Saturday, July 21, 2012

Echoes of War

"Come now my brothers, we shall carve a glorious new world for our master."
-Heldien Forglaive, One of Chaos' "Warlords"

"Those pesky tall freaks. They think that just because they are taller then us that they can come in here, and cut down all of our trees. THAT'S OUR JOB! I don't know about you all, but I'm about to go and teach those good-for-nothing 'humans' a lesson! WHO WANTS TO MARCH INTO LIMBO WITH ME?"
-The highly irritated Gevel Helixgard before the Battle of Camp Lestwhif

"...W...T...A...aIts...hiS...W...r...ld...S...DeATh..."
-a claimed voice from the Heaven box

"My, just look at all these people. I know you have brought with you some torches, swords, pitchforks, and the like, but please: do not make this harder then it has to be."
-Shie'Wels, Ma'Tai merchant

"Wat wa did 'ear, wil prob-ab-le be ramembad as sum sort o' bad fing... FINALA ILL BE RAMEMBAD!"
-Trol Werlad Gor-iz-gon, before his ignominious defeat by an unkown Dominion militia trooper


Saturday, July 7, 2012

Legends of War:Snafaris, the Red Pyramid

No more then a century ago, the Trolls and Reptillions had rediscovered an ancient and abandoned city in the middle of the desert, named Deshar. In the middle of this city made of stone lies an ancient Pyramid, which stood there since before the coming of Trolls. The city, as well as everyone else in it, was drowned in sand so the Trolls were unable to find it and the Reptillions had thought it forever lost. But recently, due to a mysterious and vicious sandstorm which came from the East, the sands had lifted, and it didn't take long before both the Reptiles and the Trolls saw it.

For the Trolls this was a new looting ground, with mountains of untouched spoils left by the sands of time, waiting to be rediscovered, while the Reptillions saw it as a chance to retrieve the archives within the pyramid of Snafaris, which hold the sacred texts of the cold blooded lizards. Soon, Trolls sent raids into the city while the Reptillions would meet them and many battles were fought in the dense streets of the dusty city of Deshar, and eventually, when the entrance to the Pyramid Snafaris was excavated by slaves, the Reptillions had sent an army of 5000 soldiers to safeguard the Pyramid from the inside and retrieve as many chronicles as possible as well as hieroglyphs containing ancient spells, meanwhile the Trolls were planning an assault on the pyramid, claiming "Dat's wer da perte iz!" and sent a horde of Trolls, lead by Gangrotz da Despoila, to fight.

The head Priest Hachare, upon hearing of the horde, sent an Archeos bird to the Reptillian Capital to demand aid so they would not loose all that knowledge. Guarding from the inside, and learning all it's secrets, the Reptillion elites utilized the closely packed corridors to plant ambushes and lure the dimwitted raiders into the ancient booby traps, which had guarded the pyramid for centuries. They evaded the Trolls for several days, until reinforcements arrived, a fresh army of 10,000 Reptillions poised for war had entered the cities borders and had started a bloody massacre. Eventually, the battle was taken to the steps of the Pyramid itself. Fearing that more Trolls would come, the Priest uttered a spell, which had not been spoken for thousands of years, and arcs of lightning sparked from the top of the Pyramid Snefaris and would struck down thick groups of Trolls while setting others ablaze. Those who weren't killed outright would topple off the steps of the Pyramid and plummet into the ruins below or become easy prey to the enraged Reptillion warriors. The Battle ended swiftly after the spell was cast, and by the time the last Troll fell dead, the entire Pyramid was drenched in blood, and from then on it was named the Red Pyramid.

The Reptillion warriors celebrated the deaths of their hated foes, but the Priest Hachare had a bad feeling, and had sent scouts to scour the borders of the city and the desert beyond. Meanwhile, the Reptillions transported the last of the important artifacts and writings and only gold and jewelry ,from when they treasured such things, was left behind. By the time they finished, the Scouts had confirmed the coming of an even large horde of Trolls,this time lead by Da Dred Perat Robsya. But the Reptillions could not fight back, as they had less then 200 warriors left, and they decided to leave the city, and the spoils that remained were left for the Trolls.

