Archive for Games

Episode 51: The Aftermath

Hello and welcome to Episode 51! I know, two episode in less than a week? Pretty amazing, huh? Anyway, today we focus on the changes at GW from the end of 2013 and into 2014, with a bit of a review of the new supplements that they released. Plus, a special Let’s Kick It about custom RPG minis with Nick the Bad Gamer! Thanks for listening!

Link to Hero Forge Kickstarter

For a complete list of songs used in this episode email josh@http://thedeploymentzone.com/

Episode 48: Recording in the Verse

Hello all, we are back with another great episode of The Deployment Zone! We are going to do something a bit different today by reviewing the new Firefly board game! Enjoy, and let us know what you think!

For a complete list of songs used in this episode please email josh@thedeploymentzone.com.

Episode 20: Kickstart Your Hobby

This week on The Deployment Zone: Ellie joins the guys to talk about the new GW Daemons, we discuss how we get others to play the games we like, and wrap up the OFCC season. All this and more on The Deployment Zone!

0:00:17 Roll Call
0:20:10 Arms Race
1:04:51 DoBG
1:09:27 Scouting Report
1:51:37 Propaganda Machine
2:20:12 War Room
2:53:42 Combat Maneuvers
3:04:15 Tactical Withdrawl

Link to the P3 Paint Guide

Music from: Epic Soul Factory, Epic Score, Freeky Cleen Dickey F, The Freak Fandango Orchestra, Tenpenny Joke, Dom the Bear
Check out Jamendo.com

The Deployment Zone’s – Tamurkhan Throne of Chaos Final Campaign Results!

“On the day of the final battle, the Chaos horde moved as one towards the great city, a great strung out line nearly a dozen leagues across advancing in the darkness before dawn from the south-west. There was little order or unity, but with Tamurkhan’s reappearance and transfiguration a sense of purpose and destiny had fallen upon the horde again, a purpose that would not be denied. This was to be the day of days, the day when the merciless gods looked down and rewarded glory and punished failure – a red day, a day of blade and spell and claw, of carnage and triumph. For Nuln, perhaps, it was the end of days…”

The massed horde stood before the city of Nuln, the River Aver and the Upper Reik serving as the only barrier between the city and imminent death. The defenders of Nuln looked upon the massed horde with great fear and despair, there stood the promise of death. The defenders had entrenched themselves well in the levees and prepared to punish the Chaos horde when they attacked.

Through sorcery and mayhem, the sky darkened before the sun had reached it’s zenith and cast the battlefield in an unnatural darkness. It was then that the assembled masses of Tamurkhan were given the signal to attack and the deafening sound of hundreds of thousands of throats roaring in unison caused many a bladder on the defender’s side to weaken. Then the horde attacked…

Magic, arrows and artillery flew through the air causing explosions and great gout’s of flame erupted all over the battle field as the battle was joined. Daemon, dragon, man and monster all fought in a clash of steel and claw. Many times the defender’s line would buckle only to receive reinforcements at the last moment to prevent from being overrun. Knightly orders would slam into the Chaos horde’s line and flatten hundreds beneath their charge only to be instantly swallowed up by the enemy when they were able to close ranks. Trolls and Ogres would barrel forward only to evaporate in a crimson mist as cannon balls and rocket batteries exploded into them in fire and blood. Tales of bravery and despair ran rampant through out the day, the steely resolve of the defenders versus the unholy savagery of the horde.

The battle raged on for hours with tens of thousands of warriors dying in an orgy of blood and slaughter. Sayl the Faithless and his Kurgen host fled the battlefield after the gauntlet of Nuln artillery had annihilated half their forces. Kazyk the Befouled and his Rot Knights finally were decimated after rampaging through the lines of the Opposition and slaying a full fifty times their number. Countess Elspeth von Draken astride her Carmine Dragon smote the Great Unclean One named Tallyman using her Death magic. Slowly the key points of the Opposition’s lines held against the unstoppable onslaught. Tamurkhan seeing that his horde was failing against the anvil of the Opposition realized the Throne of Chaos was slipping from his grasp. Tamurkhan ordered that one final ritual begin to unleash a host of plagues upon the world that would ravage mankind and put the Throne of Chaos firmly within his grasp. This is when the Countess’s Champion, Theodore Bruckner astride his Demigryph mount Reaper was ordered to stop Tamurkhan no matter what the cost.

Bruckner and the assembled host of dozens of knightly orders blazed their way through the very heart of the Chaos horde to reach the Maggot Lord and his great Toad Dragon. Elspeth and several other wizards rained magic down and managed to finally slay the mightly Toad Dragon while Theodore challenged Tamurkhan. Tamurkhan charged Theodore in a berserk rage only to be encased in magical fire, it’s amethyst flames scouring his plagued skin and causing him to howl in agony. It was during this moment that Reaper set upon him and ravaged the Maggot Lord’s body, claw and beak tearing great chunks from his flesh and gouging massive furrows in his body. The enchanted axe of the Maggot Lord descended and brought down Reaper but not before the dying animal had taken his toll, Theodore hopped free as his loyal mount died beside him and drew his blade. Tamurkhan, his body a torn ruin, fell to one knee gushing blackened maggots from his awful wounds. It was then that the great grey maggot erupted from the body of Tamurkhan as it had many times before.

“The obscene creature lurched forth like a striking cobra and fastened itself over Theodore Bruckner’s terrified face, crunching through leather and bone and pulsing and writhing within the flesh, delicate bones splintering like pistol shots as the maggot forced its way down.

The talisman around Bruckner’s neck burst into furious life, like a burning star unleashed in the night. In a roaring flash there was nothing but blackened crumbling bone where the Countess’s champion had stood, and in an instant later even that had been consumed, and Tamurkhan the Maggot Lord with it.”

