Sunday 16 February 2020

Undead vs Nighstalkers - 2000pts Loot

The barren wastes stretched to the horizon around the rocky outcropping, a seemingly endless expanse of rolling hills from which this lonely peak lifted its time-ravaged head.

On top of the hill there was a rider, a darksome shape against a steel grey sky. The wind was a bitter breeze, but it blew around the rider unfel, wasting its fury. His tattered cloak snapped and fluttered in the gale, but it was long since such matters could reach him, let alone pierce his death-cold flesh.

The rider looked down into the valley, interspersed with huddling groups of trees. To mortal eyes it would have seemed of little value, but to his eyes, long ago clouded by death, the power buried here by some ancient strife shone with a light of its own.

Three there were that were buried here, and three he had come to claim.

But so had others, for on Pannithor the powers that seek destruction and death are rarely aligned, and as he watched from the hilltop the slope across the valley seemed to shimmer and sway, only to be torn into gaping maws a moment later. Great rents tore into the fabric of reality, and terrifying creatures came forth.

Cold hate burning in his eyes, the Revenant King pointed his sword towards the nightmarish fiends that poured forth from the gates, motioning his armies forward. The battle, nameless and but one of many, had begun.


--

Greetings, fellow KoWsters!

I ended up playing in the cozy little tournament I myself arranged at my hometown, Jyväskylä. Originally, I was the back-up player, but since one player fell ill, I was, unfortunately and with a heavy heart, forced to step into the fray myself. This gave me a nice opportunity to field my Undead that had recently reached 2k painted.

It's a list I planned and started building in late 2nd Edition, and boy did I get lucky with the swap to 3rd Edition! Wraiths, Wights and Wyrms are all very much a thing in this edition, as well as the Balefires that I threw in the list in order to demonstrate that war engines are viable option.

“Flowers of Frost” - 2k Undead
Wraith Regiment
Wraith Regiment

Revenant Cavalry Regiment
Revenant Cavalry Regiment

Wight Horde*
Werewolf Horde

Balefire Catapult
Balefire Catapult

Necromancer - Drain Life(5), Surge (6), Conjurer’s staff
Lykanis
Revenant King - Mount, Surge (5), Blade of Slashing
Revenant on Great Undead Burrowing Wyrm - Inspiring Talisman

The idea behind the list is that all units are agile and good at projecting threat and each unit packs a punch so there are no "easy match-ups" for my opponents. Every unit is relatively tough as well, so there are no glass cannons, but also no super units that would be ideal targets for enemy shooting. Catapults provide some ranged threat and are there to make sure I have tools to fight off stalemates and force my opponents' hand. By targeting heavy-hitters and monsters (and titans) they are just enough of a threat that one has to take them into account, ignoring them might be disastrous.

My list aims to win games by enticing my opponent to engage in close combat without adequate groundwork and then taking advantage of the synergies provided by phantasm-units' Sp 7 and Fly and Surge. The list doesn't have all that much Surge, only 11 all told, but I don't think the strength of Surge to be in its very limited ability to counter Shambling's lack of At the Double!, but in it's ability to realign on-going combats to my advantage. Enabling "impossible" charges is what Surge is there to achieve in this list.

Thus the strength of my list, in my view, lies in its units' ability to support each other in combat. The units have small footprints and high defence, meaning that I can usually make combats last many turns, giving me time to set up some funky Surge-action.

However, the list has some built-in weaknesses. First off all, there are no Speed 10 flyers, which means I can get out-ranged by flying units. Second, I have zero true anvil-type units. Wraiths are a tough nut to crack, but they're no Revenant Horde. This means I can't reliably soak a charge from heavy hitters. Thirdly, the list has no real chaff, either, so my ability to choke my opponent's movements is very limited as is my ability to sacrifice units as my list needs all of its units to get favourable trades in order to stay in the game.

--

In the first game of the tournament I faced a pretty scary Nightstalker force from the next town over.

