 am)
Chapter 11- Adreus and the Fishmen

Adreus creeped forward, his plate armour creaking quietly. The harbour of Caprio was eerily silent and dark, thick fog clinging to the cobbled roads. The Empire troops shuffled forward, each man tense with anxiety. They had all heard the stories of fish as large as men, who walked from the seas to take villagers screaming back into the icy waters.

He caught a glimpse of the sea front between the wooden townhouses, the water calmly reflecting moonlight. They advanced cautiously, swords at the ready.

A sharp breeze rustled from nowhere, a malodorous stench drifting upon it. The men paused, their senses alert.
“Fishmen,” the cry pierced the silence, the crack of handgun fire from the upper floors of nearby houses all the louder. Huge, lumbering beasts loomed out of the fog towards them.

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“Hold fast, for Sigmar,” Adreus roared, crouching into a fighting stance. The creatures piled into a wall of swordsmen beside the local tavern, combat ensuing with lighting speed. A huge blood-stained axe flashed out, severing a trooper’s head with one stroke. Another swordsmen buckling under the force of a blow, though his shield took the blade and he parried with his sword. Adreus scanned the foggy battle- his vision greatly impaired to his helmet visor.

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He spotted more abominations looming from the left, down an alleyway- their silhouette a horrible combination of a huge shark or fish, and bipedal limbs. He marched towards the halberdiers who struggled under their enemy’s blows, a shot from his pistol smashing a foe to the floor as it hurled towards him.

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Another thundered at him, its cruel axe crashing into his side- the plate armour dented but held, Adreus keeling over winded. He raised his shield instinctively absorbing a second blow. Spinning blindly his sword slashed across the beast. He stepped back, flashing the sword out into the creature’s mouth with all his strength. Something vital was struck and the animal grunted, slumping to the floor- Adreus pulling his sword free with a squelch. He staggered further back, the corpse drifting into the fog before he could take a closer look.

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More creatures began to form in the distant fog.
“Withdraw, withdraw,” Adreus bellowed, stumbling over the butchered body of a halberdier. With a final pistol shot into the shadows, he fled the harbour- no-one followed him back to safety.

Week 10, Game 14- Fishmen Hunt.

After weeks of speculation, rumour and myth- the elusive Fishman of Sartosa were finally brought to battle on the harbour of Caprio.

A skirmish mission devised by Kurgan, all I had to do was kill 5 of the Fishmen and send a messenger off the board to inform of people of Caprio, and of Sartosa, of the true nature of their mysterious attackers.

Kurgan had:

Fishmen Shaman
Fishmen- 7-8 with two hand weapons.
Fishmen Champion

I had:

Adreus- Captain (Hero)- Sword, pistol, shield, full plate armour.
5xSwordsmen.
3xArchers.
4xHandgunners.
7xHalberdiers.

I deployed to the south-west, handgunners entrenched in the shattered attics of local townhouses, the rest of my troops forming a loose battleline blocking the alleyways between buildings.

Kurgan had to scamper on from the harbour, under handgun fire.

What could go wrong?

Let’s just say that for the first 4-5 wounds Kurgan caused he took the trooper Out of Action, whilst my handguns proved inaccurate in the fog- and any wounds caused only knocked out their targets.

Despite being on the losing end of attrition- I had the numbers to afford it, and was slowly but surely dragging down each Fishmen.

As always, the one humongous weakness of Empire was my undoing. Empire Leadership is absolutely pathetic, at any points level. Adreus- having slain enough Fishmen (5) to inform the locals, and cleared any pursuers with pistol fire- decided it was all too much and screeched a retreat.

He never got to recover the bodies of the Fishmen that were undoubtably dragged away by their comrades. The slaughter of his patrol only increasing the terror of the Fishmen tales in local taverns.

A great game, very cinematic with all the 17th Century buildings.


WarbossKurgan - June 8, 2007 02:20 PM (GMT)
QUOTE (master jeridian @ Tue Nov 21, 2006 1:41 am)
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Adreus’s Last Stand.

Primal drums thumped across the valley, guttural roars and chants drifting across the battlefield. Adreus sat atop his warhorse, the men of the Empire regimented in an unbroken line before him. The day after the doomed Fishmen patrol, news had reached the Caprio garrison of a large Orc horde approaching from the north. Adreus preferred the open battlefield, he knew his enemy there- and figuring a military victory would wash the guilt from his mind, he had marched to meet them.

Now the enemy stretched before them in a violent green tide. Adreus brushed doubt from his mind.
“Give ‘em hell,” he roared. The handgunners atop the hill behind him letting rip with a volley on his command. A dull boom of the mortar quickly following. The Orcs rushed forward into the hail of death.

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A giant towered over the battle, roaring its own deafening warcry- thundering towards the Empire soldiers, who courageously held their ground. Despite the withering volley fire of the handgunners, the showers of arrows and the lethal roar of cannon and mortar- the Orcs advanced with reckless abandon.

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Inevitably the battlelines clashed, swordsmen and spearmen holding as the creatures slammed into them hacking left and right. Adreus thrust his sword down from atop his warhorse, severing Orc heads and slashing others, as spearmen either side of him barely held the tide back with stabbing spears. Adreus looked up to see the groan of the hated giant as it stumbled, cannon ball sized hole through the chest.

This small victory drove his men on to hold and fight, but the enemy seemed without number and each second brave men were cut down- the Empire battleline dwindling. Adreus sighed, time seeming to slow to a crawl- he saw his own fate.

“Withdraw, men of Sigmar, the day is lost,” he roared defiantly. He peered down to the spearmen Sergeant,
“Return to the Caprio garrison, tell my cousin- I died well.”
The Sergeant paused dumbfounded, unable to accept the orders. Only the spears of the rank behind him prevented the vicious Orcs taking advantage.

Adreus drew back the reigns, his warhorse raising its front legs. He kicked his legs, the beast hurling itself into the press of greenskins. The spearmen ran, many casting aside their spears to get away faster.

*    *    *

Neskijn stooped at his desk, maps and papers scattered across it. Outside the din of an expeditionary base fought with the biting winds. He heard the muffled chatter of his halberdier guards as they questioned a visitor, looking up from his study as the command tent flap fluttered open and a messenger boy solemnly stepped inside, head bowed.

“Captain Neskijn,” the boy slowly greeted, as though his message was too much to bear, “I bring grave news from Caprio.”
Neskijn leaned forward, his face expressionless.
“Adreus faced a vast Orc horde upon the fields beside Caprio,” he continued,
“He fell in a rearguard, allowing his soldiers to withdraw and survive.”
Neskijn gritted his teeth, the news cutting as painfully as his slowly healing battle wounds.
“You are excused,” Neskijn muttered. The boy hurriedly shuffled in his bag for report papers, placing them on the desk then silently backing out of the tent- head bowed.

Neskijn froze, his fists clenched. A growl of frustration and he slammed his fist down onto the desk, papers fluttering to the ground.


Week 10, Game 15- Adreus’s Last Stand.

Kurgan and I found time for a 1000pts Pitched Battle after the Fishmen Hunt.
I took:

Characters

Captain Horatio Neskijn 1xCaptain (Hero)- Sword (hand weapon), pistol, full plate armour, shield, barded warhorse. 81

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 15xSwordsmen- Sword (hand weapon), light armour, shield. 130
  1xDuellist. 1xMusician. 1xStandard Bearer.

Spearmen (Parent Unit) 20xSpearmen- Spear, hand weapon, light armour, shield. 165
1xMusician. 1xStandard Bearer. 1xSergeant.

Halberdiers (Detachment) 10xHalberdiers- Halberd, hand weapon, light armour. 60


Archers (Detachment) 5xArchers- Hand weapon, bow. 40
Handgunners 10xHandgunners- Hand weapon, handgun. 80

Huntsmen 5xHuntsmen- Longbow, hand weapon. 1xMarksman. 56

Special Units

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

Mortar 1xMortar. 3xCrew- Hand weapons. 75
 
Total: 999

Kurgan took:
Orc Big Boss
Giant
Stone Thrower
Stone Thrower
Orcs- 20? Full command.
Orcs- 20? Full command.
Orcs- 20? Full command.
Orc Shaman

I think my first mistake was moving forward. As a 40k player, and liking to have the ‘initiative’ I instinctively want to move forward at least out of my deployment zone. Yet this has been my downfall in numerous games with Empire, I cut down on the rounds of shooting I could have- perhaps crucial shooting phases.

Also by placing my regiment blocks centrally and advancing, I open myself up to flank charges from both sides.

The other two niggly things in my Empire army, are:

1) The Knightly Order- they’re nice in theory, but in practice they are too scared to come into LOS as they are prime shooting/magic target, and are panicked or charged if I try to hide them. I’ll keep them in as I already have a painted unit- but they just aren’t doing much IMO.

2) Empire Leadership- I think I’ve passed around 20% of the Leadership tests I’ve been called upon to make. I took the Battle Standard Bearer with the misguided belief it allowed me to re-roll Panic, etc but found out it only re-rolled Break tests. I’ve no idea how to remedy this, but my army can match the enemy with numbers and sharp sticks- but never stays around to prove it.

On the plus side I killed my first Giant- with the traditional cannon to the face combo. Aside from that my troops performed embarrassingly. The Huntsmen charged a Stone Thrower crew only to lose and run away. My Mortar blasted on top of huge Orc units, only to fail to wound for most of them. My battleline crumbled after holding for several turns.

The end was pretty apparent- Kurgan had one of my quarters, two of my Standards, my Battle Standard, my General’s head and most of the Orc units intact. A brutal massacre for the Pirates at Caprio- plus one point victory for losing the Fishmen Hunt. So 4 pts lost at Caprio.

I’ll stick the 500pts Warbands,
  :lol:


QUOTE (zelophahad)
user posted image Hurrah! For the... oh.

You lost to Kurgan? :?


:lol:  :lol:  :lol:


QUOTE ("Nippy Longskar")
Pharothep's crumbly legions lined up against Quinn's elven host again yesterday, the town of Caprio our prize. I'd not beaten the elves yet in the campaign so I knew it would be another stiff test, but I hoped my tweaked list (albeit with compromises after proxy-chastisment from Paul) would give the great one a bit more of a run for his money. A (hopefully) brief summation:

I set up a castle on my extreme right, with the screaming skull on a hill (accompanied by new boy protect-o-prince) infantry and fast cav surrounding, archers lined up at the fore. The chariots went commando on the left flank, with dreams of scything down bolt thrower crew. Grotsmeg set up wide spread, with missiles and silver helms central, dragon and chariot facing my chariots (iiieeeee!) and hawks and dragon princes opposite my castle.

Early turns saw the Elf mage tag team weilding familiar magical destruction. Whoosh! Pop! the skelly archers bore the brunt well (all they're good for) but were soon decimated, especially when the air was darkened by arrows and bolts as well. In response, my catapult gave his archers, silver helms and dragon rider some scares, but the skulls weren't quite accurate enough and the elf line held firm.

Charge time! I hammered my chariots into Quinn, hoping to delay him more than any hope of real damage. On the other side, my Ushabti got a magical charge off, scaring away an eagle (chicken!) and surprising the Dragon Princes by just reaching on the redirect. The chariots shocked the dragon with a coupla wounds and forced a break test - yaaar! but the great beast held. Meanwhile the Ushabti got ceremonial on the Princes' asses and scared the suckers off - leaving their banner of uber dice behind (yay!)

Make or Break time! The elves once again sent plenty of hurt at the undead, this time targetting the triumphant Ushabti, but the stoney lads were solid. On the other side of the field the tyranoc chariot hammered into its soft undead counterparts and taught them the meaning of pain. One wound left for the dragon to cause - he crushed the last straggler underfoot and the flank was lost!

In response my High Priest went superman style at the high elf line, needing to get into range to send the Ushabti into the mage twins. The light horsemen moved up to support. Scary time, as the crunchy priest was sat in front of the two war eagles, but luckily Amanthun helped out and launched him into the woods with a bit of urgency - good team work guys! From there the Ushabti were in range for a magic charge - and charge they did! One cowardly mage fled, the other was trampled underfoot by the juggernaught creatures (though not before it had one down with a bit of desperate elven kung fu!)

Getting into the end game now, and the Eagles charge in on the light cav and Ushabti's exposed rear (typical elf tactic) supported by some reluctantly charging archers. More magical nastiness and bolts were unleashed, but it was reduced now by the death off mages and archers being tied up, so less bony ones succumbed. The Ushabti had been hit on both sides but held strong, while the light horsemen put on a great show by skewering their eagle in one go!

Seizing his chance, Amanthun rode forward on his bony steed and unleashed the dread power of the staff of ravening on the stranded elf mage. A plague of locusts descended, and the frantic wizard was consumed in seconds! At the same time, it was charges galore as Pharothep led his skeletal warriors into the silver helms, and the light cav hit the Eagles rear (two can play at that game) Both these charges proved decisive - all three elf units engaged were destroyed as they were run down by their undead attackers.

Quinn and the elven chariot were poised to deal bitter revenge, but alas, time was against them ,and the battle drew to a close, a victory for Pharothep!