A few years later, the Reptillions brought slaves to reconstruct the city of Deshar, but by the time they came, most of it was covered in sand, and with a fierce sandstorm coming in, they decided to leave and the city has once again been lost to the desert.

Friday, July 6, 2012

General proclamation:the first army's lists

To prepare for the upcoming announcements we wanted to do something special:we wanted you to design to the first armies. We want you to design a 1000 point army list for any of the first wave armies:
The Scarecrows, The Elves, The Stygians, or The Dwarfs, and send it in. We will then decided from the lists sent in which one is the best and then use it for that army. The person who creates the list that is used for that army shall receive a special gift. For a list of the rules for the armies, you may follow the link provided:

http://fieldsofwar.blogspot.com/2012/01/general-proclamationsrules.html

Please post you army selection on either our facebook group, here, or pm the person who started the thread in which you read this on.

This competition ends at the end of July, and the army closest to 1000 points will be selected. Please make sure that the list is balanced and state all upgrades and unit sizes.

Rules of war:experimental mission: Ma'tai vs. mob

This is an experimental mission that also features some rules for units which can be used here or in a normal game (please note that this is a proof of concept). The list included will only be manageable on small scale games:
Core Infantry
Ma'tai merchant band
-While normally peaceful, they can be aggravated to acts of violence if they are threatened.


M Cs Ss P Ar L At Sp Co Pts. N
5” 4plus 4plus 3 3 1 1 5 4 150 15
Type:infantry
Equipment:claws
command points:2
rules:Ma'tai
upgrades:may be given swords and shields for 15pts and/or axes for 15pts. May take short bows for 30pts, or pistols for 30pts. May take light armor for 15pts. May take a Champion for 5Pts.

Leader
Ma'tai Leader
-It is unknown how the leader of a Ma'tai band is chosen, but, they seem to be the merchant who was wronged in the first place.

M Cs Ss P Ar L At Sp Co Pts. N
5” 4plus 4plus 3 3 2 2 5 4 70 1
Type:infantry
Equipment:claws
command points:3
rule:Ma'tai, unique
upgrades:may be given a sword and shield for 5pts, short bow for 5pts, pistol for 10pts, and/or an axe for 5pts.  May take light armor for 5pts.

Ma'tai
-protection 5+, skirmish

other
Angry mob
-This is a profile for a bunch of citizens who has royally angered the Ma'tai. 

M Cs Ss P Ar L At Sp Co Pts. N
4” 5plus 5plus 3 2 1 1 3 2 spc. 30
Type:infantry
Equipment:clubs, daggers, pitchforks, scythes, and torches (all count as clubs)
command points:1
rules: skirmish, RUN!

RUN!
-always fails any Courage check involving close combat. They also always run towards their board edge.

Mission 
Save the Villagers
-Some Villagers have royally ticked off a band of wandering Ma'tai merchants. While you normally wouldn't care, the fact remains that, some influential people were in that mob, and now you have to go save them.

The number of points this mission has is dictated by the Ma'tai player, as he/she is only allowed 3 units of merchant bands and only one leader (520pts. minimum,  725pts max). The defending player (the player trying to save the mob) gets one mob to be rescued. The following diagram shows how the units are to be set up(please note that it is on as 6' by 4' board and has no terrain). Also please note that I am a terrible artist.

Ma'tai# stands for where which unit can be placed. The leader can be placed with any of the units. please note that the safe zone overlaps with the Army (defender) deployment zone. The distance between the Army and the Angry Mob (and also the Ma'tai) is about 12"


The goal of the mission is two fold

1. The number of Models from the Angry mob that successfully make it to the safe zone out of the total number of models in the original Angry Mob. Each safe model counts as 50pts for the defender, while each dead model counts as 50pts for the Ma'tai.

