The Shadow Wars campaign started in 1046, two years after the inconclusive battle at Blackthorn Abbey. The winter snows lasted into the spring campaigning season; therefore, the campaign's first year started slowly because the weather made it difficult to muster the armies. Even in good weather, the notoriously unreliable Bitter Wood Goblins (Pau-Umbarji) only began to emerge from their forests in early summer. In and1046, they were the last to join, the host that had gathered near the site of the old battlefield.
Monday, 6 November 2023
Spendle Moor
The Shadow Wars campaign started in 1046, two years after the inconclusive battle at Blackthorn Abbey. The winter snows lasted into the spring campaigning season; therefore, the campaign's first year started slowly because the weather made it difficult to muster the armies. Even in good weather, the notoriously unreliable Bitter Wood Goblins (Pau-Umbarji) only began to emerge from their forests in early summer. In and1046, they were the last to join, the host that had gathered near the site of the old battlefield.
Opening Moves
Wednesday, 9 August 2023
Fantasy Campaign - The Shadow Wars Maps.
I love games with a narrative. One way of achieving that is to make the battle part of a campaign. I had already fought several battles using the Fantastic Battles rules. These have involved a variety of opponents that reflect my old 10mm Warhammer collection. However, I decided to use my old Orcs, now labelled the Umbarji, the Shadow Ones, in a campaign against the tribes of the Wilderness Steppes. The campaign events occurred two years after the inconclusive Battle of Blackthorn Abbey. Again, Ozbeg, the Umbarji warlord, is the aggressor, launching a campaign of conquest to control the Amber Way, a vital trading highway. Therefore, the Second Shadow Wars began a series of Umbarji raids along the trade route and the market towns of the Lakes.
The Campaign Rules
Eventually, I will post the rules, but I am using this campaign to develop and amend them. The campaign rules in Fatalistic Battles acted as my starting point, which I have adapted for solo play. Therefore, I have added ideas from Henry Hyde, Tony Bath and William Silvester. So, in brief, there is nothing particularly original in the overall design, but as they have developed, some of my ideas have started to appear. This blog aims to introduce the campaign and the thinking behind my rules.Basic Concepts for the Campaign Rules
Here are my main design principles for the campaign. Keep it simple as possible with a minimal amount of record-keeping.
I have used the campaign rules in Fantastic Battles as the framework for these rules.
A Campaign Year has four seasons, three ‘Active’ Seasons' and 1 'Winter Season' for recruiting diplomacy and cleaning up events from the campaigning season.
Each season consists of three months. Each campaign move is one month.
Each month, a Chance card is drawn per side to create uncertainty and aid solo play.
Charlie Wesencraft's weather barometer forms the basis for the weather rules.
The Strategy Map
The design approach of minimal record-keeping means that my campaign maps does the heavy lifting. The most important map is the Strategy Map, which provides an overview of the region where the campaign is being fought. The map below is the second iteration of the Strategy Map for my Shadow Wars campaign. It covers an area about the size of the Iberian Peninsula. Therefore, each hex is about 20-24 miles from face-to-face, roughly equating to a two-day march (in good conditions), although movement rates varied tremulously in the pre-industrial period.
Other maps will include a Diplomacy Map and possibly a Local Map if the action focuses on one area. Using a Local Map is at the player's discretion because the campaign's Active Seasons can be managed by using the Strategy Map alone.
Using the Strategy Map
A ‘point-to-point’ system is used in the Fantastic Battles rules, and this is the system I have adopted. The central locations are picked out as points or nodes on the map. Forces travel from one point on the map to another by moving along roads, paths or ancient causeways that join the different locations. Each path is marked with a circle showing the movement points required between the two nodes. The monthly movement allowance for a Force (a group of units under a single command structure) is four movement points. This can be varied by force marches, faster moving forces, for example, cavalry only or flyers and the climatic conditions.Movement.
I have adapted the Fantastic Battles movement mechanism of drawing chits to provide the movement order. Place chits into a container/bag so there is one chit for every separate Force (army, naval, flying, or a character is unattached to a force). This means the chits may vary each month as armies divide and characters attach and detach. The monthly move is completed when all chits from the container bag have been removed.Basic Movement
The basic movement allowance is 4 points, and a unit must end its move in turn on a node. This means that a Force might be unable to use all its movement because it has insufficient points to get to the next node. Movement points not used are lost and are carried forward. The basic assumption is that (Ancient and Medieval) armies followed established routes on land, riverways, and sea lanes.These base rules on movement can be varied positively and negatively; examples are given below. A fuller list will be published after more playtesting.
Positive Effects on Movement.
- A cavalry (mounted) only force gains one movement point. They lose this if they have taken loot or enslaved people.
- Flyers could count all the circle movement points as 1.
- A chance card can increase movement, scouting or secret route.
- Force marches can increase movement by 1d3, but the army is subject to desertion and fatigue in living armies.
- Magic may enhance movement
Negative Effects on Movement
- The map shows three types of roads. The best route is the Amber Way, built by the ancient and is well supplied with fortified inns and water points. It is the fastest route and is less affected by climatic conditions.