Scarecrow Legion - Hammer of Measured Force
Fiends Horde - Brew of Strength
Doppelganger Regiment

Reapers Troop - Screamshard
Reapers Troop - Screamshard
Phantom Troop
Needle-fangs Troop
Needle-fangs Troop

Shadow-hulk
Terror
Void Lurker
Horror - Aura (Vicious, melee inf), Bane Chant

The list seemed to contain the two items mine doesnt: speed 10 Flyers and chaff. These, combined with the built-in Stealthy of Nightstalkers meant that I felt hard-pressed to gain the upper hand so I wouldn't get pinned down early in the game, and then picked off one unit at a time.

Pre-game questions that I had were:

- Could I contain the flyer threat without yielding the Loot tokens?
- Could I gain enough benefit from my Balefires, or would they simply be a 200pts handicap?
- Could I take down the Titans without paying too heavy a price?





They approach, the nightmarish and the profane. Howls shred their way through the screaming winds as the Werewolves come forth, leaping while the thunder of the hooves of horses makes the ground shake. Ghostly forms come streaming down the hill, gliding above the battlefield without a sound.

Across the field the gaping maws of nightmare spew forth creatures without shape, mindless and hungry for the lifeforce of this world when a sudden silence falls. Then a growl rises, rises, and above the teeming mass of fiends three shapes rise. One winged, one with a giant, gaping maw and the third a mass of lashing tentacles.

The battle commences.


Both our deployments showed some layering, meaning both of us left some units behind the first line as a reserve to counter enemy units slipping past our lines and to charge into the fray once it became clear where help would be needed.




“We must strike them, now, before their hold on this plane becomes too strong to sever.”

The Necromancer’s thoughts were a whispery echo in the frigid halls of the King’s mind. Had he possessed the ability, he would have snorted in contempt at the sniveling creature’s spineless mumblings. He let his cold gaze turn to the ghostly fighters and sent them advancing with a thought and then rode forth with his knights.

Too strong to sever… He would drink from whatever energies drove these creatures forth and claim it as his own.


(Picture taken after UD1, NS having already started their movement phase by moving Needlefangs).

The Undead won the roll and went first in order to maximize Catapult effiency. There was some careful movement forward in the centre, because I didn't want to commit my troops too early on, and moving backwards is a whole lot more difficult than pressing on later in the game. I decided that the best way to approach the Nightstalker's Stealthy was to ignore it and play the game as if they didn't have it at all and use them, as planned, to create pressure and lure them to charge too early in the game, or at least to put pressure on them to seek out charge opportunities, possibly putting themselves at risk while doing so.

I think the larger scale tactics of KoW are a lot about knowing when to charge, when not to charge and, on the other hand, when to advance in such a way as to enable the opponent to charge, while only offering poor targets. For example in such a way that the charges presented are either Hindered or against targets that will almost assuredly survive the charge, leaving their units in untenable positions.
The Werewolves moved up to pressure the centre of the 'Stalker line while the Lykanis hung back behind the hill, threatening possible fly-overs. The Balefires chose to target the Fiends on the right flank as they couldn't hide due to their height, didn't have any means of getting rid of any potential damage and didn't have easy access to my Inspiring units for more protection. Here the point wasn't to count on my Balefires to take the horde out, but more on making it dangerous for my opponent to count on them NOT doing that.

On their turn the Nightstalkes moved up as well, not really concerned about offering my units charges. Only on the right flank is their advance really careful so as to avoid my Werewolves and Lykanis. The monster moved up into the woods, moving to protect the Needlefangs that took the Token. Phantoms move up also, threatening whoever I send in to claim the Token.





In a sinuous, flowing motion, the Wyrm crashes through the woods, making little of the trunks barring its way. They snap like twigs as the mighty beast thunders through the forest, leading the ghostly warriors streaming behind him into the enemy line as ghostly fire streaks across the darkened sky

The rider, long since worn clean of any name he might have borne in life, roars and lifts a ghostly blade high into the air as his mount bears him into the fray and a deathly tongue of flame leaps up the length of the blade. It has quenched so many lives and grown more bitter and more powerful with each one.

These deaths will be no different.