Good game Grotsmeg - a shame we only got the five turns in! There was lots of interesting maneuvering and some brutal magic on both sides :D

Note to Kurgan - as we didn't finish the game and weren't really sure whether Grotsmeg could have pegged back a draw in turn 6, we rolled off, and I won. But I'm afraid we don't have a victory margin...

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QUOTE ("Nethrag")
It had been a quiet week on saratosa for the beastmen, and that was never good for moral. The early week scouts could find no trace of any enemy nearby (no-one in on monday to play  :( ) and the situation had not improved by the end of the week.
The only other army nearby was Pharotheps, his supposed allies. With the two armies in close proximity it wouldn't take much for the unrulyness of the herds to get the better of them...


Me and Nippy played a game last night, as rich was playing lee and they were the only other saratosa's in. Was fine by us as we hadn't played a game yet but I doubt it'll count for anything other than fluff. The battle was for leadership of the alliance. Nippy was using the new and improved but not quite v4 version of the army which with the new castle tactic (as richard will tell you) works a lot better.

zelophahad- its long. summary at the end lol.

The TK legions were packed in tightly to the right flank corner (from my pov) with the SSC on a hill, the ubshanti behind the chariots on the right, the infantry at the base of the hill behind the line of archers and the fast cav on the left of the formation behind some trees.

The beasts put some furies, hounds and 4 minos on the right flank. Then screamers, spawn and a chariot, the generals herd, another chariot and then the 2nd herd and some hounds on the left flank.

Nippy had expressed an interest in playing my old tzeentch army so I had as much magic as he did!

Nippy got the first turn and moved the archers slightly forwards and likewise the chariots. In the magic phase without using any scrolls I stopped everything except the final high priest incantation causing the SSC to shoot. (This is how good the staff of change is!)

The catapault guessed slightly too far but hit and scored a partial on an ungor which he hit wounded and killed, causing a panic test. Which I failed. Thankfully since the WE book the army has had a BSB in the generals unit with the gore banner allowing me to reroll failed panic tests! I pass on the 2nd attempt. Could have almost been game over right there.

In the shooting phase the archers took down 2 furies (my armies one of the few occasions where TK archers will often hit more than regular ones! lo) and the SCC again slightly overguessed (Nippy reduced his guess but didn't take into account that he'd killed the guy he landed on before. He rolled another hit and it was enough for another partial, which again killed a single ungor causing some more panic. I again failed the first one and passed the 2nd. The banner had paid for itself about 20x over already and I hadn't even had a turn yet!

My turn and the left hand herd goes unruly and runs straight at the fast cav behind the wood, slightly annoying but no massive problem. Everything else gets to move as normal with the central herd getting the spellcasters into range (and more importantly away from my board edge!!!)

Ok so magic phase, Nippy's magic offence is awesome, his defence isn't as good so he has to let quite a few spells go through. A lot of these are red fire which can be very painful. It can also be utter utter rubbish as the three I cast this phase were. Thankfully I got indigo fire through on his skeleton archers, making 7 new horror models (thinking of which I just realise I forgot to use their bound spell all game! Doh!).
Onto combat and I think the horrors dragged down a couple more archers, after attacks back and instability I was down to 3 left but the archers were now stuck in combat causing problems for the movement of the rest of the army.

Nippy's turn and the chariots move to be able to charge the furies.
Magic see's the attempts to get the SSC to shoot dispelled and the chariots charge the furies (I had 2 scrolls left but figured I'd need them more later). The prince also cast smiting killing another horror.

In the shooting phase the SSC again targeted the main herd and didn't scatter away grr. Again killed an ungor. I failed my first panic test.....and I failed my reroll....bugger.
I fled, through my chariot, who then had to take a panic test (also rerollable as its got the Nippy of undivided!) which it promptly failed twice and fled too....atleast I was still on the board.

In combat the impact hits only killed a fury, but the mightly undead horses took out another three leaving one left who failed to wound and then now being on his own rather than in range of general and BSB decided he'd had enough and vanished back to the warp. The chariots overran into the screamers.

Ok, my turn and my chariots, minotaurs and spawn charge the chariots.
The main herd rolls a 9 for its rally attempt - thankyou Mr musician. (So far a 25 point banner and a 5 point musician have saved my game 3 times between them! lol) The chariot also rallies, but now I've got to start the long trek all over again!

The left hand herd move ever closer with the 3 minos moving up in support.

My magic phase saw lots of red fire being cast, let through and causing in total a wound on the ubshanti I think it was. Ah well.

Combat time, both chariot units had impact hits, wierd situation. Normally if both units are charging priority is done on initiative order so we just used the highest initiative present in the model (drivers). Thankfully this meant my impact hits went first and caused an awful lot of wounds killing 2 of the chariots. The TK chariot hits killed a screamer before the minos, spawn, etc wiped the rest of the guys out. The minos had to stay put, the chariot wanted to overrun but the horrors were in the way of him getting to the archer unit so he had to stay put. (I should have done the other combat first if I'd have though about it). The horrors died from instability in their combat.

TK turn 3 saw a shuffling of units with the ubshanti moving up to get into the minos flank.

The princes attempt to get the SSC to shoot was dispelled, the staff of ravening was shot at the small unit of minos on the left flank, I figured I could let this go as he needed 6's to wound me, one dead mino... :)
I thought the rest of the magic would be centered around trying to get the ubshanti to charge and so was surprised when one of the high priests spells was again directed at the SSC. It was a bit of a risk but I decided to let it go seeing as how I knew the scrolls would be very useful later game and the SSC hadn't managed to scatter badly yet. The SSC fired its salvo at the minotaurs just about to assail the lines, it did scatter, but pretty nicely and managed to get a partial on both the minotaurs and the chariot.  thankfully both partial hits missed.

Shooting saw the SSC again target the minos but atlast a decent scatter away from my troops.

So my turn three, I'm all ready to charge. The herds choose this moment to go unruly. Both of them  :D

So both have to go off into the woods after those fast cav, this plants the main herd right infront of the smaller unit of minos that wanted to charge, bah.

Anyway, the screamers, chariots and minos all charged the remaining archers, the chariot doesn't managed to reach though.
The right flank hounds move right infront of the ubshanti blocking them from coming round and magically charging my minos next turn.

I think the total of my spells managed to take a nother wound off the ubshanti?

Anyway, combat saw the minos and screamers kill the archers, the minos have to stay put (bloodgreed) and the screamers go into the skeleton block with priest.

Nippy's turn, he doesn't want to charge the minos with the tomb guard yet because the high priest is still there and a potential 6 S6 attacks directed towards him sounds like a bad idea :lol: So he moves him out and joins the SSC, with the prince that was there (along with the other one) joining the tomb guard.
The ubshanti charge the hounds who hold, fail their fear check and need 6's to hit him...if there are any left lol.
Magic is all about the tomb guard charge, which thanks to the staff of change and a scroll I manage to stop.

The minos are all ready for a charge. Then the ubshanti break the dogs causing the minotaurs to panic.....they've killed wolfie! ?! no, not wolfie, woofie......NOOOOOOO!!!!!!
So off the minos went, running, but not far enough to get out of the tomb king charge range.
The screamers combat saw the screamers fluff on the priest and pop.

Ok so the minos rallied and the rest of my stuff moved into charge range/range of where the TG were likely to be next turn. The magic phase saw me unable to kill the fast cav with a bunch of magic missiles but indigo fire got off on the skellies creating some new horrors and thankfully I managed to get the staff of darkoth off and magically charged them with my left flank herd. Phew.
They dispatched them in short measure and got to overrun into the flank of the skeletons, as that combat hadn't been fought yet they got to attack again (got to love that rule!). This saw the skeletons get severely reduced with the horrors even taking out the priest.  :D

The TG charged into the minotaurs who fled the charge. The ubshanti moved around to get into charge position themselves.

The first prince cast urgency on the TG and I failed to dispel it so the minos fled again into impassible terrain and died. The 2nd princes incantation was then useless so the hierophant tried to urgency the ubshanti twice which I dispelled.

The SSC misfired woot! about time! lol

Ok my turn now was pretty complicated. In the end, the chariot charged the SSC the herd had declared a charge on the rear of the TG but the spawn moved in the way forcing them to go around him and thus be out of range. The minotaurs therefore ended up charging the TG flank on their own as the main herd failed its fear check.

Well atleast I got to cast some spell now I guess. The red fire finally came good and took the ubshani down to one model, and I managed to get the rear herd to magically charge again using the staff of darkoth. The chariot popped the SSC and over the next two combats phases the TG were run down by combat res.

A very good game and a very very close game right up until the flank charge by the left herd. The staff of change is about the best arcane item in the game and allowed me to weather much of the TK magic. My army fled an awful lot this game and I only just managed to get into combat in the last couple of turns, SSC with skulls of the foe are NASTY!

*******************************************
Short version for zelophahad :lol:

The screaming skull catapault in Nippy's army makes my main herd panic 2nd turn taking a chariot with them. They manage to rally and by the end of the game a magically induced charge from me with my other herd manages to get the fast cav and overrun into the side of a skeleton block.
My minotaurs flee into impassible terrain but eventually the tomb guard get surrounds and die through combat res.

I'm able to stop a good proportion of Nippy's magic through the use of the staff of change on my beastlord of tzeentch, my own magic gets through most of the time but up until the last couple of turns is largely ineffective - the magical charges thanks to the staff of darkoth the exception.

WarbossKurgan - June 8, 2007 02:22 PM (GMT)
Week 10

Something Rotten in the State of Sartosa!

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The blasted Fishmen are causing more trouble than ever, but at least the East Sartosa Trading Company seems to be fed-up with them as well! They sent a party to investigate Fishman activities in Caprio and got roughly handled by the “Creatures from the Deep”. They came closer to capturing one of them than anyone else has though. Gosbert Allenstag, the Handgunner who single-handedly saw-off a herd of Minotaurs a few weeks ago, once again distinguished himself by leaping 20 feet down from the attic of a ruined building to fire at, and hit, the Fishman leader – knocking the thing to the ground! Unfortunately the Fishman survived, hopped up and ran off, but Allenstag’s style is impressive. We really need to get that young man to sign Articles!

Kurgan’s Orc Pirates also gave the East Sartosa Trading Company a sound beating in Caprio! Superior magic and greater accuracy of bombardment, combined with the Boyz being none-to-shy of a fight gave the old Adm’rul the edge and the green buccaneers chased the Company’s men from the south-western town.

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Prince Pharothep the Enduring gave the Sea Elves a bloody nose. I’m sure he’s smiling at the memory of his mighty Ushabti tearing the hapless Elf mages limb from limb, and at the manner in which he had sent his nemeses fleeing atop his loathsome wyrm.

Gardrock had some poor luck at the Dwarf Hold: Two of his Leadbelchers shot at the Sea Elven Dragon but a double misfire blew them both to smithereens. But the devious Pirate had other plans – he has drawn the Alliance into the fight for the old Dwarf Hold and now the Jonesers will have to deal with them as well as us!

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The mighty Nethrag marches on as leader of the Davy Jones Crew, after he and Prince Pharothep battled for leadership just north of the untroubled Ossomunte. As ever, the bodies of Pharothep and his advisers were nowhere to be seen and Nethrag can only hope that the unliving prince has learnt his place.

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These places are Controlled:
  • The Scurvy Dogs
    Fortress of the Pirate King
    Roba
    Sartosa
  • The Naval Alliance
    Ossomunte
    Senelite
  • Davy Jones' Crew
    Cave of the Damned
    Beffardo
    Vermunte
    Vercuso
These places are Disputed:
  • Osso Hills
  • Caragio
  • Caprio
  • Dwarf Hold
  • Ragil
  • Skull Sands
  • Pirate's Current
  • Dragon Tooth Castle
  • Volcanic Lake
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WarbossKurgan - January 24, 2008 12:06 PM (GMT)
QUOTE (zelophahad @ Mon Nov 27, 2006 11:55 pm)
Sir Jean Balluet galloped away from the battlefield with his trusty retinue of Knights of the Realm. But his heart was sad, for his army was in tatters and they were the only Bretonnians to be leaving the field in good order this day.

They had run into the beastmen en route to finding the "fishmen" (Sir Jean had been looking forward to educating the peasants out of their foolish superstitions). When the mounted yeoman scouts had galloped back with news of a beast herd, Sir Jean had been happy enough to pause to do battle. He was glad to be back on dry ground and keen to gain honour for the Lady. And when he had heard that this was none other than the herd of the mighty Nethrag, he was delighted! Nethrag was known as the Scourge of the Sartosa and had bested all who had faced him, Balluet's naval allies and pirate brigands alike. So now was Sir Jean's chance to prove that the lances of Bretonnia were the greatest on Sartosa!

Yet Sir Jean had quickly realised that his foe was a cunning beast. The Knights Errant had been drawn into a trap by the barking taunts of the foul hounds, and Sir Jean winced even now at the thought of the young flowers of chivalry being hewn to pieces by the fearsome dragon ogres.

