WARMACHINE: Call to Arms League
Ordic Observer Weekly Dispatch
Doloven the 4th, 606 AR (Fall Season Week 3 Dispatch)
Call to Arms Rules Download (.pdf): English
Previous Dispatches: Ordic Observer Annals
Rhydden Defeats Khadoran Assault
The city of Rhydden, the last unoccupied city in Llael, remains free after routing a massive Khadoran force sent to bring the city to heel. Information is limited, but our sources tell us the Khadoran force, led by Kovnik Grigusk Tornivich, had the men and equipment to bring the city to its knees. Despite this, defeat came not only from the Llaelese rebels, but from an unlikely ally, Protectorate forces defending the city on Duke Gregore Delryv IV's behalf. The Duke of Vauxsauny's troops served as a flanking force and reinforced fortifications defended by Menite soldiers. This combined effort turned the Khadoran attack into a poorly executed withdrawal.
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Khador's defeat comes only two weeks after the 12th Uhlan routed a column of Protectorate soldiers east of Merywyn. Apparently this victory did not forestall the movement of surprisingly large Protectorate forces in the region, though it doubtless saved Kovnik Tornivich's troops from experiencing further casualties. Searches for other Menites in the region south of Rhydden have uncovered evidence of complex supply lines feeding Protectorate forces and suggest they may originate from an undisclosed local fortification.

This defeat further intensifies questions regarding Kommandant Mikhail Ivdanovich's ability to maintain what limited control of Llael Khador currently possesses. With additional troops limited by the difficulties Khador faces in its war to the south, Ivdanovich's future in command has settled on shaky ground. In addition, some have questioned his decision to crush the Resistance in Rhydden at this point in the occupation. Other difficulties inside Llael's border require military attention, something the kommandant could have addressed before dedicating the bulk of his thinning forces to what has amounted to a fiasco. Already reports of this defeat have reached the Empress, suggesting the kommandant's days in Llael are numbered.

Now concerned eyes turn to Rhydden. What next for the refugee city? Sources indicate Menite soldiers have yet to stand down or quit the city's walls. Witnesses have spotted Grand Scrutator Severius himself within the city tending to the needs of Rhydden's faithful Menites while his white-garbed troops march the streets. It is the Observer's wish for Rhydden's brave citizenry that they have thrown off Khador's yoke of oppression without replacing it with another.

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About the Ordic Observer
The Ordic Observer is published by the Oaken Press in Midfast, collecting reports and dispatches from trained correspondents traveling across the region. It is a non-partisan weekly newes periodical unaffiliated with any crown, merchant house, or religious agenda.

Red Skies over Eastwall

Chilling reports have reached our offices from the Cygnaran fortress at Eastwall. We discounted the first such message, for it held too many dark implications, but a second message, then a third, convinced us of the information's veracity and timeliness. An ill wind has blown through Cygnar over the past months, a wind that shows no signs of abating. The skorne have attacked Eastwall. (more...)

The barbaric hordes that attacked and occupied the city of Corvis only three years ago once again move against Cygnar's defenses. Though frequent, the assaults against Eastwall have remained small, far weaker than the force necessary to topple such a mighty castle complex. The reasons for these attacks remain unclear, but Eastwall's commander Timeck Keller has offered his theory. "The devils are testing our defenses. Each attack has probed a different element of our battle readiness, from the strength of the walls, to the time it takes our long gunners to respond to approaching forces. They're preparing for something, but we do not know what."

Flames burning among the wreckage of skorne siege equipment have choked the afternoon sky with smoke and ash and created a smoldering red haze. Some of the Cygnaran soldiers have taken to jokingly calling the string of battles the Red Skies War. Commander Keller dismisses such comments.

"To have a 'war' one must have an opponent worthy of conflict. When these attacks bear fruit and we to come to grips with the true might of the barbarian army, then I will declare we are at war with the skorne. Until then we will throw them back across the Black, or send them on to whatever torment they claim for an afterlife." Brave words, and certainly we wish Eastwall good success, but our sources maintain the castle garrison is relatively light. With so many of its soldiers gone to the fighting in Sul, the Observer wonders how many of the Commander's words are bravery and how many are bravado. Time alone will tell.

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Outbreak of Fever Closes King's Vine Area

Correspondents seeking to confirm the presence of the Cygnaran traitor Asheth Magnus have recently written with different news than expected. Upon arrival in King's Vine, militia guardsmen turned our source back despite repeated attempts at every point of entry. These men had orders to shoot any and all ignoring their warnings to remain clear of the town. The militia also had strict order to keep everyone already within the area contained therein. (more...)

For what purpose, you wonder, dear reader? An outbreak of the terrible marchfells fever has swept the region, spreading rapidly and causing numerous deaths. The quarantine is to protect those outside King's Vine while treatments are administered where possible. Our source further reports a lack of traffic attempting to leave or contact the world outside the town. "It was as if the fever had taken hold of every resident and lashed them to their beds," our man writes.

The Observer reminds its readers of the importance of the isolation of King's Vine at such an important time during the war between the Protectorate and Cygnar. Such a crucial waypoint between Eastwall and Caspia laid low with marchfells fever hampers the flow of men and supplies along the King's Highway between the capital and the eastern fortress. The river route remains open but more vulnerable to pirates and Sul-Menite raiders. The rail lines moving commerce north and south between Fharin and Steelwater Flats now become the sole reliable route of travel. We wonder if this would suffice for any large movement of troops should the anticipated skorne attack on Eastwall actually commence in any strength. The increasing frequency of skorne attacks in the region reinforces the necessity for the King's Highway to reopen as quickly as possible.

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Weather
Football Season Rule:
When a model is slammed, the slam distance is increased by +2".

Bounties
Cygnar bounty on Cryx: Single Combat (Fall Season, Week 3)
Single Combat
When playing a game this week against a Cryx player, a Cygnar player scores two (2) additional League Points if warcasters under his control destroy one or more enemy warcasters.
Protectorate bounty on Khador: Reconnoiter (Fall Season, Week 3)
Reconnoiter
When playing a game this week against a Khador player, a Protectorate player scores two (2) additional League Points if his warcaster enters his opponent's deployment zone.
Khador bounty on Protectorate: Personal Touch (Fall Season, Week 3)
Personal Touch
When playing a game this week against a Protectorate player, a Khador player scores two (2) additional League Points if warcasters under his control destroy one or more enemy solos or warjacks with a melee attack.
Cryx bounty on Cygnar: Completist (Fall Season, Week 3)
Completist
When playing a game this week against a Cygnar player, a Cryx player scores two (2) additional League Points if all models that began the game in one enemy unit are destroyed or removed from play in one turn or if an enemy heavy warjack is reduced from its full damage grid to destroyed in one turn.
Scenarios
Weekly Scenario Breakdown
As in the Summer Season, Call to Arms Fall Season matches are defined by the two factions involved. Each faction is assigned one scenario and one map layout each week. The scenario played corresponds with the scenario assigned to the higher-ranked player on the ladder. The map layout used corresponds with the map layout assigned to the lower-ranked player on the ladder.

This system makes it possible to have a broader variety of games when players seek to earn bounties (by playing opponents both higher and lower on the ladder) and also allows players to use scenarios other than Assassins when playing against opponents of their own faction.

Cygnar
Map: 5
Scenario: Overrun (Fall Season, Week 3)
Overrun

Description
Even a fortified position can be overrun by superior numbers, military tactics, or sheer luck. Overrun the battlefield to defeat your foes.

Special Rules
See Map. Place four control markers in the corners of the table, one 10" forward from the south table edge and 12" in from the east table edge, one 10" forward from the south table edge and 12" in from the west table edge, one 10" forward from the north table edge and 12" in from the east table edge, and one 10" from the north table edge and 12" in from the west table edge. A model holds the point if it ends its controlling player's turn with its base overlapping the point marker. Only one model may hold a point, and players may start the game with one of their models controlling a point. Wrecked or inert warjacks, wild warbeasts, models engaged in melee combat, warrior models with a CMD stat of 1 or less, and fleeing models/units cannot hold a point.

Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones.

Victory Conditions
Primary Victory Condition: A player wins a primary victory if, at the end of his opponent's turn, he controls three (or more) control markers.

Secondary Victory Condition: A player wins a secondary victory if the last opposing warcaster is destroyed or removed from play.

If time runs out before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player scores one (1) additional Victory Point for each enemy unit still on the table that has lost half or more of its starting number of troops.

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Protectorate
Map: 4
Scenario: Divide and Conquer (Fall Season, Week 3)
Divide and Conquer

Description
Rival forces must consolidate their battle lines to crush the enemy.

Special Rules
See the map. Before the start of the game, divide the table into four quarters.

A player controls a quarter if he has more models completely within the quarter than his opponent. A unit counts as one model for the purposes of calculating who has more models within the Quarter but only counts if all models in the unit are completely within the quarter.

If a player controls two quarters that make-up one complete table edge at the end of his turn, he scores one (1) Control Point. The first player to reach five (5) Control Points wins the game. For example, a player controlling the northwest and northeast quarters at the end of his turn controls gains one (1) Control Point since he controls the entire north table edge.

Each player has two 10" x 10" deployment zones located in corners of the table. One player deploys in the northwest and southeast corners. The other player deploys in the northeast and southwest corners. The first player chooses his deployment zones at the start of the game.

During this scenario, models with the Ambush ability cannot be placed inside their opponent's deployment zones, but may be places along any table edge.

Beginning
Determine deployment and turn order with a standard starting roll.

Each player has two 10" x 10" deployment zones located in corners of the table. One player deploys in the northwest and southeast corners. The other player deploys in the northeast and southwest corners. The first player chooses his deployment zones at the start of the game.

