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Battles for Harlingland

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  • Battles for Harlingland

    The island of Harlingland is the background setting for a series of Kings of War battle reports that are recorded on YouTube. This website contains background information on the campaign and battles.

    You can find the battle reports here:

    Introduction to the island: https://www.youtube.com/watch?v=bRWBQ0j2Ulc&t=1s
    Battle 1 - Reserved Demolition: https://www.youtube.com/watch?v=5boBo1Jo2gk&t=1084s

    Battle 2 - Tank Hunting in the Foothills: http://www.youtube.com/watch?v=rD4RogmRNeo
    Painting tutorial: http://www.youtube.com/watch?v=OjFi5Z0Tw-k
    Battle 3 - The Magnificent Seven: https://www.youtube.com/watch?v=uLzMPMJVLUQ&t=789s
    Battle 4 - Loot Ophria: https://www.youtube.com/watch?v=NeJPxif2LKg

    The island of Harligland lies in the Endless Sea. The island was formed after a series of sea-floor volcanoes erupted into a steep and tall mountain chain, becoming the backbone of the island. The uplifting of the volcanoes also raised the sea floor, creating a flatter skirt around the mountains. To the south and east, the land meets the sea in treacherous cliffs and jagged reefs, but the west coast is more welcoming and features a number of landing sites and natural harbours.



    The island has a unique micro-climate. With a predominately south western on-shore wind, rain falls on the west of the island creating a pleasant environment with tropical rain forest in the south. The mountain chain however creates a rain shadow to the east and the island here is arid with inhospitable desert conditions; to the south, the desert is largely flat and gravelly but to the north it forms a great sand-sea with towering sand dunes moving as they are blown by the wind.

    In ancient times, before history was written, the island was inhabited by a number of different races, largely forgotten although the ruins of their civilisations can still be seen in places. In historical times, the island was rediscovers by Harild the Wanderer, who named the island Harligland (Harild’s Island). Harild discovered that the precious metal gorlium, used to harden steel in the manufacture of weaponry, could be found here and Harligland was subsequently colonised by men from his homeland.

    For 2 centuries men lived and worked here in the mines and in refining the gorlium ore proper to export around Mantica. The population flourished and built towns, roads and farms. But then the mines started to fail and it became increasingly difficult to extract worthwhile quantities of gorlium. This downturn in prosperity might have been survivable had it not been for the 3 year drought that devastated the harvest and led to an explosion in venomous insects that infected the population with hopper tic disease. The population packed their bags, abandoned their towns and mines and returned to their traditional homes, leaving the island unoccupied except for a few thousand hardy souls in Port Harild that grubbed out a living from farming and fishing.

    There the story might have ended but for recent advancements in mining technology and the reduced production of gorlium elsewhere in Mantica that have made the mining of gorlium on Harligland economically viable again.

    Now, many of the races in Mantica have set their avaricious eyes on the island and the stage is set for battles to recover the valuable ore.
    Last edited by Koshtra Belorn; 16-09-2018, 09:30 AM.

  • #2
    Cool setting, game on!

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    • #3
      Game 1 – Reserved Demolition

      The report for this game can be found at: http://www.youtube.com/watch?v=5boBo1Jo2gk&t=1086s

      SCENARIO

      A group of evil armies, the Concentric Alliance, has spotted the opportunity to extract gorlium. Landing as far as possible from the population at Port Harild, the interlopers established a base at Gorl Haven, and sent out raiding parties to inspect the abandoned mines, travelling as far north as Half Moon Mine near Blood River. By the end of the mining season, several tons of refined gorlium ore was ready to be transported south before the winter storms set in. Crossing Blood River on the Old Mining Track, the Alliance convoy crossed the plain and joined the Old Coast Road, heading towards the bridge over South River.

      But bad weather was not the only thing that the Concentric Alliance would have to face. A large force of good armies from the Northern Coalition had landed at Port Harild, and had gained knowledge of the Alliance’s intentions. The Coalition intended to follow up the convoy by land, and send a naval force of Salamanders to capture the crossing over South River.



      News of the Coalition’s intentions had reached the Alliance. Aware that if the crossing over South River was captured, the Coalition could advance on Gorl Haven almost unopposed. The Alliance determined that it was critical that the bridge should not fall into enemy hands. The stage was set for a major battle at the crossing site.

      The Coalition plan is to send south a force of two thousand points of undead Brotherhood, half to chase the convoy and half to outflank it and capture the bridge. An overwhelming force of Salamanders is set to arrive on turn six or seven and will capture the bridge if not already destroyed.