He himself had spent the whole afternoon chasing after Nethrag who had kept hiding among the trees like the coward he was! In desperation, Jean had chosen the risky strategy of allowing Nethrag a 'coward's charge' into the flank of his knightly retinue. But thus at last his chance had come! Yes, the day was lost for Bretonnia, but there was still honour to be won if Sir Jean could slay the beast lord in single combat. The two warriors had lunged and parried, both wounding each other but neither getting the upper hand. But then, suddenly, the beasts' courage had failed them! Nethrag was unable to control his undisciplined rabble and, as they tried to break from the combat, the noble Knights had trampled the beast herd's foul bodies into the blood-soaked earth!

The mighty Nethrag, Scourge of Sartosa was no more! Sir Jean felt his heart swell with pride. If he had been able to find his body in the mud, he would have mounted Nethrag's head upon a shield in his feasting hall! For he and he alone, of all the warriors of Sartosa had bested the beast lord!

There was no sign of any of the peasants, but no matter, they were a small price to pay for such great honourable advancement! (So long as there were enough left alive to crew Le Sanglier, that would suffice.) Sir Jean Balluet had come to Sartosa for brandy and honour. First he had won his brandy (well, some of it), and this day he had won his honour!

Sir Jean Balluet turned in his saddle to smile at his daughter Nicole and her knightly bodyguard. His commanding voice carried over the drumming of the hoof beats. "My friends, our sojourn in Sartosa is at an end. Let us now return to Bretonnia lest any say we have reneged upon our duties to defend her. We shall return to Le Sanglier and set sail forthwith! But fear not my brave knights - perchance we may yet find opportunities for honourable advancement upon our journey home."

"Hurrah!" his knights replied. "Hurrah for the Naval Alliance! Hurrah for Bretonnia! And hurrah for Sir Jean Balluet!"


QUOTE (WarbossKurgan @ Tue Nov 28, 2006 10:26 am)
Chasing (fish) tails!

With the resounding, and somewhat surprising, victory against Captain Neskijn of the East Sartosa Trading Company in open battle at Caprio the previous week fresh in his mind and the knowledge that the Fishmen were a successful ploy, the Adm’rul once again sent Kap’n Hadduk’s Halibuteers on a secretive mission into the town.

The autumn fog-banks, which so trouble the sailors of the island were used to full effect by the squamerous agents of disruption and mayhem. They crept almost silently through the streets of the little town, towards a large inn – The Broken Cutlass.

Shaman Murlok’s concentration was once again broken by the sudden intruding question from his Kap’n:

“Well have ye found them Dead’Unz yet?”

Murlok sighed, there was no point telling the Hulk Black Orc Boss that he had nearly located them several times, but the constant questions where making the whole business much harder. He was starting to hallucinate from the headache too – he could have sworn he saw a glint of gold… lurching through the fog!

“Yes Boss!” he cried, realising that it wasn’t a hallucination at all. “Um.. Mork says they are just behind dat grog-shop!”

Hadduk grinned a big toothy grin (made toothier by his fishman disguise!) and slapped Murlok across the shoulder. “Knew ye could do it, chump!”

“Get em Ladz!” he roared! The Fishmen surged forward and out of the blanket of whiteness Khemrian archers appeared - arrows zipped past the Fishmen’s gills.  Green lightning suddenly sprang, unbidden, to the Shaman’s fingertips and arced across the street – three skeletons were blasted from their feet. With a guttural and altogether un-fish-like roar the Orcs crashed through the small group of skeletal archers, smashing them to the ground and stomping on their dry skulls.

As the Fishmen finished-off their opponents they turned and saw a group of Elven Swordmasters approaching from the south! What was this? The Elves could not be allied with the Tomb Prince!

The cries of battle and the clash of steel soon proved that they were not and as the Fishmen rounded The Broken Cutlass they saw the Khemrian’s were embroiled in a fierce melee with the Elves.  The nearest Elves charged the Halibuteers: Makrul and Kod were knocked to the ground, but the two FishBoyz behind them pounced on their Elven attackers and brutally slaughtered them!

Murlok tried to find the Orcy power again, but the green lights just fizzled at his fingertips. Hadduk pushed his way to the front and took on two Elves, knocking them both down – Kod had managed to stagger to his feet a few moment before and he took his chance for revenge, filleting the fallen Elf with a jagged blade.

Without a word the undead suddenly fell back, fleeing the town in a swirling cloud of fog and dead leaves! The Fishmen braced themselves for the full charge from the remaining Elves but it never came: Both warbands had run from the terrible attentions of the scaled “monsters”.




QUOTE (master Jeridian @ Tue Nov 28, 2006 1:00 am)
Chapter 11- The Beastmen Strike Again

A booming crack, and puff of smoke as Neskijn fired a parting pistol shot towards the vicious rabble of beasts. He had sailed through the night from Dragons Tooth Castle, that cursed place plundered and destroyed by the enemy. The men of the Empire had marched through Vercuso without incident, the town eerily quiet. Only as they approached Ragil had the cunning beast men sprung this brutal ambush.

Neskijn rallied his men into a cohesive battle line as the vile creatures marched towards them, but they had been surrounded and more beasts approached from the rear, a previously empty mud road. Somehow in the ensuing bloodshed Neskijn led a desperate breakout force towards Ragil. He and a number of spearmen had smashed aside the numberless horde, but many more of his men perished on the blades of this vile foe.

He turned towards the comforting lights of Ragil, the guttural victory cries of the enemy echoing in the dusk air. These foul creatures of Chaos had been a constant thorn in the Naval Alliance side on Sartosa- a fact in dire need of addressing.
Not before he found Adreus murderers, the hated Orcs, not before he redeemed the army banner.

Week 11, Game 16- Know your Foe.

Another pitched battle at 1000pts against the despised Beastmen, lol. This time against Mike.

I took a list without a BSB (Adreus otherwise engaged..):

Characters

Captain Horatio Neskijn 1xCaptain (Hero)- Sword (hand weapon), full plate armour, shield, barded warhorse. 74

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. 165
  1xDuellist. 1xMusician. 1xStandard Bearer.

Halberdiers (Detachment) 10xHalberdiers- Halberd, hand weapon, light armour. 60

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

Spearmen (Parent Unit) 20xSpearmen- Spear, hand weapon, light armour, shield. 165
  1xMusician. 1xStandard Bearer. 1xSergeant.
Free Company (Detachment) 5xFighters- Two hand weapons. 25

Free Company (Detachment) 5xFighters- Two hand weapons. 25

Handgunners 10xHandgunners- Hand weapon, handgun. 105
  1xMarksman- Hochland Long Rifle.

Huntsmen 5xHuntsmen- Longbow, hand weapon. 50

Special Units

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

Mortar 1xMortar. 3xCrew- Hand weapons. 75
 
Total: 999

From memory, Mike took:

Beast Boss
Shaman

Beastmen Chariot
Beastmen Chariot

5xChaos Hounds
5xChaos Hounds

3xMinotaurs
3xMinotaurs

16-20 Beastmen- Full command.
16-20 Beastmen- Full command.

1000pts


The terrain was mercifully light considering Mike could have kept placing forests until I stopped. I predictably place a hill on either board edge, Mike placed an additional hill on one board edge, and we both placed a forest each- one on the 1 hill board edge, and one near the middle.

I get the edge with two hills and decide to try a new strategy. Rather than deploy centrally, march forward and get outflanked and massacred- I deployed between the two hills, with cannon on the right hill, handgunners and mortar on the more central left hill.

Spearmen with Captain with Free Company in a line in front of them, then Halberdiers to right, then Swordsmen next to them, then archers in front of cannon hill next to them.
Knights deployed to the right of the right hill, near the board corner. Huntsmen deployed in front of the left hill (in front of Mortar and handgunners).

Mike deploys the Chaos Hounds on each flank of his board, no doubt for a pincer attack. The two Minotaur units face off across from my Spearmen and Swordsmen regiments. Chariots just to my right of them.

One Beastmen unit deployed to my left with the Shaman and Beast Boss, behind the forest, and the other Beastmen unit…

…where’s the other Beastmen unit, why aren’t you deploying…

…ah, so this is were I lost the game.

A little rule no-one had bothered to warn me about- Ambush.

So turn 2 the second Beastmen unit turns up directly behind my regiments, just in time for the Chariots and Minotaurs to trap them between a rock and a hard place.
Suffice to say the result was brutal and decisive.

Aside from that, as usual shooting was atrocious- as a 40k player I’m used to at least some of my shots hitting, and maybe even killing a few models. I’m not blaming luck, my luck was about average- just perhaps I shouldn’t have chosen a shooting army in a game where shooting is frankly pathetic.

Funny moment for me was the Beast Boss suddenly sprouting wings (Steed of Shadows) and flying over my battle line straight into the Mortar crew.
He then fluffs his attacks and receives a stabbing in return, next turn the Mortar crew cut him down. Unfortunately they are then charged by a flying Shaman who looks remarkably like a Bear.

Just prior to this my Hochland Long Rifle fires the first of just 3 shots (one shot being a stand and shoot) at the Shaman in cover- hitting and wounding him. Still didn’t make up for the Mortar never being able to fire, the Cannon bouncing over everything and the Archers/Handgunners doing smeg all- but it was still funny.

Somehow my Captain and a few Spearmen break free of the surrounding horde. Chasing down Minotaurs on the way. The Knightly Order heroically hurls into the fight to buy Neskijn time to escape. Only the Spearmen, Neskijn and four Archers survive the battle.

The game was fun, and a good learning curve- I’m actually employing rudimentary strategies (i.e. don’t move forward) rather than running forward to my death.
But once the Ambush rule was ‘sprung’ on me, the game was effectively won. With hindsight, those 2 5xman Free Company would have been exactly the perfect unit to sit along the board edge behind my Spearmen, Halberdiers and Swordsmen. Wouldn’t have stopped Ambush, but would have made it trickier.

Also, I was informed that a Bear spell was Permanently in play and could be dispelled in his Magic Phase and even in my Magic Phase with spare Power Dice… on turn 6. I know it’s not my opponent’s duty to inform me of abilities and rules that benefit their army (essentially shooting themselves in the foot), so:

I need to ‘Know your Foe’- but this requires purchasing and reading every Warhammer Army Book. Something I frankly can’t afford to do- so I guess I’m just gonna lose for a fair few games…

I also need to read every Magic spell and every ability my opponents mention during a game- if it takes several hours, tough cookies.

Still a great game, though I’m yet to see what exactly is the downside of a Beastmen army- no shooting? Shooting is pants in Warhammer anyway.

A Major Victory 2pts in Ragil to Davy Joneser Crew.

WarbossKurgan - January 24, 2008 12:06 PM (GMT)
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Week 11

’Tis a close-hauled run from the Hangman’s noose!

The Naval Alliance has lost control of Ossomunte following a battle between Nethrag and Sir Jean Balluet’s forces! They now only have a tenuous toe-hold on the island of Sartosa: Senelite is the last bastion of their once-startlingly effective invasion, but the Alliance pennant flies over a peaceful port, very little damage having been done to the harbour-town and no other forces have attempted to dig them out. They still have their armies active all over the south coast but the Davy Jonesers have done a fair job of keel-hauling ‘em and us Pirates have even gotten a good few low-blows against ‘em! Now we just have to find a way to be rid of the Jonesers (if only the blasted Fishmen would turn their squamous attentions on the hordes of evil)!

Sir Jean Balluet managed to slaughter the retinue of Nethrag the Beastlord – for a short while it was even believed that the monster may have been slain! But it was not to be so; the dastardly Nethrag used his foul chaos magicks to escape his doom.

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The Canal Street Elves of the Alliance went into Caprio on a foggy but moonlit night in search of the fishy fiends and caught up with them as they were about to pounce on a scouting party of Tomb Kings. The Sea Elves got carried away from their objective by the skeletal scoundrels and the Fishmen ended up routing both Jonesers and Alliance contingents from the town!

The Elves then tried to take a corner of Caprio for themselves – sending a larger force to exact revenge on the Things from the Deep. The Fishmen were long-gone by morning but the Naval Alliance won the day against both Orc Pirates and Khemrian host, now they hold about a third of the town.

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The relative tranquillity of Ragil was shattered when Captain Neskijn of the East Sartosa Trading Company faced an ambush by the horde of Gorgoth Beastherder while returning from their failed (but not altogether unsuccessful) assault on Dragon Tooth Castle. In a devious ploy, Gorgoth’s surrounded and harried the Company’s men and though their expert marksmen singled out and severely injured a Bray-Shaman, and the Beastlord himself was laid low (by a Mortar crew!), the horde still carried the field and now have a blockade around the south-eastern town.

Prince Pharothep the Enduring headed north from Caprio, burning many unfortunate farms and coaching-inns on the way smashing aside an Alliance force of Bretonnian peasants then turned north-west and took to the sea again: The Scythe of Ra and their transport ships meeting the army under cover of darkness in Smuggler’s Cove.

