Conquest of Agor isle: Battle #1 Kislev x Undead

First battle of our new campaign Agor isle - introduction to campaign is HERE.

Akhemthep wanted to move as soon as possible. He was fully aware of the other conquestors fleets that landed few weeks ago. The sooner he gets his army to move in the heart of the island the better. His silent troops were slowly gathering in front of the enormous camp while others were relentlessly working on it's fortifications. Suddenly carrion scout dived from the sky to its master to deliver an urgent message. Akhemthep suddenly realised he was too late. Carrions spotted some living troops crossing his intended path. Time for battle has come. He sent his word to the priests around. With raised hands and incantantions in their empty mouths, they moved their host forward.

Akhemthep's host met with the enemy along the road passing through one of few settlements scattered around the island.

Troops moved reluctantly towards each other.

Akhemthem's plan was to push forward on his right wing while being defensive on his center and left. Enemy was too cautious and started to retreat from oncoming mass of dead bodies while making the biggist misstake - leaving gaps between the units and brigades.

Two chariot units and carrions used this advantage the best way they coud smashing in and destroying two units in sigle turn and getting into flank of another. Left wing of Kislev army was destroyed. Rest of the troops moved closer to the enemy lines.

Infantry brigades moved even closer to the enemy's center. However Akhemthep had to respond to the threat of being outflanked by two lancer units on left wing. For this purpose he used his cavalry and chariot brigade to stop the possible charge inside the willage.

And the charge came. Two units of winged lacers smashed into cavalry and chariot units. Nothing seemed to stop them. Furthermore positioning the defenders inside the village would resul in complete destruction should they lose. However somehow miraculously the odds turned against the chargers and they became prey themselves (one lacer unit scored 1 hit out of 10 attacks - shame). The only succesful and threatening charge of the Kislev army turned into disaster for them and now it was only matter of short time till the army breaks. 

That happened few moments later. Akhemthem lost only one unit of skeletons and celebrated incredible victory.

Kislev had BP of 6, TK 8. Game ended in 5th turn. 675:85 points scored.


Bretonnian Journal of the quest to the island of Agor - Entries 1 and 2 (landing and battle against Skaven)

Journal of the quest to the island of Agor

Entry 1 – Arrival at the Island of Agor

A few months ago, the King was told that a merchant fleet of one of his vassals accidentally came across the island of Agor They found the armour of Conratt de Grantrue during a brief sweep of the island, who was a famous knight favoured by the Lady greatly and who went there to search for reliquaes. Signs of greenskin presence were discovered as well.
So it happened that Godefroy Tirras, who already had his time with greenskins, was standing on the deck of his flagship approaching the coast of that island, leading a campaign to claim the reliquaes which Conratt de Grantrue was looking for. The armour was declared a reliquae and was aboard one of the ships, to boost the morale of the troops.
Besides the glorious warships of the bretonnian lords, some lowly barques joined the fleet, with commoners on board, attracted by the presence of the newly declared reliquae, and undoubtedly, also by the prospect of fame and fortune. Many lords did not welcome their presence among the host of such a noble quest, but Godefroy Tirras knew well how to make use of them. And he also knew that he would need to, as there were reports of other fleets approaching the island of Agor.

Entry 2 – Battle against ratmen

When we landed, Godefroy Tirras sent a group of Pegasus Knights to scout the direction to the center of the island. They reported presence of a small group of ratmen.

No sooner was Godefroy Tirras apprised of this fact than he set of with some of our units to meet them head on.

The swarm started moving ahead, so Godefroy Tirras ordered a brigade of Grail Pilgrims carrying the Reliquae into the small wood in the center of the battlefield, sent brigade of Grail Knights and Squires to flank the skaven from the right, Pegasus knights to flang them from the left and kept his men-at-atms and a unit of Knights in reserves. Grail Pilgrims were meant to be the bait to lure the filthy beasts to the open ground, where our cavalry would easily destroy them.

This strategy appeared to be working well, as the skaven forces drew closer to the forest, but then they stopped in a defendable position between a hill on their left side and a different forest keeping their right flank safe from our cavalry.

As the ratmen stopped their advance, Godefroy Tirras sent flanking cavalry brigade forward and ordered them to keep behind the abandoned farm. Men-at-arms and the remaining Knights moved behind the forest in order to remain out of range of the infamous skaven warp lightning cannons.

