The original idea for this campaign came from the excellent General's Compendium, a Games Workshop supplement packed full of campaign ideas. This supplement came with a ready made map campaign set in the border princes complete with a fold out map. I used this for the basis of everything we've seen so far.
But unfortunately, as time went on, I began to realise that the map wasn't really representative of the Border Princes. I think perhaps the original intent may have been for it to be just a part of it, but in the background sections I've continued to refer to it as being the entirety of the Border Princes.
Take a look. This is the map we've been using:
But this is what the Border Princes really looks like on official maps:
Notice how long and narrow it is. It still has the mountains but the woods in the centre are nowhere to be seen.
I faced a difficult decision. Should I continue with the map as it stood or switch over to something more "realistic"? My goal with the campaign was always to fit as closely as possible alongside the "real" Warhammer continuum but was I prepared to rewrite history as it were to fit in with this new reality?
The clinch moment came when I realised the map we've been using isn't working very well anymore. It is getting just too crowded. For a long time there was no Empire, no Daemons and no Wood Elves. Now, with Warriors of Chaos, Beastmen and maybe Chaos Dwarfs on the way, some breathing space is required.
Time for a little retrofit of reality.
So I'm now working on a new map. All principles of the storyline are the same but I've decided to focus the action on the right hand end of the Border Princes. The principle storyline details the charge of the Undead Nation north from the Land of the Dead. Obviously they would skirt to the right of the Black Gulf sea and head toward Blackfire Pass directly north of there. Being their route, this is the main focus of the campaign, a subregion of the Border Princes that I now christen the Devil's Pathway.
Here's my new map as it stands.
It isn't finished - there's a lot more detail to go on - but this is the basic layout and I've placed all the race capitals as well. The observant among you may notice there are six or seven more capitals than there were before. Two of these are placeholders of if I ever get Lizardmen & High Elves. The rest are new races who will be taking their places in the campaign as it progresses.
Up until now I've had one Chaos realm but from now on there will be four: Warriors of Chaos, Daemons, Beastmen and Chaos Dwarfs. This represents a major spike in the power of the Dark Gods following on from the rituals that Nagash enacted to bring down allies to help him.
I won't tell you what race is going to emerge from Ebon Scar but it should be fairly surprising.
I've taken care to name the capitals and give them their own identities. Through the campaign they can switch ownership so I no longer want them to be seen just as the Vampire Counts' base or whatever.
Meanwhile, all I have to do now is work out how much of the map each race controls and come up with new rules for army movement and land-grabbing. With much smaller map hexes the old rules won't cut it anymore. The tricky thing is going to make sure that everyone has a fair shake while not restarting the campaign from scratch. That would be too big a shame. History won't be rewritten: the Skaven have still captured Fortress Malefic, the Tempestrians and Tomb Kings will still be the strongest powers; the Ogres will still be on the back foot of a good pasting... But hopefully the new map will give a good grounding that can be built on for the months and years to come.
I'm going to stick with the current map to the end of the campaign turn most likely then switch over.
To the south of the Empire, the lawless Border Princes are wracked by war. Undead legions sweep north from the Land of the Dead. Orcs, Skaven and Ogres run rampant and spiteful Wood Elves strike from the dark woods. Against these dark forces stand the Dwarfs of Horn Hold, the Knights of Tempest Falls and the Men of New Sylvania, determined to stand firm; however if the undead can batter their way through the Border Princes then the Empire will be next. This truly is the Last Chance War.
Showing posts with label Map. Show all posts
Showing posts with label Map. Show all posts
Sunday, 23 January 2011
The Long Road to the Devil's Pathway
Monday, 27 December 2010
Reorganisation
So after a quick shuffle I've streamlined the look of the home page here and moved the campaign map onto its own page.
Now, in concert with How the Campaign Works we should have a much better overview of how everything fits together.
I've put both the current map AND the blank map not showing any armies on it. This second one gives a chance to see what the terrain in really like in the border princes. I've also put a key for all the different types of army moving around. Hopefully it should now be clear.