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After several aborted attempts Nethrag’s Beasthorde once again returned to the Dwarf Hold and was quite surprised to actually find Dwarfs there! His underground foray seems to have gone well and now there are even less Dwarfs down there than before. Apparently the smell of roasting flesh and burning hair has been drifting out from the Hold!

The rumours you've heard about Sir Jean Balluet shipping out may be true. He'll be at sea a while though, his daughter doesn't want to abandon her new life of Taverns and Rogues just yet - they'll be anchored off-shore do "scientific research" for a week or two yet it seems.

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These places are Controlled:

The Scurvy Dogs
  • Fortress of the Pirate King
  • Roba
  • Sartosa

The Naval Alliance
  • Senelite

Davy Jones' Crew
  • Cave of the Damned
  • Beffardo
  • Vermunte
  • Vercuso

These places are Disputed:
  • Osso Hills
  • Ossomunte
  • Caragio
  • Caprio
  • Dwarf Hold
  • Ragil
  • Skull Sands
  • Pirate's Current
  • Dragon Tooth Castle
  • Volcanic Lake

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WarbossKurgan - January 24, 2008 12:27 PM (GMT)
QUOTE (WarbossKurgan @ Tue Dec 05, 2006 11:41 am)
Caught on a hook!

All evening Murlok had been complaining of a headache but, as usual, Kap’n Hadduk just ignored the Shaman. As the Halibuteers approached the Broken Cutlass Inn they shushed him – something was wrong. In the new-found silence they could hear a clatter of hooves on cobble-stones and a quiet braying noise.

Kod approached the tensed Hadduk and whispered,
“What is it Kap’n? Livestock?”
Hadduk shook his head, an action emphasised by the large fish carcass strapped to it, he replied in a low rumble as he clasped the choppas at his belt.
“Chaos!”

He signalled the Boyz who all grabbed their swords and axes and took a deep breath. As one the all bellowed “WAAAAAAGH!” and pounded around the Inn. It was too much for Murlok – the sudden wave of Orcy energy overloaded his strained mind and in a huge explosive vomit of green lightning he was propelled backwards some twenty yards at high speed, crashing through an abandoned market stall and hitting a wall with a solid thump!

Hadduk, Kod and three boys went to the left of the Inn, while Makrul and two Boyz ran right. As they turned the corner a large group of Beastmen burst out of the fog and galloped towards the Black Orc line.

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~~~

Hadduk woke up suddenly, grabbed his sword and roared. Makrul, Kod and two of the Boyz had to frantically scrabble to hold him back as the stitches in his wounds popped open. After a strained minute or so he realised that they were no longer in battle and he relaxed.

“What ‘appened?” he said.

“Well Boss, it didn’t quite play-out the usual way… we got scupper’d by them landbubberous goat-things!”

"Ruddy Nethrag!" Hudduk growled as he looked around the dim cave and saw Murlok lying in a heap, not far from him.

“Is ‘e alright?” he grunted, waving a vague hand in the Shaman’s direct as he fell back onto the sand, unconscious. Kod and Makrul just looked at each other and mutely decided to go and look outside, all quiet like.


QUOTE (Nethrag @ Tue Dec 05, 2006 11:45 am)
Secrets of the fishmen discovered!
but I'm not telling  :o

Yesterday saw the wind of change land on the shores of caprio, a small scouting party was sent inland to determine the lay of the land.
Approaching the outskirts of the village through the forests the fog lay thick on the ground, the streets were eerily quite, too quite. Hagrath motioned for the herd to stop, his eyes and ears straining to pierce the gloom, suddenly shapes started appearing out of the swirling mists. Huge walking fish with massive jaws filled with razor sharp pointy teeth! There was nothing for it - RRAAAAAGGGHHHH!!!!!! (charge - remember?!)

The herd split into two groups going each side of the main house the fishmen were clustered beside, a smaller one flanking one and the larger led by the mighty Hagrath. Each with the bestigor and gor up front and the ungor spearmen in the rear.

Realising they were under attack a mighty Yaaarrrgh! went up from the fishmen - must've been something they've picked up from the locals.
However all the excitement was too much for the squidman and in an explosion of gore his more sensitive brain selfdestructed! Hagrath smiled - if they were going to kill themselves this shouldn't be too hard! he thought.

The longer charge range of the beastmen allowed them to get the charge, Hagrath himself picking out the strongest opponent with bestigor and gor taking the rest of the fishies on and the ungor rushing to assist in after they'd sorted their spears out.

Although the fight went well for hagrath as he disposed of the fishmn champion elsewhere the great axes of the bestigor were bounching off the tough scales of the fish. Suddenly sprouting arms holding an axe each 3 beasts were felled from the return attacks with others being knocked to the ground.

By this time the ungor had readied their spears, however they had been expecting to be hiding behind their larger cousins jabbing forwards - now many of them found themselves face to face with a large set of angry teeth and a couple of flailing axes! They performed admirably however and managed not to die too much....well you couldn't expect them to actually kill anything could you!

The ungor had held up the fishmen long enough for hagrath and a few other gors to recover and launch another assault, this proved a lot more bloody and on the main front another few fishmen were felled. On the left flank however things were not going so well and the two remaining fishmen there had dispatched of all but one gor and the remaining ungor didn't fancy their chances.

The herd had taken some casualties and hagrath could see the courage of the ungor beginning to waver, with a mighty roar he reminded them who they should be more afraid of and they threw themselves back into the fray, the few remaining fishmen slunk back into the shadows leaving their corpses behind.

Panting from the exertion Hagrath walked over to one of the bodies, now he was not fighting for his life against it he was able to study it more closely. A bark of surprise escaped from Hagraths lips, then a low rumbling laughter at the truth of the fishmen, he order the ungor to carry the bodies back to the ship - Nethrag would be most interested in his discovery!


QUOTE (master Jeridian @ Tue Dec 05, 2006 11:52 am)
Result at bottom.

Chapter 12- The Ossomunte Raid

The Salzenmund sailed cautiously into Ossomunte harbour as dawn rose upon the silent town. Captain Neskijn stood amongst his men on deck, all frozen and staring fearfully at fleeting shadows amongst the small, pockmarked buildings ahead.

Finally coming to rest beside a creaky, wooden pier, Salzenmund’s crew hurriedly lowered the gang plank, the clatter echoing like a siren call out into the silence. Neskijn caught the silhouette of stooped, spindly creatures darting amongst the houses.
At a hand gesture, the soldiers rushed down the ramp onto the pier, armour cluttering noisily. Neskijn led from the front, pistol and shield in hand.

“Sigmar, protect us!” a Swordsmen muttered beside him, glaring into the distance whilst gripping a talisman about his neck. Neskijn followed his gaze to the slowly advancing abominations- foul corpses and skeletons brought to life with an unnatural fire that sent a pang of sickness to every man’s stomach.

“Think of the Empire, men!” Neskijn encouraged, as he gathered pace down the pier. Things had taken a turn for the worse on Sartosa, forcing Neskijn to travel along the coast aboard ship rather than march across land. They had ran dangerously low on supplies during this short voyage- this being the first and only time he had seen an unguarded harbour to raid. Failure meant a painful death by starvation.

Week 12, Game 17- The Ossomunte Raid

A skirmish game ripped from the Mordheim scenarios. A number of loot counters are scattered about the harbour, the undead hordes of Mark’s Khemri start on a hill in one corner overlooking the town. My Empire raiding party start aboard the Salzenmund, a war galley sitting beside the pier.

My force:

Captain Neskijn- Sword, shield, pistol, full plate armour. A walking battle tank.
4xHalberdiers
4xHandgunners
3xArchers
4xSwordsmen
5xFree Company

6 casualties for a bottle test

Mark’s force:

Tomb Prince
4xTomb Guard
5-6x Skeleton Archers

3 casualties for a bottle test

I clearly had two very nasty advantages, firstly that I outnumbered Mark a lot, he would have to kill twice as many models to force me to take bottle tests.

Secondly, I could run at double move, whilst the corpses of Khemri could only stagger at normal speed.

The second advantage became noticeably an illusion, when I realised I could only get 3 soldiers at a time down the gangplank, of the ship and onto the pier. Captain Neskijn, and two Swordsmen took the lead, followed by:

Two more swordsmen and a Free Company Fighter
3 halberdiers
1 halberdier and 2 Free Company
2 free company

Towards the game end, 3 archers. The Handgunners stayed aboard ship, one in the crow’s nest- firing shot into the town.

By the time I had a sizeable force off the pier, the Tomb Kings had already advanced to the shore- so this balanced/offset the disadvantage of walking. Without this delay, I don’t think the undead hordes would have done very well- not the easiest of skirmish forces to use.

A firefight ensued between the Skeleton Archers and Handgunners & Archers- both sides proving how pathetic shooting is in Warhammer yet again.

Meanwhile a more decisive close combat unfolded between the two shooting groups. Initially, the Tomb Kings charged and with superior ability and the charge advantage cut down Empire soldiers.

My reinforcements quickly marched off the pier though, and weight of numbers brought down the creatures one by one.

Thinking better of staying, the Tomb Prince failed the bottle test and withdrew.

Captain Neskijn managed to raid the Tomb King harbour, gathering a lot of dodgy looking food, filthy water and a 20pts Sigil of Sigmar for the 1000pts game.

Week 12, Game 18- The Ossomunte Battle

Time for the pitched battle, the Tomb Kings reacting to the incursion on their harbour.

I place my obligatory hill on one edge, a hill the opposite edge and to be different…a swamp on the one hill edge. Mark place two forests on either short board edge, and a second hill on the non-swamp side.

He took, from memory:

Tomb Prince
Heirophant
Another wizard character
18-20 Skeleton Archer unit
20- Full Command Skeleton Warriors
3xChariots
Skull thrower

I took the same list as last week, which makes a change:

Characters

Captain Horatio Neskijn 1xCaptain (Hero)- Sword (hand weapon), full plate armour, shield, barded warhorse. 74

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. 165
  1xDuellist. 1xMusician. 1xStandard Bearer.

Halberdiers (Detachment) 10xHalberdiers- Halberd, hand weapon, light armour. 60

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

Spearmen (Parent Unit) 20xSpearmen- Spear, hand weapon, light armour, shield. 165
  1xMusician. 1xStandard Bearer. 1xSergeant.
Free Company (Detachment) 5xFighters- Two hand weapons. 25

Free Company (Detachment) 5xFighters- Two hand weapons. 25

Handgunners 10xHandgunners- Hand weapon, handgun. 105
  1xMarksman- Hochland Long Rifle.

Huntsmen 5xHuntsmen- Longbow, hand weapon. 50

Special Units

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

Mortar 1xMortar. 3xCrew- Hand weapons. 75
 
Total: 999

Mark deployed on the two hills side, with the Skull Thrower on the right hill with Tomb Prince nearby (from my view), Archers in a line in front of it with Wizard joined. Skeleton Warriors behind with Heirophant and to the left of the Archer line.
Chariots further to the left, with a forest in front of them.

I deployed across from this on my only hill, with the Mortar on the hill’s far right, handgunners to the left of this.
Halberdiers in front of Mortar, with Swordsmen to the left, Archers behind Halberdiers. Spearmen and Captain just to the left of Swordsmen, next to the hill, with Free Company in front of them and in front of Handgunners.
The Cannon took up position on my far left, next to the swamp- with the Knights just to the right of it- facing off with the Chariots.

Huntsmen scout into the forest on the left beside the Chariots.

We roll, and Mark gets first turn.

Turn 1

The Skeleton Archers advance off the hill, with Skeleton Warriors following close behind. Chariots move sideways to the left, to hide from the cannon behind the forest- facing towards my force on the right (everything but the cannon and knights).

The Skull Thrower fires- landing a skull smack dab on the Spearmen unit- killing four. The unit panics and takes my Captain (and General) off the board. A quarter of my army lost in the opening shot…

..I will confess that I may have spat my dummy out at this point. As far as I could tell (as a Warhammer nooby) the game was lost there.

I persevered anyway.

The Swordsmen and Halberdiers marched down of the hill. The Free Company, now lacking a parent unit also marched forward off the hill, with one unit wheeling a bit to face the Chariots. No idea why, but I figured they where out of charge range anyway.

The Archers shifted forward but stayed on the hill. The Huntsmen ran forward through the woods but still couldn’t see out at the Chariots 3” away.

The Knights trotted forward, wheeling to stand next to the forest, around the corner from the Chariots ready to counter-charge if they moved out…or so I thought.

My shooting was predictably mediocre. The cannon shot sailing over the Skull Thrower. The Mortar putting a wound on the Chariots, and the combined might of the Handgunners and Archers downing a single Skeleton Archer.

Now for more pain:

Turn 2

The Chariots sit tight.

The Skeleton Archers advance again, with Skeleton Warriors in tow.
More skull thrower, archer and chariot shots later and my Swordsmen unit starts to dwindle, as do the Free Company and Halberdiers.

Magic raises the lost Skeleton Archer…all that effort to kill it and all.

I advance with the Swordsmen and Halberdiers towards the Skeleton Archers. The Free Company meekly attempting to cover my left flank from possible Chariot charges- though I am confident they are out of charge range..