With the death of Tamurkhan, the daemons of Nurgle on the field of battle burst into flames and turned to ash within seconds. The Chaos horde broke and fled from the field of battle, despite the numerous attempts by other Chaos champions to rally.

And so ended the saga of Tamurkhan, he who sought the Throne of Chaos…

However… there is still one who’s story has yet to be told. “Blinded by burning metal, abandoned and scorned by his people. He who had risen so high – who men called Faithless – was left a beggar upon the road in a realm of the lost and desolate. Condemned by the Dark Gods to his black penance. A stranger in a strange land, but far from helpless.” His story shall also be told…

Tamurkhan, Throne of Chaos – Phase Six Results:

The Throne of Chaos

I am pleased to announce that the Tamurkhan, Throne of Chaos Campaign has reached completion. I have had so much fun running this online campaign which is unlike anything I have had the opportunity to manage before. This phase used the special scenario “The Battle of the Bloody Levees” which was worth a whopping 7 Campaign Points to the winner. Here is the breakdown of the battles reported over this month long phase.

Total Games Reported this Phase: 48
Total Opposition Wins/Points Total: 24 – 136 Campaign Points
Total Chaos Horde Wins/Points Total: 20 – 117 Campaign Points
Total Draws: 4
Special Scenario played (Battle of the Bloody Levees): 25
Narrative Battles: 11
Storm of Magic: 3

Total Campaign Points
Opposition: 336
Chaos Horde: 335

Total Games Reported over Entire Campaign: 252 games.

The Opposition WINS the Tamurkhan, Throne of Chaos Campaign by the Deployment Zone by ONE point!

Notable Battles for Phase 6:

Dwarfs vs. Chaos Dwarfs (Legion of Azgorh) – 3400 points – Cincinnati, Ohio
Tony and his friend Jacob squared off against each other in a 3400 point battle of dwarf love. This battle could easily be described at the ideal “Pretty Hate Machine” since both sides were chock full of warmachines and tanks. Jacob was using a twin Iron Daemon and twin K’Daii Destroyer list against Tony’s massive blocks of great weapon warriors and cannons. This battle used the Battle of the Bloody Levees rules but did not take advantage of the Chaos Host rules.
The Chaos Dwarves scored a victory in this game at the end of turn 6 by a slim margin of 233 Victory Points.

Tomb Kings vs. Skaven – 3000 points – Winnipeg, Manitoba
Jeremy and his wife Peggy decided to iron out their marital differences in a friendly game of Battle of the Bloody Levees. Both armies that were taken were definitely NOT suited for the scenario since Peggy chose to bring a Tomb King army with 2 big units of chariots and Jeremy brought a Screaming Bell, a Plague Furnace and two Doomwheels. Having read the battle report, the river seemed to be the MVP of the game since it destroyed both Doomwheels, the Furnace and an entire unit of chariots. In the end Peggy managed to score a win for the Opposition by a fairly large margin of almost 1100 Victory points. Apparently Jeremy’s Grey Seer poofed into the realm of chaos when he got a little excited trying to cast warp lightning.

Empire vs. Horde of Chaos – 3000/3750 points – Somewhere in the UK
Takuo and Mike squared off in yet another Battle of the Bloody Levees but this time they used the Hordes of Chaos rule. Takuo had a really good Empire army put together chock full of artillery, the new toys and two massive blocks of halberds flanked by Reiksguard and Greatswords. Mike chose to mix Warriors of Chaos, Beastmen and Daemons together with him using an absolute ton of Marauders, Chaos Warriors and Gors. The patron of the Chaos Horde was a Paragon of Change so he was using a lot of magic to augment his army. This game lasted five turns and ended up with the Hordes of Chaos running rampant all over the Empire.

Warriors of Chaos vs. Ogre Kingdoms – 2800 points – at Ancient Wonders in Tualatin, OR
My friends Bryan and Jeremy squared off in a preparation game for our OFCC event. Bryan was playing Warriors of Chaos while Jeremy was using his favorite the Ogres. This was Bryan’s first Warhammer Fantasy game and it resulted in Bryan scoring a big victory! Score a win for the Chaos Horde. Well done Bryan!

The Great Hunt, War Host of Athel Loren vs. The Delicious Pustules – Wood Elves vs. Chaos Host – 3600/4500 points – at Ancient Wonders in Tualatin, OR
My friend Larry and I squared off to battle each other for the final game of my Tamurkhan campaign. I had wanted my last game to be against a Nurgle themed army and who better to play against than Larry! Larry is a diehard Nurgle fan and I could count on him to make a fluffy, fun and awesomely themed Nurgle Chaos Host using the Hordes of Chaos rules for scenario six. Here is a quick image of the set up before we played and sadly my batteries died cause John can’t be bothered to change them out more than once a year…

The white and green line in the center was to represent the river (we couldn’t find blue felt so we made due with a 40k road turned upside down). As you can see the board was set up fairly straight forward with a few hills, some forests and the big river. The battle was supposed to take place outside the city so having a lot of random terrain didn’t seem fitting for a blasted battlefield.
I brought 3600 points of Wood Elves against Larry’s frightening 4500 points of Warriors of Chaos and Nurgle Chaos Daemons. I was able to score first turn and as a result I was able to slay the general’s unit of Chaos knights and shift my battle line to one side of the board. This allowed me to avoid a pretty devastating chunk of Larry’s army including his Sorcerer of Nurgle and line up near the river to receive the charges. Using the river as my main facet of defense, I was able to stand firm and take out specific units I needed to and gain the upper hand by the bottom of turn 3. It also was an extraordinary help that Larry was rolling pretty shitty and I wasn’t. By the end of turn four I had slain Larry’s general, the BSB and a good 1/2 his army while only losing less than 1/5 of mine. Larry looked at the board and realized that he wouldn’t be able to kill enough by the bottom of turn six to catch up and so he decided to concede the game and Wood Elves scored a much needed victory for the campaign.
This game was the final game of the campaign and I had not compiled points yet, I was pleasantly surprised to find out that the Chaos Horde was six points ahead of the Opposition before my game and after it the Opposition was ahead by a single point. Thanks for the game Larry! Also, I would like to point out that Larry is an exceptional opponent. He doesn’t usually make mistakes and while he has the tendency to blurt out tapestries of expletives that would make a sailor blush, he always does his best to make whatever game he is playing enjoyable.