- Weather. The lesser roads/routes can deteriorate the rate due to climatic changes. This may be heavy rainfall, snow and wildfires (something that plagues the Wilderness Steppes). In winter, some of these routes become closed.
- Supply Lines. A Force that can not trace a clear line of nodes back to its home base(s) loses one movement point because more time is needed to forage. However, continuing this can lead to desertion and reduce fighting quality.
- Chance Cards can reduce movement through broken vehicles, poor planning or raiding by a third party, bandits, or resistance.
- Magic can produce weather conditions, illusions and confusion that can reduce movement.
Sunday, 8 January 2023
Workbench 2023
My Campaigns
My first group are those projects I started in 2022 and need to continue or complete. Overall, in 2022 I was better at getting games to the table and averaged about two games a month. I also started two campaigns. The first is a Fantastic Battles campaign, using my own campaign rules to fight the 2nd Shadow Wars. In 2023 I need to continue to develop the rules and move to the next campaign year as an Umbarji (Orc) civil war begins to brew. The second is my Pulp Alley campaign, Tomb of the Serpent, which has now moved to Cario as the heroes try to stop the ancient Egyptian god, Apophis.Strength & Honour and Lion Rampant
God’s Scale 2mm.
The next group of projects centres around the 2mm and can be briefly but inaccurately described as Black Powder games. I recently played the Napoleonic corp-level game, Blucher, using card markers, which I found very enjoyable. I am looking at some other divisional/operational rules, and the plan is to play several Peninsula War battles at both the corp (battle) and divisional levels. The first battle on the list is Vimeiro (1808). The second element of the 2mm adventure is the English Civil War and other conflicts from the seventeenth and early eighteenth centuries. I will use the Twilight Rules (Divine Right and the Sun King). The first game will be the Battle of Cheriton (1644), followed by Edgehill (1642). I am also reading about other battles of this era and may try something from the Thirty Years' War or the Great Northern War. One of the Twilight rules is that they are well served with historical battle scenarios.Naval Wargaming
Naval wargaming is the third main area and a genre often ignored by landlubbers. I plan to use small scales to refight some classic naval actions. The adventure starts with the Age of Sail, with a refight of small engagements after Trafalgar, Cape Ortegal (1805). Ecnomus (256 BCE) will be the ancient venture which will link into my preparations for a1st Punic War or Hellenistic campaign. Last on the list is Cape Matapan (1941) from WWII, a period I have never played before. For each period, the starting point is the rules by Long Face Games.Workbench
The last area is my workbench, where I have several skirmish games. This range from swashbuckling rules, ‘Flashing Steel’ to the Superhero genre employing Four Color Studios rules. I also want to try out 7TV rules and scenarios because of the excellent narrative element. The last pile on the list is some old Kickstarter board games I need to play or sell. What's familiar about all the games on the workbench, they involve a small number of figures and terrain, which I already have in my collection.The Brown Book Initiative
Brown Books!
Closing Remarks
Well, it's longer than I thought, and I have bitten off too much, but isn't that what all wargamers do? To this list, I have to add the new shiny rules and figures that appear in 2023, which will distract me in new directions. Already, I heard that the Two Fat Lardies are publishing a western gunslinger skirmish game; now that is a setting I have not tried!
Enjoy your gaming.
Monday, 5 September 2022
Wargaming & Campaigns
A Pre-Made Campaign - The Tomb of the Serpent
The Home-made Campaign - The Second Shadow Wars
The other campaign uses the Fantastic Battles rules by Nic Wright. The campaign will be played using my old 10mm Warmaster figures; minimal painting should be done. However, I have said that numerous times before! I have already played several battles using these rules, reported elsewhere on this blog.
- Blackthorn Abbey, where the oaks clash with the Wilderness tribes of the Steppes
- Battle of Landon Gate, a high medieval army, fought with the armies of the undead in the most peculiar of family disputes.
- Nidbodmar Bridge, Where the High Elf King launched the Purity Crusades against the Dark Elves.
The project's next stage is to develop these three battles into three separate campaigns. Ultimately, the aim is to combine them into one epic-style campaign.
Old Rivalries and a Forgotten History - The 2nd Shadow Wars.
The first campaign is the continual struggle between the Orcs (Umbarji or 'Shadow Ones') of the Howling Mountains and the tribes of the Wilderness Steppes. The campaign events occur two years after the battle of Blackthorn Abbey and link into the history of Umbarji dynastic rivalries. Meanwhile, the surviving members of the First Umbarji wars amongst the Steppe Tribes are few, and the old stories are lost. The Wilderness tribes also lack a strong leader, as they bicker amongst themselves. It is against this backdrop that the Second Shadow Wars will be fought.Inspiration and Ideas
Thursday, 6 May 2021
The Battle Of Blackthorn Abbey
Fantasy Wargaming is one of my main interests. The traditional mixture of the medieval setting with that magical element appeals. A genre that allows your imagination to create your own heroes, histories and fantastic places. Also, like many wargamers in the U.K., there is the influence of Warhammer with its gothic backdrop. However, my love for writing led me to create my own world, inhabited by its own unique people. Therefore, the rules I currently use for my fantasy wargaming are Fantastic Battles because of their design flexibility. A fuller discussion on fantasy wargame rules and why I chose Fantastic Battles can be found here.
