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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:
    Battle 1 - Reserved Demolition:

    Battle 2 - Tank Hunting in the Foothills:

    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; 09-08-2018, 06:56 PM.

  • #2
    Cool setting, game on!


    • #3
      Game 1 – Reserved Demolition

      The report for this game can be found at:


      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.



      Abyssal Dwarf Demolition Guard

      Kin Convoy Escort

      Brotherhood Chasing Force

      Brotherhood Flanking Force


      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.


      • #4
        Game 2 - Tank Hunting in the Foothills

        The report for this battle can be found at:


        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.


        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.


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