Khadoran consolidation of captured territories have not relented despite increasingly hostile winter. Tensions has been rising among the trenches in the northern Thornwood where Cygnarans have fallen back after failures in Llael. Morale is suffering among the men on both sides of the lines between Northguard and Ravensgard, as sporadic skirmishes pile up bodies faster than they can be buried. The Khadorans enjoy the advantage of more reliable supply lines and have drawn upon reserves in occupied Llael to cycle soldiers through the region. The recent arrival of additional Khadoran troops triggered an immediate reaction from the Cygnaran Assembly in Caspia, which ordering the deployment of thousands of reinforcements in response. Violent clashes immediately followed as swollen ranks made commanders bold, and they prepare for the inevitable battle across the war-torn landscape between the towering fortresses. (more...)
Dispatches, written and transmitted with great risk, report unusual activity from further east. The Protectorate of Menoth appears to have undertaken a major action, the so-called "Northern Crusade", journeying up the eastern side of the Black River along the Cygnaran border toward the Thornwood and occupied Llael. Our sources believe the Grand Scrutator Severius leads this force and that Hierarch Garrick Voyle himself commanded this bold maneuver. Voyle spoke to the gathered masses in Imer and declared the upcoming year a time for Menoth's righteous retribution. He tasked his citizens to take up arms and "unshroud the frozen land with the fires of the Creator and reduce field and farmer alike to ash." Voyle concluded with, "The crimes against the Menite faith have eradicated any shred of mercy we may have once harbored for the enemy. These heretics cannot be redeemed." Despite these words, Menite priests in other regions, such as Sovereign Biagio Benzo of Berck, insist that, "conversion back to the True Law remains a viable option, so long as the petitioner is sincere. He admitted, however, "It is unlikely a hasty conversion will persuade the zealous to spare a man's life in battle."
Nor has winter's bite diminished opportunistic attacks and raids by Cryxian forces, which our correspondents report with increasing frequency across an alarmingly wide area. Along with sightings on the fringes of the trench fighting in the north, dozens of coastal villages have reported sighting landing parties of bloodthirsty Scharde and nightmare forces of the unliving. Costal communities from Sul to Uldenfrost remain at high alert, manning watch towers and preparing to evacuate their homes, as tension stretch the nerves of even stalwart men. Naval fleets from Khador, Ord, and Cygnar have engaged Cryxian vessels, but with military forces concentrated at strategic positions, insufficient troops remain to defend the populace. The legions of cursed Toruk relentlessly attack every target of opportunity and take advantage of winter's grip to isolate supply lines and defenders.
Bandits posing as mercenaries have also taken advantage of these situations, and their depredations combine with a rise in attacks by savage farrow, trolls, and gatormen in outlying regions of Cygnar, Ord, and southern Khador. Clearly the harsh winter has resulted in low food stores for these uncivilized menaces and prompted unusual boldness. Local communities must not rely on military assistance and look to their own defense. Whether the recent surge in conflict will abate or escalate in the cold weeks ahead is unknown.
(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.
Description
The key to this victory is control of the high ground.
Special Rules
See the map. Place four (4) 8" diameter hills as shown on the map. Two hills are centered on the middle of the table, one 12" from the west table edge and the other 12" from the east table edge. The other two hills are centered between the east and west table edges, one 12" from the north table edge and the other 12" from the south table edge.
The first player to hold three or more hills simultaneously for three (3) consecutive rounds wins the game. A player holds the hill if he controls all models within its area during his Maintenance Phase. Models engaged in melee combat cannot be used to hold a location. Neither warrior models with CMD stats of 1 or less nor Incorporeal models can hold a location.
Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones (see WARMACHINE: Prime Remix, pg. 29).
Victory Conditions
A player scores a primary victory condition and wins if he holds three or more hills simultaneously for three (3) consecutive rounds.
A player wins if his opponent no longer has any warcasters in play. If time runs out before one player has won, the player with the most Victory Points wins.
Description
This is a battle for domination complicated by a freezing river flowing through the center of a battlefield. Take care and dress warm! It's going to get ugly.
Special Rules
A 3" wide frozen river runs through the center of the table from the east to the west table edge. The frozen river is an Ice Flow.
A player ending his turn with one or more of his models on his opponent's side of the river while none of his opponent's models are on his side of the river scores one (1) Control Point. Models touching the river are not on one side or the other. Points cannot be scored during the first round. The first player to score three (3) Control Points wins the game.
Ice flows, made of an endless flow of ice chucks carried along by the currents of raging rivers, are very dangerous terrain features on the battlefield. Even with the constant flow of ice, occasionally victory outweighs commonsense and some might brave a frozen grave.
