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At the Brink of Kaiber Campaign - CAoR updated version

 
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PostPosted: Tue Feb 02, 2010 12:05 am    Post subject: At the Brink of Kaiber Campaign - CAoR updated version Reply with quote

This is a work in progress. I will update as soon as I finish with each section. Let me know what you think!

At the Brink of Kaiber Campaign

Originally published as a Rag’narok campaign in CH 2, I figured with the release of the undead, now is a good as any to bring back some old scenarios updated to CAoR rules. Since many people didn’t play the original Rag’narok campaign, this remake of the rules will probably be the first time most people play it. If you want the fluff, nicely done maps of Kaiber, grab the original CH2. I played the original campaign and there were some balance issues and so forth so hopefully my homebrew version of the campaign updated to CAoR rules will be more balanced then the original rules. I will try to stay true to the original campaign as much as possible but will simplify some things to make it easier to pick up and play.

A little about Kaiber:

The Battle at Kaiber is probably the one of the most known battles in Confrontation. Rackham’s first novel the Fault of Kaiber actually revolves around Kaiber. It is basically the Alliance of Light (Cynwall, Lions, Griffons, etc..) trying to hold back the army of the Ram from leaving the Barony of Acheron. The only way to get in and out of Acheron is through a pass in the Behemoth mountains. Kaiber is a basically a walled citadel constructed to keep the undead at bay and from spilling into the rest of Aarklash.

The Armies Present:
If you want to stay true to the original storyline, the only armies present were those of the Alliance of Light (Cynwall, Griffons, Lions) and the undead of Acheron. If your playing with just the PPP minis, this means only Lions, Griffons, and the Undead may be used. However there is one battle where Wolfen can be used. However feel free to try the campaign with other armies for fun.

I’m only writing the campaign as the original CH2 had them but feel free to use your own armies instead of the ones in the original storyline. So on to the actual campaign…

Special Rules

The Alliance of Light

Choose an army from Cynwall, Lions, and Griffons. This will be your primary army throughout the campaign. You may use the ally rules in the CAoR rulebook and have one ally per banner unless an ability/attribute states otherwise.

The Limbo of Acheron

Isolated by the Behemoth Mountains and the impregnable citadel of Kaiber, the Limbo of Acheron cannot take full advantage of it’s allies. You may not use any allies in your army.

On the other hand the magicians of the armies of Acheron fight on their own ground and are well prepared. Unit’s start with twice as much starting mana. Units are still capped at the maximum amount of 30 mana unless an ability/attribute states otherwise.


Field Conditions

Difficult Terrain – Units moving through or starting in difficult terrain have their movement value halved round down.

Wind
- Breeze -
- Calm -
- Gale -

Weather
- Dry Weather -
- Rain -
- Storm -

Time of Day
- Daytime – The line of sight of all miniatures is normal.
- Nighttime – The line of sight of all miniatures is reduced to 10cm, so it becomes impossible to fire or cast a spell beyond this range.

Campaign Outline

It's listed below but I'm not any good with creating images so a powerpoint slide is all you get. If you want the pretty one, grab a CH2 Razz



Last edited by originalelite on Tue Feb 02, 2010 4:58 am; edited 2 times in total
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PostPosted: Tue Feb 02, 2010 12:06 am    Post subject: Reply with quote

Alert!

A reconnaissance Unit of the Alliance of Light (2000 AP) has spied maneuvers by Acheron troops and must return to the fort as quickly as possible before being intercepted by living-dead scouts (3000AP)


Field Conditions

Breeze / Rain / Nighttime

The Battlefield

- 120 cm x 120 cm (or 4’ by 4’)
- Difficult terrain - A hill that is 10cm high. (or use the Rackham hill terrain piece)
- Difficult terrain - A field of ruins that must allow fighters of normal size to hide. (or use Rackham wall pieces to make a ruin. Area inside walls is considered difficult terrain.)
- An ~ 20cm high tower. (or use a can of soup) RES 8 , Structure Points 12.

Objectives

Light – To have its fighters cross the battlefield to reach Fort Kaiber by the edge indicated on the map.

- Evacuating a unit – 4 Elixir. Summoned units do not count towards accomplishing this objective.

- Eliminating a unit – 2 Elixir.

- Bonus Objective – When the last unit of Light present on the battlefield has been evacuated in this way, the game ends. The light player earns double the amount of elixirs for this unit, for a total of 8 elixirs.

Darkness – To prevent the opponent from escaping by all means.

- Eliminating a unit – 4 Elixir.

- Bonus Objective – If the Darkness player manages to destroy the last remaining Light unit, the game ends. The darkness player earns double the amount of elixirs for this unit, for a total of 8 elixirs.

Special Rules:

Beware the scout! – Fighters from the Light Player cannot benefit from the effects of the “Scout” ability at deployment.

Leave the warmachines! - A crew may leave their warmachine behind and evacuate. For the objectives of this scenario, a warmachine unit is considered evacuated or eliminated if the crew members evacuate or are eliminated. This rule only applies to warmachine units that have crew members.

Battle Duration – 5 turns. Player with most amount of elixir when the game ends, wins.

Light Victory - If the forces of Light win this battle, then the Undead Commanders in Chief prefer delaying the frontal attack and sending troops to infiltrate the heart of the citadel.

Darkness Victory - On the other hand they launch the assault if they manage to intercept the forces of Light's reconnaissance unit.



Last edited by originalelite on Tue Feb 02, 2010 5:20 am; edited 5 times in total
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PostPosted: Tue Feb 02, 2010 12:06 am    Post subject: Reply with quote

At the Foot of the Wall

The Ram of Acheron (4000AP) launches an assault on Fort Kaiber. They must make a breach in the ramparts held by the Alliance of Light (2000AP).