The Huntsmen move through the forest to see the Chariots. The Knights trot back a bit, to remove any doubts about whether or not the Chariots could charge around the forest at them.

Shooting abysmal as expected.

Turn 3

Skeleton Archers stand fast, Skeleton Warriors shifted behind the Archer line.

Chariots burst out from behind cover towards Free Company, who flee to safety. For a moment I’m stunned, this leaves the Chariots out directly in front of a flank Knight charge or a Cannnon shot down the side- my choice. Surely this is a huge mistake…

Magic, bloody magic- the Chariot magic charges into the Free Company- ploughs through them with ease into the side of the Swordsmen unit. So much for mistake…

More arrows and flying skulls whittle down the Swordsmen and Halberdiers.

I need to do something good to turn this around.
Can’t remember what the Halberdiers do from this point onwards- suffice to say they die a sticky death.

The Knights robbed of their charge, canter forward and wheel towards the Skeleton Archers.

My Archers run off the side of the hill away from the Chariots.

The Cannon misfires- unable to fire for two turns, of all the times.

The Mortar lands direct on the Skeleton Warriors unit, inflicting masses of damage, even the Heirophant is wounded- almost makes up for my atrocious shooting throughout the entire campaign. Huntsmen add their longbow shots to the tally, with little result.

The Handgunners fire into the Skeleton Warriors but find they’re out of range (since neither unit move since they fired last time (with D6” bonus) this was a bit silly). The Marksman with Hochland Long Rifle, however, sees a chance to turn the tide of battle. Carefully aiming, he sends a shot into the Heirophant’s skull smashing it to dust. This further crumbles the Skeleton Warriors unit, though as little effect on anyone else.

The Chariots mush through the Swordsmen, who flee- eventually off the board.

Turn 4

The Skeleton Warriors finally crumble to dust, the Tomb Prince also taking a wound to prevent the Skull Thrower crew suffering.

The Chariots charge the Handgunners, who stand and shoot with negligible affect. They do hold however and lock the Chariots in combat.

Fearful of the Knight charge, the Skeleton Archers reform into a block of 5x4- taking them out of charge range.

The Skull Thrower, mercifully, misfires.

In my turn, the Knights march relentlessly towards the Skeleton Archers. My Archers clamber back onto the hill to shoot at them.

The Cannon can’t fire.

The Mortar lands another perfect shot on a block of troops- I had commented jokingly that Mark was redeploying his Skeleton Archers into ‘mortar formation’, the dice gods smiled upon this.

A fair few Archers crumbled.

The Chariots finally pound the Handgunners into the ground and pursue off the board.

Turn 5

The two surviving Chariot return, hurtling along my board edge towards the cannon.

The Skull thrower tries to send shots at the Cannon but fails. The Skeleton Archers shooting also proving ineffective.

In my turn, the Knights smash into the Skeleton Archers with predictably brutal results.

The Cannon, Mortar and Archers desperately try to stop the Chariots- dangerously guessing ranges towards each other. One Chariot falls to the onslaught.

Turn 6

The Skull Thrower and Tomb Prince finally crumble to dust.

The Chariot charges and smashes aside the Cannon and its crew.

Somehow I end up with 3 uncontested quarters, a dead enemy general, and much of the enemy army ground to dust- whilst my Knights survive, as do the Mortar, Archers and Huntsmen.

A Massacre in Ossomunte for the Naval Alliance.

(Please correct if I remembered events wrong.)


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QUOTE
Mark was redeploying his Skeleton Archers into ‘mortar formation’


:lol: :lol: :lol: :lol:
QUOTE (zelophahad @ Thu Dec 07, 2006 2:24 pm)
Sir Jean Balluet was wet through and felt sick. The weather was terrible and his knights, who were more accustomed to riding warhorses than waves, were all below deck, incapacitated. He had come out onto the deck of Le Sanglier to escape the reek of vomit. Apart from Le Mullet Rouge and his ship's peasant crew, only Nicole seemed unaffected by the terrible conditions.

As he leaned over the edge to empty his stomach once more, he heard a terrified cry from the crow's nest above: "Sail to starboard!" He turned his head just in time to see the black vessel suddenly emerge out of the rain and cloud, less than a bowshot behind Le Sanglier.

"All hands on deck!" Captain Rouge was bellowing. "To arms! To arms!"

Sir Jean wiped his mouth, prayed to The Lady and tried to prepare himself to gain some honour.



* * * * *



"Papa!"

Deep darkness. Deep, wet disorientating darkness. Engulfing him.

"Papa!"

A familiar voice emerging from the roar of the ocean. Light in his eyes. Something sharp and hard pressing against his back.

"Papa? … He's alive!"

Sir Jean Balluet slowly opened his eyes, winced, and shut them again as the daylight streamed in. His salt-encrusted lips cracked as he whispered, "Nicole?"

"Papa!" Her voice was concerned but elated as she gently helped him to sit up and lean against the rock.

Slowly, painfully his eyes adjusted to the light. They were perched among rocks, the sea crashing and foaming half a bowshot away. Peasants were wandering to and fro, or sitting or lying upon the rocks. Nicole was looking bedraggled but unharmed. Slowly he turned his head, then stopped and coughed up a lung-full of seawater. He breathed in deeply and looked up at the cliff behind him. It looked familiar - yes, it was that rocky island he remembered them sailing past. He turned his head the other way and coughed again, but this time with surprise - it couldn’t be!?

"What?! How?!" Balluet gasped as he stared at the sight before him. "Do my eyes deceive me? Or am I merely awaking from a nightmare?" For there before him, gently bobbing upon the now-calm sea was the mighty Le Sanglier, clearly damaged, but clearly afloat! But how could this be possible? He vividly remembered the Tomb King's ship appearing out of the clouds to stern. He remembered the mighty trebuchets straining and creaking as the two ships hurled missiles at one another. He remembered the terrible sound as Le Sanglier's hull was breached and the waters started to rush in. He remembered the panic as the peasants pushed their way into the jolly boats or threw themselves into the sea. He remembered the sickening crunch as the undead ship smashed into their stern and the whoops of delight as its bow crumbled and it disappeared into the depths. He remembered paddling furiously towards the other enemy ship which had appeared to starboard and then being hurled into the sea as it crushed his little dinghy. He remembered clambering up the side of the ship and throwing himself at its skeleton crew, only to find himself hurled back into the waves. He remembered trying to swim for another of the little boats but his armour had been too heavy. He remembered no more…

"But…? Was I dreaming?! Did not Le Sanglier go down to the depths?"

"No Papa, I fear you were not dreaming." Nicole's voice betrayed a mixture of sadness and girlish delight. "But this has been a day of much bravery and honour. For Le Mullet boarded their other vessel and smote around him and laid low many of his undead foe before they overcame him and cast him into the sea. And yet he too has been saved, and I have tended to him - see he lies among the yonder rocks."

Sir Jean was rapidly regaining his senses, and was not pleased to hear the tone of Nicole's voice as she spoke about the peasant-loving ships captain. But all this explained nothing: "But Nicole, what about Le Sanglier? How can it be that she floats there upon the waves when I swear to The Lady that I saw her sink beneath them?!"

"It was the mermaids Papa."

Sir Jean coughed violently and spewed seawater over the slimy rocks. What was the silly girl talking about? He had heard of mariners being driven mad by drinking salt water, but surely Nicole had not yet been at sea long enough to loose her mind?!

"Calm yourself Papa. The mermaids are real - as I told you! When Le Sanglier went down, she settled on the edge of this great rock upon which we sit, only just beneath the waves. As the tide went out she was revealed. And all around her were mermaids and mermen, tending to her and he repairing her damage! They have filled the breach in her belly and made her float once more. But most wonderful of all, they have saved most of our crew from drowning, including us! Truly these mermaids are noble creatures Papa, for they say that they were sent by The Lady Herself to protect us!"

"You've …er… spoken to them then?" asked Sir Jean, now even more concerned for his daughter's state of mind. Yet there must be some explanation for how Le Sanglier had risen again from the depths!

Nicole gently shook her head and smiled. "You must rest Papa." She got up and picked her way across the rocks to where Le Mullet Rouge was lying.

Sir Jean tried to make himself comfortable among the hard, sharp rocks. What had come over his daughter. Why was she suddenly talking like a silly girl? Yet he gazed at Le Sanglier and marveled that somehow the great ship had survived the battle. Suddenly his eye was caught by a flash of light to his right. As turned his mouth dropped open agape. For there among the rocks he beheld the figure of a beautiful maiden, naked, but her modesty covered by long hair entangled with shells. As he turned she smiled benignly at him, and then with the flick of a long, glistening tail, slipped off the rocks and into the sea...

Sir Jean bellowed at the nearest peasant: "Bring me my brandy!"


QUOTE (Nethrag @ Thu Dec 07, 2006 10:53 am)
Just some quick reports as I may actually have to do some work today! lol

After the skirmish scenario me and saul played a 1k game in caprio, the orcs were obviously upset about their ruse being discovered and were a little over eager to get into combat and ended up spending a lot of the battle trying to move through forests and eventually were surrounded because of this. The screamers and ambushing herd took out a kannon each. Massacre to the beasts in caprio. (3 points - plus the one from the skirmish!  :) )

The beasts then ran into a wood elf force on their return to the forests of caprio. A 1500 point game vs Sally around marks on tuesday while their ship battle was going on.
The first few turns saw the wood elf archery and hail of doom take a heavy toll on the approaching beasts. An ambush herd showed up in the right place and forced the archers to deal with them instead allowing the rest of the army to approach into charge range.
2 chariots bounced off dryads. Treekin bounced off my main herd (after some appauling rolling to hit by Sal). The massive turning point came when my foerender managed to kill Sal's noble who otherwise would have probably carved a bloody swathe through the ambush herd.

another 3 points to the beasts in caprio.

With richard off throwing up andy didn't have a game to play so we invited him to join our game. It ended up being Sals WE's and Andys dwarves facing my beasts and shawns dark elves.
Shooting was again painful - although the organ gun misfired and blew itself up! The treeman down the centre of the board was (somewhat foolishly) charged by me with my main herd (I forgot it was stubborn!) I beat it in combat and thankfully the treeman failed and fled - it got away having lost 2 wounds. The main herd was now back in skirmish formation though and so when the dwarves charged in it was a front rather than a flank charge. The beastlord had the bears anger cast on him for most of the game giving him 7 S7 attacks, the unit cut a bloody swathe through the centre of the battle line and with the felling of the treeman over a few rounds by 2 chariots and a dark elf assassin the field was ours.

Andy's now part of the scurvy dogs so 3 points in the dwarf hold!

A very productive week for the beasts of Nethrag!  :D

WarbossKurgan - January 24, 2008 12:27 PM (GMT)
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Week 12

Yarrr Harr Fiddle-de-dee! Bein’ a Pirate is alright with me!

What a chaotic week!

A small herd of Beastmen went to investigate the stories of Fishmen (damn their fins!) in Caprio and, though they were very nearly sunk in the attempt, they seem to have come away with proof one way or t’other. But it seems they ain’t a-sharin’.

Nethrag then sent his Beastmen in strength to do battle with Kurgan’s Orc Pirates (who seemed particularly upset about somethin’) just outside Caprio. The Orcs faired very poorly and they was “ran aground and broke on the rocks”. Kurgan is reported to be havin’ words with Kap’n Mogrum in some sort of make-shift court-martial!

Captain Neskijn of the East Sartosa Trading Company took on the might of Prince Pharothep the Enduring – first in a successful raid on the coast near Ossomunte, then in a land battle in the town itself. The Prince was heard to say “Gah! Foiled again!”

Vodrake’s Orcs and Goblins got a pounding by The Canal Street Sea Elves while garrisoning Dragon Tooth Island for the Jonesers. Seems like the battles for that ruined spit of rock are still raging on!

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Sir Jean Balluet’s ship, Le Sanglier, was jumped in the Pirate’s Currnt by two Khemrian ships. The Scythe of Ra gave chase but Amenemhetem’s Wrath had the weather gauge and crossed Le Sanglier’s bows. Between them they hulled the Bretonnian but lost the Scythe of Ra in an ill-judge ramming action. Amenemhetem’s Wrath was left to pick up (or drown) survivors.

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Nethrag’s Beastmen slaughtered a troupe of the mysterious Wood Elves in the woods outside Caprio. Then the Beastlord marched on to the Dwarf Hold and gave the Pirate Dwarfs known as Sizzling Gromril a warm welcome. Some Elven types were also involved with that engagement but the reports from I have received are lacking in details due to the darkness of the battlefield!

I also hear whispers that the Sartosa Harbour Independent Trading Syndicate had a scrape with of Prince Pharothep the Enduring in Roba, but the outcome seems to be inconclusive. Roba is still safe for now.

Keep a weather eye open – the glass is falling and the vain is turning. Soon the winter storms will be upon us, the Skull Sands will shift again and all sea travel will be impossible. One way or the other, for good or ill (or our side!) this invasion will be over until the spring brings lighter airs.