I would like to thank every person who participated and reported games to me over the past six months. This was a pretty large time investment but I had a great time running this campaign. I would also like to point out that most of the games reported were from all over the country rather than just the Pacific Northwest. This shows that our podcast and my blog are being listened and read by a very diverse group of gamers and that is awesome!

The three winners of the raffle will be announced during Episode 16 of The Deployment Zone podcast which will be available via iTunes or our website soon. (Link to the website is in upper right hand corner of the blog). On behalf of Bryan, Josh and I we would like to thank everyone who participated in the Deployment Zone’s first online campaign and based on the numbers and participation we received for this event over such a long period of time, you can bet I’ll be willing to do something like this again in the future.

Thank you again!

The Deployment Zone’s – Tamurkhan, Throne of Chaos Campaign Phase 6: The Throne of Chaos

The Chaos Horde tore through the Border Lands and after the near defeat at the hands of the Night Goblin Horde, spilled into the ripe fields of the Empire. Before them stood the city of Nuln, it’s walls surrounded by rivers and an open killing field. The Empire had prepared for this incursion and set up the city’s defenses for an attack from the South. Not even the Empire however could have imagined a horde of this scale pouring from the mountain passes to meet them. Tamurkhan stood on top of his mount and viewed the city before him. He knew that once Nuln had fallen that the Empire would be ripe for the plucking and his ascendancy would be complete. He would sacrifice the entire population of the Empire in order to appease the Father of Rot.

Tamurkhan raised his blackened axe and roared. The unholy horde surged forward unleashing a deafening battle cry as the populace of Nuln cowered behind the city walls. Theodore Bruckner called for his Knights to join him as he raced down the city streets of Nuln. Overhead the reptilian form a Carmine dragon cast shadows across the rooftops as it’s master surveyed the gathering horde. The battle that would determine the fate of the Empire and by extension mankind was about to be fought. If the Chaos forces are victorious this battle then Tamurkhan ascends the Throne of Chaos and attains Daemonhood on the back of unimaginable slaughter. If the Opposition wins, Tamurkhan is cast down and the great city of Nuln and the rest of the Empire endures!

Scenario Rules for Campaign Phase 6 – The Throne of Chaos

Special Scenario: The Battle of the Bloody Levees (7 CP to the victor)

The Scenarios: (roll a D6 to determine what battle you play – or you may elect to play the Special scenario instead)

D6 Result
1-2 Invasion* (4 CP to the victor – see the Warhammer Rulebook – use a larger than normal table, if one is not available then reroll and choose another scenario.)
3-4 Raze and Ruin* (3 CP to the victor – see the Warhammer Rulebook)
5 Heroic Last Stand* (3 CP to the victor – Opposition player always the one making the Last Stand)
6 River of Death* (4 CP to the victor) – Fought as a Grand Battle or a Storm of Magic scenario (3 CP to the victor) as chosen.

* – Narrative scenario from the Warhammer Rulebook

Special Rules:
War on an Epic Scale!
The Chaos player may choose to use the Hosts of Chaos rule provided the battle fought is a Grand Battle. If the Chaos player chooses to use the Hosts of Chaos rule then they may increase the size of their army by 25% with the following restrictions:
- The points must be used to purchase Core units from any of the four armies: Warriors of Chaos, Daemons of Chaos, Legion of Azgorh or Beastmen.
(Example if the battle is selected to be 3000 points then the Chaos player receives an additional 750 points to devote to Core choices in is army)
Should the Chaos Player decide to play using the Hosts of Chaos rule then the Opposition gains the following Veteran Ability to bestow upon a single Infantry or Monstrous Infantry unit :
Bloody Butchers – The unit gains Killing Blow for the first round of combat when it charges.

Victory Effects:
Chaos Horde won two battles and receives the following Veteran Abilities for Phase 6.
Hell Riders – A single unit of Cavalry, Monstrous Cavalry, or Monstrous Beasts/Warbeasts gain Devastating Charge special rule.
Watched Over by the Gods – A single unit gains Magic Resistance (2).

The Opposition won two battles and receives the following Veteran Abilities for Phase 6:
Fated Destiny – One unit gains a Ward Save of 5+. (Replaces existing ward save if the unit has one)
Expert Defense – One unit may fight with an additional rank on the first round of combat whenever they receive a charge.

There was a single Tie during this campaign as a result the following ability is granted to both sides:
Beast of Legend – A single Monster gains +1 Attack and +2 Wounds.

Special Scenario:
The Battle of the Bloody Levees
The scenario represents the battle along a key part of the battle line outside the city of Nuln – a line its defenders must hold at all costs or see their great city slaughtered as a sacrifice to the Chaos Gods.

Armies: This scenario is for two players but can be expanded to accommodate more (the table will need to be expanded should more than two players participate.) This scenario is intended to be a Grand Battle and as such the point value recommended for this final scenario is 3400. The Opposition is intended to represent the Defenders and the Chaos Horde the Attackers.

The Battlefield: The table is set up using the rules in the Warhammer Rulebook on page 142. The rules for Mysterious Scenery should be used.

A water ditch/river should bisect the battlefield along the long table edge near the center of the battlefield.

