Monday 19 October 2015

6. Adapting the Brimstone Peninsula Time of War.

Here is a rundown of the Time of War rules and whether they need adapting to suit the Campaign.

1.  FLAMING MISSILES -  I like the fact that this rule gives a bonus to wound for shooting above a certain distance.  Shouldn't be game-breaking when coupled with the fact that distances can be covered quickly, Clouds of Smoke and Steam rule, as well as the House Rule for shooting (given below). 


2.  CLOUDS OF SMOKE AND STEAM -  Another good rule that prohibits units parking in the corner of the map and shooting every turn.  Shooting is to be encouraged but should be tempered with tactical movement.  Getting into a good clear firing position every turn is the skill in using ranged firepower.  Especially now that the rules support being able to move freely and fire without penalty to hit.  Tactical movement across all types of units is positively encouraged with this rule.

3.  FIREBALL - A potentially pointless rule for the Stormcast and Khornate forces unless they manage to acquire a magic ring or two on their travels. 

4.  GEYSERS OF BOILING BLOOD -  Fantastic rule that I shall definitely be taking advantage of.  I may even go so far as to make some custom markers for this.

5.  BRIMSTONE PENINSULA TRIUMPHS -  I like the rewards as they are.  Whilst tempting to tweak and add to them I like the fact that they are all contained within a D6 table and only apply to HERO level models.

6.  LEGIONS OF CHAOS -  I dont think I am going to be using this rule, not in it's current form anyway.  I like the idea of a battle set around the Khorne controlled Realmgate having a set of rules that can potentially feed into this but for now I am considering this rule off the table. 

7.  RAIN OF SIGMAR - Again, I dont see this as being absolutely necessary.  I may introduce it as a means of subtly balancing the win/loss ratio of the Stormcast but only if it is absolutely necessary.

8.  OVERTHROW THE TYRANTS - Now we come to the biggest change.  I am not a fan of this rule being in effect every single game.  I do believe that Sigmar wouldn't drop the Stormcast into battle unsupported without a means of giving some reinforcements at some point.  Therefore, I have come up with the following system:-




Tuesday 13 October 2015

5. The Goretide.

I managed to pickup a copy of the Khorne Bloodbound battletome last weekend.  I was looking for more explanation in the way a Bloodbound Warhorde would be put together.  I was also hoping it would reveal more about the Goretide in general.  I am pleased to say that I was not disappointed.  

Without further ado here is a breakdown of the unit types available to Khul's Gorechosen.


1.  Exalted Deathbringer:-  ' MORDAX SLAUGHTERTHIRST'.
              BLOODSTORM:  3 x units of WrathMongers.
              Mighty Skullcrusher unit.
              Khorgoraths.
              Fleshhounds.
              Bloodletter unit.
              Fleshhound unit.
              Bloodwarriors.

Mordax commands Khul's personal retinue of elite warriors.  Whilst Mordax's ambition knows no bounds Khul believes in keeping his more ambitious subjects as close as possible.  Mordax is cold and calculating.  It is his belief that it is only a matter of time before he commands the Goretide for himself.



2.  SlaughterPriest:-  'LAKSHAR BLOODSPEAKER'.
              DARK FEAST:  Bloodstoker.
                                         3 x units of BloodReavers.
              Chaos Giant.
              Chaos Warshrine.
              Bestigors
              Ungors
              Duardin Slayers.
              Warhounds.

Lakshar's force is almost entirely comprised of units made from subjugated races gathered during Khul's initial conquest of the Brimstone Peninsula.  Lakshar gains immeasurable pleasure from spreading the corruption of hatred in Khorne's name. 


3.  Bloodsecrator:-  'THREX SKULLBRAND'.
               Wrathmongers.
                Skullreapers.
                Blood Warriors.
                BloodReavers.
                Bound Slaughterbrute.

Carrying the Goretide's banner has attracted some of the Warband's most devoted killers.  Threx himself has no motivations beyond finding another body to slaughter in futile attempts to satiate the incessant ramblings of hate in his mind.  Khorne himself has rewarded Threx's acute single mindedness with a Bound Slaughterbrute so that the reach of his hatred has no bounds.



4.  SkullGrinder:-  'BARBARICUS KREED'.
               RED HEADSMEN:  3 x units of BloodWarriors.
                                                 Aspiring Deathbringer.

Like all SkullGrinders Barbaricus's origin and motivations are unknown.  Provided there is killing to be done in Khorne's name Barbaricus is never far away.  BloodWarriors and other aspirant champions flock to him like moths to a flame, hoping that they will be benefactors to  unique and grisly weaponry direct from Khorne's forge. 



5.  BloodStoker:-  'VEKH THE FLAYER'.
               SKULLTAKE:  Skullreapers
                                         Khorgoraths
               Chaos Spawn.
               Mutalith VortexBeast.
               Chimera.
               Chaos Giant.
               Chaos Trolls.
               Aspiring Bloodstokers.
               BloodReavers.

