Wednesday, 27 April 2016

Tribal Warfare Campaign: End of Turn Two

Turn two was slightly slower then the first, with 8 games played. However, even with the less battles, the games were still just as intense as they were in the first round.
Caleb and his Vermin Swarms stayed dormant this turn, pondering their next move as they watched their foes numbers drop from the continual battles. The other three forces, were locked in a continuous combat, and the Beast Herds bought out their Reinforcements this turn to help out...

Map at start of Turn 2

Games Played:
Ethan attacked Tom (Draw) T10
Ethan: Wildhorns gained +1 Iniative
Tom: General gained +1 Movement

Tom attacked Ethan (Ethan Won) T12
Tom: General and his unit gains Hatred and IoP against Beast Herds in next game
Ethan: General gained a piece of mundane equipment (shield)

Tom attacked Chris (Chris Won) T15
Tom: General and his unit gains Hatred and IoP against Undying Dynasties in next game
Chris: Necropolis Guard gained +1 Strength

Ethan attacked Chris (Ethan Won) T19
Ethan: General gained a piece of mundane equipment (heavy armour)
Chris: General and his unit gains Hatred and IoP against Beast Herds in next game

Tom attacked Ethan (Ethan Won) T4
Tom: General and his unit gains Hatred and IoP against Beast Herds in next game
Ethan: Wildhorns gained +1 Movement

Ethan attacked Tom (Ethan Won) T10
Ethan: Causes Fear against Orcs and Goblins in our next game
Tom: May not use his 'Spider' in his next game

Chris attacked Ethan (Ethan Won) T12
Chris: May not use his 'Kitty' in his next game
Ethan: General gained 25pts worth of magical items (Talisman of Supreme Shielding)

Map at the end of Turn 2

I'm not going to go into detail this time in regards to the games, as they were all very bloody and for the most part, very very close games. What I will say is we all had a lot of fun, and it has been great to get all of these games happening. 1500pts is a great size, as it is big enough to enjoy the game, but small enough that it doesn't take a huge chunk of time out of your day.

"As the High Elves sailed away from the lands, a chill darkness filled with death plagued their vessels. And as the few whom survived the attack of the Darkness escaped, they realised that the land that they had been in was now all but dead...."

 Map at the start of Turn 3

After Matthew left the campaign, a certain element left with him. It was an element of diversity in armies and options in games (nothing wrong with the four of us, but the more players, the more excitement).
So from the east enters Basil and his Vampiric Coven, ready to lay death across the land, just to raise those dead to bolster their forces. I had a quick non-campaign game with Basil at the Napier Executioners Club meeting the other night, and one thing is for sure, my Beast Herds do not like zombies....

Until next time, ciao!

Saturday, 16 April 2016

Tribal Warfare Campaign: End of Turn One

What a great first start to the campaign. A fair number of games were played, and they really showed the calibre of players we have in our local area, both on the table and in the list building. The sheer number of defences that were won, mixed in with draws, caused minimal change to the map, with only Caleb successfully conquering any territories.

 Map at start of the campaign

Games Played:
Caleb attacked Tom (Caleb Won)
Caleb: General gains +1 Toughness
Tom: General Captured!

Chris attacked Ethan (Ethan Won)
Chris: May not use Ushabati in next game
Ethan: Causes Fear against Undying Dynasties in next game against them

Caleb attacked Ethan (Caleb Won)
Caleb: Causes Fear against Beast Herds in next game against them
Ethan: General Captured!

Tom attacked Ethan (Ethan Won)
Tom: General and his unit gain Hatred and IoP against Ethan in next game (if he has recaptured his            general
Ethan: General would have increased a stat except he cannot as he is currently captured

Ethan attacked Chris (Draw)
Chris: General gained +1 Movement
Ethan: Causes Fear against Undying Dynasties in the next game against them

Tom attacked Ethan (Ethan Won)
Bonuses had no effect

Tom attacked Caleb (Draw)
Tom: Regained his General, who gained 25pts worth of magic items
Caleb: His Vermin Guard gain Immune to Psychology

Caleb wasn't able to make the game where Ethan attacked. An agreement was made, and Ethan's General was released from captivity

Map at the end of Turn One

Game One (Undying Dynasties vs Beast Herds)
To kick off the campaign, Chris's Undying Dynasties attempted to take control of one of my territories (T12). The living dead lined up ready to take out the Beasts, but the blood hungry animals were out for blood, and quickly crushed the skeleton assault. This was the only one-way landslide game of the entire turn.