      The Alliance has 750 points of Twilight Kin, escorting the convoy south, with another 750 points of Abyssal Dwarfs guarding the bridge.



      Abyssal Dwarf engineers are preparing explosives to demolish the bridge, and the bridge can be destroyed from turn 4 onwards, as long as the Alliance holds one of the firing points. If the Coalition holds both firing points, the bridge cannot be destroyed.



      The Alliance objectives, in priority order, are:

      1. To recover the gorlium ore across the South River.

      2. To destroy the bridge to prevent the Coalition from crossing.

      3. To recover as many Alliance units as possible across South River.

      4. To destroy as many Coalition units as possible.

      The Coalition is trying to capture both the gorlium ore and the river crossing.


      THE BATTLEFIELD



      THE ARMIES

      Abyssal Dwarf Demolition Guard





      Kin Convoy Escort





      Brotherhood Chasing Force




      Brotherhood Flanking Force






      SPECIAL RULES

      The Concentric Alliance reserved demolition guard start within 6” of the bridge. The convoy and escort start on the northern table edge on, or adjacent to, the coast Road. The concentric alliance has the first turn.

      The Northern Coalition force chasing the convoy comes onto the board from the northern table edge on their turn 1, units in this force may not move at the double, charge or shoot in their first turn. The outflanking force moves onto the table from the eastern table edge on their turn 1 and may not move at the double on the first turn.

      The convoy is represented by a single model on a chariot sized base. It moves at speed 7 and may not move at the double. It may not be attacked or wounded in the conventional sense but Norther Coalition units may move into base contact with it. At the start of the Concentric Alliance movement phase, any Northern Coalition unit in base contact with the convoy, even if in combat with an enemy unit, ‘attacks’ it assuming a convoy De of 5+. If more than 6 wounds are caused, each wound caused above 6 reduces the convoy speed that turn by 1” to a minimum of zero; however, the convoy is not wounded in the conventional sense. Individuals standing in front of the convoy are ignored by the convoy which simply rolls over them or pushes them out of the way. Other units can block the movement of the convoy.
      Last edited by Koshtra Belorn; 06-08-2018, 11:18 AM.

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      • #4
        Game 2 - Tank Hunting in the Foothills

        The report for this battle can be found at: http://www.youtube.com/watch?v=rD4RogmRNeo

        SCENARIO

        The Northern Coalition is advancing south, but an Abyssal Dwarf artillery position in the foothills of the Heartbreak Mountains, is well placed to hit the Coalition advance in the flank.



        Two cavalry troops were sent to deal with the artillery. But the Dwarfs had poisoned the hill side around their position. The remnants of the cavalry returned to the Coalition positions, bearing scars from the poison, and telling tales of soldiers brought down in clouds of poison gas.

        The Abyssal Dwarf artillery could cause havoc if not dealt with. After deliberation, it was determined that the Coalition would commit two Dwarf Steel Behemoths to the attack. The crews of the iron beasts could close and seal the hatches, to avoid breathing in the toxic fumes.

        THE ARMIES AND SPECIAL RULES


        For the geeky spotters, sorry the armoured fighting vehicle enthusiasts, you will see that the Steel Behemoths are both the Island-Pattern Mark 3 versions, with one upgraded to the Mark 3 Alpha version through repositioning of the exhausts. Two troops of Kingdoms of Men Berserkers would provide infantry support, until near the poisoned zone. The troops selected were the elite of the elite and enjoyed both nimble and pathfinder attributes.



        The Abyssal Dwarf artillery comprised an Angkor Heavy Mortar, and a Katsuechan Rocket Launcher. These had been modified, so that they can fire in the direct fire mode against targets closer than twelve inches. The Concentric Alliance was hard pressed elsewhere on the battlefield, and the only support that could be found for the artillery, were four Goblin Wizards. These were drugged with potion of bravery, and each was issued with a rudimentary form of the Alchemists Curse, unfortunately this had been prepared so quickly, that it had a range of only six inches.



        The Goblins were also given two anti-tank mines, that could be placed in advance of the battle. If a Behemoth runs over a mine, it suffers D six plus four piercing four hits, and is wavered for the remainder of that turn. If the Behemoth was moving at the double or charging, it suffers D six plus six hits. The Goblins were also issued four dummy mines to confuse the enemy.