The battlefield is split into two halves and the players roll to see which picks a table side to be their deployment zone.

The defending player may then place two hills anywhere they wish inside their deployment zone, along with up to 12” of obstacles they wish within their deployment zone.

Deployment: Players take turns to place units on the table using the alternating method of deployment as described on page 142 of the Warhammer rulebook.

Units may be placed anywhere in their player’s half of the table that is more than 18” away from an enemy model.

First Turn: Roll off to see who has first turn. The player who finished deploying first receives a +1 to their roll.

Game Length: The game lasts for six turns or until an agreed upon time limit by players.

Victory Conditions: Standard victory conditions are used to determine the winner of the battle, and in addition all Lord level characters are worth double their Victory points (Special Characters are worth FOUR times their value). Also every unit in the opponent’s deployment zone and not fleeing at the end of the game scores 50 Victory Points for its side..

Scenario Special Rules:
The Levee: The water ditch of the levee should make for an erratic line between 4” and 8” wide across the entire line of the battlefield – it has been flooded and staked to form a defensive barrier. This area counts as Dangerous Terrain for everything except Monsters in this game.

Fortunes of War: Special bonuses and abilities gained from playing previous battles in the Throne of Chaos Campaign apply for this climatic battle.

Special Option: Each general in the army receives the Hard to Kill Veteran Ability which gains them +1 wound to their profile.

Please make sure to report your battles to me in person, at john@thedeploymentzone.com or through the Ordo Fanaticus forums (http://www.ordofanaticus.com/forum) and message me as Sylvos.

Thank you for playing the Tamurkhan, Throne of Chaos Campaign. Phase 5 results will be posted and then in three weeks the Campaign Results will be available and the winners announced!

The Deployment Zone’s – Tamurkhan, Throne of Chaos Campaign Phase 5: The Sundered Pass

The Chaos Horde tore through the Border Princes, rampaging and ravaging all in their path. It wasn’t until they reached Winter’s Teeth Pass that the great Tamurkhan almost felt defeat. The scenario represents the near-catastrophic series of ambushes Tamurkhan’s horde suffered while attempting to force their way through the deadly heights of Winter’s Teeth Pass.

Scenario Rules for Campaign Phase 5 – The Sundered Pass

Special Scenario: Sundered Pass (3 CP to the victor)

The Scenarios: (roll a D6 to determine what battle you play – or you may elect to play the Special scenario instead)

D6 Result
1-3 Battle for the Pass (1 CP to the victor – see the Warhammer Rulebook)
4 Meeting Engagement (1 CP to the victor – see the Warhammer Rulebook)
5 Heroic Last Stand* (2 CP to the victor – Chaos player always the one making the Last Stand)
6 Hold the High Ground* (2 CP to the victor) – Fought as a Grand Battle or a Storm of Magic scenario (2 CP to the victor) as chosen.

* – Narrative scenario from the Warhammer Rulebook

Special Rules:
Ambush!
This phase represents the darkest hour for the Chaos Horde forces in Tamurkhan’s saga as they are divided and trapped with nowhere to run. Regardless of the scenario being played one unit of the owning player’s choice in an Opposition army can be given the Ambushers special rule. The Chaos Horde player can reroll their first failed Panic Test.

Victory Effects: Victory effects will be listed when the final scenario is released.

Special Scenario:
The Sundered Pass
The scenario represents the near-catastrophic series of ambushes Tamurkhan’s horde suffered while attempting to force their way through the deadly heights of Winter’s Teeth Pass.

Armies: This scenario is for two players. The Chaos Horde represents the Defender, and the Opposition the Attacker. Each player chooses their army list from the Warhammer Army book to an agreed points value. Any Grand Battle of 3500 points or more should allow the Chaos Horde player to feel free to use the Great Host of Chaos rules if both sides agree.

The Battlefield: The battlefield is set up in an identical way to the Battle for the Pass scenario found on page 146 of the Warhammer Rulebook. With D6 pieces of scenery scattered along the length of the pass (in this case rock falls, ruins and pools are particularly appropriate, Mysterious scenery should not be used in this scenario). In the case of larger Grand Battle; a double sized tabled might be more appropriate. The long table edges represent the jagged and impenetrable rocks of the mountain pass (see Scenario special rules).

Deployment: Roll to see which player picks the half of the table they wish to deploy in. Their opponent deploys in the other half. Note the game in this case is played along the length of the table, rather than across it.

Units may be placed anywhere in their player’s half of the table that is more than 12” away from the center line.

Players take turns to place units on the table using the alternating method of deployment as described on page 142 of the Warhammer rulebook.

The Attacker, if they wish, may place a single unit per 1000 points of their army, of their choice (other than a character), in reserve and have them arrive later (see Sneaky Tricks in this scenario’s Special Rules)

First Turn: Roll off to see who has first turn. The player who finished deploying first receives a +1 to their roll.

Game Length: The game lasts for six turns or until an agreed upon time limit by players.

Victory Conditions: Standard victory conditions are used to determine the winner of the battle, and in addition any Defender units within 12” of the Attacker’s table edge at the end of the game (fleeing units do not count) gain a bonus of 100 Victory points each.

Scenario Special Rules:
Bottleneck: See page 146 of the Warhammer Rulebook.

Sneaky Tricks:
Attacker units held in reserve must enter the board from the otherwise impassable long table edges (they do not take dangerous terrain tests for entering only fleeing – also this represents them attacking after hiding in the caverns and ruins within the mountains).

