Campaign Thread

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Re: Campaign Thread

Post  RickyDMMontoya on Wed Feb 01, 2012 3:47 pm

It doesn't take place anywhere.

If your army is pushed back, it moves 1 hex towards your capital.

If it's scattered, it's removed entirely.

On a 1-3 it moves 1 hex towards his capital, and on a 4+ is removed from play.

I rolled for you, and the army you used in the battle (army 2), is removed from play.

If you had won, we would have done the same for his army.

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Re: Campaign Thread

Post  nathanr on Wed Feb 01, 2012 4:03 pm

Ok, sweet. I didn't like that guy anyway.

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Re: Campaign Thread

Post  b.kevinsen on Wed Feb 01, 2012 6:54 pm

At least you didn't suicide charge your hero in a unit with no chance to kill it, and have him get captured I fear I will be playing a lot against andre.......

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Re: Campaign Thread

Post  Mhael on Thu Feb 02, 2012 8:36 am

So that should be it for turn one battles. Time to resolve expeditions. Dwarflord Alrik Rey Enano commisions his contingent of miners under the guidance and supervision of Tribold Graniteface and lodefinder Khalidal Goldnose to begin a new mine. Vraff Starshard having beaten and capturing the elfies archmage plant their flag claiming rightws to the hex. A very dissappointed Daemon Slayer Mhael finding no enemies in his foray to the woods also claims the hex in the name of his Lord. (you cant claim a hex and build I assume.)

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Re: Campaign Thread

Post  RickyDMMontoya on Thu Feb 02, 2012 9:31 am

Battle Results for Spring Turn 1:
Eric and Joe:
Joe wins;
Joe gets Regiment of Renown Guardians of the Crypt: 28 Grave Guard with great weapons, full command and banner of the barrows;
Eric's army is scattered;
Eru hates Vampire Counts; and
Eric's archers are half strength next battle.

Brent and Andre:
Andre wins;
Andre gets an extra 50 points in his army's next battle;
Brent's army is pushed back;
Bilgarim Whitestar is captured;and
Brent's Archers are Stupid.

Zach and Darren:
Zach wins;
Darren's army hates Zach's army;
Lord Zhul is in a coma;
Darren's army is pushed back;
Tolgus loses his Talisman of Endurance; and
Darren needs to pick a unit that can't be used next battle.

Nathan and Dom:
Dom wins;
Dom's Knights gain Devastating Charge (need to be named, and I need their details);
Nathan's army is scattered; and
Nathan's army fears Empire for the next game.

I'll update the map this evening, resolve non-combat disputes, claim new territories for players, and list what construction orders players need to give me, then on to turn 2!

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Re: Campaign Thread

Post  nathanr on Thu Feb 02, 2012 9:57 am

Bullhorn will build a mine where he is.

The survivors began stumbling into the hold by early afternoon, axes notched and armour battered. Bullhorn watched in disbelief as the once-proud warriors wore expressions of utter defeat, some even fear. Olaf Helmut was the last to arrive. He could not meet Bullhorns gaze as he walked past, shoulders slumped. All the fight was out of this army.

The report:

The two forces met on the field, the empire forces springing from the very ground itself as if from secret tunnels. How they managed to coax that many horses through the underground ways is a mystery but the forces arrayed against the dwarfs was made up excluseively of knights and mounted troops with the exception of two cannons. The dwarfs deployed in a weighted flank, with quarrellers, ironbreakers and thunderers on the left and 2 organ guns on the right. Helmut's longbeard rangers materialized on the right of the field as well and the gyrocopter hovered in the backfield. The knights wasted no time to close the distance, a small unit smashing into and through the thunderers, first blood went to the men of the empire. a horde of inner circle knights smashed into the ironbreakers but the stoic dwarfs held firm, allowing a countercharge from the quarrellers and other unit of thunderers. The Imperial gunners showed that they were on form as both organ guns were destroyed by the cannons.

Things quickly fell apart for the dwarfs as the counter-charging units failed to pierce the armour of the elite knights and in return many dwarfs were cut down. The resolve of the dwarfs quickly crumbled and the survivors fled the field.

Many are the grudges born this day, they will not fade from memory and most of the survivors have taken the slayer oath to atone for their cowardice.