Already on the second turn I knew for certain that I couldn't claim the token on the right, so I concentrated on trying to take the left flank and the centre tokens. Thus, I had this one chance to move in to take the token from the Needlefangs and so I did. I sent in both a regiment of Wraiths and the Wyrm, because I wanted to make sure that I could crush the Needlefangs. I was unafraid of moving up my Inspiring Wyrm, since the option of denying its Inspiring would have effectively rendered the whole unit useless. Mindthirst, the Nightstalker ability that enables them to tap into enemy Inspiring while depriving them of Inspirers of their own might seem like a hindrance at first glance, but it is not to be mistaken for a weakness. Instead, it enables the NS to skip spending unlocks and points on units that Inspire. 

To counter this tapping, I suggest the following: do nothing to counter it. 

Of course, there will occasionally be the moment when you want to turn tail with your cheap Inspiring hero to deprive the NS of your Inspiring, but for the most part it falls into the same category of mind-gamey special rules as Stealthy. The real power of both abilities is to make you as the opponent make poor judgements as you try to bendover backwards to fight against the two special rules. If you don't, and simply play the game as you would anyway, you'll find that you won't fall into the trap of hanging back with your super-killy monster to deprive a 100pts troop one turn of Inspiring, or start looking for ridiculously useless targets since shooting feels so ineffective.

At any rate, the Wraiths and the Wyrm make short work of the Fangs, taking the token and then forming up in a way that has the Wraiths footprint protecting the flank of the Wyrm. The Wyrm turned to threaten the Phantoms on the flank, making sure they move up or back down on the next turn.

In the Center I chose to charge, suboptimally in itself, the Nightstalker line and threw in just about everything I could. I wanted to get to fighting over the central Token before my opponent could bring in his Void Lurker to pin my line down. I brought in my Revenant King to Inspire my units, enable Surging on following turns and finally to shutdown either Fliers or Casters as needed. The King doesn't do much damage, but he does do some damage very reliably. Thus I sought to make sure that whatever my opponent does with his Lurker, I can pin it down. A stable threat is one that can be countered.

On their turn the Nightstalkers move up on the right flank while the Void Lurker went for the midfield. On the left the monsters charge my positions, surprisingly dividing their punching power between two targets instead of focusing on bringing down one unit. Both Wraiths are locked in combat while the Phantoms fly over and land close to my flank, trying to dislodge my line.

Doppelgangers and Scarecrows delete one of my Revenant Cavalry Regiments.







They fight, as they did in life so now do they continue in death. Faceless horrors clash arms with the emaciated forms of the undead warriors of bygone eras, their weapons passing harmlessly through their incorporeal forms. Scythes seething with unlife reap a bloody toll and monsters roar as they wrestle for supremacy.

A tide of profane magicks rises, rises and then reaches a crescendo and the ghosts wail with piercing, keening voices as they swarm over their opponents, striking as they envelop the foe.



On this turn the power of both Surge and what is commonly known as the "cork screw"-maneuver are displayed. I disengage one unit of Wraiths from the Horror and join their ghostly bretheren in fighting the Shadow Hulk. This move is based on the fact that a unit disengaging from one foe can easily draw LoS to an enemy on their side and then can pivot and charge the enemy in the flank. However, even their combined efforts aren't enough to bring down the Hulk. No easy victory on this flank, it seems.

The Wights turn and land one inch away form the Phantoms, after which the Necromance has no difficulty in Surging them forward and into the Phantoms. Hindered or no, 18 attacks, CS (2) and Brutal make short work of the flying pests and the Wights turn back to face the main battle. This was actually very, very important since had the Wights not made it back in time, I would've probably lost the entire flank. That would've been the end of it for me.

Werewolves and the remaining Revenant Cavalry rout the Scarecrow horde and turn to face the coming charges.

Nightstalkers spend the next turn teaching me the importance of careful play, for I had overlooked moving the Lykanis and thus his Fiends came charging my hero. So much for controlling that flank to any extent. Luckily they don't manage to Rout him, only Wavering my wolfie.