Special Option: Night Goblin Attack!!!!
As a special variant of this scenario, if the Attacking force can be described as a Night Goblin army (i.e. it’s General is a Night Goblin character and its minimum Core units are made up of Night Goblins) then it gains a special bonus in the form of terrifying (and terrifyingly unpredictable) Colossal Squigs in the game if they have models for them. You can model these yourself using suitably large bases (such as an Arachnarok base) or make use of spurious pumpkins with angry faces painted on. Attackers receive one such Colossal Squig per 1000 points in their army. They are held in reserve and enter play as per a Sneaky Tricks unit as described previously.

Colossal Squigs have the following profile:
M WS BS S T W I A LD
4d6 2 0 6 6 6 1 D6 3

Troop Type: Monster

Special Rules: Large target, Terror, Random Movement (4d6), Fall’s Apart and Dinner Dinner!

Falls Apart: When a Colossal Squig dies, it collapses in a tide of offal and half-digested meat. Every model in base contact suffers a Strength 3 automatic hit.

Dinner’s Dinner!: When the Colossal Squiq’s random movement brings it into contact with a unit, either friend or foe, it will attack it normally as if it was an enemy, and counts as charging that unit. This combat will continue until resolved normally. These appalling creatures are too dull witted and hungry to care!

Please make sure to report your battles to me in person, at john@thedeploymentzone.com or through the Ordo Fanaticus forums (http://www.ordofanaticus.com/forum) and message me as Sylvos.

Thanks!

The Deployment Zone’s – Tamurkhan, Throne of Chaos Campaign Phase 4: The Scouring

The Black Fortress loomed in the distance, black smoke belched from it’s depths. Tamurkhan’s vision lead him down the path to this citadel of ash, fire and ruin to forge an alliance with its twisted inhabitants. The black clouds obscured the sun, the belching black smoke creating a dark aura around the tower that seemed to suck the light from the surrounding sky. Astride Bubebolos the Toad Dragon, Tamurkhan lead his plague host deeper into Chaos Dwarf territory until they stood at the entrance to the great castle. The haze of darkness fell and the chaos host found themselves surrounded by an army of black armored dwarves each wielding a wickedly sharp axe and glaring at them with red, hateful eyes. The two armies met and their leaders discussed the benefits of a truce, the chaos dwarves finally convincing Tamurkhan to help them defeat a horrific dragon that had plagued their city for generations.
It was there that the forces of Tamurkhan alongside Lord Drazhoath’s Legion of Azgorh marched on to the Plain of Bones to battle the Dragon Omdra the Dread. This monster of legend had gathered enough power to control every aspect of its nightmarish realm. The combined horde battled the dragon for days until finally the Dragon maddened by blood loss and finally fled the area, burrowing itself deep in the earth to recuperate its wounds. Breaking through the Plain of Bones the horde descended upon the Border Princes…

Scenario Rules for Campaign Phase 4 – The Scouring

Special Scenario: The Tide of Ruin (3 CP to the victor)

The Scenarios: (roll a D6 to determine what battle you play – or you may elect to play the Special scenario instead)

D6 Result
1-3 Hired Swords* (1 CP to the victor – see the Warhammer Rulebook)
4 Loot and Pillage* (1 CP to the victor – see the Warhammer Rulebook)
5 Blood and Glory (2 CP to the victor – fought as a Grand Battle see the Warhammer Rulebook)
6 The Watchtower (2 CP to the victor) – Opposition always starts in control of the Watchtower or a Storm of Magic scenario (2 CP to the victor) as chosen.

* – Narrative scenario from the Warhammer Rulebook

Special Rules: Blood Money:
The Border Princes are filled with unscrupulous killers and hired blades, willing to sell their swords for blood money. As a result, any army in this phase can take on a single unit of mercenary troops if it wishes from its normal points value. Use the rules for Allies found on page 136 of the Warhammer Rulebook to determine what troops are available, with a single Core or Special choice from an army that would be classed as either Trusted or Suspicious ally for your army available. Mercenary units may be used normally but are still subject to the Alignment matrix effects as shown on page 139 of the Warhammer Rulebook.

Victory Effects: Victory effects will be listed when the final scenario is released.

Special Scenario:
The Tide of Ruin
This scenario represents the savage wave of destruction the Chaos horde drove across the Border Princes, where many isolated holdfasts were soon surrounded and beset by a vastly outnumbered force.

Armies: This scenario is for two players. The Chaos Horde represents the Attacker, and the Opposition the Defender. Each player chooses their army list from the Warhammer Army book to an agreed points value, with refrence to the outline of phase 3 of the Throne of Chaos campaign, and the proviso that the Defender’s point value should only be 50% of what the Attacker has.

The Battlefield: The table is set up using the rules presented on page 142 of the Warhammer Rulebook, with a bias given towards craggy hills, woods and pools, leaving a 24” x 24” area at the center of the board clear for the movement of scenery. The Defending player may then set up either a hill with a watchtower, a cluster of three small buildings, or a single multi-part building along with 4 6” obstacles anywhere within the central cleared area as they wish.

Deployment: First the Defender sets up their entire army in their central deployment zone. Next, the Attacker sets up their entire army anywhere outside of 12’ of the Defender’s deployment zone.

First Turn: In this scenario the Defender goes first.

Game Length: The game lasts until the defending player is wiped out or has driven entirely out of their initial deployment zone – the game ending as soon as this has occurred, or until the sixth turn has ended.

Victory Conditions: Victory in this scenario depends on how long the Defender manages to last.
1-2 Crushing Attacker win.
3-4 Attacker Wins
5 Defender Wins
6 Crushing Defender Win
Scenario Special Rules: Nowhere to Run:The Defenders know that nothing but death awaits them should they flee. While they are within their deployment zone all Defender units gain a +1 bonus to their Leadership, and while outside suffer a -2.

Blood Hungry:
Overwhelmed by bloodlust and the scent of fear from a cornered enemy, all attacking units have the Hatred special rule.

Wrack and Ruin
This scenario uses the Destroying Buildings special rules as found in the Raze and Ruin .

