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.
(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
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.
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
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.
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
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.
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.
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.