In the center the Void Lurker aids in bringing down my entire center line, Routing both Werewolves and Revenant Cavalry Regiment, leaving the Token they controlled in their possession. Victory was fast slipping past my fingers. The Terror manages to bring down one unit of Wraiths, but the Hulk fails to bring down the other. The situation is looking dire.






But no, victory shan’t be wrested from the creatures of the void so easily. Wolves cry out as they are torn asunder and the formation of the Undead Knights is shattered.

The Cold King curses and rides into the fray, his blade singing an ancient song of death.


The Undead begin their counter offensive and the Wights charge the Terror, while the Wraiths trust their own blades to bring down the Hulk. The Wyrm hangs back in the second wave, recreating what is commonly known as "strategic depth" in order to regain control of the flow of the battle. My trust is rewarded and the Hulk collapses to the ground, while Wights fail to budge the Terror.

On the right flank my Lykanis limps to the side, offering the Fiends the raw deal of either letting him go after the Token on the Needlefangs or then spending another turn killing him and drawing themselves even further from the increasinly pivotal central Token.

On their turn the Stalkers take the "bait" offered by the Lykanis, bringing his cursed life to swift end. That was the choice I would've preferred my opponent to take, as it meant his Fiends were practically out of the game. His Void Lurker comes in and takes out one regiment of Wraiths  and then turns to face the Wights.







The Winged Being from beyond slashes and bites, claws and strikes, breaking armor and snapping cold bone, but the creatures laugh in harrowing voices, like ice breaking on stone, and reform before its eyes.

Who are these evil memories given shape, seeking to drown the world in sorrow and pain?

Nameless, accursed, deathless.


Wights Disengage from the Terror and turn to face the Void Lurker. In Hindsight I noticed a slight rules break here, as there was less than one inch between the Wights and the Terror after the move, but luckily it wasn't pivotal. Still, noticing that I broke a rule feels bad. Rules are rules, and I like to run a clean ship in this regard.

The Wyrm lunges forth, jaws wide, and sinks its teeth into the writhing mass of tentacles, ripping it nigh in two. The Terror is no more. The Revenant King comes in and comes charging into the Lurker, denying him the use of his wings. Balefire Catapults notice the troop of Reapers trying to sneak off with a Token, take aim and bring a swift rain of ghostly fire on them. Their spiked forms are engulfed in balefire. When the fires die down, only charred bones remain. Oh, and the Token, too, of course.

On their turn, the Void Lurker comes after the Wights, but fails to destroy them. Doppelgangers move towards the now ownerless token. The second Reaper troop moves in to aid, but are woefully late for the party. Fiends finally get to close in on the catapults.







It is a terror beyond imagining, these warriors. Borne back from the deeps of death by their hatred of all things living,  their unholy voices rise in cackling laughter as they cleave their opponents in half and show their mastery of the field.

The Cold King, Arisen, hacks and slashes, killing at will, his slow, deep thought unburdened by the unnatural foes that he now faces. He notices, in a passing manner, that they wear his own face, called back from beyond a terrible count of years. These phantoms throw his old self against him, but he cares not, for the knight he once was and the one they now reflect, his true self, he killed that knight himself a long, long time ago.

They posses no horror that he has not yet visited upon himself a thousand times over in the hollow halls of death.


The Wights counter and easily crush the Void Lurker, showing how decisive the Fearless ability can be: where normal units have an "almost dead"-state, where they waver and are usually one slap away from death and unable to punch back, Fearless units are actually not only more resilient, but also are better damage dealers since there is no way other than Rout to keep them from harming you.

The Wyrm moves up to intercept the Reaper troop, moving also towards the central Token, while the Revenant King charges the Doppelgangers and effectively denies them the Token. Even as he is unable to claim the token himself, the Revenant King, unharmed thus far, is well equipped for late-game maneuvers such as this. The Doppelgangers' abilities avail them not, since they can choose between their own feeble attacks or swap them for a meager three attacks. They wouldn't be going through the Revenant King any time soon, and even though he's not Mighty, his three attacks are enough to quite reliably keep the Doppelgangers Disordered, thus making them unable to charge through him. I find it very important to enter the last few turns of a game with many highly mobile pieces remaining on the board; as my opponent's ability to control area wanes, the power of these units grows.