Please make sure to report your battles to me in person, at john@thedeploymentzone.com or through the Ordo Fanaticus forums (http://www.ordofanaticus.com/forum) and message me as Sylvos.

Thanks!

The Deployment Zone’s – Tamurkhan, Throne of Chaos Campaign Phase 3: The Lords of Ash and FIre

Tamurkhan and his horde of chaos rampaged to the foot of the Mountains of Mourn, reaping havoc and dismay through out the range. The horde managed to capture and subdue dozens of Giants to join Tamurkhan’s cause. The chaos host began to cut it’s way through the mountain range when the Ogre Tribes soon rose to the challenge and effectively shut off several passable routes forcing Tamurkhan to travel South along the edge and through various traps and delays. The Red Fist tribe watched patiently as the rotting host skirted their lands and funneled towards the pass where the tribe would unleash their assault. When the host had after many weeks of slow and treacherous travel reached the killing ground, the Red Fist tribe sprung the trap. Hundreds of Ogres came crashing down the mountain and slammed into the assembled chaos host, the sound of battle echoing through out the valleys. Walls of hulking flesh and iron bashed and smashed the chaos host, allowing no opportunities for the chaos horde to slip past and overwhelm them. The battle raged for several hours until a final challenge was issued. Surrounded by piles of dead champions of chaos, the Red Fist’s Tyrant roared in defiance. Tamurkhan, atop the bulk of his massive toad-dragon, glared at the challenger and rose to meet his challenge.
Tamurkhan dismounted and strode across the battlefield to meet his foe, his dark runeblade glowing in anticipation. The two combatants clashed, neither gaining the upper hand for several minutes until the Ogre Tyrant managed to land a solid blow against the Maggot Lord. The Tyrant then slammed his bulk into Tamurkhan, staggering him in the process. Another strike sent the chaos lord slamming to the ground causing a howl of dismay to erupt from the chaos horde. The Tyrant then tore the chaos runeblade from Tamurkhan’s grasp and snapped it into two pieces and hurled it to the ground. He then grasped the chaos lord’s upraised arm and bit it off at the elbow allowing the stump to spurt blackened and foul blood everywhere.
The Tyrant let out a hollow, breathless laugh before Tamurkhan pointed his bleeding stump of a limb and a fountain of befouled, blackened blood spurted into the Tyrant’s face. The Tyrant howled in pain as thousands of grey grave-worms burrowed into his flesh and a great toothed grave-worm tore itself free of Tamurkhan’s broken body and burrowed itself deep into the throat of the Ogre Tyrant. For several moments the Tyrant struggled then fell to the earth, still. The Red Fists tribe that had been celebrating and cheering their leader for overcoming his foe stood silent, uncertain as to what was happening. A moment later the Tyrant once again rose and strode over to the broken chaos runeblade on the ground. The Tyrant regarded the weapon then cast it aside, he heft the massive axe that had been in grasp moments before and began to laugh. He held the axe high and saluted the chaos host which drew a deafening round of cheers as the horde’s leader once again vanquished his foe. The Ogres were confused, some of their number broke and ran after witnessing their leader die and rise again while the rest of the tribe simply shrugged their shoulders and knelt before Tamurkhan in obedience.
Tamurkhan, now in a new body and his army’s size now increased by the addition of the Red Fist tribe and Giants, lead his host through the Mountains of Mourn and into the Dark Lands.

The Dark Lands were home to the next stop in Tamurkhan’s vision, the nefarious and twisted Chaos Dwarfs and their malevolent machines of war and destruction. In the distance loomed the Black Fortress of Zharr Naggrund, home to Lord Drazhoath and the twisted Legion of Azgorh. Tamurkhan lead his army towards the blackened towers but the Chaos host would soon learn that not everyone enjoys …..visitors..

Scenario Rules for Campaign Phase 3 – The Lords of Ash and Fire

Special Scenario: The Crossing of Fire (3 CP to the victor)

The Scenarios: (roll a D6 to determine what battle you play – or you may elect to play the Special scenario instead)

D6 Result
1-2 Dawn Attack (1 CP to the victor – see the Warhammer Rulebook)
3-4 Meeting Engagement (1 CP to the victor – see the Warhammer Rulebook)
5 Battle Line (2 CP to the victor – fought as a Grand Battle see the Warhammer Rulebook)
6 Surprise Encounter* (2 CP to the victor) as a Grand Battle (if the models are available) or a Storm of Magic scenario (2 CP to the victor) as chosen.

* – Narrative scenario from the Warhammer Rulebook

Special Rules:
Dread Hosts:
These reflect the creatures of the strange and inhuman domains of the dragons of the Plain of Bones, and may be used as an Opposition army if you have access to the Storm of Magic expansion. Each Dread Host must be commanded by a single Great Dragon or Emperor Dragon chosen from the Storm of Magic expansion. This is the only ‘character’ in the army and there is no % limit on the points cost for them as part of the army. In addition, the army’s Core choice may be made up of units of either monstrous infantry or monstrous beasts from the Storm of Magic expansion with the exception that Daemons may not be selected. For the army’s Special choices, Monsters costing less than 150 points from the Storm of Magic expansion may be taken, and for its Rare choices Monsters costing more than 150 points from the Storm of Magic expansion each may be taken, and with the only proviso being that in either case Daemons may not be taken.
*Battles using both the Dread Host special rule and the special scenario will count for 5 CP to the victor and 1 CP to the loser.

Deadly Ground:
The Dark Lands are one of the most inhospitable realms in all the Warhammer world, filled with boiling rivers of sulphur and hills that are little more than treacherous mounds of bone and ash among which many foul things lurk. In addition to any other terrain effect, hills are counted as being Dangerous Terrain and any water or swamp scenery inflicts 2D6 Strength 1 hits on any unit caught in it during the Compulsory Movement phase of the player’s turn.

