Sunday, 16 January 2022

The island of sacrifices

 

After the defeat of the human invaders one of them has been tied up and taken to the Island of Sacrifices to be offered to Sotek, the amazons must make a rush against time to save the poor fellow, or to capture him as a sacrifice of their own instead!
On top of the pyramid poor Diego waits for the hour of his death
The lizardmen guard the approaches to the temple
And soon a frenzied skirmish erupts around the spawning pool
Both amazons and lizards are killed in the struggle, but the Lustry Girls soon take the lead thanks to their lethal claws of the old ones
A sand pit opens below the skink on top of the sanctuary but he climbs out of it easily
Now the battle has reached the stairs, with the saurus warriors blocking the way to the captive
The skinks on the plaza are easily dispatched
And even the saurus fall to the champions and totem warriors
A native curse springs from the wall suddenly, a sight that the amazons take as a good omen
Finally Eztli reaches the top and makes short work of the guardian skink
With the stairway cleared of foes victory is within the amazon's grasp
Despite such successes beautiful Zuma is killed in a duel with one of the few remaining saurus
On the far side of the pyramid two amazon archers have slaughtered the few skinks deployed there and now move towards the center
In the end Colel grabs Diego and starts to drag him downstairs
And as the last lizards are driven away the Slithering Serpent takes the unfortunate adventurer away to an uncertain fate

Friday, 7 January 2022

Ambush in the temple of Kara

 

The ancient pyramid of Kara in Lustria has been defiled by the human invaders. Such a sacrilege must be punished, and both lizardmen and amazons launch an all out attack to recover the priceless artifacts plundered by the fanatical witch hunters
Led by priestess Chel the warrior women of the Amaxon advance stealthily
Yet unseen by the adventurers
Nex to the pyramid the lizardmen have also come for payback
Covered by the stifing heat of the jungle and Chel's magic powers, the amazionans charge into the foe
The jungle takes its first victim when the saurus hero falls into a pit
Led by the frenzied totem warriors, the tatted women cut a bloody path through the witch hunters

Faith in Sigmar is no match for the ancient Slann swords, that bring down foe after foe
The tomb guardians have been keeping back
Allowing the amazons to enter the encampent ad recover most of the artifacts

Even the witch hunter captain is killed by the totem warriors, that charge heedlessly into the fray well ahead of their warband
In a lategame change of tack the lizards finally start to grab treasure counters
But it's a bit too late, and the amazons have recovered most of the artifatcs
Not all goes their way however, and a lashworm springs from a nearby bush and wounds a warrior
Next the sauruses pile in and render her unconscious
Reptiles and handmaidens fight it out amonst the burning tents of the invader camp
One skink runs to the board edge with a treasure
The reptilian mass overwhelms the frail amazons, that gather what treasures they can and run for it
In the end the female team managed to get their hands on three of the five artifacts, earning a well fought victory in their first outing. The campaign phase was even better, showering the amazons in riches and avancements that put them well ahead of the lizardmen; a warband that lost no less than two warriors and only found one useful artifact. In our next game a luckless captive will be scheduled for ritual murder in the misty island of sacrifices!

Thursday, 6 January 2022

Cadian Gate map

 

First map of the year, a depitcion of the Cadian Sector during the Indomitus Crusade with orbital and ground territories for our next campaign. The rules are pretty straightforward: players take turns launching attacks on systems adjoining theirs, if they're unclaimed they conquer them automatically, if under enemy control a naval battle must be fought followed by a land one if the attacker won. Each win grants control of the orbit and the planet itslef. Note that Cadia doesn't have orbit due to being destroyed (i.e. only naval games there). Wins whoever has more sytems at the end.

- Forgeworlds like Kantrael and Deimos Binary are the lynchpin worlds of the sector, provinding an extra 25pts in BFG games or one command point during land battles.

- Hiveworlds like Xersia or Belisar are important manufacturing centres granting one command point in land battles and one extra reroll in BFG.

- Mining worlds are important sources of fuel and raw materials, each boosting the CP and BFG points bonus of a single forge/hiveworld in +1/25, as long as you can trace a supply route between the two without passing by enemy held systems. In the Cadian gate these are Nihil and Clausten.

- While not worth much on their own agriworlds provide an important food boost to hiveworlds, increasing their command points bonus in +1 as long as you can trace a supply route between the two without passing by enemy held systems. In the Cadian Gate these are Fremas, Helotas, Exeltra minor and Barisa.

-Finally penal worlds provide a reliable source of manpower, giving you an extra reroll in BFG games.


Other planets

- Fortress world: A well fortified system, it gives one imperial bunker or an extra 2D6X10 pts in BFG defenses for the player holding the planet, but only when defending this system.

- Civilized world: While possessing some industrial capability, this planet only provides +1 CP to the owner.

- Space Marine Homeworld: These heavily defended planets combine the benefits of both fortress and civilized worlds, so they should be a tough nut to crack.

- Naval Base: One of the lynchpin worlds of the Imperial Navy, it provides +50 points in BFG. If attacked, you can deploy +2D6X10 defence points in space battles taking part in the system.