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These places are Controlled:

The Scurvy Dogs
  • Fortress of the Pirate King
  • Roba
  • Sartosa
The Naval Alliance
  • Senelite
Davy Jones' Crew
  • Cave of the Damned
  • Beffardo
  • Vermunte
  • Vercuso
These places are Disputed:
  • Osso Hills
  • Ossomunte
  • Caragio
  • Caprio
  • Dwarf Hold
  • Ragil
  • Skull Sands
  • Pirate's Current
  • Dragon Tooth Castle
  • Volcanic Lake
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WarbossKurgan - January 24, 2008 12:37 PM (GMT)
QUOTE (WarbossKurgan @ Tue Dec 12, 2006 9:58 am)
A Raid of Murderous Intent!

The noise of normal in-camp squabbles was mounting as the evening’s grog-drinking really got under way. Kap’n Hadduk’s Black Orcs, the Halibuteers, left the rowdy disorganised Pirates to their carousing and headed to the northern edge of the camp, aiming for the Grog-Shop known as the Unlucky Grot. As they approached it they spotted humans in the green and blue uniforms of the Sartosa Trading Company jogging down the hill! They were after the Magic Banner that the Pirates had captured last week – the cheeky gitz!

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The Fishmen ran forward as the Company’s men took cover behind the Grog-Shop.

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Company sailors and soldiers took their positions.

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Makrul and two Ladz got ready to receive the charge!

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Kod and Kap’n Hadduk covered the Fishman who grabbed the Banner.

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A ragged volley of handgun fire and bullets zipped passed the Fishmen.

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Kod got hit in the arm and went down as the Company soldiers charged, while the sailors were right behind them. The Fishman with the banner was knocked down and a Halbardier nabbed it, running north for his life!

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Makrul’s Ladz took down the front line of Swordsmen

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But were counter-attacked by the second line and the pistol-wielding Captain Neskijn

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As Hadduk is taken out by an expertly placed sword-thrust the rest of his Boyz fall foul of the Halberdiers, then the soldiers and sailors descend on poor Kod, over half a dozen of them setting about him as he desperately and unsuccessfully tried to fed off the rain of blades.

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The Halberdier with the Banner made it to the safety of the Handgunner’s line.

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Makrul – the last surviving Fishman – was surrounded and brutally filleted!

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QUOTE (master jeridian @ Tue Dec 12, 2006 1:36 am)
Chapter 13- Return to Caprio

The raiding force hurried forward, crouched low to hide their approach. Captain Neskijn did his best to keep up and stay quiet in his creaking full plate armour, pistol in hand. Their stealthy approach was unnecessary, as he approached to tip of the hill he could already hear the primitive Orc’s bickering and roaring in their vulgar camp activities.

He fell to the ground, crawling the last few feet to the top and peering down. Around him the men of the Empire crawling cautiously into position. In the clearing, Orc tents, fires and piles of loot haphazardly lay around a central, stone building.

“Captain,” a Swordsmen beckoned in a gruff whisper, pointing to the camp. Sitting against the wall of the building, a tattered banner still gripping in hand was Adreus’ suit of armour- chillingly life-like despite the layers of dried blood and dents. Neskijn fist clenched, his teeth gritted, he rose slightly from the hill- slowly breathing out to control is rage.

“Today, men of Salzenmund, men of Sigmar, we reclaim our honour and avenge our fallen,” he whispered, rising to a stand- the Orcs oblivious to his silhouette against the dusk sky.
“For Adreus!” he roared, marching down the hill. A line of warriors rose atop the hill, the tell-tale crack of handgun fire shattering the quiet. The Orcs finally turned to face their attackers, with bestial grunts running to meet the charge in brutal combat.

*    *    *

The din of battle roared all around him, Neskijn firing a pistol shot point blank into the hulking form of an approaching Orc. To his left Swordsmen and Halberdiers fought desperately hand-to-hand with the looming beasts, to his right volleys of handgun fire tore across the camp and filled the air with smoke and the smell of gunpowder.

Finally he approached the suit of armour and the banner gripped in its hands. The combat around him seemed to dim and he approached cautiously, horrified at what he might find. A crewman of the Salzenmund sped past him, blades in hand- crashing into an Orc intent on cutting down the oblivious Captain. Neskijn knelt before the armour, reaching out a tentative hand to lift the dented and bloodied visor.

Beneath, a face cut and bruised, contorted into an expression of agony. Neskijn raised his hand to his cousin’s face, carefully brushing the skin.

A grunt and wheeze echoed from the armour, one of Adreus’ eyes squinting open with great effort. For a moment he stared at Neskijn, as though this was another illusion of his torture.

“Cousin?” he finally asked, the effort bringing forth a trickle of blood.

Neskijn knelt closer in disbelief.
“You are saved now, Adreus!”

[i]Week 13, Game 19- For the Banner

Finally, a chance to avenge Adreus and reclaim the glorious banner of the Neskijn Expedition.

Played against Saul’s Fishmen (Orcs) in a 200pts Skirmish. The mission- to capture the Banner at the centre of the board and carry it to safety, whilst holding off the enemy force.

I win, I get the Imperial Banner in the 1500pts game.
I lose, I don’t have the BSB in the 1500pts game.

I took the same raiding force as against Mark last week:

Captain Neskijn- Sword, shield, pistol, full plate armour. A walking battle tank.
4xHalberdiers
4xHandgunners
3xArchers
4xSwordsmen
5xFree Company

6 casualties for a bottle test

Saul took is infamous Fishmen of Sartosa:

1xOrc Shaman
1xOrc Black Orc Boss
7xBlack Orcs.

3 casualties for a bottle test

Again, I had the numerical advantage 2:1. And the firepower advantage this time.

Still, Saul got to the banner first and looked to be in a good position, but for one thing…

I managed to roll an absurd amount of sixes, seriously. The number of Critical Hits was astounding (Critical- causing 2 wounds without saves, for those who don’t know).

Numbers combined with ridiculous amounts of Critical Hits meant one by one the Fishmen of Sartosa where cut down. I managed to grab the Banner from one as it died, and the lucky Halberdier began running for my board edge.

He slowed and finally stopped, to watch in horrific fascination as the men of the Empire managed to slaughter the entire Fishmen warband.

A very good start for vengeance…though I was convinced my luck would take an horrific ‘karma’ reverse in the 1500pts game.



Week 13, Game 20- The Vengeance of Adreus

A 1500pts Pitched Battle, with me gaining the Imperial Banner for my BSB.

Saul took (and I’m not good with Orc terminology):

Orc Shaman
Orc Big Boss
Orc Big Boss
Giant
3xStone Throwers.
12xOrc Arer Boyz- Full Command
18xOrc Boys- Full Command
19xOrc Boys- Full Command
23 Big'Unz- Full Command
Pretty close! Corrected. WK

Total: 1500pts

I took:

Characters

Captain Horatio Neskijn 1xCaptain (Hero)- Sword (hand weapon), pistol, full plate armour, shield, barded warhorse. 81

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

Battle Wizard 1xBattle Wizard (Hero)- Hand weapon,  wizard's staff, barded warhorse. Level 2. 124

Core Units

Knightly Order 5xKnights- Hand weapon, lance, full plate armour, shield. Barded warhorses. 123
  1xMusician.

Swordsmen (Parent Unit) 20xSwordsmen- Sword (hand weapon), light armour, shield. 165
  1xMusician. 1xStandard Bearer. 1xDuellist.

Halberdiers (Detachment) 10xHalberdiers- Halberd, hand weapon, light armour. 60

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

Swordsmen (Parent Unit) 20xSwordsmen- Sword (hand weapon), light armour, shield. 165
  1xMusician. 1xStandard Bearer. 1xDuellist.

Halberdiers (Detachment) 10xHalberdiers- Halberd, hand weapon, light armour. 60

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

Spearmen (Parent Unit) 20xSpearmen- Spear, hand weapon, light armour, shield. 165
  1xMusician. 1xStandard Bearer. 1xSergeant.

Free Company (Detachment) 5xFighters- Two hand weapons. 25

Free Company (Detachment) 5xFighters- Two hand weapons. 25

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

Huntsmen 5xHuntsmen- Longbow, hand weapon. 50

Special Units

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

Mortar 1xMortar. 3xCrew- Hand weapons. 75
 
Total: 1500

Terrain

Obligatory hill on my long board edge at centre, two hills on other long board edge.
A forest on my far left flank, the stone Orc building in front of this, another forest on Saul’s board edge in front of that.

Another forest on my far right flank, and one more on Saul’s board edge across from it.

Magic

The first time I’ve used a Wizard and Magic- I’ve been informed a lone Level 2 Wizard won’t achieve much, and am not the biggest fan of magic in the first place. But I’m not going to miss out on an entire Phase of the game, and cool modelling oppurtunites.

I roll on Lore of Light- hoping for the Immune to Psychology within 12” spell. I get spell that gives a character 3 Str 5 attacks in place of his normal stuff (Pha’s Illumination), and a spell that causes D6 Str 5 hits to all enemies within 12” (Cleansing Flare)- not bad.

Deployment

Saul deployed two cannons on the central of his two hills, with an Orc unit between them. An Orc unit either side of the hill. The third cannon next to the Orc Boys on my left, Orc Archers next to the Big'Unz on my right.
The giant hid behind the forest on my far right flank (where the building and another forest on my side conspired to block that third of the board from view.

I deployed the Mortar on my only, central hill, the Handgunners on the hill to the left of them.
To the right of the hill between the hill and the forest I deployed (from the hill to the right)- Spearmen with General (Captain), Free Company in a line in front of it, Halberdiers slightly back and to the right of Spearmen, Swordsmen right of these with Wizard, Archers right of these behind the forest.
The other Swordsmen unit with BSB deployed left of the hill, with the Halberdiers to the left of them- Orc building to their left and front. Archers to right of Swordsmen- on hill in front of Handgunners.

Uncharacteristically I deployed the Knights on top of the central hill in front of the Mortar…no more sneaky flank attacks for them.

The Cannon went on my far left, with a view of the Giant- the Huntsmen also deploying just behind the Orc building to harass the Giant.

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WarbossKurgan - January 24, 2008 12:38 PM (GMT)
QUOTE (master jeridian @ Tue Dec 12, 2006 1:36 am)
Turn 1

Saul goes first and attempts a spell that causes his entire army to rush towards me- at first glance the knee-jerk reaction is to try to stop it. But if successful it would mean all three Stone Throwers can’t fire.

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I try to dispel anyway, fail and the Orcs rush forward.

A unit of Orc Boys is within charge range of the Knights…I can’t resist, even though they are going to be overwhelmed.

Archers on my right stomp through the forest, Archers on hill move off it so the Handgunners can see. Huntsmen move backwards into forest on far left.

My Free Company run forward in attempt to stall Black Orcs and Orcs that have crossed the board terrifyingly fast.

My big blocks of infantry shift into better facings but don’t move much more.

Time to try out this Magic malarkey. I decide to damn the consequences and roll all four Power Dice on Cleansing Flare- Irresistable Force.
A number of Orc boys from the nearby unit go up in flames.

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The Cannon has its one and only chance to smack down the approaching Giant and hurls a cannon ball 10” over its head. The Huntsmen also send some long bow shots at him with no effect.

I think the Mortar misses. The Handgunners kill a Cannon crew member. Archers ineffectually pepper the enemy with arrows.

The Knights do some damage, but are predictably outmatched and attempt to flee. They are caught and cut down- the Orc Boys unit pursues into the side of the left Free Company- who hold to stall the unit for a turn.

Turn 2

The Big'Unz join the charge on the Free Company- catching the right Free Company in the process. The Giant runs at the Cannon crew- who decide wisely to flee off the board to safety.

The Orc Archers and remaining Orc Boys unit advance- though a train of Orc units is forming next to the right forest.

The Stone Thrower fires- though I can’t remember what it does, if anything.

The Orc and Big'Unz unit butcher the Free Company- one unit pursuing into the Spearmen and Captain. The other unit not reaching and so ends up behind it in ‘the train’.

I charge the right Halberdiers into the flank of the Orcs that have charged the Spearmen, and the right Swordsmen into the flank of the Big'Unz that have lined up behind this.

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The right Archers clamber through the far right woods, within spitting distance of the Orc Archers to fire ineffectually at them.

The Archers in front of the hill advance to try to pick of a Stone Thrower crew without success.

The Huntsmen try to back away from the Giant- running towards Saul’s board edge.

My left Swordsmen with BSB and Halberdier detachment wheel to cover the gap between a forest and the Orc building that I am sure the Giant will soon try to run through.

I was starting to warm to this Magic thing, and with the Wizard in position to potentially cast Cleansing Flare on 4 Orc units I rolled all four Power Dice. Saul knew this too, and rolled his considerably more Dispel dice to stop it.

The Mortar, again scatters and achieves nothing. Same with the Archers. The Handgunners pick of a few Orcs from the unengaged unit to the left of the big regiment pile-up.