2. Destroy the other Army. You only get points when a units either flees off the board or is totally destroyed.

Who ever has the highest number of points at the end of the game wins.

If you want, you can add more units to the Ma'tai side (always in increments of 3, with one extra per deployment zone.), add extra angry mobs, or just substitute out the Ma'tai for a different army.

Monday, June 18, 2012

Legends of War:Ma'tai, wandering merchants

Among the many hundreds of cities and thousands of villages that make up all of the world, there is a common need. These needs, no matter what names they are given, are all the same: food, water, and a way to defend themselves. Many places are self sustaining in any of these regards. There are villages built on rivers, hamlets that grow food year round, and cities who are surrounded by high walls and deep ditches. For those places which can't get the supplies they need, do to drought, siege, or surprise, then there are the Ma'tai.

The Ma'tai are a strange sort of creature, looking like an upright wolf, coyote, or fox, they have adapted customs and objects from some long lost civilization. They appear just about everywhere, from the sprawling heart of a Garmarian city, to the loneliest villages in Inaros, and have even been recorded as appearing inside a besieged city months after the roads were blocked off and the rivers dammed. They always travel light, they have large stall like carts, which they can pull from place to place and it doubles as both their residence and place of business. Occasionally, they will travel in groups of several families but, for the most part, they are content to travel as a single family going around. On some rare occasions, perhaps an ancient festival, all of the Ma'tai in a certain area will gather together and form a sort of merchant town, to which people from miles around will come and see.

When pressed for where they get their goods, a Ma'tai will never answer. This has lead to a large number of people becoming suspicious that the Ma'tai steal all of their items, and some villagers will go and attack their stalls. However, they quickly discover that, while a Ma'tai is friendly and a soloist when doing business, when they are threatened, they become extremely ferocious and will form a large pack with any other Ma'tai in the area. If they are pressed enough, they will actually come back with all of the Ma'tai in an area and destroy the offending village or city:but they never loot anything of value. This has lead mercenary captains, up-and-coming nobles, and experienced generals alike to seek out Ma'tai for soldiers, but, no matter how much money, land, or slaves they are offered, they always give the same cryptic answer :
"He who takes the lives of the living, is no better then he who takes the possessions of the dead."

Friday, June 8, 2012

Rules of war:Wind

These are some experimental rules for you to disuse. Please keep in mind that you should only use them if you have flyers or ships:

Wind
-Wind only effects objects which are in the air (i.e. flyers and ships) at the beginning of the game, roll a D6 and consult the following chart to determine what direction the wind is going:

D6 wind
1-no wind
2-player 1's board edge
3-player 1's right board edge
4-player 2's right board edge
5-player 2's board edge
6-unpredictable

A model which is heading in the same direction as the wind gains an additional D3" of movement. Models which are moving against the wind lose D3" of movement.

A roll of unpredictable means  that you have to roll the direction of the wind at the beginning of every turn. Re-roll any further results of unpredictable.

Rules of War:tide

These are some experimental rules for you to disuse. Please keep in mind that you should only use them if you have water:

Tide
-Tide only effects objects which are in water (i.e. models crossing a river, ships, sea monsters, etc.) at the beginning of the game, roll a D6 and consult the following chart to determine what direction the tide is going:

D6 tide
1-Low tide
2-player 1's board edge
3-player 1's right board edge
4-player 2's right board edge
5-player 2's board edge
6-High tide

A model which is heading in the same direction as the tide gains an additional D3" of movement. Models which are moving towards the tide lose D3" of movement.


Low tide means that you count the water on the board as being 1 inch smaller then it was (if a river was 3" then it is now only 2".) If the water goes off the board then simply mark back the point from which it touches the land.


High tide means that you count the water on the board as being 1 inch larger then it was (if a river was 3" then it is now 4".) If the water goes off the board then simply mark the point from which it touches the land.

It does not mater how this is represented, only that both players agree on its representation.