Ozbeg the Maligned
Ozbeg the Maligned was not the most impressive of Great or White Orcs, but what he lacked in physical prowess, he made up with his cunning and his royal birth. His granduncle (Bulad the Bloody) was the last great kaumn (King of Kings) of the Western Umbarji (my Orcs). As usual, Bulad’s death in a raid against the city of Letharac led to the fragmentation of his empire. Ozbeg, a younger sibling of a minor concubine, inherited a small domain around the southern peaks of the Howling Mountains. A lordship that was on the fringes of the now-defunct empire. Reverting to the old Umbarji traditions of plundering and burning, Ozbeg provided his followers with the essentials of life; honour, war, blood, slaves and plunder. While his forces raided and slaughtered, Ozbeg continued to sow seeds of discord amongst his brood brothers. Slowly but steadily, Ozbeg’s horde grew from hundreds to thousands. His hunting lands gradually extended into the great northern plains of the Mammoth Steppes.
Lu’Lak -The Blood Shaman
Ozbeg attracted numerous orcs to his banner as his land grew, including the Blood soothsayer Lu'ak. Lu’ak saw in Ozbeg the potential for wealth and power and proclaimed him the living embodiment of Gijak Creveetor, the Umbarji creator god. The proclamation was heretical, even by Umbarji standards and potentially brought Ozbeg directly into conflict with his siblings. However, most were too far away and too busy fighting themselves to be worried about snotling like Ozbeg. Ozbeg’s semi-divine status attracted many discontents to Ozbeg’s banner. A lighting campaign to the south forced the lesser Umbarji (Goblins) tribes of the Bitter Forest to acknowledge Ozbeg’s hegemony. Ozbeg's ambitions turned to the south to the land of men and ogres. He started to raid the trade road, and the villages and hamlets clustered around the Lake.
The Attack on Marshport
The grass sea had just started to turn to bone-white in the summer heat when a bedraggled runner appeared in Strom Ironheart’s encampment. The man had come from the township of Marshport, where the Amber Way met the Lake's northern shores. The story the messenger told brought dread to Strom's soul. Raiding was a way of life on the Wilderness Steppes. Zebra riders attacked Elk people, Ogres tribes plundered their own and human kin, and occasionally the Umbarji appeared from their mountains to create havoc. However, the story of the Lake-man was different. He told of a strange rhythmic heartbeat that pervaded the night, a strange howling that he swore was in a demonic tongue. Then an incredible feeling of dread before the Orcs swept through the township. Left for dead, he watched his kith and kin, stripped of all their processions or being herded into the night. Those who stumbled were skewered and left to the birds and wolves.
Strom had seen the carnage of a Umbarji raid before, but they had never been bold enough to attack a lake settlement in recent years. However, it was still grazing season, and even if it was more daring than he would expect, one raid did not require the Great Summons.
Autumn Raids
During the autumn months, when the first snow flurries occurred, the Umbarji raids became a torrent. The lifeblood of the tribes, the caravans that crossed to the Steppe, faced constant attack. Even Lakeside, the largest township on the Lakes, had to fight off Umbarji raids.
Rumours from merchants said that a great Orc king once again led his people. For Strom, a young warrior, when Blud wreaked his chaos, his old gut rumbled with fear, and it was now the time to blow the Horn and summon the tribes.
To Battle
Storm and his fellow chieftains had decided on caution because several tribes had yet to answer the call of the Horn. They decide to march to the ruined Blackthorn Abbey, where the Umbarji could be contained before they could damage the Wilderness Steppes trade routes more.
Battle Strategies
Strom planned to hold the centre and Shalak Hill that protected his left while threatening the inevitable Orc advance. The mighty Bison Riders on their right-wing would be the tribe’s offensive arm. They would overcome the Umbarji left and then threaten their central battle.
Ozbeg considered his options limited because he had already sent a third of the host home with the booty taken from the lakeside communities. His interests were to gain the relic within the abbey and to please his warriors, who wanted more blood. The massacring of merchants and their families had proved an unfulfilling pursuit. Therefore, Ozbeg's strategy was simple; use the meat grinder of Umbarji axes to smash through the centre. Let the boys have their blood reward while trying to refuse his flanks to the enemy. The manoeuvre would please his warriors and distract them from the mission to ransack the ruins in search of the relic.
Order of Battle
Opening moves.
An exchange of missile fire opened hostilities, but surprisingly, the first fighting occurred on Skalak Hill. The Zebra Riders had clashed with the over-eager Forest Goblins. As swords clashed, magic crackled across the battlefield as the two battle lines advanced. Ozbeg, at this point, seemed to have the advantage because the Ear Slicers charged forward into the human's shieldwall that managed to hold. However, Rhino Riders on the right flank were slow and could not bring the Umbarji left flank to battle. Would the human centre hold out to allow the Bison Riders to start rolling up the Orc battle line?
Crunch Time
The Meat Grinder Arrives.
The Tribes Centre Collapses
The Story Continues in the Battle of Spendle Moor.
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