Ordic Observer Weekly Dispatch
Casteus the 14th, 606AR -- Winter Season Week 6 Dispatch
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Unexpected Victories Bring Relief to the Battered Swan

Proving once again that one should never count the Cygnus out of the fight prematurely, a number of decisive victories abroad appear to have rallied the Cygnaran border defenders and may have stalled their attackers during this particularly harsh winter. Unexpected turns are inevitable in war, and certainly any key loss could have a dramatic impact on the tense state of affairs between warring nations. One of our correspondents at Point Bourne reports that a large number of reinforcements have become available as the most recent crop of graduates from the northern Strategic Academy have earned their commissions. This coincides with an upsurge in voluntary enlistments, who reached the Cygnaran Army training camps near the end of last year, now completing their training. While green and untested, even Cygnar's enemies grudgingly admit the training of their soldiers is second-to-none. Only the grim reality of warfare in the trenches will ultimately decide which of these men has what it takes. (more...)

We have received word from sources close to the Khadoran High Kommand of a series of brutal strikes planned along the northern border defenses in response to these expected reinforcements. This includes attacks by mercenaries in the employ of Kommandant Irusk. Clearly aimed at undermining confidence in the region, these strikes will test the morale of long-entrenched soldiers before the reinforcements arrive to relieve them. If this thrust fails to rattle the defenders, we suspect Khador may reluctantly end its expensive winter combat actions and await the spring thaw. Adding to their difficulties has been rumors of several acts of sabotage deep within occupied Llael, proof that the Resistance is alive and well.

Similarly, in the southern regions, a number of daring strikes across the Black River have apparently forced the Protectorate to regroup behind the walls of Sul. We have little reliable news from this theatre, but ominous reports of the fires of industry sending a tremendous volume of smoke up from Imer surely signal that the Protectorate will not stand idle. Patrols are quite evident along the northern border as well, where we have heard outlying Idrians unwilling to swear loyalty to Hierarch Voyle have faced ongoing harassment.

On the western seaboard we have reports that Cryxian shore attacks have lessened to some degree, only to be replaced by increased piracy by Scharde raiding vessels targeting merchant ships. This likely coincides with an inevitable effort by the Cygnaran Navy to bring a number of its ships of the line back to home ports for much needed resupply and repairs. We have unsubstantiated reports that shipwrights in Berck and Carre Dova have received lucrative contracts from agents representing Cygnar's Navy to build additional ships. Some among the castellans have attempted to prevent this sort of industry. They claim it threatens Ord's stance of neutrality and could as a provoke Khador to invade.

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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 dwindling supplies and mounting losses from the elements and pitched firefights.
Glimmerwood Hides Armed Zealots
Cygnar vs. Protectorate Scenario (Winter Season, Week 6)
Apparently the Cygnaran Reconnaissance Corps managed at last to track down a vital Sul-Menite resupply point in the northern area, a surprisingly well fortified position hidden in the Glimmerwood northeast of Corvis.
A strike force of the Corvis garrison managed to besiege and set fire to the structure while the majority of its defenders were further afield, and battle has been joined in the nearby forest. Word has it that the Cygnarans may have a tough fight ahead as they lost more soldiers than expected in the initial siege and did not come prepared for a lengthy battle. At this time reinforcements are not expected as the Corvis garrison is already stretched thin and fears the consequences of leaving the city completely vulnerable.
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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Khadoran Snipers Bait Northguard Defenders
Cygnar vs. Khador Scenario (Winter Season, Week 6)
The widely despised but certainly deadly Khadoran snipers known as Widowmakers have earned their pay this week.
We have it on good authority that at least one company of Cygnaran long gunners moved out of position from the trenches west of Northguard, lured by snipers positioned behind the lines for just that purpose. The Widowmakers managed to kill at least one long gunner captain and maimed several others, provoking the long gunners into a foolish advance to retaliate. According to Major Jarvin Matherson, "We train these men to avoid this sort of provocation, but after tense weeks on the line, any man can be pushed too far. We expect we can salvage the situation without too many additional casualties. We allocated the 95th Trenchers and Rangers of the 11th Reconnaissance to reinforce the long gunners and bring them safely home."
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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Bonejacks Spotted Near Point Bourne
Cygnar vs. Cryx Scenario (Winter Season, Week 6)
We have confirmed an unusual dispatch reporting that patrols north of Point Bourne managed to stumble upon a surprisingly numerous and well-prepared Cryxian force moving into the Thornwood.
This force apparently included a number of the deadly bonejacks which have become a chilling and familiar sight to western defenders along the coast. Given the proximity to towns such as Tarna and Armandor, this report is certainly unsettling to Ordic locals living near the eastern border. This seems likely a remnant of the earlier forces battling in the region and certainly part of the threat that prompted King Baird to begin his investigation into the Royal Navy. Cygnaran Army forces have been dispatched to deal with the problem and consider it a top priority to preserve the security and safety of Point Bourne. "They must have a hiding hole somewhere, and we'll damned well find it," was the reaction of Swift Sergeant Blaine Riggerton, who regularly patrols the riverbanks of the Dragon's Tongue.
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
The first player to score five (5) 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 a player has won the game, 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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5th Border Legion Encounters Unpleasant Surprise in Thornwood
Protectorate vs Khador Scenario (Winter Season, Week 6)
It will come as no surprise to any of our readers with an interest in history that Khador's 5th Border Legion has been among the most aggressive forces attacking Cygnaran targets along the western Thornwood.
Even as other Khadoran forces elsewhere have slowed operations and hunkered down, the 5th has continued to press on, including conducting deep strikes behind enemy lines. We hear reliably that one such strike force had an unpleasant surprise. Rather than encountering a supply caravan on the Bramblerut heading for Fellig, they intercepted Sul-Menites likely intending to strike a similar target. While both of these forces may have originally sought Cygnaran blood, they quickly turned on one another and battled over the high ground in a cleared area near the site of the famous Thornfall engagement of the Thornwood War. The fighting continues, and while the Khadoran reconnaissance force apparently has numbers on its side in this unexpected battle, the Sul-Menites have far better arms and equipment. We expect them to make a deadly account of themselves.
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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Menite Landing on Mothbell Island Underway
Protectorate vs. Cryx Scenario (Winter Season, Week 6)
While we have had to rely on second-hand information relayed by civilians in Ancient Icthier, we have it on good authority that the Sul-Menite attack on Mothbell Island has gone well despite some initial losses.
We have confirmed that the Nightmare Empire had indeed established a secret foothold on this island not far from Protectorate shores, and has used it to launch a series of opportunistic raids. The most crucial battle to purge the central base, located in a secluded valley in the island's interior, is apparently yet to come. Whether or not the Cygnaran Navy was complicit in allowing the Cryxians to establish this base remains unknown, although Admiral Tucker Luptine of the northern fleet has strongly denied all such accusations.
Hidden Valley