Now, in concert with How the Campaign Works we should have a much better overview of how everything fits together.
I've put both the current map AND the blank map not showing any armies on it. This second one gives a chance to see what the terrain in really like in the border princes. I've also put a key for all the different types of army moving around. Hopefully it should now be clear.
Sunday, 12 December 2010
The Last Moves of Turn One!
At last, the final moves of the end-turn Strategic Movement Phase have been completed... with some surprises.
First the Tempestrians: three armies forging north to open the way for supplies from the Empire and wipe out the Ogres and four south, three to seal the doom of the Vampire Counts, applying furth pressure to that inflicted by the Skaven; and one to open the route down the Old Silk Road to Malko.
Now, finally, precious supplies can reach the beleaguered capital of New Sylvania, strengthening their armies. And also a message for Marcus von Drak, the Hero of the New Sylvanian people...
The Tempestrians had seen his lost Runefang, wielded by Rebecca, the Vampire Countess! Now, finally, he knew where it was.
Meanwhile, far to the northwest, the Dwarfen realms are being invaded by a new but ancient enemy: Wood Elves! But rather than act predictably, the Dwarfs have done the opposite. Instead of sending all their forces to meet the treat, they have left a goodly portion in Karak Hirn to defend its hallowed halls. And meanwhile, the eastern garrison have abandoned their fortifications and struck west, capturing Ogre territory and reopening Black Fire Pass.
Now two ways lie open to the Empire for men and supplies to be sent south. The way is open between Tempest Falls and New Sylvania as old allies reunite. And the Tempestrians look set to steamroll their way across the land to both north and south in their verve to fight for their glory and their honour.
Turn one is over. It is time for turn two!
Monday, 6 December 2010
Strategic Movement
The armies are moving ever quickly, each trying to strategically outmanoeuvre its neighbours...
The forces of Chaos have moved north into an Ogre-controlled region, expanding their realm despite the encircling Wood Elf armies. And a second chaos army has appeared spontaneously from the warp in the northern provinces of the Barrow King realm, throwing the Barrow King plan into disarray and apparently breaking the treaty between Nagash and their daemonic masters.
The Men of New Sylvania, facing very difficult decisions have moved in two directions. They have attacked once more the Skaven force they fought within the Sleeping Woods, pinning them in place to prevent their reaching Spikehole quickly enough to defend it from the closing undead. More precariously, the New Sylvanians chose not to withdraw to Aldium, instead risking a frontal assault on the Barrow Kings north of there. This move would expand their realms but risked the loss of the town to the living dead.
Almost completely pinned, the only Skaven army that could risk movement was the force that had recently taken Fortress Malefic. Knowing the Vampire Counts would be racing south to retake their realm and conscious of the joint threat against their own capital, they have struck north to Blood River, pinning the vampires there.
Next come the Ogres, marching stolidly southeast toward the castle kingdom of Tempest Falls, strongest of the realms in the Border Princes. Each step they take captures ground held by the Tempestrians and the knights are brought to battle on the banks of the Upper Thunder River. The incursion of Chaos into their realm does not go unnoticed however. The Ogres do not take kindly to this and strike southward to eliminate them immediately.
The Wood Elves, spiteful, hateful creatures that they are, have two objectives. The first: the cleanse the forest of the foul taint of chaos; and second: to eradicate their ancient enemies, the Dwarfs. They strike west, into the lands of the Dwarfs; the build up to a major offensive at their home. And if the Orcs come in the way, well...
In a highly precarious position, the Vampire Counts have acted both defensively and offensively. Moving east into the Iron Claw Orc Camp, a special map section, they will hopefully hold on to that important area and at the same time, possibly be able to provide support for two adjacent battles. Meanwhile, they strike at last at Spikehole, the Skaven capital.
Moving up to support the Vampire Count assault on Spikehole, the Barrow Kings continue their plan to capture all the land south of the Old Silk Road. With their forces already pinned in two places, they are left with only limited manoeuvrability, but what they have they take advantage of. The Barrow Kings attack the new source of Chaos in their realm and perhaps most tragically, invade the peaceful town of Aldium, taking it for their own.