Then, unexpectadly, the skaven forces have split into two smaller forces one of which remaind by the forest and the other one moved to the top of the hill.

Edouart Lamben, one of the Bretonnian high-born liege lords urged Godefroy Tirras to exploit the division of ratmen forces and order his cavalry to charge, insisting on his cavalry being able to reduce the paltry rats to pulped meat under the hoofs of their horses. And so Godefroy Tirras did and ordered a full scale charge on the right wing, flanking the skaven from the right whilst fixing the center in combat, hoping to create enough confusion to make the skaven start killing each other while trying to escape their inevitable doom. However, despite using the magical properties of the Orb of Majesty, brigade of Grail Pilgrims fell behind and did not make it in time for the fight.

But when Edouart Lamben started his glorious charge, assuming the point of the hedge formation himself, on his pegassus, the promise to destroy the skaven scum, which made to Godefroy Tirras, turned out to be overconfident. The ratmen took a good defensive position and were using the higher ground to their advantage. Cavalry charge lost some of its momentum on the way up the slope and the crushing impact to the packed mass of furred bodies was turned into a rather even combat. As the mighty knights and their squires lost speed, they retreated and were pusruit by the surprisingly swift mass of skaven with a unit of rat ogres in front.

The fight did not go well on in the center of the battlefield either and the unit of knigts was repeled by the skaven formation.

And then, the foul ratmen took an initiative and started to surround our noble lords by the dozens.

And Edouart Lamben made a brave last stand with the rest of the Grail Knights in order to buy some time for Godefroy Tirras and the rest of the stike force.

When both, Grail Knights and Knights were wiped out, as well as the squires and most of the Grail Pilgrims, Godefroy Tirrase took hold of the mighty reliquae and retreated with the rest of the army in order to regroup.

Because of the unfinished disembarkation and the hasty attack, we had to retreat back to the port and the city which Godefroy Tirras decided to use as a capitol for this quest and had to leave everything to those filthy skaven servants of chaos.
But our nobles will be avenged!


Conquest of Agor Isle: A campaign introduction

There are few maps in the Empire on which one could find Agor isle. This small island not so far from the coasts of Old World lied long far away of interest of many. As far as myths can say, it was inhabited by elves ages ago. They built a high tower in the heart of the island and filled it with magic. Long time after they had left the island it was rediscovered by orc explorers who set a colony there. In present days, only mossy ruins of elven tower and orc idol carved into solid rock remind visitors of island's distand history. It's now inhabited by sparse loner communities spread accross the island who got used to peaceful rural life. But that is about to change. Recently the word spread that the mountains of the Agor isle are rich on precious metals and its valleys are still filled with powerful energy and magic. Dragged like by a magnet fleets are landing one after another along the coast, spewing adventurers, nobles and generals with their armies ready to battle their way to the precious and powerful resources. The conques of the Agor isle has just begun.    

Conquest of Agor Isle is a Warmaster campaign run by our Czech Warmaster community. You can find the campaign rules  HERE

There are currently six leaders ready to grab as much of the islan's resources as possible:

Chaos leader Tore Bloodhorn with small skaven alied force (grey)
Toomb King Akhemthep II (blue)
Bretonnian general Godefroy Tirasse (yellow)
Orc warboss Gor'bul (green)
Arabian prince Nidal nib Anasu (red)
Kislevite general Boris Dolgorukij (orange)

If all goes as planned all the moves and battles will be recorded and published.


Warmaster Mighty Empires Campaign Rules

These Mighty Empires Campaign rules are based on the rules written by Rick Priestly and Jervis Johnson for Mighty Empires campaign supplement designed for 8th edition of Warhammer. The supplement included a map consisting of hexagonal map tiles and variety of markers.

We adjusted the 

campaigne rules for Warmaster environment

Though our rules are designed primary for the original map supplement, it can be used for any map system as long as it is segmented into sufficient number of fields.

Philosophy of this system is to keep campaigns as simple as possible so they can be mastered easily and yet still motivating to fight and contest over new territory. We also added simple rules to implement siege battles and even naval battles.

You can check the rules here: Warmaster Mighty Empires Campaign Book


Warmaster Revolution: Introduction

Warmaster Revolution (WMR) is a project supported by Czech Warmaster community. It aims to implement Warmaster Ancients rules into Warmaster Fantasy. Main motivation for this project is the fact (stated by Rick Priestly himself), that WMA is in fact second edition of Warmaster that was firstly released for historical environment.

