I’ve spent this week preparing for our upcoming Skirmish weekend, getting some last bits of terrain put together and getting the scenarios sorted. And when I say getting the scenarios sorted, I mean copying the rules from the book verbatim and just changing the names and flavour text. So here’s how they’re looking, suitably vague to allow us to tweak the narrative to suit whoever wins and loses, or just whenever it feels cool.
- Hunter, Hunted After a long hunt the trap is sprung, and two warbands clash as dawn breaks across the lost city. Play Clash at Dawn on page 22.
- Buried Treasure Pursuing their quarry deeper into the ruins, the warbands discover the crumbling remains of an ancient civilisation, and scramble to recover the potent relics within. Play Treasure Hunt on page 23. If one of the teams was victorious in Clash at Dawn, then they may choose who has the first turn in the first battle round, regardless of who finishes setting up first. To the victor, the spoils! The winners can randomly generate an artefact of power from the Artefacts of Power table on page 17. If the winners achieved a major victory, they can choose an artefact from the table instead.
- Relic of the Gods One warband escapes with an artefact of ferocious potential, with the other in hot pursuit. If they can decipher the runes on its surface, they can unlock the secrets to its immense power. Play Fragile Cargo on page 24. If one of the teams was victorious in Treasure Hunt, then they are automatically the guard and their territory is extended to reach the centre of the battlefield. To the victor, the spoils! The winners can randomly generate a command ability from the Command Abilities table on page 17. If the winners achieved a major victor, they can choose an ability from the table instead.
- The Rift The bearer’s seek to harness the tumultuous power of a damaged realmgate to awaken the relic. Their rivals seek to cut them down before they can reach the mystic portal. Play Vortex of Power on page 25. If one of the teams was victorious in Fragile Cargo, then they are automatically the ritualist but their channeller ignores any unsaved wounds or mortal wounds on rolls of 4 or more instead of 5 or more. To the victor, the spoils! The winners earn an extra 3D6 renown.
- Unlimited Power The awoken artefact continues to reveal its arcane secrets. One warband makes a desperate bid to steal the artefact and kill its bearer. Play Assassinate on page 26. If one of the teams was victorious in Vortex of Power, then they are automatically the target and they can add D3 to their general’s Wounds characteristic for the duration of the game. To the victor, the spoils! The winners can randomly generate a command ability from the Command Abilities table on page 17. If the winners achieved a major victor, then once per battle in their hero phase, their general can use this command ability in addition to any others they can use.
- The Star Gate The unstable artefact has unleashed an ethereal storm that threatens to consume the area. With the power of the magical tempest spreading out of control, one warband makes for a hidden realmgate, seeking to banish the artefact in the hopes of halting the destruction, though their rivals are desperate to seize the power for themselves. Play Seize the Relic on page 27. The players who were victorious in Assassinate choose who has the first turn in the first battle round, regardless of who finishes setting up first. To the victor, the spoils! The winner of the game is the overall winner of the campaign!
On account of Col having to fly over to Northern Ireland to meet up with the rest of us, we’re planning to play through all six scenarios in one day, and then blog the results from our warbands’ respective perspectives.
We’ll be playing 2v2, with Aaron and Col’s Orruks and Grots on one side, and me and Mark’s forces of Order on the other. We’ll be starting at 35 Renown between us, and working up to around about 50, based on what we have done for our various warbands. Col has extra Orruks, and I’ve got a bunch of Sylvaneth done, so we’ll have plenty of room for extra forces if we need them.
Here’s how my final stage 50 Renown Skirmish warband is looking:
Amadriel, Lady of the Grimwald – 16
- Command Ability: Reserves of Courage
- Artefact of Power: Masque of Horror
Arthos of Carnhold, Beasthunter – 2
- Vulkite Berserker Karl
- Two Fyresteel Handaxes
- Fyresteel Throwing Axes
- Horn of Grimnir
Kirannon, Warden of the Northern Marches – 15
- Kurnoth Hunter Huntmaster
- Kurnoth Greatbow
Kraia, Handmaiden of the Lady – 2
- Dryad Branch Nymph
On the terrain front, despite a ludicrously busy calendar for what seems like the millionth week in a row, I managed to get some trees painted up using my super secret fast painting method*. Our setting is a lost city in the midst of one of the great forests of Ghur, and you can’t have very well have a forest without trees. Plus it should help my Sylvaneth feel right at home as well. They’ll become part of our collective, uh, collection of generic terrain in the Aaronorium, but I’ll be able to use them as Sylvaneth Wildwoods when we get around to some bigger games. I’ve got about 1000 points of Sylvaneth painted now, so I’d like to do some proper sized battle reports in the future.
These trees are super delicate though. The leaves have very small connection points and the holes aren’t even centred, so they’re just asking to be broken off. One of the GW staffers recommended that I magnetise all the leaves. I was like, “pfff, what a waste of time.” I’m not so confident with my scoffing now, having broken off one or two sets of leaves just putting them into the box. I’m somewhat dubious about them surviving even the 5-minute car journey to Aaron’s. Bonus though, they seem to come with more leaves than you need, or at least than I want to fit on, so we’ll be able to decorate the ruins with the spares to make them look suitably overgrown.
I’ve also got into Shadespire in a big way in the past few weeks, so I might talk about that next week. At length. Whether you want me to or not.
Til next time!
* The secret is to use a giant brush and make a huge mess. Hoo boy, do they look like garbage close up.