Now, only the Tempestrians and the Dwarfs remain to move. When that happens, the first campaign turn will be over and the battles will commence!
The Orcs have Moved!
Seizing the inititative, the Orc and Goblin armies have moved first, taking the red-lined special realm of Tor Anrok. This will count as two realms if they can hold onto it, while depriving the Dwarfs of two. Fearing Dwarfen reprisal they've struck north, locking a Dwarf army in place.
Wary of losing control to their south, an army of Orcs has taken up station close to their border to protect against the Barrow Kings while further south, basking in their recently won glory, the Goblins have neglected their Skaven allies and pushed onwards into Barrow King territory, locking an undead army on the Blood River bridge.
Whether to lock the Vampire Counts poised next to the Skaven capital was a bit of a moral dilemma but hey! They're Orcs! They do what they want!
Whether the Skaven will see it that way is another matter...
End of Turn One!
The first web-published campaign turn in the Last Chance War has now come to an end with some shocking results! This is how the map now looks.
- The Barrow Kings and Tempestrians are doing best with large tracts of land claimed while weaker realms like the New Sylvanians and Chaos Daemons have only small holdings.
- Previous underdogs, the Skaven and Ogres have bitten back nad proven themselves surprisingly resilient.
- The Vampire Counts have lost their capital and are now at risk of being wiped out but they hover close to the Skaven capital, ready to strike.
- The Dwarfen realm is expanding in the north east, hammering the Orcs & Goblins against the anvil of the Barrow Kings.
- The capricious Wood Elves control much of the north but must eliminate the chaos infection in the midst of Bloodroot Forest.
- If the Tempestrians strike quickly then they may be able to snap up the lands controlled by the Vampire Counts, but to do so will leave their New Sylvanian allies at risk.
- The Men of New Sylvania are in a very precarious position and must tread carefully lest they be exterminated.
So far the victories and losses have panned out like this:
As far as the different players are concerned, it looks like this:
(Although to be fair, Joao has only played one game)
The armies will soon move. I have already determined the order of movement:
- Orcs & Goblins
- Chaos
- New Sylvania
- Skaven
- Ogres
- Wood Elves
- Vampire Counts
- Barrow Kings
- Tempestrians
- Dwarfs
This strategic movement will determine the match-ups for the coming campaign turn.
Let's see how it develops...
Thursday, 18 November 2010
False Accusations
So my friend Joao suggested that the Empire were being quite passive in the campaign at the moment...
Not so!
This campaign turn the Empire have snatched two new realms, doubling the size of their holdings. If I win the game lined up for tonight against the Skaven the Empire forces will gain an extra army next turn. If victorious, I’ve also made a continuous join between the two New Sylvanian towns, strengthening their opposition and allowing mutual support!
“Quite passive” indeed!
They need to be careful because look at all those Tomb King armies lurking around like sharks. The Tomb Kings are concentrating on capturing the entire south at the moment so the New Sylvanians are going to come under threat very soon.
Fortunately however, the Wood Elves are threatening the Tomb King northern quadrant which can only play in the New Sylvanian's favour…
Labels:
Campaign Movement,
Empire,
Map,
New Sylvania,
Skaven
Sunday, 14 November 2010
A New Map!
It was about time I updated the campaign map (see right). The old one was a tad confusing and hopefully the new one does its job better. The regions controlled by each faction are a lot clearer now and the movement of the armies is illustrated by the shape of each army shape. If an army is shown as an explosion it means it is coming under attack. Armies lined in yellow are close enough to provide support for nearby battles that have yet to be played out.
This isn't the final version - I'm going to go on tweaking - but it's doing its job more efficiently than it was before.
It’s certainly clear now that unless someone acts fast, the Undead Alliance is going to take full control of the south and start sweeping north toward the Empire!
This isn't the final version - I'm going to go on tweaking - but it's doing its job more efficiently than it was before.
It’s certainly clear now that unless someone acts fast, the Undead Alliance is going to take full control of the south and start sweeping north toward the Empire!
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