On the Nightstalker turn the Doppelgangers take part in an exercise in futily as they pound the Revenant King, while the Reapers attack the Wyrm, also without much effect. The Fiends take out the first Catapult.

At this point it was quite certain that this was to be a draw, as the Reapers stopped the Wyrm from reaching the Token quite the same way as my Revenant King kept the Doppelgangers from doing the same. The remaining Balefire managed to create a last-minute panic as it managed a solid four damage on the Needlefangs in the far right corner. Unfortunately for me, the unit didn't Rout.

My Wyrm kills the Reaper troop, but has no way of reaching the Central Token. 

On the Nightstalker turn there were no further developments, so a draw it was.

--



The field darkens.

No songs shall be sung of this day, for no heroes fought here.

If Evil fights Evil, but neither wins, who won? 

It sounds like poor jest, a clumsy riddle, and it’s best not to answer.


More thoughts and analysis to come!

Monday 10 February 2020

Isle of Idin - Slow grow Campaign for KoW

It is said that when the Shining Ones had entered into Pannithor and had dwelt there for a time, they begun to long for whatever paradise they had left behind, or been cast out of. They longed for a paradise lost and in remembrance they shaped the Isle of Idin into its likeness.

Others, giving little heed to hearsay and old wives tales, say that the favourable, gentle winds and weathers of the world have shaped the land into a place most amiable.

Whatever the truth may be, it remains that the Isle is indeed a green jewel nestled in the warm bosom of the Infant Sea. In times past it has been a home to many peoples and continues to be so to this very day. Proud, ancient elven cities still persist on the Isle as well as rich Dwarven holds, dug deep under the rich mountains of Idin. On the Isle of Idin gentle farmlands and schools of wizardry have existed in peace and prosperity for a long count of years.

All this and more has existed under the mighty, gentle hand of the kings of House Bardast. Of old, Primovantorian descent, the Bardastian monarchs have been farsighted and prudent in the management of their kingdom and have seen it prosper beyond the splendour of other nations.

But all is not well in the Kingdom, for the last King, Hastius XI, died without issue, and as it is the nature of human, elf and dwarf alike, power left unclaimed is a prize most wanted. Rival claims to the throne have sprung like weeds on an untilled field, with each claimant drawing from age-old alliances and tapping into military, monetary or political strengths each house has carefully nurtured under the watchful eye of kings past. The council of Idin, convened to choose a new monarch for the Isle, sat for many moons but no claim was accepted. The throne remains vacant.

So it is that now the Isle of Idin teeters on the brink of war, all its riches ready for the taking.

Outsiders have now begun to make claims on the lands on the Isle of Idin, and the tumult and chaos have opened the door to darker powers as well. Goblins and other creatures of less-than-savoury nature have been seen sailing close to the shores. War's brewing..

Greetings!

After a work-induced hiatus from maintaining the blog, I return with a campaign!

We decided to host a slow-grow campaign with a light map element attached to it and I'll write a bit about the system we're using plus some thoughts and ideas of what a good campaign consist of. My previous campaign, a map-based campaign for Vanguard, fell to ruin and sank into the deeps of forgetfulness due to my own inactivity and a lack of thought-through system for using the map.

As I consider myself a creature capable of learning, I decided to come back better prepared, so I set myself some ground rules regarding the campaign and its mechanics. The map needs to play a role in the games. It has to incentivize the players to grab areas and interact with the map and it needs to be easy to grasp. It shouldn't break the core rules of the game, nor should it be overly elaborate. It should reward winning games, but it shouldn't hinder further progress. Thus I came up with the following outline and rules.

Our campaign will have, initially, five rounds.

As this is meant as an introductory campaign, we'll start at a surprisingly small size of 350 points. These games will be played on 3' x 3' tables and are mostly meant for teaching some new-comers the basic mechanics of the game. Another reason for starting that small is simply to provide some external support for people looking to get their armies painted. I find that small, attainable steps are better for this than more ambitious goals that tend to dismay some players more than they inspire.