Can Helmut take the slayer oath? I'd turn him into a daemon slayer, He'd lose his armour and rune of brotherhood but keep his axe.

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Re: Campaign Thread

Post  Freezingoon on Thu Feb 02, 2012 1:07 pm

My army #2 will turn my fortress into a city.

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Re: Campaign Thread

Post  Pud on Thu Feb 02, 2012 6:13 pm


#3 will build a mine, and 4 leadbelchers will pass the next battle for my Ogres








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Re: Campaign Thread

Post  RickyDMMontoya on Thu Feb 02, 2012 6:49 pm

Darren, I haven't resolved the non-combat combats yet.

Dom is in the same hex as your army 3.

Resolving those now:
Dom's army 3 is removed from play; and
Joe's army 3 is driven back 1 hex.

So turns out you can build a mine there. Wink

@Nathan,

You just claimed that tile, so you don't get to build there this turn.

EDIT:
Everyone's orders accounted for. Flying Fastness moved. Map updated.


Random Events:
Eric: 52 - Slave Labour. I can re-roll the dice for one mine this turn;
Joe: 21 - Stoking Unrest. Pick any of your enemy's (Eric's) tiles (not capital) and remove the flag (I'm guessing you don't want to switch for 12 - Embattled...);
Andre: 46 - Stacking the Odds. In your next game your army is 25% larger than your opponent OR 64 - Cunning Commander. For the rest of the turn you count as having the smallest empire;
Dom: 55 - Secret Tunnels (AGAIN!);
Brent: 53 - Diplomacy. Pick an opponent, they can't challenge you this turn;
Darren: 34 - Bad Intelligence. You can move one of your enemy's (Nathan's) armies this turn;
Zach: 21 - Stoking Unrest. Pick any of your enemy's (Nathan's) tiles (not capital) and remove the flag (I'm guessing you don't want to switch for 12 - Embattled...);
Nathan: 61 - Treasure Map. Gain a relic and place a mine anywhere on the map (I'm guessing you don't want to switch for 16 - Plague).

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Re: Campaign Thread

Post  JoeMisfeldt on Thu Feb 02, 2012 7:35 pm

If I pick a tile with an improvement(mine, fortress etc) on it, is the improvement lost?

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Re: Campaign Thread

Post  Kuyp on Thu Feb 02, 2012 7:45 pm

so when my third army you say is removed does that mean like... gone.. forever??

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Re: Campaign Thread

Post  RickyDMMontoya on Thu Feb 02, 2012 7:46 pm

For the rest of this season.

Just like mine and Nathans.

Each season is 3 turns.

I need the details about your regiment of Renown, and which army you were using to fight Nathan.

Map and Random Events reposted on this page:


Random Events:
Eric: 52 - Slave Labour. I can re-roll the dice for one mine this turn;
Joe: 21 - Stoking Unrest. Pick any of your enemy's (Eric's) tiles (not capital) and remove the flag (I'm guessing you don't want to switch for 12 - Embattled...);
Andre: 46 - Stacking the Odds. In your next game your army is 25% larger than your opponent OR 64 - Cunning Commander. For the rest of the turn you count as having the smallest empire;
Dom: 55 - Secret Tunnels (AGAIN!);
Brent: 53 - Diplomacy. Pick an opponent, they can't challenge you this turn;
Darren: 34 - Bad Intelligence. You can move one of your enemy's (Nathan's) armies this turn;
Zach: 21 - Stoking Unrest. Pick any of your enemy's (Nathan's) tiles (not capital) and remove the flag (I'm guessing you don't want to switch for 12 - Embattled...);
Nathan: 61 - Treasure Map. Gain a relic and place a mine anywhere on the map (I'm guessing you don't want to switch for 16 - Plague).

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Re: Campaign Thread

Post  Mhael on Thu Feb 02, 2012 10:29 pm

I will take the extra 25%

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Re: Campaign Thread

Post  Kuyp on Thu Feb 02, 2012 11:17 pm

my ROR is a unit of 30 inner circle knights with full command group, they are know as von kemps devastating lancers

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Re: Campaign Thread

Post  Freezingoon on Thu Feb 02, 2012 11:19 pm

I will incite rebellion in the greenskins of Iron Rock to oust the repressive dwarfs.