Field Conditions

Breeze / Rain / Daytime

The Battlefield

- 120 cm x 120 cm (or 4’ by 4’)
- A 120 cm long wall rampart. RES 20, Structure Points 15. (Use 20cm high cardboard boxes if no adequate elements of scenery are available. The rampart should have 2 stairs ways that allow a unit to travel up to the top of the rampart. Moving up and down the staircase is considered difficult terrain. The stairs and ramparts should be at least 6cm wide to allow 2 rows of troops to fit or a single large creature base.)
- No other terrain pieces may be added to this scenario.

Objectives

Light – To secure the walls of Fort Kaiber.
- Eliminating a unit – 3 Elixir. If the unit has the “Flight” ability or is equipped with a ladder, gain an additional Elixir point for a total of 4 Elixirs.

Darkness – To breach the walls of Fort Kaiber.
- Each unit inside the Light player’s deployment zone during the control phase – 3 Elixir.
- Eliminating a unit – 2 Elixir.

Special Rules

The Walls of Kaiber - The ramparts have a walk on which miniatures can be deployed and moved. Fighters standing on the walls benefit from an advantageous tactical position.

- Firing - Units gain a +2 bonus to their range ATT. Range is measure on the ground from the target’s base to the foot of the element of scenery.

- Defense - Shots and melee attacks made by opponents on the other side of the crenels suffer a -2 penalty. This penalty is in addition to and stacks with interference.

- Breaching the Walls – The walls cannot be completely destroyed; servants of Acheron can only hope to open a breach in the wall. The Darkness player must choose a 10cm section of the wall. When enough damage has been inflicted on the wall to destroy it, a breach opens and the element of scenery must be separated by 10cm. All miniatures standing on the ramparts above the breach are killed by the wall’s collapse and are removed from the battlefield. The walls may only be breached once.

Ladders – Instead of opening a breach, the Darkness player can decide to send fighters to assault the crenellated walk on top of the walls. During army creation, the Darkness player may give a unit a ladder counter for 10AP. If a unit with a ladder is destroyed before having positioned it against the wall, then the ladder is also destroyed and its counter is removed from the battlefield. Carrying a ladder limits a unit to remain in close formation.

- Positioning a ladder - To position a ladder the unit must not have fired, or assaulted during the round. During the control phase, one ladder counter is placed touching the top of the wall and one on the ground touching the unit.

- Climbing a ladder – Only medium based fighters may climb a ladder. Only one unit can use a ladder at a time. To climb the ladder the unit must begin the round in contact with a ladder counter. If no enemy fighter on the top of the wall is touching the ladder counter, then the unit can be placed on the wall in close formation with at least one miniature standing on the ladder counter. Miniatures that cannot fit are temporarily placed off the battlefield to the side.

- Fighting on the ladder - If there is an enemy fighter on the wall touching the ladder counter, the unit must engage him. Temporarily place the unit off the battlefield. The darkness player selects which of the unit’s fighters engages the enemy standing on top of the wall. If the enemy fighter is killed then different members of the unit may make a move to climb up the ladder. A fighter may only move up the ladder if their base will fit on the wall without disturbing the other fighters. These new fighters may start a new combat and engage another fighter if their movement allows it. If they kill the enemy fighters then another member of the unit may move up the ladder and start a new combat, and so on until all the members of the unit have moved or assaulted. If there is not enough room for another member of the unit to climb up the ladder and stand on the wall, then the unit ends its turn. Units on the ladder may still be fired upon or have spells cast on them.

- Pushing the ladders down – The fort’s defenders may push away the ladders to make them fall to the ground. A fighter that starts its activation touching a ladder counter may attack the counter. The ladder has a RES of 4 + 1 for every fighter on the ladder. The ladder cannot be the target of spells or range attacks. If the ladder receives a wound then it falls to the ground. All fighters on it suffer a STR 8 hit. The survivors are deployed in scattered formation around the spot where the ladder counter was. Remove the ladder counters that were placed. The unit regains the ladder counter and may use it again to position the ladder. A unit on the ladder that is in rout panics and falls down the ladder suffering a STR 8 hit for all members.

Griffin Artillery – From the Grey Barrier the Akkylannian cannons relentlessly shell the Limbo of Acheron. At the beginning of the control phase, the Light player designates an enemy unit outside of his deployment zone. He then rolls 3 dice for all batteries. The STR of the Griffin artillery is 14. The difficulty is determined in the following way.

- Unit further than 20cm from the wall: 2+/4+ grant bonus dice.

- Unit less than 20cm from the wall: 3+

- Unit on a ladder or touching the wall: 6+/total number of successes halved, round up.

Reserve Units – The Darkness player cannot use reserves during this battle. The Light player can only have them intervene from the second round on.

Scouts –The Darkness player’s scouts cannot use the effects of the “Scout” ability.

Battle Duration
– 5 turns. Player with most amount of elixir when the game ends, wins.

If played as 2nd battle:
Darkness Victory - Kaiber is breached. Even if the undead open a breach in the wall, Fort Kaiber isn't doomed yet, but it is imperative that reinforcements arrive unhindered.

Light Victory - On the otherhand if the living dead are pushed back, then the troops of Light pursue them and Hod goes into action.

If played as final battle:
Exhausted by the previous encounters, each camp gives all it has for this battle. The victor is then the master of Kaiber and wins the campaign.



Last edited by originalelite on Tue Feb 02, 2010 8:58 pm; edited 5 times in total
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PostPosted: Tue Feb 02, 2010 12:07 am    Post subject: Reply with quote

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PostPosted: Tue Feb 02, 2010 12:51 am    Post subject: Reply with quote

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PostPosted: Tue Feb 02, 2010 12:51 am    Post subject: Reply with quote

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