The timetable is, roughly, as follows:

Round 1: 350pts in January
Round 2: 500pts in February
Round 3: 750pts in March
Round 4: 1000pts in April
Round 5: 1250pts in May
Round 6: 1500pts in June

I wanted the timetable to be loose enough to give ample time for painting up the required units, but I am also prepared to make it tighter should players want it.

Map - an overelaborate scoreboard

I've always had a thing for maps.

Whether it's in miniature war gaming or in a fantasy novel, I've always fancied pretty maps and I decided to make one for this campaign as well. I had an old frame lurking about and I decided to use it as a base for my map. I knew that I wanted to make a three dimensional representation of the area we'd be fighting over as I think that adds nicely to the immersive aspect of the game. I want the players to form rivalries and epic stories about how they defended Tor Idinor against marauding goblins or how they sacked the Tower of Fire, driving out the Druids who used the magical power in the war for supremacy of the Isle.

The main point is to be a glorified scoreboard as I don't want the map element of the campaign to overrule the basic mechanics and balance of the game too much. There are some in-game interactions between the map and the games, but they are deliberately kept relatively small.



The map is made out of cork with some wood filler for added shapes. The forests are sand mixed with PVA to make a pretty liquid paste that doesn't clump up but retains an uneven texture that can be drybrushed to give it an "deep" organic look. The water is simply PVA shaped, painted and gloss varnished to give it a sheen.

The cities and castles were a pain to make, as I wanted them to be more than just map markers. The amount detail that would've gone into it had I given into my desire to keep working on it would've been immense, but I wanted to cut it short in order to get it done and so the cities aren't quite as big as I wanted them to be, nor are there roads and bridges.

Playing the map

With some help from a fellow player I wrote a quick and simple set of rules for playing on the map. I kept them as simple as I could, because I wanted to make sure no one felt like there was some weird mini-game they had to master in order to take part in the campaign.

The map is divided into roughly hexagon-shaped counties. Each county represents one "point" in the campaign so the more you get to claim, the better you're doing. Some counties have special areas in them that can be claimed. Each player also has a war-party they can send to harass (and potentially destroy) special areas in unclaimed counties or counties controlled by other players. These aren't meant to represent the players' armies as such, as it's assumed that each invasion force has thousands of troops on the Isle. The war-party is simply an artefact on the map that can be used to create more narrative and more immersive play.

Each round begins with an initiative roll, which is 2d6. Ties are rerolled until a sequence emerges.

At the outset each player takes their turn and claims one of the landfall counties spread evenly on the coasts of the Isle. On later turns and at the end of each round the players can claim counties that are touching one or more counties they already control. If a player can't claim more counties that are adjacent to their counties, they may then claim a new landfall county.

The rolls for Initiative were 3, 5, 7, 11, 11. The elevens were rerolled and so the victor emerged. The first player decided to take Ankh-Or harbour as their starting point because they wanted to claim the desert counties as their own. Then other players chose their starting points, each carefully examining their potential and their distance from cities and castles. Questions of defending their own areas also arose. Which harbours offered the safest bonuses, which towns and Spires were the most difficult to assail?

War-parties

After claiming new counties, players take turns in placing their war-parties on the map. War-parties can move in direct lines from any county controlled by the player but they can't cross mountains, enemy-controlled counties or large bodies of water. Note that they can attack an enemy controlled county, but can't go across it to reach deeper into their territory.

Any special area attacked by a war-party can't be used until the opposing war-party is driven off or moves out on it's own. A war-party can destroy a special area so that it yields no more benefits for its controller. This happens if the attacker and the defender do not play any games during a round and if the defender does not move a war-party in to defend the county.

If a county has two war-parties, the players are encouraged to play a game and see which one wins! If the defender wins, the attacking war-party has to retreat and the defender can again use the bonuses from that county. If the attacker wins, the defender has to retreat and the bonuses are denied for the round. Due to the disturbance of defending forces, the attackers will be unable to focus on the siege and so the special area (castle, town etc) is still held, albeit under siege!