- Shrineworld: A repository of the subsector's relics these provide your army with an additional relic, in addition their boost to the Imperium's morale is such that if the imperials hold one they gain one BFG extra reroll and CP.

- Dead world: The planet is either lifeless or too dangerous, no benefits whatsoever. 

- Destroyed: If an exterminatus has blown up the world replace it with an asteroid field, the planet and any ground forces disappear and the system can only be held by fleets.

- Daemon world: Suffused with the energy of the warp this cursed orb give one extra CP and BFG mark to any chaos player, while deducing one CP to any other player due to chaos corruption. Imperials can opt to play an exterminatus mission when attacking the planet. You could combine this trait with another like forgeworld to represent specific planets such as Merdengrad for example.

The above represents the game mechanics of the more vanilla factions such as imperium, chaos, tau, and orks, but there are some armies that have their own rules and alternative values for each planet.


Tyranids

Instead of getting bonuses in the usual way, tyranids can consume any planet of their own, the planet becomes a dead world (above) and provides a certain amount of resources that are lost once spent, planets consumed in this way never provide victory points to other factions.

Hive, agri, and space marine worlds: +4 CP, +50 BFG points.
All the rest: +2 CP, +25 BFG points.

Shadow in the warp: warp travel is affected in such a way that enemy players (save eldar, necrons or other tyranids) must roll 3+ in order to move into a system held by tyranids, if the roll is failed their turn ends


Necrons

Necrons should have a second set of characteristics for all planets in the map representing their ruined necropolises buried beneath the surface, these benefits replace the planetary traits once the necron player seizes control of the system. 

- Crownworld: the seat of the local necron dynasty, this planet provides +2 Cp and +25 BFG points.

- Coreword: a secondary tomb world it gives +1 CP and one extra BFG reroll.

-Fringeworld: a minor necron colony, it only gives +1 CP.

- Dolmen Gate: while not providing any resources this arcane gateway allows you to attack any system in the sector during your turn, not only those you have a warp route connection to.

- Pariah nexus: a world filled with null pylons all psychic powers cast here have a -2 to the roll, and in addition travel through connecting warp routes requieres a 4+ roll.


Dark Eldar

Pretty much like tyranids these corsairs prey on the populations of the system, using their pain and suffering to power their infernal machineries. Note that they do not consume planets, that wouldn't be fun, but harvest resources in the usual way. 

- Hive, Penal and Marine give them +2 CP and +25 BFG points.

- All other planets (save those uninhabited) provide +1 CP/ +1 BFG reroll.

- Webway Gate: while not providing any resources, this arcane gateway allows you to attack any system in the sector, not only those you have a warp route connection to.


Eldar/Harlequin

Like necrons, eldars should have a second set of characteristics to represent the ancient ruins of their once great empire.

- Maiden World: A beautiful planet crafted in times of yore, it gives +1 CP to the eldar player.

- Croneworld: once the center of the eldar empire these imposing ruins provide +2CP, an extra relic and  25 BFG pts.

- Lesser species: a planet infested by the brutish settlements of the barbarians, +1 CP.

- Webway Gate: while not providing any resources, this arcane gateway allows you to attack any system in the sector, not only those you have a warp route connection to.

- Craftworld: This is a special type of planet that can move during your turn to any adjacent system held by your fleets, it gives +2 CP,  and in BFG a free farseer and +25pts. Add these benefits to those of the system it is orbiting. If the craftworld is attacked you should play a space and/or ground battle to represent the boarding, if the battle is lost the craftworld is destroyed and all its benefits lost.



Pirate factions

A fun mechanic that can be introduced is the addition of a pirate fleet that shows up on a random system at the beginning of the campaign and expands to a random planet each turn. This new faction will never held ground control but can be attacked as usual.





Saturday, 1 January 2022

Battle of Asculum

 

The last battle of 2021 was a romans vs Pyrros game. After his "success" in the battle of Heraclea the epeirote king has moved further north and clashes with the legions under consul Publius Decius Mus
A wide river with wooded banks separates the armies, and soon their light troops move in
While the heavy infantry keeps back the skirmishers of both sides trade javelins
Meanwhile the greek left has been moving further away for unfathomable reasons
After several rounds of innefective shooting the first losses start to mount up on the legions, pushing them to advance into the fray 
Both sides enter the riverbank becoming disordered
While Pyrros and the roman left flank fight it out

First blood goes to the romans, that destroy a mass of light cavalry

Next the legionnaries crash into the greek line, and albeit the phalanx is pushed back...
...the lightly armed oscans get the upper hand in the broken terrain of the river
Things take a turn for the worse when the roman equites in front of Pyrros are routed

And then the Oscans manage to disperse an entire legion of allied troops
With losses mouting up the roman right retreats to deny their points to the enemy
It all now depends on the legions led by Decius, that fight an icnreasingly desperate struggle with foes charging from behind
Some velites are trampled down by the epeirote companions
But when all seems lost the legions manage to pull through, destroying the pike phalanx...
...and the tarentine hoplites, losses that push the enemy over its moral threshold and win the battle in extremis for Rome