Game Two (Vermin Swarm vs Beast Herds)
Although distracted by the rise of the dead in the South, the Beast Herds quickly swelled to their northern lands to defend against an attack from Caleb's Vermin Swarms (T8). This was a bloody battle, with many creatures from both sides falling to the bloodied blades of their foes. However, the tides of Vermin were too many for the Beasts to handle, and their defence eventually fell apart, and the herd fled from their water way territory. In their flee, the general tripped, fell, and was jumped by a bunch of rats! They quickly tied him up, and rushed him off to sacrifice to the Vermin gods!

Game Three (Orcs and Goblins vs Beast Herds)
Having also just lost land to the Vermin, Tom's Greenskins were enraged, and threw themselves in an assault against me (T12) in an attempt to break free from the surrounding forces. Tom bought out an almost all out gunline style of Orc army, forcing the Beasts to do what they do best, and charge forward to the enemy! It didn't take us long to engage, but even then, this shooty greenskin army put up a good fight, and the game ended with a minor win to the Beasts.

Game Four (Beast Herds vs Undying Dynasties)
Still outraged at the insult from the Undying Dynasties, my Beast Herds assailed southward (T19) in an attempt to draw them closer to the Living Dead Settlement. Although the game started heavily in the favour of the Beasts, the late game went in the favour of the Undying Dynasties, who managed to bring the game back to a draw with the work of his War Kitty and a unit of hard hitting armoured dead men!!! (cannot recall the name of the unit).

This was to draw the first turn to a close, however, before the new turn started, our Highborn Elves player made the decision to pull out due to time constraints...So a Skeleton, a Rat, an Orc, and a Minotaur, all stood their in silence, hands held, and watched the graceful ships of the pointy eared elves sail away to distant........yeah no, they just went and took claim to the elves previously owned lands instead!

Map at the start of Turn Two

Matthew's departure from the campaign was unfortunate but fully understandable. Although we have filled the territories, we are still looking for other players to join into the campaign, in which case we will give them the average number in territories and points, and increase the map size.

A great start to the campaign, and hopefully we will see even more games played in Turn Two!

Monday, 4 April 2016

Tribal Warfare Campaign: The Rundown

As I mentioned in my previous blog post, we have just kicked off or Tribal Warfare 9th Age Campaign. I will be posting End of Campaign Turn reports every fortnight, with details on the progress of the campaign, on my own battles, and of my thoughts on the campaign itself.

However, as I will be posting these reports via this blog, I thought it only right that I firstly explain the way the campaign works. I will include a copy of the player pack in a link below if anyone wishes to read the full details of the campaign, and as the event organiser give the rights for any other group who wish to run a 9th Age campaign to use the player pack.

A campaign turn runs for a two week period. We are going from Tuesday night to Tuesday night, using the Napier Executioner's Club meeting night as the turn start time.
In that two week period you may attack up to three territories that are either adjacent to one of your own territories, or adjacent to a waterway if you too control a waterway. You may not attack the same person more than twice in one campaign turn. Games are arranged amongst players either at the club meeting or in their own time across the period.
All games played are 1500pts, following all the rules for writing a list as per the rule manual, except for regarding your general, and with no Lord level characters allowed. Your General's points cost does not come from your points, and is free.
Your general is either a level 2 wizard, or a character from your Heroes list that would be allowed to carry a Battle Standard (obviously he is not your BSB). You may select ONE item from your mundane items for free to add to him, and that is it. After that, he can gain additional items and stats by winnning games. You may give him a mount, in which case the mounts cost comes from your points cost. Once he has been mounted for one game, he must always be mounted on the same mount, unless upgraded to ride an even more expensive mount.

Pre Campaign Turn One Map

At the end of the battle, both players roll on separate tables, one for the winner and one for the loser, and apply the effects. Some of these may increase a unit or your general's stats, give your general more gear, or cause your general to be captured by the enemy!
The points are as follows: Win:5pts; Draw:3pts; Lose:1pts; Capture Settlement:+4pts.
You also get three plots across the campaign. You may not play them more then once, and no more then one may be played per turn.
The first one, Ambush allows you to attack a tile you normally would not be able to. The second, Reinforcements allows you to in one game have an additional 150pts in your list. The third, Forced Truce, is played against a player at the start of the campaign turn, and neither you nor that player may attack each other over the course of the campaign turn.

This is the basics of how it works. Here's a sneak peak of the map halfway through the first campaign turn.....

Tom: Orcs & Goblins
Caleb: Vermin Swarm
Chris: Undying Dynasties
Ethan (Me): Beast Herds
Matthew: Highborn Elves

Player's Pack: