Friday, 14 February 2025

Through Fire and Water - a Path to Glory Ravaged Coast campaign, part 1

Extract from Kapitan daLeeva's logbook:

The Rotmoon. At sea, the Ravaged Coast. 5th day of Graives.
We finally found us a way, out of the Mists of the Karkino Sea. After being there since a month and more. When El Doktoro discovering our thurmaturgic compass was disruption, from the devices and artefacts gathered by Urak-Nal and pile-upped in the Halls of Drowned Gold. So what we was believe to sailing straight
dead-south was actually the circle.
As they say: we were chasing our own goose. But it being too late and the Drowned Gold not in the Hall by then, we leaved and to sought other treasures.


The Rotmoons made landfall on the Ravaged Coast and set up a temporary encampment in a mountainous region of the Scorched Outskirts. They were unhappy to find some local fire-troggs heading for the Emberstone deposits that they'd assumed would be theirs.

They started to set up a hasty defence of the ramshackle encampment.

But there were not really enough of the orruk pirates to hold off such a horde of blistering creatures.

Kapitan daLeeva herded his crew forward.

Ogdrog didn't need to give the Wrekkaz any encouragement.


The Rotmoons were confident of how difficult they could be to shift. Unfortunately they were overconfident.



As the troggoths fell on them, the truth slowly dawned on the orruks!



El Doktoro the shaman was struggling to gather the unfamiliar power of Aqshy. He was constantly frustrated as the sorcerous energies he attempted to muster seemed to just slip through his fingers.

At last the Shaman managed to empower the nearest mob with a small amount of power that did not elude him. But it was the only magical success he had that day.

Ogdrog fell and the Dankhold that had pounded him into the dirt just ambled off, as if bored!


Leaving the Rockguts to mop-up the remaining Wrekkaz.


El Doktoro drew closer to the fighting, in the vain hope of tapping into the Waaagh! power flooding the near-by ardboys.


When the Dankhold Troggoth flattened the shaman the Kapitan called for the remaining ardboys of Bortagno's watch to fall back to the ship.

They left the battlefield to the troggs; they were a little singed, but 4 Emberstone Shards richer. The troggs held 7 Emberstone, and a lot of the Rotmoons needed "medical attention"...

+++

Battleplan: Rift in the Peaks
Twist: Mounting Corruption

There were 4 Emberstone Clusters and 3 Objectives on the battlefield; the orruks and the troggoths both gathered two Emberstone tokens each.

The Rotmoons took an early lead as they grabbed all three Objectives in their first turn (VP 3:0).
In their second turn they retained the right flank, contested the centre and the left (VP: 4:0).
They lost the right objective in the trogg's second turn, and the fighting was getting hotter on the other two (VP: 4:1). They also lost one of their Emberstone tokens to a mob of Rockguts.

By the end of Turn 3 the troggs were about to take all three objectives and likely wipe the orruks out, (one unit of Ardboys and a Big Boss were all that was left fighting!). So at the start of my Command phase in the 4th turn I chose to withdraw from battle, taking the lone Emberstone token I still had in-hand.

+++

In the Aftermath Sequence the troggoths got 3 Emberstone Shards for winning, 1 from a Dig Site (the others were unproductive), and 3 shards from the tokens they carried.

The Rotmoons luckily rolled a 3 on the D3 for Emberstone shards for losing a battle. With the 1 they carried I was able to recruit a mob of Brutes and have something left in the bank Vault for next time.

El Doktoro the shaman got 2 Battle Wounds, but healed them both.
Ogdrog got 3 Battle Wounds and was unable to heal any.

One mob of Wrekkaz suffered 3 Battle Wounds, and the other suffered 1.

+++

The East Warrington Gaming club Path to Glory Ravaged Coast campaign started this week, with 8 of the 20-ish players involved battling it out in the Scorched Outskirts.

We used random pairing for the first round of games, and I think that will continue, with some adjustments to reduce the chance of playing the same opponent over and over. We've decided to self-impose a soft limit of 2 campaign games per month for each player. Not everyone goes to the club every week (I definitely can't!) and we want to give everyone a fairly even chance of joining in.
    After my first game my updated roster looks like this:

    The Rotmoons, Path to Glory Ravaged Coast
    1200pts
    3 drops
    Faction - Ironjawz
    Formation - Weirdfist

    Kapitan Alunzo daLeeva , Ardboy Big Boss [General] (120)
    [Aspiring Brawler - Dependable Assault]
    - Botagno's watch, 10 x Ardboyz (180)
    - Roggriguez’ Division, 5 x Brutes (200)

    El Doktoro, Weirdnob Shaman (130)
    - Dragante's watch, 10 x Ardboyz (180)

    Ogdrog, Megaboss (190)
    - The Weirdmoons, 3 x Weirdbrute Wrekkaz (100)
    - The Oddmoons, 3 x Weirdbrute Wrekkaz (100)

    Arcane Tome
    Bash'Em, Ladz!
    Da Great Big Green Hand of Gork

    Emberstone Vault = 1
    Total Emberstone Shards Gained = 4
    Battle Fought = 1


    I've also created a couple of Path to Glory resources for the campaign, that other people might find helpful:
    +++

    Wednesday, 12 February 2025

    The Ravaged Coast, part 5


    I might have said my Ironjawz Spearhead was finished, but of course that doesn't mean my pirate Ironjawz are finished! (Let's be honest - they never will be because I enjoy making them too much!)

    So having 4 Brutes wasn't going to do. I obviously made the 5th!

    Lakada


    A stylish pirate orruk Brute, armed with a pair of choppas and a pair of pistols, with powder and shot. He wore a ruff collar like Maximo and Medrano, and the red and yellow striped trousers, black clothes and armour of the Rotmoon's crew.





    And he even pushed his way to the front of the painting queue. Typical!






    +++

    But it's for good reasons:

    EWG is about to embark on a Path to Glory Ravaged Coast campaign and even though the Brutes mob are not in my 1000-point starting army, they're top of my shopping list of things to spend Emberstone on... when I get some!

    Speaking of Emberstone...

    Like a lot of people, I'm planning to use the orange acrylic "crushed ice" crystals (that I bought for Mutiny's End) as Emberstone Tokens during campaign games. But that still left me needing something to use as Emberstone Clusters.*

    So for now the piratey objective markers, on 40mm bases that I made years ago, with a crystal sitting in top of them are my Emberstone Clusters. At some point I might make specific Cluster markers, but I like these well enough so I might not.


    +++

    And then there's this thing!

    The Aetherlabe


    A floating sphere of metal bands and skulls. Inside is a large Aethermetre and several ghostly spirits. Used (like the Clevermaws’ Dead Man’s Chest) to store magical energies.



    +++

    And...

    Lost Uzzog

    Once a "Wardokk" in the Cleavermaws, Lost Uzzog is the cartographer and navigator for Kaptain Mogrum.






    Neither Uzzog or the Aetherlabe are likely to feature in the PtG campaign, but I'm enjoying making them anyway. 

    +++


    This is the Path ability I chose for Kapitan daLeeva, as part of my starting army. A guaranteed 7" charges feels pretty handy to me!

    This is just a sample of the new lore in the Ravaged Coast book, but I think Flotilla's Scramble is my new favourite location in the Mortal Realms!

    +++

    * Just in case this is confusing - there are three types of Emberstone in Path to Glory Ravaged Coast campaigns: Clusters, Tokens, and Shards

    Emberstone Clusters are 40mm objective markers, that are placed on the battlefield in addition to normal objectives. When a unit controls a Cluster they can try and dig it up and, if successful, the 40mm marker is removed from the battlefield and the unit gains an Emberstone Token. 

    The Token stays with them for the rest of the battle, unless the unit is destroyed. At the end of the battle the Token earns the army an Emberstone Shard.

    Emberstone Shards are the currency for the campaign, and they're exchanged for things that can be added to the army: extra units, upgrades and enhancements, spells, prayers, artefacts of power, unique magic weapons and specialist Regiments of Renown. There are other ways to gain Emberstone and it does a few other things as well, but I've digressed enough already.

    Wednesday, 5 February 2025

    Animosity Weekender 2025 - Mutiny's End; Cursed Plunder



    Extract from Kapitan daLeeva's logbook.

    The Rotmoon. At sea, 117 leagues east of Mutiny’s End, The Mists, Karkino Sea. 25th day of Tempayne.
    While we are been in these boiling waters since three month now, we have find ourselves lost for the first time. There has not a breathing of wind for days, and we're unable to make readings of sun nor star, for thick fog. Listen me: I never seeing alike before.
    But they say, so, if there’s no bread, cakes will do. The crew busy with make-and-mend aboard ship, and I set down to write in my log of this cruise.

    To begin, I say back to after we set out of harbour in Mutiny's End, on the last day of the month of Huntyng, and we make our first land for near a week.

    ++ I ++


    5th day of Skwales
    Skinflint's Hollow. Battled with a Flesh-Eater Court who believing themselves actors in a troupe of theatre (and so wore all manner of strange object as costume, set and prop), their speed and ferocity allowed they to escape with a larger portion of the loot than our. But we were not left with the empty hand.
    We next to explore a cruise past Hullbreaker HarbourWe were unable to defeated the storm and high sea of the region; our sail and rigging being much mauled by them, so we set an easterly course, toward Skull Sands and Claw Point.

    Ship's Manifest:
    +3 Emberstone Treasures
    Plundered Artefacts: 
    The Crab's Claw (Kapitan daLeeva)








    TREASURE HUNTERS 

    This place is replete with treasures from ancient times, gathered by the spawn of Krabnos. Claim them before your rivals do the same.

    Before the battle, 5 Emberstone Treasure tokens are placed on the battlefield. The first is placed by the defender on the battlefield floor or a platform and within 1" horizontally of the centre of the battlefield. Then, the players alternate placing 4 more Emberstone Treasure tokens one at a time, starting with the attacker. Each of these treasure tokens must be placed on the battlefield floor or a platform, within 5" horizontally of the centre of the battlefield and more than 3" horizontally from all other treasure tokens.

    The battle ends after 4 battle rounds. When the battle ends, the player who has the most fighters carrying Emberstone Treasure wins. Any other result is a draw.

    Opponent: Matt / the_thinking_gnu
    Warband: Flesh-Eater Courts
    Deployment: The Trap
    Victory: Treasure Hunt
    Twist: Dawn
    Location: Skinflint's Hollow

    A great start to the day - I hadn't played Matt since Warhammer Fest in 2023, so we were long over-due for a rematch. But, by Gork, the Royal Hunt is a terrifying ability now!

    ++ II ++


    17th day of Skwales
    Put into Blacktar Refuge briefly and had clash with a crew of Wildercorps Rangers there. After much mauling by dozen or more rabid dogs, I put down the Warden who lead them, and chase off the other dogs. But the rest of the Wildercorps has already made-off with more than half the Emberstone treasures here. Well, as they say; Raise crows, they will pick out your eyes.
    Made-sail to look into the Hideout; found nought but sandbars and treacherous shallows blocking the roads.

    Ship's Manifest:
    +1 = 4 Emberstone Treasures
    Plundered Artefacts: 
    The Crab's Claw (Kapitan daLeeva) 
    Stormclouds Ahead (Maximo)











    EMBERS IN THE DARK
    The skies darken but hints of treasure can still be spied here. Defeat your rivals and uncover it!

    Before the battle, 1 objective is placed, by the defender, on the battlefield floor or a platform and within 3" horizontally of the centre of the battlefield. It must be placed on the battlefield floor or a platform and within 1" horizontally of the centre of the battlefield.

    At the start of each combat phase, the player who does not have the initiative rolls a dice. On a roll of 3+ they place 1 objective on the battlefield) or D3 objectives if the score is 6). Place the objectives one at a time until there are 5 objectives in play, in total. After there are 5, any additional objectives are not placed.

    Each objective must be placed on the battlefield floor or a platform, more than 6" horizontally from all other objectives, and more than 3” horizontally from the battlefield edge and from all fighters. 

    If there is no space to place an objective, it is not placed.

    The battle ends after 4 battle rounds. When the battle ends, the player who controls the most objectives wins. Any other result is a draw.

    (Each objective is worth one Emberstone Treasure to the controlling warband when the battle ends.)

    Opponent: Ross / ruskins
    Warband: Wildercorps Hunters
    Deployment: Hold Out
    Victory: Embers In The Dark
    Twist: Warning Cry
    Location: Blacktar Refuge

    Ross and I had never managed to play a game, even though he's been to two meet-ups before. That's fixed now! Only three out of the potential five Objectives appeared, and we each had one the other couldn't reach. So the Objective in the middle of the battlefield became like a black hole, with its own gravity that drew in almost every fighter in both our warbands to their inescapable death. Once I'd dealt with the big crossbow, I nearly managed to take down the fighters on it, or Smash them off it, but he was able to squeeze just enough back on to stop me from taking it from him.

    ++ III ++


    3rd day of Tempayne
    The Rotmoon become grounded on a sandbar in the Razor Shallows. Took us near three day of backbreaker work in blistering heat, to haul the ship back to deep water. 
    When we drop anchor at last in Groggy Head we find a great stash of Emberstone in the ruins. We load up and head back to the ship, but run into a band of rotten scoundrels. They make a shocking mess of poor Doktoro.
    Took what small reward we could get away with, and so nearly got a sight more. Decided to head south instead, through the Mists.