        The Goblins are cunning, and can hide in or behind cover and difficult terrain of any height. They start the battle in cover, with their positions marked on a map. They will only be spotted by the enemy if they move, or an enemy unit moves up to the covering terrain, stops moving, and in the shooting phase does not shoot, but declares that it is searching for Goblins.

        THE BATTLEFIELD

        Last edited by Koshtra Belorn; 09-08-2018, 06:57 PM.

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        • #5
          These are awesome! Thanks for posting.

          Are the scenarios something your group developed, or are you taking them from some other source?

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          • #6
            Scenarios are from my head.

            Glad you are enjoying them, I was a bit concerned that they were a bit too far removed from conventional Kings of War for some people's liking.

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            • #7
              They are a great change of pace, and I forwarded the link to the folks in my gaming group. I very much admire the creativity and the balance of the scenarios . . . Looking forward to more!

              (although I cannot condone what happened to that camel . . . )

              Comment


              • #8
                Something a bit different here – a painting tutorial designed for those who want to paint an army to table top standard in a reasonable period of time.

                http://www.youtube.com/watch?v=OjFi5Z0Tw-k

                Comment


                • #9
                  Game 3 - The Magnificent Seven

                  The battle report can be found here: http://www.youtube.com/watch?v=uLzMPMJVLUQ&t=789s

                  INTRODUCTION

                  The farming village of Sheepslaughter, lies on the banks of the South River.



                  It is a tranquil setting, but the village hides a tragic secret. The foul renegade necromancer, Arxizil, has taken up residence in the town’s necropolis and is secretly building himself an army. On the night of every full moon, the village is assaulted by the shades of the dead. The population hides away indoors, and any caught in the open are never seen again in mortal form. Rumour has it that the necromancer is raising the dead and turning the living into werewolves.



                  The next full moon will fall on Vampurgis Nochey, the once in a hundred year occurrence of the dread blood moon, when the power of the Necromancer will be at its peak. But, the villagers have determined to resist. They pool their money and send a representative to recruit mercenaries to fight on their behalf. The villager returns with seven desperate renegades, prepared to fight to protect the villagers. The Magnificent Seven have arrived.


                  SCENARIO

                  The villages have taken refuge in the tavern. The necromancer needs to kill all of the Magnificent Seven and get into the tavern before daybreak. If the Magnificent Seven can hold out until daybreak, the power of the necromancer will be broken.


                  THE FORCES

                  The Magnificent Seven:






                  The foul Undead:


                  (Actually 3 catapults, not 2)



                  SPECIAL RULES

                  The undead forces start at the necropolis. They may not charge on the first turn.

                  If any undead unit is killed, it re-appears at the start of the next turn at the necropolis and may move, but may not charge until the following turn.

                  The malignant presence of Arxizil the necromancer permeates the battlefield inspiring all undead units. The Seven are all inspired by the dedication to their mission.

                  The Seven must stay within the bounds of the tavern’s grounds, marked by the walled enclosures. The undead may charge an enclosure containing one or more of the Seven. If there is more than one defender, then the defender allocates attacks from the undead against defending characters, allocating units as evenly as possible. Thus, if 3 undead units are attacking an enclosure containing 2 of the Seven, the Seven will allocate attacks from 2 units against one of the Seven and attacks from the other unit against the other character. This includes wavering characters within that enclosure.



                  The Seven have booby-trapped the enclosures and the undead treat all ground within the enclosures as difficult terrain, but the Seven treat it as open. The South River behind the tavern is blocking terrain.

                  If there are none of the Seven in an enclosure, the undead may enter that enclosure or even charge through it into an adjacent enclosure.

                  The Seven are all given the ‘individual’ characteristic. They may move from one enclosure to an adjacent one with no penalty, even when wavered.


                  Comment


                  • #10
                    BATTLE 4 - LOOT OPHRIA

                    This battle features a more mainstream scenario - Loot.

                    The video can be seen at: https://www.youtube.com/watch?v=NeJPxif2LKg

                    SCENARIO

                    The fabled city of Ophria, a city of untold wealth destroyed years ago in a single night in a terrible sand storm, entombing its population and treasure.



                    It is spring in Harligland. Over the winter, storms have re-sculpted the sand dunes in the Athulpa Desert, revealing parts of the fabled city. The race is on between the armies on the island, to recover what treasure they can before the shifting desert reclaims its prize.


                    FORCES

                    This was a practise game before the Bristol BIG Emissary of Destruction tournament. We used 1995 point lists with an additional 'free' Emissary of Destruction model.

                    Andy's Salamanders:



                    My Undead:



                    Emissary of Destruction Statistics:


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