Vekh is constantly on the search for larger, meaner monsters with which to bring slaughter in Khorne's name.  His devotion to the cause enabled him to climb the ranks to the Gorechosen where he currently resides.  Loyalty to Khul is absolute, but to his peers less so.  He currently has his eye on a certain Skaven Abomination subjugated by a certain Karnus Gnaw.



6.  Aspiring Deathbringer:-  'JANGOS SCYTHE'.
                Bloodwarriors.
                BloodReavers.
                Aspiring BloodStoker.
                Khorgorath.
             
Jangos is desperate to cement his position within the Gorechosen.  Desperate for a higher position he will betray anyone in order to catch Khul's eye. 




7.  Aspiring Deathbringer:-  'KARNUS GNAW'.
                Bloodwarriors.
                BloodReavers.
                Aspiring BloodStokers.
                Khorgorath.
                Skaven Abomination.

Karnus was responsible for taming the Skaven North of the Brimstone Peninsula.  During his successes he acquired a Skaven Abomination to which his Aspiring Bloodstokers, against all odds, managed to tame.  The Skaven's alliance with Khorne would be described as uneasy at best, but their hatred for the carnage Karnus caused transcends their fear for Karnus's master. 


8.  Aspiring Deathbringer:-  'MANTHRAX WRATH'.
     Aspiring Bloodsecrator:-  'BENEFAX WRATH'.
Collectively known as the 'SKULL WARDENS'.

               BLOODBOUND WARBAND:  Skullreapers
                                                                   Bloodsecrator
                Bloodwarriors.
                BloodReavers.
                Aspiring BloodStokers.
                Khorgorath.

SPECIAL RULE:  TELEPATHIC LINK - A warband with the Skull Wardens counts as having two Generals.  Command Abilities can only be used once per turn as normal except that it counts as being effective from both of them at the same time. 

Khorne believes in singular absolutes.  The Wrath brothers are a problem for Khorne as he ideally needs one of them to die in order to be able to reward them properly.  Having two warriors making up a single slot of the Gorechosen is troublesome.  Problem is they work so well together.  The Skull Wardens are very effective on the battlefield but are hamstrung by each other's existence.  The brotherly loyalty they share is unquestionable, as well as their loyalty to Khorne. 

Monday 5 October 2015

4. The Sigmarite Forces.

I have started to think about the StormCast's situation.

For the campaign, and indeed for the players, I think it is necessary to limit the forces at the player's disposal.  The warscrolls in the Age of Sigmar source book support what we have in the box and also what I feel would be deployed at this early stage of the war.

The Stormcast forces comprise of highly skilled, surgical strike troops that are small in number but high in resilience.  A forced balance in this manner will be essential.  Plus, I like the idea of Paladin's and these other more specialized troop variants turning up in later chapters in other realms.  Almost as if Sigmar is constantly refining the Stormcast sauce. 

To that end I have planned out the troops available to Noah for each of his generals.

NOTE:  the graphics represent how many models of each including whether they are a Champion, Musician etc.

First up is Vandus Hammerhand's starting forces.


 Vandus's force is interesting in that his Thunderstrike Brotherhood has already sustained casualties from the initial conflict to open the Realmgate back to Azyr.  What sets Vandus apart in terms of model and abilities is the fact that he is riding his Dracoth. 


Ionis is the main bearer of Sigmar's spiritual might.  Second in command from Vandus he plays a crucial role and has a special ability to go with it.  If a Stormcast force is on an adjacent node to Ionis then he may teleport that army to any other known node on the campaign map before that general begins his campaign turn. 


Retricus's primary role is to guard the newly captured Realmgate back to Azyr.  His force is fairly generic in role as it will be required to be adaptable.  




On the battlefield Remus has a highly mobile force of Stormcast.  Initially Deep Striked towards the top end of the map it his job to keep the mountainous region of Aqshy clear from being able to give support to Khul.  It is also worth mentioning that Andrious Stoneheart also comprises of a starting force identical to Remus.  It is his task to cover the land beyond the Obsidian bridge.


Finally we come to Jactos.  Jactos's responsibility is to provide some muscle to guard the Obsidian Bridge.  It is Khul's primary means of crossing the river Magmus and were it to fall the Stormcast would be sorely pressed from all sides.

The intention with these starting forces is that the model count is not luxurious.  It will be quite tough to actually remove models from the campaign.  Even if they are slain in battle they do not truly get beamed back to Azyr unless they roll a 2 or less on a D6, or a 1 for Heroes, at the end of the game.  Over time however,  models will die in dribs and drabs, meaning that a re-jigging of the models between armies may be necessary or a means of gathering reinforcements needs to be found.  Until the Khorne realm gate is closed, reinforcements will not be an issue for Khul's forces.

To support the possibility of moving troops from one army into another, if two Stormcast armies are in adjacent nodes then they may move models between forces before both parties campaign turn begins.  

I am hoping that the Stormcast will be torn in opposite directions keeping to their specific roles and also trying to support each other where the need arises.