For five weeks now the streets of Sul have run red with blood. Who can forget where they were when they first heard the news that Sul's western wall had finally succumbed to the massed fire of Cygnar's military? Since that fateful day in Rowen, tales of bloody street-to-street fighting have trickled into the Observer's offices. Reports the Great Temple of the Creator had fallen to Cygnar's guns have been confirmed false. Even as we print these words, the Protectorate's soldiers rush to reinforce their defenses around that most revered of holy sites. (more...)
Despite this setback, the 6th "Storm" Division, led by Lord Commander Coleman Stryker, has seized and maintains a tenuous hold on the western portions of Sul. Bolstered by reinforcements from Caspia and beyond, the Storm Division has ensured that Protectorate forces cannot easily dislodge its foothold. Our sources inside the Cygnaran military tell us strategists are already planning for a protracted conflict within the city, and they expect heavy losses as the deadly street fighting continues. Already several Trencher units have fallen to ambushes. Such attacks demonstrate how difficult Cygnar will find it to root out the city's dug in defenders.
This news does not bode well for the entirety of Cygnar's military, already engaged in a brutal conflict with Khador when the Protectorate attacked. Forces diverted to the engagement in Sul cannot deploy in the north to defend against further Khadoran offensives. The fighting in and around the Thornwood has already demonstrated the need for additional troops, a fact Khador will surely exploit as soon as possible.
Additionally, our sources report Sul's defenders are proving stronger and better organized than Cygnaran commanders anticipated. Instead of facing a garrison of rag-tag zealots, Cygnar must confront an undisclosed number of Menite warcasters and their accompanying warjacks. Despite all these difficulties, Lord Commander Stryker's primary objective remains the Great Temple. Laying claim to such an important symbol of Menite faith would stab directly at the Protectorate's heart and sap its will to fight. Claiming the structure would also provide Cygnar's forces with a key strategic location to strike deeply into eastern Sul. Rest assured, dear reader, the Observer will do its utmost to keep its readership abreast of any developments as soon as we are able.
(close)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.
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Menite Assault on Khadoran Garrison Rebuffed
Although the situation in Sul has captured the attention of the kingdom, the occupation of Llael continues with bloody consequences. The scattered but escalating guerilla attacks led by Menite loyalists and the Resistance during the spring have forced Llael's Prime Minister Deyar Glabryn to plead for additional Khadoran troops to garrison Llael's larger cities for easy deployment to the surrounding areas. These troops, mostly fresh recruits on loan from the permanent garrison at Port Vladovar, are moving into place quickly for reassignment to smaller towns and villages in an effort to reduce Khadoran response times to these partisan assaults. These forces must have received information that the garrison in Laedry was woefully undermanned and selected that site for their next attack. (more...) Armed with pistols and rifles and carrying crude explosives, a swarm of Menites assaulted the garrison in the predawn hours and quickly overwhelmed the sentries. They destroyed several small outbuildings with explosives before an adequate defense could be mounted. Winter Guardsmen rushed from their barracks, arming themselves with what weapons lay close at hand. After the initial flurry of gunfire, eyewitnesses report several bloody melees ensued. Only when the Khadorans gained access to the armory did the tide of battle turn against the Menites. Fiendishly efficient in close quarters, Winter Guard blunderbusses made quick work of the assaulting rebels and turned a successful raid into a complete rout. Guardsmen pursued the rebels into the streets of Laedry, capturing seven and slaying several more. The prisoners went to Kommandant Mikhail Ivdanovich's garrison for further questioning by the Kommandant's own interrogators. Our queries into the fate of these prisoners have come up empty, and we at the Observer fear the worst for these brave souls. (close) |
Undead Threat in Thornwood Continues!
