[Archive] Firestorm Darklands(1)

tjub:

Second attempt at this, the first attempt kinda fell apart with only two players and my opponent loosing his WFB mojo.

Smaller tweaks this time. Setting is during the End Times, so bring what lists you like. No ET magic or Archaon stuff though.

The plot is more or less the same, hordes of Skaven attacking to secure  as much of the warpstone rain as possible as well as any Chaos Dwarf equipment they can lay their pawns on to secure the end of the world. These chaotic times results in a second slave rebelling… Desperate times call for desperate deeds and Astragoth made a pact with the lord of undeath himself, allying restless dead to the defense of the Darklands.

Attackers: Skaven, Greenskins, Ogres. (inc the greenskins ET pdf.)
Defenders: Chaos Dwarfs, Undead.

  • All keeps are beeing held and defended by Chaos Dwarf forces.
  • Instead of using the correct FS unit you may use 100pts of core forces. Not risking the death of the FS unit.
  • No magic items may be duplicated.


The campain map(no cred to me, found it online.)
http://thenerdalsorises.files.wordpress.com/2011/04/dl-map-boundries.jpg

Campain Turn:
0. Place the Firestorm units in each Supply Center. The Chaos Dwarves deploys Zhatan the Black in (32) The Black Fortress and Hothgar Daemonbane in (39) The Daemon’s Stump.
1. 8 Battle Turns
2. Strategic Turn

Battle Turn Sequence
1. Roll 1d6 for initiative. (see Skaven special rules for modifiers.)
2. Choose territory to attack from and an adjecent to attack.
3. Choose up to two firestorm troops from the attacking and defending territories each. (or one Firestorm Unit per started 1500pts for bigger battles.)
4. Check for Supply. (To be in supply the forces need to be able to trace a line to their supply center ) If out of supply roll on the table:
1-2. Morale Reduced, all forces on the one side which are out of supply suffer a -1 modifer to all Ld checks.
3-4 Strength Reduced, your forces are starving. Reduce your army size by 20%
5. No effect.
6. To the death! All forces on the side which are out of supply gain a +1 modifer to all Ld checks.
5. Fight the battle!
6. Roll to destroy Firestorm Units taking part in the battle. Score needed to destroy: (1d6)
6+ If the side with the Firestorm Unit won the battle but the Firestorm Unit died/fled.
5+ If the side with the Firestorm Unit lost the battle and the Firestorm Unit died/fled.
7. Remove destroyed Firestorm Units.
8. Retreat Firestorm Units from the defending territory if needed to an adjacent territory you control. If there are no valid territory to retreat to the Firestorm Units are captured and lost for the rest of the campaign.
9. Enter the territory if captured with all attacking Firestorm Units.

Strategic Turn Sequence:
1. After each Campaign Turn roll 1d6 and add the current turn. If the result is 12 or higher the Skaven have run out of supply and the campaign is over. => Total your victory points.
2. Bring in Reinforcements. Place all Firestorm Unit previously destroyed in the Supply centers, not the ones captured! (Should the campaign prove to be really one sided, you might need to make up new Firestorm Units to keep the campaign entertaining, ex spec characters or if some units really prove themselves against the odds repeatedly)
3. Make strategic moves. All Firestorm Units may move to one adjacent territory unless otherwise specified, starting with the skaven.
4. Total your victory points.

Supply:
The Chaos Dwarfs trace supply to 55. Zharr Naggrund.
The Skaven trace supply to either 19. Mount Grey Hag and/or to where they choose to surface from their tunneling attack.

Victory conditions:
55. Zharr Naggrund - 20pts
13. Uzkulak - 5pts
39. The Deamons Stump - 5pts
32. The Black Fortress - 5pts
22. The Ruined fortress of Vorang - 5pts
35. Tower of Gorgoth - 5pts
19. Mount Grey Hag - 5pts
53 & 54: The Plains of Zharr - 1pts each
Each captured firestorm unit 2pts
Astragoth captured 5pts
Ikkit Claw captured 5pts



Firestorm units:
1. Astragoth (s56) - 410pts
2. Immortals �?" 20st, Shields, Full Command - 350pts
3. Slave Giant �?" Heavy Armour, Runes of Hate, Siege Claws �?" 250pts
4. Hothgar Daemonbane (s60) - 260pts
5. Zhatan the Black (s57) - 310pts
(the book used is http://issuu.com/thommy_h/docs/warhammer_-_chaos_dwarfs_2014)
6. Krell Lord of Undeath - 205pts
7. Vargheists - 3 inc Vargoyle - 148pts

1. Ikkit Claw �?" 395pts
2. Skaven Storm Vermin �?" 25 st, Full Command, Fanleader, Poisoned Attacks, Razor Banner, Warpfire Thrower. - 355pts
3. Skaven Abomination �?" Warpstone Spikes �?" 250pts
4. Hamlock Digga - Warplock Engineer Level 1, Warplock agumented weapon �?" 110pts
5. Craz the Crazy �?" Plauge Priest Level 1, Plauge Cencer, Great Pox Rat, Poisoned Attacks, Armour of Fortune. - 196pts
6. Rat Ogres �?" 4 Rat Ogres, 2 Packmasters, Masterbred. - 191pts
7. Gutterrunners �?" 10 Gutterrunners, Poisoned Attacks, Slings, Deathrunner, Smokebomb. - 202pts
8. Warplightning Cannon
Jezzail Teams, 5 Jezzails, Sharpshooter. - 200pts
9. Baark the Black - Black Orc Warboss, Shield - 163pts
10. Baarks Boyz - 20 Black Orcs, shields, full command - 275pts

The Map
The Skaven start with (19) Mount Grey Hag as their only territory, the rest of the map is considered Chaos Dwarf held territory, except of course (11) Karak Vlag.

Skaven special rules:
Initiative roll modifiers
Turn Modifier
1 Skaven have initiative Campaign Turn 1.
2 Skaven +4, Skaven wins on ties.
3 Skaven +3, Skaven wins on ties.
4 Skaven +2, Skaven wins on ties.
5 Skaven +1, Skaven wins on ties.
6+ Skaven wins on ties.
Skaven have constructed a gigantic tunneling device, made to open a second front. The skaven may, at any time(one use only), nominate a territory where they will surface and attack. The nominated territory may not be a Chaos Dwarf fortress or the Plains of Zharr! Once the territory is taken by the Skaven it will count as a Supply Center for the Skaven, as long as they are in control of it. Even if it should be recaptured several times.
If the territory is occupied by Chaos Dwarfs the Skaven may choose to attack it from Mount Grey Hag through the tunnels as if it were an adjacent territory and vise versa. If an assult is through the tunnels by the Chaos Dwarves roll 1d6 for each unit before the battle. On a roll of 1 the unit is lost in an ambush or trap in the tunnels.

Territories
6. The Broken Tooth Orc pass: Using this way around the mountains comes at a cost. Orcs swarm about and salivate at the opportunity to ambush any army that passes by. Any army that defends the pass takes 1d6x50 points of casualties off of their army list.

9. Desolation of Drakenmoor: The land is barren, your troops are starving, and morale is non-existent�?�cannibalism is inevitable. The land has drained your armies�?T strength so low, that to move out requires great feats of stamina.
After setup roll 1d6 for every unit on the table, on a 1 the unit suffers 1d6 casulties. 1d3 wounds in case of monsters.

11. Karak Vlag: An army of Dwarfs holds this keep. If the Skaven take the keep they may use the old dwarf mines to make further direct attacks at territories 4, 5, 7, 8, 9, 10, 12.

13. UZKULAK, place of the skulls: Chaos Dwarf Fortress, Seige battle.
The underground river way allows for access to the Tower of Zhar Naggrund you may assault or move into Zhar Naggrund. Be wary, Zhar Naggrund can do the same to this territory.
If an assult is made this way roll 1d6 for each unit before the battle. On a roll of 1 the unit is lost on the river.

14. Zorn Uzkul, the great skull land: the land is paved in the bleached skulls of the enslaved and forgotten. Your foul gods grin in sadistic glee. While any forces of destruction are in the territory Zorn Uzkul, they automatically chose weather to deploy first and if they will take first turn in battle.

15, 16, 17, 51, 52; The Wolf Lands: Stalking in the shadows, leering grins in the night, feral wolves roam freely in these lands. No unit on either side may scout or make an ambush in these territories. No troops dare to leave the safety of the main army. Run, fool. Run.

18 & 34. Mines: The wealth of the Dark Lands has been plundered and the chaos dwarves dig with reckless greed. Mines provide countless wealth to those greedy enough to dig. Any army that holds a mine gets a free Common Magic Item worth up to 25 pts, counting towards the normal points limit characters are able to take.

19. Mount Grey Hag: Skaven swarm the caverns of Mount Grey Hag, aiding their fellow vermin and befouling their enemies in the name of the under-empire! This is a dangerous place, any battle taking place here will give the skaven army free fortifications for all warmachines as per the Dwarfs armybook. Also, one unit(per started 2500pts) chosen by the Skaven player gets a free tunneling move and may deploy in ambush.

22. The Ruined fortress of Vorang: Play the Watch Tower mission. If the Skavens take this territory they will sniff out an old forgotten treasure of warpstone kept deep under the tower by the former masters. The skaven get a pool of 10, one use only, warpstone tokens to use in future battles.

28. The Fill: Once a sea, the careless Chaos Dwarves had the sea filled in with their waste and pollutants. It is now a horrible brackish land that on a good day, is a filthy quagmire. No warmachines may be used by either side during a battle in this territory.

31.The Flayed rock: The tower overseeing the bridge provides an excellent place to spy on incoming enemies and lay ambush. One core or special unit in your army may use the �?~vanguard�?T rule when you are defending this territory.

32. The Black Fortress: Chaos Dwarfs Fortress, Seige battle. The Black Fortress is a feared place, with its inhabitants outcasts from the Chaos Dwarf society with the only option to live and fight or die in battle. Countless times the troops guarding the fortress have fought against the odds and won against seemly unbeatable enemies.
The banners of the Black Fortress will cause even the strongest army to hesitate before a charge. Each unit in the Chaos Dwarf force guarding the fortress may upgrade a standard bearer for +15pts to carry a Banner of the Black Fortress causing Fear to the enemies.

33. The Testing Range: The Chaos Dwarfs Castellian commanding the test range tries to aid in the battle sending their rockets this way. When each army is deployed upon the battle field, place one marker each atleast 6 inches from the Skaven deployment. At the start of each turn, roll a D6 and on a 5+, roll a scatter dice and place the small template 2d6 inches away from the marker. Take hits as if by a stone thrower. These hits can happen in combat and randomize between combatants.
If the testing range is captured by the skavens their warlocks will try to make use of whatever materials the can get their pawns on. If the Testing Range falls to the skaven they will get a free Warplightning Canon Firestorm unit(once) placed in the territory the following turn, provided the skaven still hold the territory.

35. Tower of Gorgoth: Chaos Dwarf Fortress, Seige battle. If the Skaven capture the Tower they may use the slaves kept there for their own purposes. Either they get a pool of 500pts greenskin(orc/goblin) or skaven slaves to use in future battles, keep track of the points used.
Or the skavens may keep them for future uses and in case a skaven army ever finds itself encircled and out of supply they may feed on the slaves to neglect on roll on the out of supply table.

36. The Gateway of Zharr: A myriad of millennia old statues stare down at you as your forces trod the brass roads. Once powerful sorcerers, the statues line the road and you can feel the aura of magic seeping out of them. Any army defending the road has Magic Resistance 1 on all units and Magic Resistance 2 on one unit.

37. Chasm of Greed: Looking for a cheaper and faster way to mine, the chaos dwarves turned to explosives. The horrific result was the �?ochasm of Greed�?�. Battles are fought on the edge of the chasm, there is no fleeing the battlefield. To run would mean to plummet to one�?Ts doom. Any unit that breaks and runs off of the battlefield automatically halts at the edge. They have one last chance to rally, or they plummet to their doom as they leave the field. For each unit that plummets to their doom, the controlling player subtracts 100 points from his Victory point tally.