Victory Effects:
Victory effects will be listed when the final scenario is released.

Special Scenario:
The Crossing of Fire
This scenario represents the Legion of Azgorh’s attempts to block the Chaos horde’s passage into it’s dark realm.

Armies:
This scenario is for two players. The Chaos Horde represents the Attacker, and the Opposition the Defender. Each player chooses their army list from the Warhammer Army book to an agreed points value, with refrence to the outline of phase 3 of the Throne of Chaos campaign, and the proviso that the Defender’s point value should only be 75% of what the Attacker has.

The Battlefield:
The table is set up using the rules presented on page 142 of the Warhammer Rulebook, with a bias given towards craggy hills, lava pools, sinkholes and ruins. The board is then divided up diagonally into deployment zones as per a Meeting Engagement mission (See page 149 of the Warhammer rulebook). The Defender may then place a watchtower anywhere within their deployment zone, and may then place three 6″ x 1″ obstacles, representing fire vents (barricades or strips of material are fine for this) in the gap between deployment zones, but no closer than 2″ together. These fire ventes do not block line of sight; but models moving through them suffer a Strength 5 automatic hit (counted as a Flaming attack).

Deployment:
First the Attacker sets up their entire army in their deployment zone. Next the Defender sets up their entire army within their deployment zone. This represents the Defender being prepared for their enemy’s slow advance through the hostile Dark Lands.

First Turn:
In this scenario the Attacker goes first.

Game Length:
The game lasts for six turn or until a previously decided time limit.

Victory Conditions:
The player that scores the greatest number of Victory Points (worked out normally) wins the battle, with the special condition that if the watchtower is controlled by the Defending player at the end of the game, they gain a bonus of +500 Victory Points.

Scenario Special Rules:
The special conditions for fighting in the Dark Lands are used in the scenario, except that any hills on the Defender’s side are not considered Dangerous terrain to them.

Narrative Battle:
The narrative battle for this scenario – Surprise Encounter is to represent the Legion of Azgorh laying in wait to ambush the Horde of Chaos. See page 389 of the Warhammer Rulebook for scenario details.

Please make sure to report your battles to me in person, at john@thedeploymentzone.com or through the Ordo Fanaticus forums (http://www.ordofanaticus.com/forum) and message me as Sylvos.

Thanks!

The Deployment Zone’s – Tamurkhan, Throne of Chaos Campaign Phase 2: The Lands of Stone and Dust

The great host of Tamurkhan the Maggot Lord set forth with baleful lights of the Realms of Chaos waxing above them, casting down their sickly and fabulous radiance on those below. Under this unhallowed light many were stricken with visions and others were blessed with the touch of insanity by the Dark God’s revelations. Men and beasts fell and were changed, their bodies contorting and mutating anew into shapes more pleasing to their masters, and those around them rejoiced, letting out great howls of triumph, for surely by this omen was their cause blessed.

So it was that Tamurkhan led them forth from the Northern Wastes. They were as a stain upon the land – a spreading plague of despoil and devastation that burned like a fire through the raid grasslands of the Eastern Steppe, driving all before it. Ever swelling with the promise of victory was the host, as warriors and madmen, marauders and beasts flocked to Tamurkhan’s flyblown standard, and fell in with the horde. Soon their number could not well be counted, for as numerous as a swarm of locusts they had become. They shook the ground as they walked, and all that was sane and natural recoiled at their touch. The Hobgoblin wolf-tribes of the steppes, as vicious and numerous as they were, were yet cowards and fled in vast numbers before the horde’s coming rather than offer battle, their small and blackened souls quailing before the shadow of Chaos. For its provender the great horde emptied the sparse lands about it as it travelled, and ahead of its three legion-strong columns an arrowhead of thousands of swift-mounted horsemen went abroad, spying out the land and falling into savagery on anything they encountered for meat and murder.*
- Tamrukhan, Throne of Chaos

Scenario Rules for Campaign Phase 2 – Lands of Stone and Dust

Special Scenario: Conquest of Giants (3 CP to the victor)

The Scenarios: (roll a D6 to determine what battle you play – or you may elect to play the Special scenario instead)

D6 Result

1-2 Battle line (1 CP to the victor – see the Warhammer Rulebook)
3-4 Meeting Engagement (1 CP to the victor – see the Warhammer Rulebook)
5 Surpise Encounter* (2 CP to the victor – see the Warhammer Rulebook)
6 Dark Monoliths of Zhulgozar* (2 CP to the victor) as a Grand Battle (if the models are available) or a Storm of Magic scenario (2 CP to the victor) as chosen.
* – Narrative scenario from the Warhammer Rulebook

Special Rules for all scenarios:
Hobgoblin Tribes: (Unique Army for Phase) The lands of the Steppe are infamous for the nomadic tribes of marauding Hobgoblins that plague them. You can use stand-in Orc & Goblin models to represent these. Core units for these armies can be comprised of Hobgoblin Cutthroats, Wolf Raiders, and Hobgoblin Khans as Hero choices (See the Legion of Azgorh army list for details). In addition, Goblin Shamans can also be taken as Hero choices, Goblin Wolf Chariots and Spear Chukkas as Special choices, crewed by Hobgoblins with the appropriate profiles, and with Giants as Rare choices (See Warhammer Armies: Orcs and Goblins for details – their costs remain unchanged).

Dust storms: Scenarios played in the Stone Lands are subject to the cruel and freakishly unpredictable winds that howl ceaselessly through the area, kicking up dense clouds of blinding dust. At the beginning of each player’s turn, both players roll a D6. If the result is double then for this turn only all units count as being 6″ further away than they actually are for purposes of shooting attacks, and a penalty of -1 is imposed to all charge distances rolled.