At the start of the game, participating players should agree upon which direction the river flows. Ice Flows are rough terrain. The river underneath is deep water (see WARMACHINE: Prime Remix page 78).
At the beginning of each player's Maintenance Phase, models whose bases are completely within the area of the ice flow are moved 3" in the direction the river is moving. Move the models furthest down river first. A model stops moving if it contacts another model's base. If the model contacted has an equal- or larger-sized base, the moving model is knocked down. A model cannot be targeted by free strikes during this movement. If a model is moved off of the table due to this movement it is removed from play.
If any portion of a model whose base is completely within the area of the ice flow is caught within a damage causing AOE, the model immediately falls through the ice flow and suffers the effects of deep water. A model that has fallen through an ice flow may forfeit its movement or action during its activation to climb out. A model may face any direction when it climbs out. A model that forfeits its action to climb out can advance but cannot run or charge.
Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones (see WARMACHINE: Prime Remix, pg. 29).
Victory Conditions
The first player to score three (3) Control Points scores a primary victory condition and wins the game.
A player wins if his opponent no longer has any warcasters in play. If time runs out before one player has won, the player with the most Control Points wins. In case of a tie, the player with the most Victory Points wins.
Description
Two rival forces battle for control of a hill in the middle of a forest glen.
Special Rules
See the map. Place a 12" diameter hill in the center of the table. Place four 4" forests around the hill as shown on the map.
A player scores Control Points by having more models on the hill than his opponent. At the end of each round, a player with more models on the hill than his opponent scores one (1) Control Point. Control Points cannot be scored on the first round. A unit counts as one model for the purposes of calculating who has more models on the hill. The first player to reach three (3) Control Points wins the game.
Set Up
Players take turns placing terrain until one player wishes to stop. The other player is then allowed to place one additional piece. Each player must place a minimum of two (2) terrain features.
Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones (see WARMACHINE: Prime Remix, pg. 29).
Victory Conditions
The first player to score three (3) Control Points scores a primary victory condition and wins the game.
A player wins if his opponent no longer has any warcasters in play. If time runs out before one player has won, the player with the most Control Points wins. In case of a tie, the player with the most Victory Points wins.
Description
Pacification is a contest between rival armies for domination of the battlefield.
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.
A player scores one Control Point for each Quarter he controls at the end of each of his turns. The first player to reach seven (7) Control Points wins the game. Control Points cannot be scored during the first round of the game.
During this scenario, models with the Ambush ability cannot be placed inside their opponent's deployment zones, but may otherwise be placed along any table edge.
Set Up
Players take turns placing terrain until one player wishes to stop. The other player is then allowed to place one additional piece. Each player must place a minimum of four (4) terrain features.
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
The first player to score seven (7) Control Points scores a primary victory condition and wins the game.
A player wins if his opponent no longer has any warcasters in play. If time runs out before one player has won, the player with the most Control Points wins. In case of a tie, the player with the most Victory Points wins.
Description
Two armies converge on a abandoned orchard in the dead of winter battle for domination amongst the skeletal trees.
Special Rules
See the map in WARMACHINE: Prime Remix on page 82. Divide the table into 1-foot squares and place domination points at the vertices of each intersection. Center a 3" forest terrain feature on each point.
A player captures a domination point when any part of the base of a model under his control passes over it. If a model leaves a domination point, the point remains under its army's control until an enemy model moves on top of it. Only one model may be on top of a domination point at any time.
Winter's Harvest lasts for eight (8) game rounds as players rush to capture specific points on the table.
Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones (see WARMACHINE: Prime Remix, pg. 29).
Victory Conditions
The game ends at the completion of the eighth game round. The player controlling the most domination points scores a primary victory condition and wins the game.
In case of a tie, the player who accumulated the most victory points wins. A player also wins when his opponent no longer has any warcasters in play. If time runs out before one player has won, the player with the most Victory Points wins.
Description
Two rival forces square off for control of a forest in the center of the battlefield. An army that can hold the forest will take the field.
Special Rules
Place a 12" forest in the center of the table.
The first player to hold the forest for three (3) consecutive rounds wins the game. A player holds the forest if he controls all models within the forest during his Maintenance Phase. Models engaged in melee combat cannot be used to hold a location. Neither warrior models with CMD stats of 1 or less nor incorporeal models can hold a location.
Beginning
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones (see WARMACHINE: Prime Remix, pg. 29).
Victory Conditions
A player wins and scores primary victory condition if he holds the forest for three (3) consecutive rounds.
A player wins if his opponent no longer has any warcasters in play. If time runs out before one player has won, the player with the most Victory Points wins.
AoE ranged attacks that miss their targets deviate an extra d3" and have no minimum deviation range. Cloud effects expire at the end of each turn.