Counties can't be taken once claimed, so they can be burned to the ground, but their ownership doesn't change hands. This is to keep better track of the score and how each players games are going and to keep "win more"-mechanics from forming.

War-parties have a few additional functionalities depending the player's army's alignment:

- War-parties of good armies can protect an unclaimed county they can reach. This way the player can claim the county's special area bonuses even though they can't claim the county. This is, of course, unless the county is attacked by some other war-party.

- Evil war-parties can sack unclaimed counties, destroying their special area bonuses the same way they would in an enemy-held county, unless the war-party is harassed by another war-party.

- Neutral armies can do both Protect or Sack unclaimed counties, but once they sack an unclaimed county, they can't claim bonuses from protecting a county. The good people of the Isle simply wont aid butchers and brigands!

Special areas

Some counties give bonuses, although only one of these can be used when building an army. There are four different bonuses from four different areas:

Villages

There are eight villages on the map. They are also the closest bonus areas to the landing counties. An uncontested village allows one non-hero unit to be given a free magic artifact worth no more than 10 points.

Cities

There are four cities on the map. Each city allows a 10 point deductions to a non-spell upgrade of a non-hero unit. So a 25 point upgrade could be purchased for only 15 points.

Spires

There are four wizard's spires on the map. Each spire allows a 10 point deduction of a spell upgrade. This way a 20 point Banechant could be purchased for only 10 points.

Castles

There are four castles. An uncontested castle allows a player to use an additional war-party. A player can have a maximum of two war-parties. If a castle is attacked by an opponent, the war-party immediately retreats back to the castle to defend it. It can't be used to relieve the castle of the siege, so the bonus is lost the same way other bonuses are lost if the county is attacked.


This way there is some small benefit from playing the map, but the game itself isn't overly affected by the area bonuses. The point here is to encourage narrative games and to create flavorful rivalries between players and to avoid the usual "well, these two armies just kill each other for no apparent reason".

The initiative is used also during the next phase, as the players send out their war-parties. The first player, playing Empire of Dust, decided to send heir war-party North from the Southern desert to sack Trade Town, the fair city that has grown fat and rich under the shadow of Mount Idin. First they checked whether their war-party had a clear path and then they counted the hexagon-shaped counties between their own landing zone and those of others to ensure they were attacking a bonus area they themselves had little enough chance or need to claim.

The player going second played Forces of Nature, and being careful to claim a bonus for the round, to protect the ancient Spire of Fire even if they can't claim the focus of magical energy yet. Basileans sent their forces Northward, to lay claim to the Spire of Frost to claim the same bonus.

Finishing the round

After the games of the round have been played and players are ready to move on the next round, it's time for some cleaning up before moving on.

Players can play any number of games during a round from a single game to as many as they can squeeze in. The games played affect the map campaign and translate into "score" as follows:

- If the player won more games than lost this round, they claim two additional counties following the normal rules for claiming areas.

- If the player played an even number of wins and losses, they claim one additional county. They also gain +2 initiative next round.

- If the player lost more than won, they gain +4 initiative on the following round.

This means that those with fewer areas are likelier to get the areas they want next round, so winning wouldn't become more of a "win more"-thing.

Smoke rises in a thick column towards the steel-grey skies and heads driven into spikes adorn the brunt ruins. The towering cliffs of Mount Idin seem to weep at the loss of the fair city as the restless dead move away, retreating to their domains in the desert.. The fair city of Trade Town is no more. For years to come, the name will be an ill omen, a symbol of wanton destruction.

Meanwhile, to the east the rising sun graces the Spire of Fire, its proud head crowned with the colors of the Wild. With the druids and their forest-folk allies guarding it, it's wizards have promised and delivered their vast knowledge to the aid of the Forces of Nature.

Basilean flags hang limp from their poles on a windless morning. Driven back on all fronts, the Hegemon's Finest must fight on doggedly, if they hope to claim the Isle of Idin for the Hegemon.