Also I would like to add Darren to my mortal enemies list, in spirit if not in the campaign. No one harms a Slann Lord without consequences.


Last edited by Freezingoon on Fri Feb 03, 2012 12:00 am; edited 1 time in total

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Re: Campaign Thread

Post  Pud on Thu Feb 02, 2012 11:37 pm

Nathan can go to the mountain in the south with his army 1, he will hear about some secret tunnels.

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Re: Campaign Thread

Post  JoeMisfeldt on Fri Feb 03, 2012 1:03 am

With the destruction of Eru the magics holding the will of the tomb kings bound dissipated from the Fortress.

The fortress which is bordering Hanging Rock and the wizard tower shall become uncontrolled territory.

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Re: Campaign Thread

Post  nathanr on Fri Feb 03, 2012 11:14 am

I'll put my mine where the original one collapsed.

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Re: Campaign Thread

Post  RickyDMMontoya on Fri Feb 03, 2012 4:40 pm

Freezingoon wrote:I will incite rebellion in the greenskins of Iron Rock to oust the repressive dwarfs.

Also I would like to add Darren to my mortal enemies list, in spirit if not in the campaign. No one harms a Slann Lord without consequences.

Zach, this is Warhammer. You can never have too many enemies. Wink

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Re: Campaign Thread

Post  Mhael on Sat Feb 04, 2012 3:19 pm

Who's up first for movement? I no longer have the smallest empire.

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Re: Campaign Thread

Post  b.kevinsen on Sat Feb 04, 2012 3:29 pm

Dom can't challenge me

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Re: Campaign Thread

Post  RickyDMMontoya on Sat Feb 04, 2012 5:44 pm

I'llbe up first with my tiny empire.

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Re: Campaign Thread

Post  Freezingoon on Sat Feb 04, 2012 11:44 pm

Carson and I had a game today, it was incredibly fun and came down to just under 200 points. Since I stirred up some trouble in the Iron Rock this turn I though I would add some fluff to the story with it.

Lord Zhul stared down the narrow valley at the greenskin horde, their bellow almost overwhelming the smell even from the distance separating the two forces. Goblin out riders and chariots made first blood crashing through a salamander on the left flank and crashing into the saurus behind them, but their victory was short lived. The Dragons Fangs reduced a unit of wolf riders into fine red paste and a second unit panicked from the sight of splintered chariots and bolted. The over eager Kroxigor extended their reach to far though and dolled out some terrible damage to a unit of black orcs before fleeing from the hordes of big uns and black orcs.

The implacable saurus of the Dragon Ilse held their ground against the big uns and their wyvern riding warboss for as long as they could, but were eventually killed to a man (or lizard). On the other flank however a saurus BSB lead the charge against the orcs crushing their archers and causing the shamans body guard to flee. Then he turned and cut the wyvern to steaming chunks of meat before the beast eviscerated him in its final breath.

With the orcish population sufficiently aggitated the lizardmen dissipated in a great flash of light back into the Paths of the Old Ones. All had gone according to plan. The Orcs of Iron Rock would rally around the victorious Warboss and push the occupying dwarfs out, leaving the orc stronghold open to occupation from more favorable forces.

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Re: Campaign Thread

Post  RickyDMMontoya on Sun Feb 05, 2012 6:52 pm

I rolled a 3 to move army 1, and a 2 for army 2.

I've moved my armies.


Next up:
Joe (7 hexes)
Andre (7 hexes)
Dom (8 hexes)
Nathan (8 hexes)
Brent (9 hexes)
Darren (9 hexes)
Zach (9 hexes)

Joe rolls for movement:
Army 1: 1
Army 2: 2
Army 3: 1

@Darren,

you won't get to pick the movement for one of Nathan's armies until it's time for Nathan to move.

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Re: Campaign Thread

Post  JoeMisfeldt on Sun Feb 05, 2012 7:17 pm

Army 1 to my fortress in the forest
Army 2 to the currently unclaimed fortress (where the TK army 1 is)
Army 3 to Iron Rock

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Re: Campaign Thread

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