Ordic Observer Weekly Dispatch
Glaceus the 7th, 606AR -- Winter Season Week 1 Dispatch
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Assaults Unabated Despite Brutal Winter!

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.

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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.

Scenarios
As winter continues, armies have been forced to fight on despite sporadic supplies and losses from the elements as well as pitched fights.
Protectorate Seeks High Ground to Set Cygnar Ablaze
Cygnar vs Protectorate Scenario (Winter Season, Week 1)
We have confirmed that Cygnar's garrison at Eastwall has been reduced by recent transfers to bolster the northern front, and this vulnerability presents a tempting opportunity for Protectorate zealots mustered near Tower Judgment.
Our correspondents report that, in a bold and unexpected advance in the midst of winter, the Protectorate has rushed to secure elevated positions in the hills just across the Black River. Clearly they intend to rain Redeemer and Deliverer fire on the reduced defenders. Cygnar's 34th Brigade, however, has realized their jeopardy and mustered troops to intercept the Menites.
Heading for the Hills

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.

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Cygnar and Khador Clash on Frozen River
Cygnar vs Khador Scenario (Winter Season, Week 1)
The forces of Cygnar and Khador continue to struggle over a frozen tributary of the Black River.
Despite the treacherous ice flows, the river still offers one of the fastest methods for the transportation of ammunition to the front lines of the Thornwood battle front. Control of this stretch of river means the difference between attacking the enemy with a hail of bullets, or fending them off with sharp sticks and shovels.
The Far Shore

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 Flow

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.

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Cryxian Raiders Terrorize Cygnaran Shoreline
Cygnar vs. Cryx Scenario (Winter Season, Week 1)
A particularly alarming report describes Cryxian raiders, believed to originate from Garlghast Island, landing south of New Larkholm.
Refusing to repeat of the horror of the Ingrane massacre, a sizable force from Cygnar's Third Army out of Westwatch marched to obliterate the invaders. Sketchy messages indicate a bloody no-holds barred skirmish atop Duskpine Hill twelve miles south of New Larkholm. Cygnaran forces, comprised primarily of long gunners, know their best chance of victory is to gain a good firing position atop the hill, and that failure may lead to the deaths of many innocents relying on their protection.
Copse Full of Corpses

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.

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Khador Vies with Protectorate in Occupied Llael
Protectorate vs Khador Scenario (Winter Season, Week 1)
The Protectorate has proven the threats of the hierarch more than idle words and pushed its soldiers to unprecedented aggression during this winter campaign.
Rumors suggest the Northern Crusade has been spotted by Khadoran border patrols defending the occupied territory. This has prompted a Khadoran thrust to eliminate this threat, and they claim a pitched battle rages to control the crucial region southwest of Greywind Tower through which run the Northern Crusade's supply lines. Our sources among Llaelese refugees insist Khador has deployed too small a force against these Menites and will need to spread its assets thin, leaving their forces vulnerable to reprisal.
Pacification

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.

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Cryx Ambushes Protectorate Reinforcements
Protectorate vs Cryx Scenario (Winter Season, Week 1)
Dispatches smuggled from our correspondent hiding among Protectorate forces report harrowing struggles east of Corvis.
We hear Protectorate reinforcements sent on the long trek from Imer to join the Northern Crusade have run across unexpected horrors. The lightly cultivated lands east of Corvis near the Widower's Wood have been largely abandoned to winter, but not apparently to the breathless dead, who need no fire to warm their unliving flesh. Isolated from their own forces, these faithful Menites must master the unfamiliar terrain, clearing the nearby woods of Cryxians before they can hope to continue their trek. Should these forces fail to reach the Northern Crusade, it may have severe repercussions on the ability of that northern force to sustain itself against Khador.
Winter's Harvest

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.

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Khadoran Wounded Beset by Cryxian Nightmare Horde
Khador vs. Cryx Scenario (Winter Season, Week 1)
Disturbing reports have reached us from our correspondent with Khador's 6th Kommand, currently engaged north of the Thornwood.
Reserve forces and those withdrawn due to injuries have come under unexpected attack in regions deemed secure. While causalities mount, the bodies do not. Rumors of unholy things lurking in the nearby copses and groves, of unnatural lights and sounds drifting from the dark trees, and of the bloody remains of soldiers found under the snowy boughs have culminated in orders from the High Kommand to take back the forest. Even now bands of grim Khadorans are sallying into that ill-favored wood to retake ground they had thought already safely secured for the Motherland.
Round the Ol' Oak Tree

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.

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Weather
A massive storm front has swept through the southern seaboard this week, unleashing violent winds across most of Cygnar, the Protectorate, and Khador. Travel by sailing ship is not advised during this week except by extremely experienced pilots and captains operating in familiar waters. Windmills should take precautions to avoid damaging machinery during peak winds. Artillery fire will be particularly inaccurate, a caution to any forced to travel near the war front.
Powerful Winds Rule:
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.
Bounties
War Councils have issued the following bounties this week, promising bonuses to soldiers and officers who can accomplish difficult goals.
Cygnar: Bounty on the Protectorate
Warmaster Turpin has called for aggressive tactics against the Protectorate, declaring that, "The only way to end these crusades in to inflict catastrophic casualties upon the enemy and force them to reevaluate their futile wars!" The warmaster has promised a bonus of ten crowns this week to all fresh recruits and fifteen crowns to all veterans of one or more tours who can claim a confirmed kill this week.
Wrecking Yard
When playing a game this week against a player on a Protectorate team, a Cygnar player scores two (2) additional League Points if he destroys ten of his opponent's models in one turn.
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Protectorate: Bounty on Cygnar
Feora, Priestess of the Flame, has ordered the gathering of a host of Temple Flameguard to harass Cygnar along the river border. "For months the heretics have defiled our trade ships and flaunted their profane beliefs. The time has come to teach them the lessons of their perfidy, showing that the wrath of Menoth will fall on any who interfere with our faithful from abroad who travel so far to join our cause. Any who would touch a Menite is marked for death. Spare none and you will be righteous in His eyes!" This call to war has galvanized the faithful as converts hearing tales of the Harbinger continue to journey south.
Single Combat
When playing a game this week against a player on a Cygnar team, a Protectorate player scores two (2) additional League Points if all his opponent's trooper models are destroyed or removed from play during the game.
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Khador: Bounty on Cryx
The Khadoran High Command has grown continually concerned over reports of escalating attacks from Cryxian raiders by sea and land. Supreme Kommandant Ivon Krasnovich has issued a personal challenge to all Kommanders of the Khadoran army. "I do not question the resolve of our Kommanders, I question their valor. Cunning leaders must command these raids, sending the dead against us. Bring me their heads and all the sons and daughters of the Motherland will know your name."
Demolition
When playing a game this week against a player on a Cryx team, a Khador player scores two (2) additional League Points if warcasters under his control destroy one or more enemy warcasters.
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Cryx: Bounty on Khador
Addressing his gathered war host this week, Lich Lord Terminus challenged his forces to commit greater atrocities than, "the warriors of Asphyxious could even conceive." In particular, Terminus called upon his servants to slay the greatest champions of Khador. "Asphyxious moves too slowly. His army of carrion crows pecks at these mortal legions while we will fall on them like the hand death itself. Make an example of the north men. Bleed them! Crush them! Consume them! Devour their most mighty and add their vitality to our own." Terminus promised his most successful generals the lion's share of fresh thralls and helljacks from the workshops of Cryx.
Genocide
When playing a game this week against a player on a Khador team, a Cryx player scores two (2) additional League Points if all his opponent's solos are destroyed or removed from play during the game.
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