Despite announcements to the contrary by General Dargus Mathern, encounters with the undead continue in and around the Thornwood. Regular readers will recall encounters with swarms of undead by Cygnaran and Khadoran forces beginning sometime in Cinten. The appearances coincided with a clandestine war fought somewhere deep in the forest, the details of which our sources remain unable to uncover. These thralls seemed little more than roving bands of disorganized dead at first, but further evidence revealed their connections to the masters of Cryx. Rumors still abound as to what has severed their command, but in recent weeks their activities have become more coordinated, leading military minds to believe someone or some thing has returned to the area and exerted its influence over them again. Initially, both sides dispatched these creatures quickly, but now they pose a real threat to the forces in the region. (more...) General Mathern's announcement came in an effort to put the minds of the local populace to rest as the war continues. The general was previously heard to comment "War is horrifying enough for the commoners, but to be forced to endure assault by these horrors while the battle rages in their homeland is more than any person should bear." He immediately ordered a search of the Thornwood to root out and destroy the undead. Unfortunately, it seems his good intentions have done little to assuage the minds of those living in Fellig and Point Bourne. The Observer expects to hear more reports on General Mathern's new patrols in the near future. (close) |
At the beginning of each round, roll 1d6. On a roll of 5 or 6, the alignment of Laris causes fluctuations in the flow of magic. When a model makes a magic attack roll, it rolls one less die.
When playing a game this week against a Protectorate player, a Cygnar player scores two (2) additional League Points if warcasters under his control destroy one or more enemy solos or warjacks with a melee attack.
When playing a game this week against a Cygnar player, a Protectorate 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.
When playing a game this week against a Cryx player, a Khador player scores two (2) additional League Points if the only enemy models on the table at the end of the game are warcasters (or no models at all).
When playing a game this week against a Khador player, a Cryx player scores two (2) additional League Points if warcasters under his control destroy one or more enemy warcasters.
Description
Break your enemy's lines with machines of steam and iron. Destroy the enemy warcaster to ensure victory for your forces.
Special Rules
No special rules.
Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones.
Before the start of the game, after both players have deployed, warjack models may move up to their SPD in inches (first player and then second player).
Victory Conditions
Primary Victory Condition: A player wins a primary victory if the last opposing warcaster is destroyed or removed from play by a friendly warjack.
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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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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Description
In the heat of battle, soldiers are often cut off from friendly troops and forced to fend for themselves. Destroy the stranded soldiers or reunite them with their compatriots.
Special Rules
The higher-ranked player on the ladder is the "defender" in this scenario. The lower-ranked player is the "attacker."
Beginning
See Map. The attacker deploys in a 10" x 10" square on any table corner and takes the first turn.
The defender deploys one model/unit in either 10" x 10" corner adjacent to the attacker's corner, this is the stranded model/unit. He then deploys the remainder of his forces in the other 10" x 10" corner adjacent to the attacker's corner. (No models are deployed in the corner diagonal from the attacker's corner).
Victory Conditions
Primary Victory Condition: The attacker wins a primary victory if the stranded model/unit is destroyed or removed from play and the last opposing warcaster is destroyed or removed from play. The defender wins a primary victory if the last opposing warcaster is destroyed or removed from play while the stranded model/unit remains in play.
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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Description
Even a fortified position can be overrun by superior strength of numbers, 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. Players may start the game with one of their own models controlling a point. Wrecked or inert warjacks, fleeing models, models with a CMD of 1 or less, and incorporeal models cannot hold the point. The first player to hold three out of the four control markers at the end of his opponent's turn wins 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, at the end of his opponent's turn, he controls three (or more) control markers. 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 scores 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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Trenches: Trenches are earthwork fortifications represented by templates. Unlike other terrain features, trenches need not required be placed at least 3" apart, and a trench may touch another trench. Models completely within the trench template have cover (+4 DEF) when targeted with a ranged or magic attack by a model not completely inside the trench template. Models completely inside a trench template do not suffer blast damage from attacks unless the center of the AOE is within the trench template. When drawing line of sight to a model not completely within the Trench template, ignore intervening models completely within the template.
Dry Pond Beds: Dry pond beds are areas of shallow water that have dried up in the summer heat. Treat dry pond beds as rough terrain rather than shallow water. When the "Summer Storm" weather feature comes into effect, treat dry pond beds as shallow water terrain features for the remainder of the game.
Barricade: Barricade templates represent regions of the battlefield fortified with sharpened iron beams. Barricades provide cover (+4 DEF). No model may charge or slam through a barricade. Medium- and large-based models treat barricades as obstructions.