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I’m informed by Saul and Jonny that if I do the Spearmen/Halberdier/Orc combat first, and break the Orcs I can pursue into the Big'Unz/ Swordsmen combat and fight again this turn. So I do- the Orcs break and are cut down.
The Big'Unz are made of stronger stuff and hold, despite a 20xman Swordsmen unit with Wizard on their right flank, and a 20xman Spearmen unit with Captain to their front.
Turn 3

Saul still has an unengaged Orc unit and Orc Archers that could join and turn the combat…now would not be a good time to fail Animosity tests for both…
So the two units sit and squabble just yards from the assault.

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The Giant moves into the gap between forest and Orc building as anticipated.

Stone Thrower fire rains down on the Swordsmen with BSB unit- killing a few.

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The Big'Unz put up a good fight but are severely outnumbered and outflanked. They break, run and are cut down.

In my turn, the Spearmen with Captain (now dwindling) and Swordsmen with Wizard charge into the remaining Orc boys unit. The right Halberdiers positioning to face the Orc Archers. My Archers in the forest inches from them open fire with little damage.

On the left, or Giant flank, my Halberdiers shuffle sideways to block the gap- forcing the Giant to charge them. The Handgunners on the hill wheel to face towards the Halberdiers and Giant in the hopes of gunning him down when the Halberdiers run.

The Swordsmen with BSB wheel away from the giant, running alongside the Orc building towards Saul’s board edge and the Stone Throwers.

Mortar and Archer fire do little to the Stone Throwers.

With the Shaman gone, my Wizard successfully casts both his spells. A few Orcs taste magic fire.

The double team of Swordsmen and Spearmen overwhelm the Orc boys- who flee and successfully escape. I chase with the Swordsmen.

Turn 4

The Giant charges into the left Halberdiers, who take a pounding but annoying hold, preventing my Handgunners seeing him.

The Orc boys rally whilst the Orc Archers charge into the right Halberdiers. They break and destroy the Halberdiers- moving up to worry the Mortar.

In my turn, the Swordsmen with Wizard charge the rallied Orc boys, whilst the Spearmen with Captain (now dwindled to half) and Swordsmen with BSB advance ever closer to the two cannons on the hill.

Huntsmen run into Saul’s left quarter. Both Archer units and Mortar try to kill Orc Archers with no success.
My Magic is successful again, more Orcs burning to Cleansing Flare.

The combat is brutal and the Orcs are looking very outnumbered and battered- but they pluck up Insane Courage and fight on.

The Halberdiers on the left finally flee and are caught by the Giant…just in time for him to charge into the Handgunners from close range.

Turn 5

I can’t remember when, but the Handgunners took a pasting from multiple stone throwers (none of which actually aimed at them)- dropping them to three and making the inevitable butchering by the Giant mercilessly quick. The Mortar crew also decided to flee of the board- following the example of the Cannon crew.

The Orc boys somehow hold their own against the Swordsmen with Wizard.

In my turn, the Huntsmen run back towards my left board quarter, to contest it with the Giant on turn 6. The Swordsmen with BSB advance towards the Stone Throwers, as do the Spearmen with Captain. Both Archer units advance behind these troops, facing backwards to send arrows towards the Orc Archers and Giant only causing mild annoyance.

The Orc Boys finally break and are chased down by the Swordsmen with Wizard.

Turn 6

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Realising my Archers on the right are the only thing contesting my right board quarter Saul’s Orc Archers turn around to send arrows at them without success. The Stone Throwers do better, killing one of them (and so dropping them below 5), and killing all but one of the other Archers unit.

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The Giant stands triumphant on my central hill- out of range.

In my turn, the killing blow- the Swordsmen with Wizard charge into Stone Thrower next to them, destroying it.

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The BSB canters out from the Swordsmen unit into one of the Stone Throwers on the hill, wiping it out.

The Captain does the same from the Spearmen unit, but embarrassingly only manages a draw.

The Archers are ineffective in shooting the Orc Archers.

Conclusion

A very enjoyable and challenging game (both games in fact). This was ‘basic’ Warhammer- i.e. with both sides fielding big blocks of troops. None of this ‘everyone is a 40k unit’ nonsense, lol.
I was impressed with the Wizard, though it may have been a fluke- my luck, contrary to my theory after the first game, remained outstanding throughout.

I did also have the Imperial Banner to re-roll all Psychology- very handy when a Giant is wandering about. I don’t have this in my normal lists- way too expensive.

So, the banner has been reclaimed, honour has been satisfied, and Adreus has been rescued despite rumours of his death. All that is needed now is to give the Davy Jonesers a bloody nose (games-wise of course).

Massacre to the Naval Alliance in Caprio.[/i]

A few of the Orcs remained standing, back to back they growled and slashed their crude weapons at the encircling Empire troops liked cornered animals. Neskijn trotted his horse forward, clambering off into the soggy grass- stepping over the numerous bodies towards the Orcs.

“You have been bested, Orc,” Neskijn bellowed matter-of-factly. The Orc Pirates growled and spat with greater fervour, one hurling a choppa at the Captain. Neskijn parried the spinning weapon easily with his shield, beckoning his eager troops to stay back as they prepared to end the standoff.

“There is a foe, abroad upon this island that threatens the survival of us both,” Neskijn continued, the Orcs still shifted and grunted.

“Go, to your leader- I speak of an alliance,” at this, even Neskijn’s own troops seemed to stop in confusion.

”Once this foul plague is washed from these shores, then we are enemies once more.”
“Go, now, for now there is a greater battle to be fought.”

Neskijn ushered for his troops to open a gap out to the surrounding forests. For a moment the Orcs stood motionless, their simple brows furrowed in confusion. For an instant, it appeared they would stand and fight regardless, but one shuffled, then ran down the escape path- the other quickly following in a rush.

He only hoped the primitive creatures understood, for they could not face the hordes of Chaos and undead alone.

WarbossKurgan - January 24, 2008 12:39 PM (GMT)
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Week 13

Yarrr! A Long Walk off a Short Plank…

Damn their eyes! The Devilish Davy Jonesers seem to be going about our island with impunity! There needs to be a concerted effort to cut off their supply chain by sea. In the ocean is where we always fare better and in the ocean is where we need to hurt them! Make sail me hearties!

Once again the Canal Street Sea Elves crossed the channel and fought the legions of Gorgoth Beastherder on Dragon Tooth Island: Once again the Alliance was thrown back into the sea. Why do they keep attacking that pile of rocks?

Captain Neskijn of the East Sartosa Trading Company raided a Pirate Orc camp to retrieve a standard lost in battle two weeks ago, and ended up recovering a fallen officer to boot! – One that was thought long-dead. Somethin’ mighty suspicious going on there as well ‘cause according to our agents in Senelite they seem to be reportin’ a fight with the blasted Fishmen - in the middle of the Orc Pirate’s camp! I have to have a word with Kurgan at some point…

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After the rescue mission Neskijn gave Adm’rul Kurgan’s buccaneers a bloody nose in Caprio. The ruined little town is now ablaze, having taken a severe drubbing over the last two or three weeks – it’s in an even worse state that Dragon Tooth Castle! To top that it seems Neskijn has employed a Wizard of late. I ain’t heard that happenin’ from the Company afore! They is obviously getting’ desperate and turnin’ to witchery!

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The Sizzling Gromril Dwarf Pirates took to the field outside o’ Roba and got roughly dealt-with by the fleshless hordes of Prince Pharothep the Enduring. The town was nearly saved the timely intervention of Warboss Wibbla's Pirate Gobbos but the frothing mini-a-ture marauders was saw off by the boney host in a nasty little action.

The old Dwarf Hold rang to the sounds of battle once more as the Sartosa Harbour Independent Trading Syndicate tried unsuccessfully to re-take the deep from Nethrag’s clutches.

Now the Joneser’s fly their pennant over Dwarf Hold as well. They are doing the devil’s job of taking over the entire south coast of the island and will soon be heading inland! Like I said afore – we have to act fast before they get fully supplied for the winter or we’ll never shift ‘em!

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These places are Controlled:

The Scurvy Dogs
Fortress of the Pirate King
Sartosa

The Naval Alliance
Senelite

Davy Jones' Crew
Cave of the Damned
Beffardo
Vermunte
Vercuso
Dwarf Hold

These places are Disputed:
Osso Hills
Ossomunte
Caragio
Caprio
Ragil
Roba
Skull Sands
Pirate's Current
Dragon Tooth Castle
Volcanic Lake

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WarbossKurgan - January 24, 2008 12:51 PM (GMT)
QUOTE (master jeridian @ )
Chapter 14- Battle of Volcano Lake

Neskijn sat crouched over his desk; papers, maps and reports scattered across its scarred wooden surface. Candlelight causing the writings to flicker about the page, behind him Adreus lay in a single bed, a drafted ship’s surgeon snoring on a chair beside the patient. Through the icy window Neskijn could see the quiet streets of Senelite- the last bastion of the East Sartosa Trading Company.

The clatter of an approaching horse down the cobbled road, followed closely by the muffled conversation of the guards below broke the night’s silence. Even as a soldier thudded up the creaking Inn’s stairs Neskijn rose from his ponderings and approached the door. The halberdier paused at the top of the stairs, the approach of his Captain seeming to wipe the message from his memory-
“Sir, a Priest of Sigmar has grave news”. Neskijn noticed the halberdier clutching a talisman about his neck as he spoke.

He followed the guard down, a parting glance at his sword, sheathed beside the fireplace. From the launch of the war fleet he had known a Warrior Priest had asked for passage to Sartosa to carry the teachings of Sigmar to the heathen pirates. It wouldn’t have eased the sailors’ minds to refuse should a holy passenger, and so Neskijn had granted his request. He had never seen the Priest face to face, and until now had not even heard a report of his progress.

The Warrior Priest stood beside the bar window, shifted from foot to foot as though anxious to move. Bronze armour glinted over his leather clothing, a full beard and head of unkempt hair, a scarred face with piercing black eyes peering out. He spotted the Captain enter the room, moving to approach him with unnerving speed.

“Captain Neskijn, I bring grave news of our eternal enemies to the north,” he bellowed, causing Neskijn to glance at the ceiling with irritation. Neskijn guided the holy man towards the Inn door as his halberdier guard watched uneasily.
“We have faced the vile beastmen and the undead upon these shores, they seem to grow in number and strength with each passing day,” Neskijn agreed, whispering as though to cover the defeatism.

“They gather to the north, on the shores of the Volcano Lake. Some unknown evil draws them to that place, I can taste it on the air,” the Warrior Priest grimaced to emphasize his disgust,
“I do not know of what vile ritual they are attemping, yet even the Elven race rushes now to stop them.” He stared at the Captain.
Neskijn avoided his gaze, he beckoned the Priest further out onto the cobbled street, away from his guards.
“I fear this island is lost to them, we have not the will or the might to crush such numbers and such fearless savagery.” The Warrior Priest stepped closer, seeming to grow in height and power.
“Whilst I still draw breath I will stand against the foul denizens of Chaos, for not to is to invite apocalypse. Hope is our shield, courage our sword- to lose these, is to welcome hell itself with open arms. I ask only that your men do the same.”

Neskijn sighed, knowing he must commit yet more lives to a brutal death.
“Aye, Priest, the hardest path is often the only true route,” Neskijn replied,
“go, prepare yourself, for tomorrow we march.”

Neskijn turned, beckoning his guard over.
“Bring my Lieutenants to the Inn, we are to march for one last battle before the winter.”


QUOTE (master jeridian @ Tue Dec 19, 2006 2:08 am)
They ran in haphazard packs and groups, stumbling down the muddy slopes, between pine trees. Many cast aside their weapons to get away faster. Captain Neskijn hung limp over the saddle of his warhorse, two of his Swordsmen guiding the horse down towards distant Senelite. He had taken the brunt of a stone thrower hit, the many dents and buckles of his plate armour testament to this fact. He had yet to regain consciousness- but there was no time for field surgery.

A chilling howl behind them reminded the fleeing troops of the vile foe that had bested them on the shores of Volcano Lake. Even now the Warrior Priest of Sigmar fought with the innumerable beasts beyond their view. He and a handful of Knights stood as rearguard for the retreat- against impossible odds. Many men paused, risking a glance behind them- half a mind to aid the devout holy man. Yet the Priest was no fool, he had seen the battle shift unstoppably against them and new better than to throw more lives at a futile cause.

Sartosa would inevitably fall to the hordes of Chaos, a threat to the Empire worse than the constant piracy they had sailed to defeat. Great shame would fall upon the shoulders of Neskijn on his return to the Nordland…assuming he survived.

Week 14, Game 21- Slaughter at Volcano Lake

To list the armies of our enemies-
4000pts- 2000pts Tomb Kings, 1000pts Beasts, 1000pts Beasts

And ours:
4000pts- 1000pts Empire, 1005pts Orcs, 995pts High Elves, 1000pts Dwarves.

Would exceed my memory. I took:

Captain- Sword, shield, FPA, barded warhorse.
Warrior Priest- Hammer, shield, heavy armour, barded warhorse.

Knights- 5x.