    Ship's Manifest:
    +2 = 6 Emberstone Treasures
    Plundered Artefacts: 
    The Crab's Claw (Kapitan daLeeva) 
    Stormclouds Ahead (Maximo) 
    Shadow Compass (El Doktoro)










    TAKING WHAT’S RIGHTFULLY OURS
     
    Both warbands have gone through hell to 'retrieve' artefacts and treasure. As they make their way back to camp they meet a rival warband, who are also weighed down by loot. Both warbands immediately decide they need to take the other's loot and add it to their own stash.

    Place an Emberstone Treasure token on the battlefield floor or a platform in the centre of the battlefield.

    After deployment, the attacker picks 2 fighters from the defender's warband. The defender picks 2 fighters from the attacker's warband. Each of the fighters picked is now carrying an Emberstone Treasure.

    The battle ends after 4 battle rounds. When the battle ends, the player who has the most fighters carrying Emberstone Treasure wins. Any other result is a draw.


    Opponent: Rictus / recalcitrant_daze
    Warband: Nurgle Rotbringers
    Deployment: Refused Flanks
    Victory: Taking What’s Rightfully Ours
    Twist: Crushing Ambushers
    Location: Groggy Head

    Rictus came to an Animosity narrative event I ran last summer and he defeated me even more convincingly then. I nearly managed to snatch a victory with a very long shot, in the last couple of activations of the game, but the dice did not go my way. But it feels like I did better. So maybe next time?

    ++ IV ++


    19th day of Tempayne
    In the Mists and how does it look like? It look like ambushed by hundred of Skinks. Listen me: we have killing a dozens, I know El Doktoro blasted several to smoke for certain, but more and more kept appear and they slippery gitz escape with a portion of our loot! But in bad times, good face: we once more didn't left with empty hand. 
    But now we have not get out of the Mists since many days. The sleeping crab is carried by the current. We may be too, I hope.

    Ship's Manifest:
    +2 = 8 Emberstone Treasures
    Plundered Artefacts: 
    The Crab's Claw (Kapitan daLeeva) 
    Stormclouds Ahead (Maximo) 
    Shadow Compass (El Doktoro) 
    Tradewinds (Bortagno)









    Opponent: Leila / mura
    Warband: Hunters of Huanchi
    Deployment: Mismatched Opponents
    Victory: Taking What’s Rightfully Ours
    Twist: Mysterious Vapours
    Location: The Mists

    My goodness Hunters of Huanchi are so fast! Even with the movement penalty for carrying treasure, there was almost nothing I could do to catch them. It was a fantastic game - but playing against Leila always is.

    +++

    Animosity Weekender 2025 


    On Saturday I ran another narrative Warcry event at Warhammer World. With it done, the Animosity Campaigns 2025 Weekender has ended. This global campaign opened with the AoS Grand Narrative at the Las Vegas Open, which was run by Naro and Alex from the Animosity team. There was an online component on the Animosity Discord server and the campaign closed, two weeks later, with the UK Discord meet-up at WHW.

    I took 7 sets of my scenery and boards, and Rictus brought his Nurgle temple board. Each board was labelled and themed as a location on the campaign map.


    Whisper Cove

    (Rictus's amazing Nurgle temple with a disgusting looking pool, made with multiple pours of tinted resin.)

    +++


    Blacktar Refuge

    An ill-fated name, for there is no refuge here. The souls of the damned haunt the ruined port and the waters around it.

    +++


    Port St. Marian

    A Strongpoint built at the final destination of the ill-fated Dawnbringer Crusade of Saint Marian the Luminant. Infected and undermined by the madness of the Flesh-Eater Courts the citizens still believe themselves to be successful Dawnbringers. To their eyes the city is a gleaming example of Sigmar’s Plan achieved: White stone houses with terracotta-tiled roofs, gilded with gold decoration and adorned with celebratory murals and statues, depicting their triumphs and victories. Holy smoke wafts from censors and choirs raise their clear voices in worship. In reality their blood-daubed and rotting ruins lean haphazardly as they sink into the vile, stinking swampland. Gibbering cannibals howl at one-another through the smoke of charred flesh.

    +++


    Groggy Head

    A ramshackle outpost built into the craggy cliffs overlooking the foggy sea, accessed via paths made of damp wooden planks that creak perilously underfoot. The place is seldom visited and the few residents have strangely large eyes and cold, pallid complexions.