39. The Daemon�?Ts Stump: Chaos Dwarfs Fortress, Seige battle. The Daemon�?Ts Stump is the prison of a mighty Exalted Vermin Lord bound in ancient times by the Chaos Dwarfs. If the skaven takes the fortress they will free the daemon. In a fury the daemon will attack its keepers and aid the skavens in battle. Instantly add a Exalted Vermin Lord Firestorm unit in the territory. After each battle in which the daemon is used roll 1d6, if the score is equal or bellow the number of times the daemon has been used in battle it will vanish.

40. The Sentinels: A crossroads for traders and center for mercenary ogres, the Sentinels stand vigilance over the despoiled landscape. When battle is joined, the bored ogres rush in, eager for blood. On turn three, each player rolls a D3. On a 3, 5 ogre bulls come in from the table edge on their right and charge the closest unit. This can be repeated as many times as a �?~3�?T is rolled by either players (one roll per turn). If one holds The Sentinels, you may choose one mount/ creature from your army book and use this for your lord(s) heroes. The creature�?Ts cost cannot exceede 100 points and the cost will only subtract from your overall count, not your Lord / Heroes %.

53 & 54: The Plains of Zharr: Any battle taking place here will give the Chaos Dwarf army free fortifications for all warmachines as per the Dwarfs armybook.

55. The Tower of ZHARR NAGGRUND: Chaos Dwarf Fortress, Seige battle.
The Holy City of Hashut, all Chaos Dwarfs defending this territory are considered Stubborn and all Chaos Dwarves Sorcerors channel on 5+.

56, 57, 58, 59; The Chaos Tundra: Harsh and frozen tundra, the forces of chaos (Demons, Beastmen and Warriors of chaos) draw strength from the raw power in the air. All sorcerers of these armies channel of 5+

tjub:

Turn 1 Battle 1

The first contact is made at dawn, scouts rapport of enemy forces advancing supported by an Abomination and packs of Gutterrunners. They are heading for the Mines (18.)

Admiral:

Seems you’re living the dream with that campaign. The map is visually appealing, and the special rules thought out for all the territories are so good…

Crush those feral slaves!

Moldline:

Lara the Ratbleeder had been asigned to defend the mines. Her hated enemies were approaching, she had smelled them for days now. Still, when they arrived they caught her by suprise and quickly gained control over the watchtower overlooking the mines.

The battlefield was full of rats, many of them equiped with nightmare weapons and in the centre, to topp things of, an Abomination. Opposite them Lara’s zombies and skeletons stod shoulder to shoulder with a Warsphinx and a couple of Spirit hosts.

While the Abomination made way towards the undead lines together with the bulk of the Skaven forces and a Doom wheel, a group of Gutter runners took the watchtower. They quickly garrisoned and waited for the Storm vermin to reach the tower and hold it.

Then the Skaven unleashed a storm of shooting attacks. Stones, lightning, poisonous gas and green glowing bullets hailed down on the undead, reducing their numbers significantly. When the necromancer failed to bring back even a singel zombie Lara started to worry. The Abomination, with help from a Doom wheel and several Rat swarms, looked like they might break through the lines.

But then Lara got into the fight. She quickly destroyed the Doom wheel, turned to the Abomination and ripped it appart, before leading the charge against the Storm vermin in the tower. The elite rats had little resistance to offer and once the Vampire had the tower she wouldn’t give it up.

The end of the battle was a long and painful one for the Skaven. Forced to take increasingly bigger risks, their forces could feel the battle slip from their hands.

When first the rat’s general was beheaded by the warsphinx’s crew, and then the heroic Warplock engineer Fizz Boom-itt got sucked into the warp it was clear that the battle was over.

[attachment=4930][attachment=4930][attachment=4930][attachment=4930]

Moldline:

Turn 1. Battle 1

Skaven vs. Undead legion 2000pts + FS

Watchtower

Lara the Ratbleeder had been asigned to defend the mines. Her hated enemies were approaching, she had smelled them for days now. Still, when they arrived they caught her by suprise and quickly gained control over the watchtower overlooking the mines.

The battlefield was full of rats, many of them equiped with nightmare weapons and in the centre, to topp things of, an Abomination. Opposite them Lara’s zombies and skeletons stod shoulder to shoulder with a Warsphinx and a couple of Spirit hosts.