Description
Take and hold the valley at all costs.

Special Rules
See the map. Place four (4) 5" x 8" crescent shaped hills around the middle of the table as shown on the map. Place two 4" diameter forests on each hill and two additional 4" diameter forests in the middle of the gaps between the hills.

The first player to hold the area between the hills for three (3) consecutive rounds wins the game. A player holds the area if he controls all models within it at the start of 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 who holds the area between the hills for three (3) consecutive rounds 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 Victory Points wins.

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Funeral Train Looted Near Laedry
Khador vs. Cryx Scenario (Winter Season, Week 6)
In a grisly reminder of Cryx's perfidy in these troubled times, a funeral train laden with the honored dead from recent battles was intercepted just west of Laedry while en-route to the capital on this recently completed rail line.
Khadorans originally slated for burial in the Motherland now face the tragic fate of rising as mindless thralls and attacking their countrymen. This horrific strike has apparently rallied even the less than enthusiastic Umbreans of this occupied region to demand the hunting and extermination of the Cryxians. The battles have shifted to a series of hills just north of the rail line where the Cryxians have retreated with their morbid gains. Khadoran cavalry has ridden out from Elsingberg along with the 630th Winter Guard Kompany out of Laedry itself to intercept the undead menace.
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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Weather
The frozen conditions of the recent past return with a vengeance this week. Residents are advised to remain behind closed doors with a warm fire to reduce the risk of exposure. Soldiers on the front lines are advised to keep their feet moving and dry to avoid trench foot.
Cold Snap Rule:
Warjacks suffer -1 DEF. All warrior models that did not move or are not engaged in melee, suffer a POW 6 damage roll at the end of their controlling player's turns.
Bounties
War Councils have issued the following bounties this week, promising bonuses to soldiers and officers who can accomplish difficult goals.
Cygnar: Bounty on Cryx
After boasting of the prowess of his men at dealing with Cryxian raiders in the Thornwood, General Kierian Krismoor is challenged to put his money where his mouth is when he received the following dispatch from Lord General Vincent Gollan of the Third Army, "My boys at Highgate wanted you know they thought your Deepwood boys do a damn fine job of weeding out the odd raider that makes it that far up the Dragon's Tongue, but we hear even the Tordorans are bagging their share of bonejacks these days. If you are game, General Gately is willing to make a friendly wager of a months pay that his boys take down more than your boys three to one in the next week. Of course, I wouldn't take that bet if I were you, what with his boys seeing three times the action and all".
Demolition
When playing a game this week against a player on a Cryx team, a Cygnar player scores two (2) additional League Points if all his opponent's warjacks are disabled, inert, destroyed, or removed from play at the end of the game.
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Protectorate: Bounty on Khador
Grand Scrutator Severius calls for the cleansing of Khadoran warcasters that dare take the field against the armies of the Protectorate. "The blood of Khardovic has grown weak in their veins. Where the true Khards knew of His glory, these Khadoran upstarts put their faith in a nation blinded by base greed and temporal victories. If the champions of Khador will raise arms against us, we will strike them down! The time has come to teach them the full weight of His divine justice." The scrutator promises to venerate any Menite commander who personally kills or captures a Khadoran warcaster this week.
Single Combat
When playing a game this week against a player on a Khador team, a Protectorate player scores two (2) additional League Points if warcasters under his control destroy one or more enemy warcasters.
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Khador: Bounty on Cygnar
Kommandant Gurvaldt Irusk calls upon the First Army this week to deal decisive blows to Cygnaran forces on the border. "It is good that Cygnar boasts many fine schools of tactics and military philosophy. It is too bad they have so few soldiers. There is not a classroom large enough to teach the lesson I have in store. They deliver to us the best and brightest of a generation, and we will return to them the frozen corpses of the fallen." Irusk promises a weeks leave to any enlisted man or woman who kills a Cygnaran soldier above the rank of private, and a Shield of Khardovic to any officer who does the same.
Liquidation
When playing a game this week against a player on a Cygnar team, a Khador 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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Cryx: Bounty on the Protectorate
Lich Lord Scropulous calls for upon the armies of incursion to begin scouting expeditions into the Protectorate of Menoth. The discovery of fresh sources of necrotite will be their own reward. "The time has come to survey the territory under Menite dominion. Look to the hills where they erect their wracks for the richest deposits, then turn your attention to the ancient fields of slaughter. Properly processed through the bowels of our machines, the Molgur may yet prove to be their undoing."
Reconnoiter
When playing a game this week against a player on a Protectorate team, a Cryx player scores two (2) additional League Points if his warcaster enters his opponent's deployment zone.
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