Deep amongst the Mistral Peaks that range between Thyria and Aquia in Ghyran, the Realm of Life, lies the Methervale. The long valley runs between the Sawteef range and Knuckles of Mgort ranges. Down it runs the Purring River. One end opens out into Thyria, where the Purring River runs out onto the plain and eventually makes its way to Lake Reflux, where it is contaminated by the taint of Nurgle. At the other end of vale, amidst the headwaters of the Purring river, at the edge of the Glistening Glacier lies the sacred grove of Adharcach Hollow.
The Sylvaneth guardians of Adharcach Hollow were taken completely off guard by the sudden and violent assault by the Blechbelch Legion of Lord Blobbottom. The Blechbelch Legion advanced swiftly seizing territories along the vale until they were brought to a halt at the Whispering Willow Wood - where the Sylvaneth warriors held their ground while others evacuated the sacred Soulpod grove back to Adharcach Hollow.
The Campaign Rules
I think I got the idea for this campaign from an old Warhammer Historical Wargames book which described a simple narrative campaign system where there is a linear series of territories or locales between the two players forces capitals or encampments or whatever. The players alternate taking the initiative on each campaign turn.
For example. On the first campaign turn, Player A had the initiative and attacks one of Player B's adjacent territories. regardless of the outcome, Player B has the initiative. This can explained as follows:
If Player A wins that first battle, they have to take time to consolidate their gains - enclaving the population or purging the taint of Chaos, allowing Player B the opportunity to take the initiative and organize a quick counter-attack in hopes of retaking the lost territory.
If Player A loses that first battle, Player B gains the initiative and strikes out from their territory to attack Player A in the adjacent territory that they retreated to, trying to capitalize on Player As flight in disarray!
The objective of the campaign is to push all the way to the opponents home base/capital/encampment.
Perhaps when defending some extra troops can be levied...? We shall see... I'm kind of just making this up as I go!
In addition we are using the Path to Glory - Ascension battlepack from the Age of Sigmar (Fourth Edition) Core Rules. It is a simple system whereby the army gains Glory Points for every battle they play (they gain MORE points if they are victorious) with which they can gain new units for the army. Individual units gain Renown - which are like "experience points' for fighting in battles - more if the unit survives or accomplishes certain tasks. At certain levels of renown they gain bonus trait.
It is assumed that losses in battle either recover or are replaced by the next battle. In some Path to Glory battlepacks, units that have been eliminated during the game can potentially gain "battle scars" - generally negative traits to show the lasting effects of injuries sustained. That seems to be absent in Ascension...? But this should work for our first foray into Path to Glory campaigning!
The locations are:
Adharcach Hollow (the Sylvaneth home base), The Narrows, Frosted Cliff Grove, Whispering Willow Wood, The Blood-Pines, Owl-Stretching Glade, Camp Suppurate (the Maggotkin of Nurgle home base)
We will play until one side or the other captures their opponents home base... or we get tired of it and decide to quit or reboot... or (most likely) Blighted Wilds (the new Path to Glory campaign book set in Ghyran is released and we decide to play that instead!)
Battles
Defending the Soulpod Grove - Where the Sylvaneth made their first real stand against the invading Maggotkin.
Ambush at The Blood-Pines - The Sylvaneth had the Maggotkin on the run and tried to trap some of the retreating troops
The Sylvaneth
Army Name: The Guardians of Adharcach Hollow
Faction: Sylvaneth
Battle Formation:
Realm of Origin: Ghyran
Glory Points: 50
Quest Log
Current Quest:
Quest Points:
Notes:
Quests Completed:
Background:
Notable Events:
Arcane Tome
Spell Lore
1.
2.
3.
4.
5.
6.
Manifestation Lore
1.
2.
3.
4.
5.
6.