Spearmen (Parent)- 20xSpear, hand weapon, light armour, shield, Full command.
Free Company (Detachment)- 5xTwo hand weapons.
Free Company (Detachment)- 5xTwo hand weapons.

Swordsmen (Parent)- 20xSword, shield, light armour. Full command.
Halberdiers(Detachment)- 10xHalberd, light armour.

Handgunners- 10xHandguns, hand weapon.

Huntsmen- 10xLongbow, hand weapon.

Mortar- 1xMortar, 3xCrew.

1000pts

In a nutshell, shooting was predictably a waste, Knights once again proved useless and my big blocks of infantry where danced around by skirmishers and flyers with ease.

But first, deployment…ah. My first mistake was assuming the Dwarf’s where part of the Naval Alliance- so the High Elven cavalry and Dragon on the left flank, me just left of the board centre, and the Dwarves just right of the board centre….their high Leadership aiding them with the -1 for being near to filthy pirate Orcs on the far right flank.

Except, these Dwarves where also Scurvy Dogs- so my Empire with the poorest Leadership on our side sat dangerously close to allies that caused -1 to my Leadership.
A near-fatal mistake but one that could be compensated for if we maintained separate battle lines…

…then Andy, in his infinite wisdom decided to have a Dragon Slayer dwarf run behind my front line, into the centre of my force causing -1 Ld for all, hurrah. In his defence, I completely forgot about this effect (or more likely was still under the illusion these Dwarves where proper Naval Alliance folk)- and even encouraged his movement, quietly happy for such a powerful Unbreakable character to join my force.

I wouldn’t have minded large chunks of my army running away on Ld 6, if the Dragon Slayer had actually achieved anything. In the end he was charged by Ushabti and died with a whimper. So having spent the first 2 turns running amongst my men screaming: “Naval Alliance are poncy Elves”, generally irritating and distracting them, he then has his head severed at the first sight of combat. Brilliant.

Another fatal blow for the Empire was that my left flank, the one seemingly safe with a terrifying dragon moving up it…wasn’t. As the Dragon had decided to deploy on the far right flank, next to Saul’s Orcs, who where already decent in combat and had the backup of a Giant. So I definitely drew the short straw with deployment.
With hindsight, knowing I was to be so royally screwed over by my allies, I may have deployed on the far left flank, out of reach of the Dragon Slayer, and with a board edge to protect my left side. Maybe the enemy would have even ignored me, letting me walk up the battlefield whilst my allies where attacked…rather than the other way around.

Now, having blamed nearly all my allies for my downfall…er, yeah, Saul’s Shaman and magic banner running away, leaving the Tomb Kings free to charge into my knights didn’t help…

Ok, now that I’ve established it was all their fault, now for my failings.

Failing 1: I took Empire against Beastmen (I took anything against Beastmen, lol).
Failing 2: I still expect an entire armies shooting to achieve more than killing 3 models.

Alright, serious mistakes now:

Not much I could really change after deployment. Mark, Mike and Jonny had an elaborate plan, with intricately written supporting army lists. We turned up, wrote lists on napkins and deployed where we stood behind the table.
I’m not an optimist at the best of times, but it was pretty clear we weren’t going to win from the start- past experience putting that silly idea out of my mind.
I contented myself with being able to push my models around and roll some dice, whilst watching the enemy spend 20 minutes pondering each move and action every turn to draw out the inevitable victory- all the while trying to distract and annoy them.

I didn’t play a very big part in the tide of battle- my shooting achieved only small cuts to the enemy that where easily shrugged off. Shooting being a supposed ‘advantage/strong point’ of Empire meaning this was a huge blow.

My one proactive move was to set up the Knights of the Points Sink Order with Warrior Priest for a charge next turn on the Tomb Kings Skeleton Archers- my Priest’s Hated enemies.
On the charge, maybe even with Soulfire in our Magic phase- this could have had a nasty effect on the enemy.

Predictably, it was not to be- as in nearly every game my Knights where jumped- some Ushabti rushed forward thanks to some Magic movement (granted we put up a fight with Mark casting it three times to get it off). The Knights inevitably broke and ran (with no small thanks to the Dragon Slayer stood behind them shouting taunts).
With that my first and only attempt to affect the battle was lost, as the Ushabti proceeded to smack down the Dragon Slayer and munch through my army.

Despite all this, I still thoroughly enjoy multi-player games (though, the amount of time Warhammer players take to decide their actions requires a day to do such a game- 40k players are clearly more quick-witted and on the ball...)-
the general bickering of allies is worth it alone.
One example: Richard trying to convince me that charging my Huntsmen out of the woods into the Beastmen to support HE cavalry already engaged was a smart and ‘team’ like action to do. Sure if by ‘team’ we mean for the Empire troops to support said combat, the HE cavalry to advance to relative safety and the Huntsmen to then be butt-raped by Chariots and other Beastmen.

I could blame terrain- the placement system meant that every hill had an accompanying forest to block its Line of Sight. Granted a board with multiple hills with clear LOS is just as broken for Empire, as a board with numerous blocking forests for Beastmen- a terrain set-up in between being the ideal.
But still, I can’t rely on there always being hills- yet another notch to the Warhammer Shooting sucks cause.

The game also only made it to turn 3. Would turn 4-6 have aided my force? The pessimist in me would say no, it would merely give more time for the Screamers, Tomb Scorpion, Ushabti and completely intact 3 Stone Throwers to obliterate more chunks of my army (of which there were few chunks left).
If I was to take an optimist view-
My Captain could attempt to charge the Skeleton Archers again and probably win the combat- assuming he wasn’t rooted to the spot with Fear. The Spearmen then moving forward to contest their side.
My Warrior Priest and two Knights where in position to either swing around and cast Soulfire on the Tomb Scorpion or charge the Screamers assuming they slaughtered the Handgunners in the previous turn.
The Huntsmen untouched in the wood could once again make me question why ‘shooty’ troops cost so much more than ‘combat’ troops by doing smeg all.

I can’t really see how I could change my army, I just have to accept that Beastmen seem to be designed to counter ‘infantry regiment’ style armies- Empire in particular. If you know your gonna lose, why be disappointed- just enjoy that one time in every dozen games that the Cannon actually hits something.

I know I’m a sore loser (the above bitterness should be taken with a tongue-in-cheek attitude), but if a multi-player can be so obviously one-sided yet still enormous fun then its worth it- definitely an all day event next time, I know Warhammer players don’t like to rush!


Do I get some morale victory in that under the new Empire book I only took 940pts and a Warrior Priest is more powerful…

Solid Victory to the Davy Jonesers at Volcano Lake


QUOTE (WarbossKurgan @ Tue Dec 19, 2006 12:18 pm)
The Battle of Volcanic Lake

Adm’rul Kurgan and a few of the Ladz headed east laden with supplies for their latest cunning plan: to lure the Lake Monster out to fight for the Scurvy Dogs!

As soon as they arrived on the shore, closely followed by a sweating Giant hauling two looted Kannon, they realised something was amiss! The previously ignored area was suddenly awash with rogues and scallywags of every description! Beastfings, Dead’Unz, Humans and Elfs – even the Piratical Dwarfs was there!  By the stars, what was going on?

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Not wanting to miss-out on a good scrap, and seeing as the Dwarfs had already sided with the Naval Alliance anyway, they waded in against the Jonesers!

Probably not the best plan, but worse was yet to come….

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The port kannon burst its breach on the first shot with an unsatisfying thump and a cloud of smoke. The volcano of Mount Ertinia rumbled and shuddered and spat a huge glob of molten fire onto the far end of the Jonseser’s line, incinerating a handful of Chaos Hounds.

An Elven wizard on a dragon swept passed Kurgan’s Boyz towards the Beast’s swarming lines – the Beasts fled before the terrifying wyrm but the Elf failed to press his avantage – choosing to listen to the shouted (bad) advice of the old Orc Pirate!

“Get the chariots! Get the chariots, ya bilgepump-monkey!”

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The Dragon swerved round the wood and landed behind the two war-machines. That blithely ignored it until they had repositioned themselves and the fleeing Beastherd rallied and came to there aid. The dragon, its rider and the Orc Deck Handz accompanying Wyrdtoof the Shaman were swept away.

Broadside the Giant wrestled with a Spawn for a while. The Dragon Princes smacked a few Gors about and Mount Ertinia dry-roasted a chariot-thing.

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But everything else went down hill from there.  And all the noise must have scared off the Lake Monster too!

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Kurgan and the Boyz slunk off, slightly embarrased...


QUOTE (Sizzling Gromril @ Tue Dec 19, 2006 1:12 pm)
Bolgi lowered the bronze spyglass, grunting and taking another suck on his pipe. He turned to his apprentice, Gelgi, spitting out a gobbet of phlegm that panged against one of the cold iron barrels of his organ gun.

‘Gah! Still out ‘o range yet my lad’.

Gelgi, still in the process of rolling a fist sized orb into the machine, sombrely nodded his head and continued about his business. Just then, a roaring gout of grass and mud spat from the ground to his left, pushed aside by a pair of chitinous, thrashing pincers.

‘By Grungni’s beard, what the bloody heck’s that?’ Bolgi coughed, nearly swallowing his pipe as he sputtered madly. Gelgi, the quiet apprentice, sprang to life, butting in with remarkable enthusiasm.

‘I know what it is’ he balled, bouncing on his heels as he made to point at the thing.

‘Come on then smartarse’ the third crewman whimpered, ‘what is it?’

Gelgi’s face split into a proud grin. ‘It’s a yhetee.’

Bolgi and the other crewman wheezed their approval at the apprentices sudden spurt of worldly knowledge, forgetting for a moment that the thing was systematically maiming the manlings on the hill. A gargled scream dragged them out of their endorsement and back to the danger at hand. Bolgi sighed.

‘Well, whatever it is we’d better kill it’.

With that, each dwarf scurried to his relative station, the third crewman cranking the angle-wheel while a smirking Gelgi checked each of the four barrels, spitting down each to give the shells an easier time.

‘FIRE!’ Bolgi boomed, slapping his meaty hands over his ears. For several seconds nothing seemed to happen, until the machine began to groan and hiss. Then, with a miniscule crack, one of the firing keys span harmlessly away from the machine and disappeared into a brown puddle with a plop.

‘Oh bugger’ squealed Bolgi.
   


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It was a real shame we didn't get past turn 4, but I agree that the result was clear after only a short while. With another turn I might have been able to charge the skeleton archers with my ironbreakers, and my right-most thunderers would have been able to shoot at that beast herd, but apart from that I wouldn't have got much done.

I admit, I made several errors in that game.

1) Dumping that Dragon Slayer in the middle of Si's army (sorry dude). My main goal was to use his militia as a meat shield, but when they were murdered he changed course and headed for the minotaurs and chariots, a quest that took him even deeper into the Empire contingent.

2) Putting that second unit of thunderers where they where. I thought Saul's flank would collapse, either through animosity or by those two chariots and the herd with two characters in it. I was wrong, thankfully.

Overall though I did enjoy it. I'll echo the previous statements about group games needing longer, but still - Glory to the piratical allia... erm.. naval allia... erm... us.


WarbossKurgan - January 24, 2008 12:54 PM (GMT)
Week 14

Pirates of Sartosa: At World’s End!

The skies are closing, the winds are rising and the glass is falling: Storms lash the island as winter finally arrives once again! There is nothing anyone or anything can do now but batten down the hatches, double lash the boats and stay bellow decks till spring brings lighter airs.

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But what a campaign it’s been! Seditious mutinies, heroic beach landings, searches for buried treasure, brutal boarding actions, skirmishes on foggy quay-sides, stolen brandy, mysterious fishmen, benevolent mermaids, wooden legs, alarming sea monsters, malicious assassination attempts, courageous rescues, thunderous volcanic eruptions, dangerous dragons, inebriated buccaneers, repeatedly vicious sieges, underground engagements, hooked hands, brightly coloured bandanas, temporary allegiances, highway robbery (by disguised Princesses), unnatural witchery, erupting volcanoes, moonlit rendezvous, desperate smugglers, naval blockades, daring coastal raids, black eye-patches, pistols at dawn and glittering gold coins!

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An almighty thumping was given to a combined force of Naval Alliance troops and Scurvy Dogs on the shores of the Volcanic Lake. The shaky agreement was tested sorely when the mighty Nethrag, Gorgoth Beastherder and some Tomb King (senior in antiquity and power to Prince Pharohtep) took possession of the lake for Davy Jones’ Crew. Mount Ertinia awoke and expressed her displeasure at the disturbance though, spitting screaming missiles of flaming rock at the Jonsers throughout the engagement.

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The final act of this tale was a massive naval engagement off the Skull Sands. Two huge fleets of ships fought tooth and nail as the Naval Alliance bludgeoned its way off the island, finally abandoning the invasion attempt and giving the Jonsers a bloody nose by way of a farewell. Several Pirate crews have joined the Jonesers’ side as a last resort to survive the coming occupation. With no Alliance forces left to distract ‘em the Scurvy Dogs would be their next victims to be sure, so they can’t be blamed.

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