    +++


    Skull Sands

    Hundreds of tiny rocky islets, each with a small fort or stronghold clinging to it like a limpet. Most of them are simply the hull of a wrecked ship, braced with salvaged timbers and lashed with rigging, and the odd rusted metal plate riveted over joints. Some have lasted for decades (although many have been washed away). Each stronghold was once home to a paranoid pirate captain and their crew who built a stronghold to defend their loot from their greedy neighbours. Now they’re each home to a paranoid Wight Captain and their Deathrattle crew! There is a strong chance that they share the same names as their “predecessors”.

    +++


    Skinflint's Hollow

    A small twisted bay that offers a little shelter from the perpetual storm known as The Maelstrom. The calmer waters are a welcome relief, despite the incessant rain, but many ships have been lost as they tried to leave the Hollow; swept into Hullbreaker Harbour by treacherous tides and dashed on the razor-sharp rocks there. On the wet sands of the Hollow there is an inn and gambling den called the Rusted Anchor - built decades ago by Sebastiano Skinflint, a retired pirate of some renown… in his day.

    +++


    The Mists

    A rolling semi-sentient fog bank that moves unpredictably and unexpectedly. Sometimes it remains stationary for weeks at a time. Sometimes it expands to shroud a vast area of the sea and land. Other times it all but evaporates, receding to a small area centred on the three islands at its heart. Within this fog dwell unspeakable eldritch horrors; tentacled, toothed and clawed.

    +++

    Anchorage

    A jagged, windswept enclave bordered by half-submerged shipwrecks. Stone ruins serve as the foundation for rickety wooden structures, their salt-stained exteriors leaning precariously against the persistent sea breeze. The distant, mournful calls of seabirds echo through the fog that clings to the settlement like a shroud.

    +++


    (There's an LED candle under the Emberstone crystals.)

    +++

    Nine people played 3 or 4 games each, earning Emberstone Treasures and "Cursed Plunder" (upgrade cards).

    Each round everyone played a Battleplan with the same predetermined Victory condition but drew a Deployment and Twist card themselves, so everyone played slightly different games with the same rewards available.

    The Emberstone and Plunder cards were my custom replacement for the standard Warcry narrative campaign system (which I love, but I'm very conscious that it takes far too long to use between games in a one-day event like this, and doesn't provide many changes over 3 or 4 games. It's far better suited to regular weekly games).

    The Emberstone Treasures were orange acyclic crystals that were used as Treasure Tokens (in the 2st and 3rd round games) or Objectives (in the 2nd round games). Each game had between 1 and 5 Emberstone Treasures on the board.

    I told everyone to keep hold of the Emberstone their warband controlled at the end of each game, (and distributed new crystals at the start of every subsequent game), as they were also our campaign victory points for the day.

    I think this system worked pretty well, as there was still something to be gained from fighting a losing battle to the bitter end. Trying to turn a 5:0 loss into a 4:1, or even a 3:2 was always worthwile: Even if the battle was still lost, there was something to be gained.

    The cards were a mix of upgrades to stats or abilities, and artefacts. They formed a very simple experience / progression system that was atmospheric, quick and easy to manage, and impossible to intentionally "powergame".

    Before each game players drew a hand-made Plunder card from the deck. They had to assign the card to one fighter for the rest of the day, the special rule on the card could only be used by that fighter (with a couple of exceptions) and they couldn't give a fighter two cards.

    After the first card, which was always beneficial, there was about a one-in-three chance of getting a "blood-spattered" Cursed Plunder card that had a negative effect.

    By the end of the day everyone had a small handful of Emberstone Treasures, and 3 or 4 Plunder cards.


    At the end of the day Kyle (redangel97) won individually with his Splintered Fang warband. He'd amassed a very impressive 14 Emberstone Treasures, the next highest total was 11 Emberstone Treasures, so it was pretty clear-cut.

    When that had been decided, the players gave their Emberstone to support one of 3 factions (by placing them in one of 3 boxes marked with the Coalition flags):


    The final Coalition totals were:
    • 38 Emberstone Treasures for Stormdance Reavers
    • 22 Emberstone Treasures for Umbral Dominion
    • 9 Emberstone Treasures for Blackwing Corsairs

    I hope everyone who came along had as much fun me. They all certainly seemed to be enjoying themselves. 

    I'm pleased with how the battleplans, cards and tokens worked - they meant I could join in playing Warcry without needing to "manage" the campaign narrative, or oversee aftermath sequences, and without any risk of tipping the scales in my favour, or making choices based on information no one else had. Plus I got to make some atmospheric game components / accessories!