SYLVANETH ORDER OF BATTLE
WARLORD
Name: Ceitllwyn
Warscroll: Branchwych
Rank: 1
Renown: 6
Enhancements: (Heroic Trait), (Artifact of Power)
Path: Path of the Mage
Path Abilities:
Dedicated Practitioner - Add 1 to casting rolls for this Wizard
Points: 110
HEROES
Name: Heglog
Warscroll: Treelord
Rank: 1
Renown: 6
Enhancements:
Path: Path of the
Path Abilities:
Points:
UNITS
Unit Name:
Warscroll: Kurnoth Hunters with Kurnoth Greatbows (3) - 200 Kurnothi, Infantry
Rank:
Renown:
Enhancements:
Path:
Path Abilities:
Reinforced?:
Points:
Unit Name:
Warscroll: Spite-Revenants (5)
Rank: 0
Renown: 0
Enhancements: None
Path: None
Path Abilities: None
Reinforced?: No
Points: 80
Unit Name:
Warscroll: Spite-Revenants (5)
Rank: 0
Renown: 0
Enhancements: None
Path: None
Path Abilities: None
Reinforced?: No
Points: 80
Unit Name:
Warscroll: Tree-Revenants (10)
Rank: 0
Renown: 3
Enhancements: None
Path: None
Path Abilities: None
Reinforced?: Yes (10)
Points: 180
Unit Name:
Warscroll:
Rank:
Renown:
Enhancements:
Path:
Path Abilities:
Reinforced?:
Points:
Army Point Total: 860
Branchwych General’s Regiment
- Hero - Branchwych (1) 110 - Any Infantry
- Unit - Spite-Revenants (5) 80 Infantry
- Unit - Spite-Revenants (5) 80 Infantry
Total: 270
Treelord’s Regiment
- Hero - Heglog - Treelord (1) 210 - Any Sylvaneth
- Unit - Kurnoth Hunters with Kurnoth Greatbows (3) - 200 Kurnothi, Infantry
- Unit - Tree-Revenants (10) 180 - Infantry
Total: 590
Faction Terrain: Awakened Wyldwood
ARMY TOTAL: 860
(Note: have up to extra 140 points could be spent on additional starter unit... Arch-Revenant..?)
The Maggotkin of Nurgle
Army Name: Blechbelch Legion
Faction: Maggotkin of Nurgle
Battle Formation:
Realm of Origin:
Glory Points: 30
Quest Log
Current Quest: Search for the Artifact (Witherstave for Fecula)
Quest Points:
Notes:
Quests Completed:
Background:
Notable Events:
Arcane Tome
Spell Lore
1. Fleshy Abundance
2. Magnificent Buboes
3.
4.
5.
6.
Prayer Lore
1.
2.
3.
4.
5.
6.
Manifestation Lore
1.
2.
3.
4.
5.
6.
ORDER OF BATTLE
WARLORD
Name: Lord Blobbottom
Warscroll: Lord of Afflictions
Rank: Aspiring
Renown: 5
Enhancements: Grandfathers Blessing (Heroic Trait), Rustfang (Artifact of Power)
Path:
Path Abilities:
Points: 170
Unit Name: Fecula Flyblown
Warscroll: Rotbringer Sorcereress
Rank: none
Renown: 0
Enhancements: none
Path:
Path Abilities: none
Points: 110
Unit Name:
Warscroll: Sloppity Bilepiper
Rank: 0
Renown: 0
Enhancements: None
Path: None
Path Abilities: None
Points: 100
UNITS
Unit Name:
Warscroll: Pusgoyle Blightlords (1)
Rank: 0
Renown: 1
Enhancements: None
Path: None
Path Abilities: None
Reinforced?: N/A
Points: 130
Unit Name:
Warscroll: Putrid Blightkings (5)
Rank: 1
Renown: 5
Enhancements:
Path: Path of the Attacker
Path Abilities: Battle Fury - This unit can use CHARGE abilities even if it used a RUN ability in the same turn
Reinforced?: No
Points: 190
Unit Name:
Warscroll: Plaguebearers (10)
Rank: 0
Renown: 1
Enhancements: None
Path: None
Path Abilities: None
Reinforced?: No
Points: 140
Unit Name:
Warscroll: Plaguebearers (10)
Rank: 0
Renown: 1
Enhancements: None
Path: None
Path Abilities: None
Reinforced?: No
Points: 140
Army Point Total: 980points
Lord of Afflictions General’s Regiment
- Hero - Lord of Afflictions (1) 170
- Unit - Pusgoyle Blightlords (1) 130
Total: 300
Rotbringer Sorcereress’ Regiment
- Hero - Fecula Flyblown - Rotbringer Sorcereress (1) 110 - 0-1 Rotbringer Lord, Any Rotbringers
- Unit - Putrid Blightkings (5) 190 - Rotbringers, Infantry
Total: 300
Sloppity Bilepiper's Regiment
- Hero - Sloppity Bilepiper, Herald of Nurgle (1) 100 - Any Daemon
- Unit - Plaguebearers (10) 140 - Daemon, Infantry
- Unit - Plaguebearers (10) 140 - Daemon, Infantry
Total: 380
Total: 980


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