Unfortunately for us who love the Old World, the version for fantasy setting has never come to light. This fact motivated us to check WMA rules to see how would have the second Warmaster edition looked like.

Though Warmaster is very well working rules system, it is obvious, that WMA are simply advanced version especially regarding combat. Apart from introduction of skirmishers and light cavalry which was not planned for fantasy setting due to miniatures (also confirmed by Rick), it clears all the blind spots that occurred in WM. The main differences are in limitation of number of orders, number of combat rounds and introduction of new infantry support rules which make infantry (unlike in WM) adequate tactical force. For these changes, the supremacy of cavalry over infantry is gone and the course of events tends to go less random, not mentioning bunch of minor rules adjustments making situations clearer. 

Our community is not the first to discover the advantage of WMA over WM. French community rewrote whole WMA rules for fantasy setting and named it Warmaster Evolution. Unfortunately for us they did it in French. And as none of us can speak or read French, we decided to make our own version written in English so everyone can check it. So that’s where the name Warmaster Revolution comes from. However we didn’t opt to do complete rewrite as French guys did. Because lots of rules in WMA are still the same as in WM, we implemented the changed parts (mostly combat) into WM rules preserving its original structure (which is slightly different in WMA).

Compiled texts are in their original versions changed only where absolutely necessary to fit into WMA environment.

What was overtaken from WMA:

    • Command phase – maximum of 3 orders to a unit in row
    • Movement Drive back – units driven back move as one block without rearranging stands
    • Combat phase – whole Combat phase was overtaken from WMA
        • Charging  - using zones, any attacker’s stand moves c2c of the closest attacked stand, enveloping charge
        • Sequence of combat maximum of two rounds of combat, if enemy is wiped out unit can advance 20cm and fight another two rounds in the same turn, no charge bonuses for advance. If enemy is not wiped, victorious unit can fall back or carry on fighting in enemy’s next turn with all the bonuses and wounds being carried over from the previous turn.
        • Attacks – all stands must fight to their front edge if they can, stand has always at least 1 Attack,
        • Support supporting units are part of combat and can pursue, when infantry charging on initiative charging unit can take one unit with it to get support, supports count before combat round
        • Fall back – unit can only fall back outside its “line of sight area”.
    • End phase - Units brought down to 1 stand from 3 count as 0.5 point for purpose of break point"

There are some rules in WMA that are obviously not suitable for fantasy environment so we decided to leave them out.

    • -1 Command penalty for enemy in flank or rear zone - To get into enemy's flank or rear in WMA is a matter of real tactical skill. Not so much in WM with all the flying units and spells such as Mirage.
    • Maximum of 60cm visibility - There are some units (e.g. Trebuchet) that have range over 60cm, and that would colide with maximum 60cm visibility. However to prevent flyers to charge 100cm we added this generally used house rule into Optional rules.

There are also some rules in WM we thought they should stay and are not included in WMA.

    • Bursting through friendly units - In WMA no rank & file units can move throught other friendly r&f units under any cirtumstances. This ability was assigned to skirmish units. However there are no skirmish units in WM (not counting the Empire skirmishers who are based on different principles), so we felt the option to move through friendly units during evade should remain. In fact it’s not a big deal as this rule is used very rarely.
    • Line of Sight for Shooters - We liked the straight-forwardness of WM LoS system and didn’t feel the real need of change here. Furthermore we felt that for scale WM rules represent is the WMA shooters' line of sight not suitable. In game where one regiment represents hundreds of men you don't need an order for bolt thrower to pivot on spot.

We also added a chapter with Optional rules. These are the rules that are neither in WM nor WMA. These come mainly as an unprocessed suggestions from the last (at least until 2016) big international WM playtest weekend held in 2013 in Bergen op Zoom.
There are also two optional rules that come from inside our community. They may seem the most “game breaking” ones, but they work really well and we like them a lot. 
One of them allows units to move even when failing to receive an order but only to some limited extent and when it is the first order to a unit in row. It doesn’t have that big impact on the overall game as it might seem on the first glance thought. Games tend to be slightly more dynamic, less frustrating and results less dependent on just one or two successful command rolls. The main inspiration for this optional rule comes from Epic Armageddon, where it works in similar way.
So that’s about it. Those who are interested in trying it, enjoy. We are always glad for any feedback.

Here it is for download: Warmaster Revolution Rules

PS: Current version is still considered as Beta until all the typos are found.