While the Abomination made way towards the undead lines together with the bulk of the Skaven forces and a Doom wheel, a group of Gutter runners took the watchtower. They quickly garrisoned and waited for the Storm vermin to reach the tower and hold it.

Then the Skaven unleashed a storm of shooting attacks. Stones, lightning, poisonous gas and green glowing bullets hailed down on the undead, reducing their numbers significantly. When the necromancer failed to bring back even a singel zombie Lara started to worry. The Abomination, with help from a Doom wheel and several Rat swarms, looked like they might break through the lines.

But then Lara got into the fight. She quickly destroyed the Doom wheel, turned to the Abomination and ripped it appart, before leading the charge against the Storm vermin in the tower. The elite rats had little resistance to offer and once the Vampire had the tower she wouldn’t give it up.

The end of the battle was a long and painful one for the Skaven. Forced to take increasingly bigger risks, their forces could feel the battle slip from their hands.

When first the rat’s general was beheaded by the warsphinx’s crew, and then the heroic Warplock engineer Fizz Boom-itt got sucked into the warp it was clear that the battle was over.

http://s31.photobucket.com/user/tjub/slideshow/Darklands/Runda%201/Slag%201

PS. I couldn’t get the photos uploaded but maybe Linus could try?

PS2. Thanks tjub for the picture link

tjub:

Turn 1 Battle 2



The enemy keep up their relentless attacks at the mines (.18)! Still supported by an Abomination and packs of Gutterrunners.

Fuggit Khan:

I usually don’t follow battle reports…but this one I’m loving <3

Very well done tjub (the maps are great!), thanks for sharing it and looking forward to more

Khaolic:

Chaos Dwarfs vs Ogre Kingdoms 2000pts + FS (Ogres had no FS unit so 200 points extra core)

Battle for the Pass

Hrugar the Hunter had reported seeing a small garrison of demented pointy hats nearby, guarding a pass, supported mostly by the weaker slaves that were still firmly under control. Fergul the Slaughtermaster never had any doubts about what to do, he ordered all his ogres to attack the dwarfs as soon as they entered the other end of the pass.

The chaos dwarfs on the other side were few in numbers, but they had many slaves to make up for it. Their leader, knowing that the slaves were cowards and fearful, ordered his entire army into a defensive position around a nearby tower in which the mighty prophet and his bodyguards hid, or garrisoned, depending on who you ask.

The dwarfs had a mighty giant with them, decked out in armor, who also had a central position.

As soon as the battle started Hrugar made way towards the towering giant, throwing a spear into it and wounding it! In return the giant lumbered towards him and Hrugar dissappeared in just a single blow from the giants club, but not before Hrugar had grievously wounded the giant.

Fergul and his ogre horde crashed into the giant, despite the fiery cage surronding them, and it went down instantly. Cursing the loss of his most trusted tracker, Fergul ordered his army forward towards the tower!

At this time, the magical might of the prophet really started to show, despite their best efforts many ogres fell from slave arrows, bolt throwers, blunderbuses and magical fire! The ogre charge lost momentum as mournfangs fled and the big horde of bulls got caught in a fiery cage many times.

While the slaves seemed weak, silly and sad compared to the rampaging ogres they had a trick up their sleeves and their poisoned hand weapons turned out to be rather good at causing pain. Both sides suffered severe losses, one single cat killing man bolt throwers and the skytitan cannon taking a toll on the dwarfs in the tower while the prophet and his dwarfs kept peppering the ogres and the slaves sold their lives way in the most expensive fashion they could.

In the end, when all was said and done, the chaos dwarfs only had 1 bolt thrower and the prophet himself alive while the ogres had a their cannon, a handful of bulls and Fergul himself. Both sides lost their battlestandards, the dwarf one blasted by a cannonball and the ogre one cut down by the dastardly slaves.

A small, and expensive, win for the ogres.

Pictures!

Photobucket

tjub:



The filthy invaders next attack is aimed at territory 20.

Admiral:

Crush them and shackle their throats! Put the Greenskin in the slave pens and the vile ratmen in the furnaces to fuel the fires. :wink:

Thanks a lot for an enjoyable campaign to follow!

Moldline:

Turn 1. Battle 3.