Victory Conditions
Primary Victory Condition: A player wins a primary victory if he scores five (5) Control Points.

Secondary Victory Condition: A player wins a secondary victory if the last opposing warcaster is destroyed or removed from play.

If time runs out before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player gains one (1) additional Victory Point for each enemy unit still on the table that has lost half or more of its starting number of troops.

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Khador
Map: 12
Scenario: Combined Arms (Fall Season, Week 3)
Combined Arms

Description
Veteran infantry, cavalry, and warjacks clash on the field of battle. These well-trained soldiers have little to fear when they bring the combined might of man and machine to bear on their foes.

Special Rules
Before the start of the game, divide the table in half with a line running west to east through the center of the table.

Warrior models/units that fail a command check for any reason may re-roll that command check if there is a friendly warjack within 6".

Beginning
Determine deployment and turn order with a standard starting roll, and use standard deployment zones.

Victory Conditions
Primary Victory Condition: After the end of the second round, a player wins a primary victory if he ends his turn with one or more friendly warrior models and one or more friendly warjack models on his opponent's side of the centerline while none of his opponent's models are on his side of the table. Do not count wrecked or inert warjacks, fleeing models, models with a CMD of 1 or less, or incorporeal models when determining whether or not a player has won the scenario.

Secondary Victory Condition: A player wins a secondary victory if the last opposing warcaster is destroyed or removed from play.

If the game ends before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player gains one (1) additional Victory Point for each enemy unit left on the table that has lost half or more of its starting number of troops.

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Cryx
Map: 7
Scenario: When Words Fail (Fall Season, Week 3)
When Words Fail

Description
Animosity in the Iron Kingdoms runs deep, and mere words often cannot quell the rage within rivals. When parlay fails, the clearest communication is the heads of opposing warcasters on pikes.

Special Rules
Mark a line down the center of the board, splitting it evenly into east and west table halves.

All models gain the Advance Deployment rule. Place models with Advance Deployment after normal deployment, up to 12" beyond the established deployment zone.

Models may not make attacks, give or receive orders, perform special actions, allocate focus, or use feats during the first round of the game.

Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones.

Victory Conditions
Primary Victory Condition: A player wins a primary victory if he holds either the east table half or the west table half and his opponent holds neither. A player holds a location if he controls all models within the space described during his Maintenance Phase. Wrecked or inert warjacks, wild warbeasts, fleeing models/units, models engaged in melee combat, and warrior models with CMD stats of 1 or less cannot hold a location.

Secondary Victory Condition: A player wins a secondary victory if the last opposing warcaster is destroyed or removed from play.

If time runs out before one player has won, the player with the most Victory Points wins. When comparing Victory Points at the end of the game, a player gains one (1) additional Victory Point for each enemy unit still on the table that has lost half or more of its starting number of troops.

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Terrain for Maps

The Call to Arms League Fall Season map layouts have a number of terrain feature requirements. The following is a list of the terrain features mandated by these maps:

One (1) 12" diameter forest
Two (2) 8" diameter forests
Two (2) 8" bare tree forests
Two (2) 6" diameter forests
Two (2) 6" bramble patches
One (1) 12" diameter hill
Two (2) 8" diameter hills
One (1) 6" diameter hill
Two (2) 6" diameter shallow water pools
Four (4) 4" diameter leaf piles
One (1) 3" x 48" river
Four (4) 1" x 6" hay bale linear obstacles
Two (2) 4" x 6" obstructions

Bare Tree Forests -- Forests of deciduous trees in late fall do not provide the same protection from prying eyes that forests normally provide. Bare tree forests are rough terrain. A model must be completely within (instead of simply within) the area of the bare tree forest to claim +2 DEF from concealment. Models can draw line of sight through up to 5" (instead of 3") of bare tree forest, but anything more obstructs line of sight.

Bramble Patches -- Bramble patches are rough terrain. Warrior models may not run, charge, or slam while within bramble patches even if they have the Pathfinder ability. Warrior models that contact a bramble patch while running, charging, or slamming immediately stop.

Hay Bale Linear Obstacles -- Hay bale linear obstacles follow the standard rules for linear obstacles but are removed from play under certain conditions. Players may not target hay bale linear obstacles with attacks (as with all linear obstacles), but if a hay bale is caught in a Spray or AOE, remove it from play after resolving the attack. If a hay bale suffers a collateral damage roll of POW 10 or greater, remove it from play after resolving the attack. Heavy warjacks may charge, slam, or trample through hay bales without penalty. Remove the hay bale from play after resolving the charge, slam, or trample attack.

Leaf Piles -- Leaf piles are rough terrain. A small-based model completely within the area of a leaf pile may forfeit its action to become hidden in the leaves for one round. While hidden in leaves, models cannot be targeted by ranged or magic attacks.


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