Victory Effects:
Victory effects will be listed when the final scenario is released.

Special Scenario: Conquest of Giants (3 CP to the Victor)

This scenario represents Tamurkhan’s plan to enslave the giants of the Mountains of Mourn to do his nefarious bidding.

Armies:
This scenario is for two players. The Horde of Chaos player has an army of up to 1,500 pointsto use, while the Opposition has five Giants!

The Battlefield:
The table is set up using the rules presented on page 142 of the Warhammer Rulebook, with a bias given towards ruins, hills and crags as suggested.

Deployment:
The battlefield is divided into a central deployment zone which is 24″ x 16″ in size, and a second all round table edge deployment zone 6″ wide. The Giants deploy first in the central zone and the Chaos Horde player deploys in the second, placing all their units within the deployment zone around the table edge.

First Turn:
Roll off for first turn.

Game Length:
The game lasts for six turn or until a previously decided time limit.

Victory Conditions:
The goal of this scenario is for the Chaos forces to capture rather than kill the Giants which is no mean feat (see scenario special rules).

For every captured Giant, the Chaos Horde gains 1 victory Victory Point.

For every Giant still alive at the end of the game, the Opposition player gains a Victory point.

If no Giants remain captured at the end of the game, the Opposition player wins by default.

Scenario Special Rules:
Capturing Giants:
Each Infantry, Cavalry, Monstrous Infantry, and Monstrous Cavalry unit in the Chaos Horde army counts as being equipped with grapples and nets.

Grapples:
These are used as a shooting attack with a range of 8″ (roll once to hit per unit, if the unit is more than two ranks strong, re-roll misses). This attack may be used against Giants engaged in combat. At the end of the Shooting phase the grappled Giant must make a Strength test, with a -1 penalty for every grapple attached to it this round after the first grapple. if the Giant succeeds, it breaks free of the grapples and can act normally. If it fails, it falls over!

Nets:
If a unit with nets charges a Giant which has fallen over and passes a Strength test (rather than fighting), the Giant has been trussed up. The Giant has been captured and can only escape by passing a Strength test of its own at the start of the owning player’s phase to break free.

Narrative Battle:
The narrative battles for this phase follow the same rules as detailed on page 389 or 390 of the Warhammer Rulebook.

The campaign has officially begun! Please make sure to report your battles to me in person, at john@thedeploymentzone.com or message Sylvos through the Ordo Fanaticus forums (http://www.ordofanaticus.com/forum).

Phase One Results for The Deployment Zone’s – Tamurkhan, Throne of Chaos Campaign.

The first phase of the Deployment Zone’s – Tamurkhan, Throne of Chaos Campaign has come to a close. The first phase lasted two weeks and during that time there were 41 games reported and 58 participants. In the first phase, Tamurkhan is marshalling his forces and establishing his foothold of power. He journeys with his horde to the battle site of Zanbaijin and defeats the embattled armies there. Once he has proven himself victorious, he journeys to the far reaches of the Northern Wastes and enters the Gallows Tree where he receives Nurgle’s blessing and becomes a Paragon of Chaos.
The first story scenario provided was to recreate the battle of Zanbaijin or the narrative battle at the battle of the Azure Flames.
Here is the list of how many of each army are signed up and what side:

Tamurkhan army breakdown

Chaos
#

Order
#
Warriors of Chaos
8

Empire
4
Daemons of Chaos
5

High Elves
4
Beastmen
3

Wood Elves
1
Dark Elves
2

Bretonnia
3
Skaven
2

Dwarfs
5
Vampire Counts
6

Lizardmen
2
Orcs and Goblins
3

Ogre Kingdoms
4
Chaos Dwarfs
1

Tomb Kings
2
Ogre Kingdoms
1

Dogs of War
1
Tomb Kings
0

Dogs of War
1

32

26

The Chaos Horde dominated the first phase winning 28 games to the Opposition’s 12 wins and there was a single game that ended with a draw. A good number of the games (27 out of 41) used the special scenario or the narrative battle.

End Results of Phase 1:
Chaos Horde – 63 Campaign Points
Opposition/Forces of Order – 31 Campaign Points

Tamurkhan and his Chaos Horde have taken a substantial lead after the first phase but in the next phase they are sorely pressed to recruit allies. The second phase should provide some interesting results!

I’m going to list some of the really notable battles from the first phase.

4000 point battle of High Elves vs. Dark Elves
There was a rather huge themed grand battle between a High elf army lead by Tyrion and Teclis versus the nefarious Dark elves lead by Malkith riding a black dragon. The players used the Altar of Battle special scenario and the Dark Elves pulled out a victory in the last turn by 1 Victory Point.

3800 point battle of Warriors of Chaos vs. The Empire
The next epic match up that I’ll report on is yet another themed grand battle that took place between an Archaon the Everchosen lead Warriors of Chaos army and an Emperor Karl Franz lead Empire legion. The game was finally decided during turn 6 when Karl Franz defeated Archaon in a challenge and scored a victory for the Empire.

3000 point Storm of Magic battle between Bretonnia vs Orcs and Goblins
The lone Storm of Magic game that was reported took place between a Bretonnian army and some Orcs and Goblins. There were monsters galore in this game, the battle report showed some Giants, Chimeras, a Manticore and even a few Griffons. The Orcs and Goblins ended up winning the battle after the Bretonnians could not get them off their fulcrums.

Overall, there was an outstanding amount of participation for this event and I appreciated everyone that sent in battle results. I am hoping to see either more use of the Campaign scenarios or some more really epic themed battles like the ones listed above. Phase two has officially begun and we’ll see if the Opposition can rally and win the next phase or continue to let the Chaos Horde rampage across the land!

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