Ogre kingdoms vs. Undead

Battlelines. 2500 points + Ogre firestorm unit Baarks Boyz.

After taking the mines from the Chaos Dwarfs, Fergul the Slaughtermaster turned his gaze to the fields in the east. Having lost many slaves at the mines, the evil dwarfs in their infinite wisdom sent Lara Ratbleeder and her hordes to intercept and stop them.

The forces met in a wooded valley and lined up. Wolfs leapt across the field and behind the Undead lines a group of mad Ogres with all sorts of weapons sneaked up. The battle started with both sides somewhat nervously shuffling around, as they tried to outmanouver each other.

Then the two sides crashed into combat. Lara drove away the Black Orks, a Spirit Host killed of the Maneaters and a unit of zombies held back unit of Iron Guts long enough for a Vargheist pack to kill them of. All looked good for the Undead.

But then an insane circus freak fire eater charged out of the huge Ogre unit and took out the Mortis Engine. The Engine exploded, killing a large number of Ogres, zombies, and the Undead Necromancer. Suddenly it looked like the Ogres had it.

In a desperate gamble Lara charged the large Ogre unit. It turned out to be a missguided effort, costing Lara both her unit and her life (well kind of). When all looked lost, a Skull projectile hit the Ogre unit, causing them to panic despite both the general and the battle standard desperatly trying to calm down the scared bulls.

Though the Bulls eventually rallied, the fight had gone out of them. The battle ended in a draw, both sides depleted and beaten.

PS. Both generals were too busy planning moves and throwing dice to take any pictures. Sorry, we simply forgot.

tjub:


Turn 1 Battle 4
The attackers are determined, regroup and charge at territory 20 again!

LiX:

Chaos Dwarfs and undead vs Skaven and Ogre Kingdoms 3000pts (2x1500) + FS (Ikkit Claw + Craz the Crazy)

Meeting engagement

Ikkit claw surveyed the battlefield, the ogres surging forward to his right supported by an abomination. His stormvermin and an ogre detachement ledd by his trusted warlord Cremm on marching towards the foul mist on his right. the only thing that bothered Ikkit this glorius day was the sight of the hated plaugepreist. Craz the Crazy looked back at Ikkit with equal distaste. Ikkit had sent away his plaugemonks, and hoped that the foul pestridden rat would perish this day. Crag snarled and steered his great pox rat Flem into the mist. The battle seemed to go his way. The left enemy flank was held by the undead, and they was easily swept away by his forces. While Ikkit and his engineers concentrated their magic on the chaosdwarfs in the center.

The right flank was obscured by the mist and the sounds coming from there made Ikkits fearglands tense. Suddenly a giant monstrosity of molten rock and lava came crashing trough the mist and into his unit of clanrats, Ikkit braced his metal body against the impact. For what seemed forever his world was searing heat, blood and the sequels of his dying clanrats. With his nostrils filled with the smell of burning flesh, Ikkit looked towards the mist and saw a great sight, his trusted warlord Cremm came running out of the mist behind the monstrosity. FLANK IT!! Ikkit screamed, but before the words where out of his mouth, an undead scorpionlike creature was on Cremm. Damn Ikkit thoght, and began preparing to skitterleap out of this mess. Then he saw something, the giant lava creature had a gash in his side, he must have injured it when it crashed into him. Ikkit mustered all his strength and thrust his storm deamon into the gash. The creature howled and collapsed in a heap of rock and lava.  

Victory was his, the enemy was routing and to his surprise Clemm was still alive. He might need to keep an eye on him, he seems to competent by far. In the mist Ikkit found Craz lying unconscious, he was tempted to end the troublesome plaugepreist right there. But the giant pox rat guarding his body might be a problem. In his moment of hesitation the plaguemonks appeared, and began tending to their master. Well there will be other chances, this is a dangerous and hostile land. Ikkit snicked, he knew what secrets the chaosdwarfs where hiding here. And when he got his hands on them none would stand in his way.

The skaven and ogre generals rolling dice while the undead general looks on in dismay.



The abomination and ogres charging against the undead lines.



The map after the successful attack. Both Ikkit Claw and Craz the Crazy survived, and moves into the conquered territory.