Wednesday, 30 July 2008

You Can Now Get Your Codex...


Just to let you know that we've gradually started adding codexes/army books to our stock items, due to popular demand. No more waiting for an order to come in, when your kicking off that new army. We'll grow the range to include all popular armies over the next couple of months. Check them out on our usual pages.

Tuesday, 29 July 2008

Summer Warhammer

Missing the cut and thrust of the campaign? Never mind - all back to normal soon. All our regulars should also know that gaming continues, all be it in a less serious manner, every Thursday during the holidays. You can also check out our current Games Workshop stock here. Oh, and this made me laugh.

Wednesday, 16 July 2008

Original Backgrounds - Dwarves/High Elves 2


Dwarves

Art in your deep catacombs tells of the hardships your people faced at the hands of elves in the wars of long ago. They also, however tell of the great victory that was ultimately won in this part of the world, when you drove the Elves from their ancient forest home. Whilst it has been many centuries since the local Wood Elves dared to confront your people, your scouts report that High Elf vessels have been spotted off the shores. Your forefathers will not rest easily unless they are once again repulsed from these lands. The Wood Elves also have finally come out of hiding too. Zursa Mheryeltine must not allow them to gain control over these lands again.

Bonus Point Conditions

If either High Elf army is destroyed before the end of the campaign, you will receive 1000 bonus points.

If the Wood Elf army has less than 500 points (before bonuses), you’ll gain 500 bonus points.

Special Conditions

Dwarf army movement is not inhibited in the mountains. Your army dislikes forests however and they move at half speed in woods.

High Elves

Your foolish cousins the Wood Elves live in these parts. Sure they have their own forest, but what they don’t know is that once the vast desert in this land was a far more ancient wood. Long ago in the times of war with dwarves, your people were forced from these woods and without you, the trees withered and died. Now is the time to bring it back to life. Tales tell that the ancient magical stone that marked the centre of the wood is still intact. Two great ships have set sail full of noble High Elves. Your army, in the second ship, has been charged with revenging your kin against the local Dwarves, whilst your brethren secure the ancient forest. As Ider Ulap, the leader of these High Elves you have known personal suffering. Your brother died recently at the hands of an Ogre. If the chance comes along to avenge yourself against their kind, you will lay some of your ghosts to rest.

Bonus Point Conditions

If the you capture the Dwarf stronghold before the end of the campaign, you’ll gain 1000 points.

If the Ogre army has less than 500 points (before bonuses), you’ll gain 500 points.

Special Conditions

High Elves move at double speed in Woods, but half speed in desert and mountains.

Original Backgrounds - Wood Elves/Bretonia 2


Wood Elves

Hemselt Shetwizattne has lead the Wood Elves of these parts in peace for most of the last hundred years. Only occasional proplems with Ogres have got in the way of your settled way of life. But now outrage of outrages, there are human settlers in these parts. What’s worse is that you’ve discovered they have plans for chopping down forests! This must be stopped and quickly. For the first time in many years, you have mobilized your forces. Action must be quick and decisive!

There’s also news that High Elf vessels have been spotted on the horizon. You’d love to know what they’re after.

Bonus Point Conditions

If either Bretonian army is completely destroyed, you’ll gain 1000 bonus points.

If you can capture the High Elves secret, you’ll gain 500 bonus points.

Special Conditions

The Wood Elves can move normally in Forests, but movement in mountains costs double.

Bretonians

As Farmac Shanelun, you are responsible for one of the two deployments of the Bretonian army in this area and are tasked with establishing a trading route to help your home economy. Your forces had been based at the logging operation at the top of the valley. Crucial to your success here was the establishment of a series of guard posts along the river. These allow fast communication between your outpost and the small town of Bustop. News reaches your ears daily of troops on the move around the countryside. Now these guard posts must be protected. If any fall, then it will be the beginning of the end for your community here in Norsca. There are also Orcs in these mountains. They will be an ongoing threat to your logging centre if they are not eliminated.

Bonus Point Conditions

Defend the four border posts along the valley from attack. If you control all four at the end of the campaign, you’ll gain 1000 bonus points.

If the Orcs have less than 500 points at the end of the campaign (before bonuses), you’ll gain 500 points.

Special Conditions

When in the valley, within 5 squares of the river, your army moves at 1.5* speed. They are poor at moving in woods and mountains and here movement costs double.

Original Backgrounds - Chaos/Bretonia 1


Chaos

Varje Meronyac is not a happy man. You sent a demand to the Bretonians and they’ve had the audacity to ignore it. Do they not know who you are? You must teach them a lesson and wipe them from the face of Norsca. Your spies tell you that they have a line of communication that runs from their town to their logging encampment. If they lose control of this, they will soon perish in these wild lands. While your army is out and about, it would be good to deal a blow to the dwarves. They’re just so plain good. You don’t like that one little bit!

Bonus Point Conditions

Hold at least two of the Bretonian outposts in the valley at the end of the campaign and you’ll gain 1000 bonus points.

If the dwarf army has less than 500 points (before bonuses), you’ll gain 500 bonus points.

Special Conditions

Your army is well trained and organized and can cross any terrain at normal movement rates.

Bretonia

As Rayme Choynli, you are one of two Bretonian commanders whose job it is to gain control of Norsca. Your army is based in Bustop and you must defend it at any cost. There are signs that the dreaded Skaven are on the move, and your superiors in Bretonia would be particularly pleased if you were to defeat them.

Bonus Point Conditions

Keep the town of Bustop safe until the end of the campaign and you will gain 1000 bonus points.

If the Skaven army is wiped out, you will gain 500 bonus points.

Special Conditions

Whilst moving in the land you control, within 4 squares of the river you gain an extra square for every two you move. Your troops though aren’t good in mountains and forests and movement here costs double.

Original Backgrounds - Skaven/High Elves 1


Skaven

Borsra Shadow has led his band of Skaven for some time now. Out in the desert, it’s fairly lean pickings, but it’s what you call home. Raiding human populations is what you love and now is the time to attack. You’ve built your forces and it’s time to move. The humans have built a town, have they. Well lets see if we can upset things.

Bonus Point Conditions

Capture and hold the town of Bustop at the end of the campaign, and you’ll gain 1000 bonus points.

It seems that incomers may wish to capture your desert home for themselves. It’s hard to see why they’d want it, but if you can protect it and still control it at the end of the campaign, you’ll gain 500 bonus points.

Special Conditions

Skaven’s ability to move secretly around the world is a great bonus. They suffer no movement penalties on any type of terrain.

High Elves 1

Your foolish cousins the Wood Elves live in these parts. Sure they have their own forest, but what they don’t know is that once the vast desert in this land was a far more ancient wood. Long ago in the times of war with dwarves, your people were forced from these woods and without you, the trees withered and died. Now is the time to bring it back to life. Tales tell that the ancient magical stone that marked the centre of the wood is still intact. Two great ships have set sail full of noble High Elves. Your army, in the first ship, has been charged with recapturing the desert and defending it against all comers. The young humans also seem to think they have some sort of claim over this ancient land. If you deal a blow to them, Yanor Vidad will be well rewarded his your superiors.

Bonus Point Conditions

Fortify the edges of the desert and control the ancient stone in the centre and you will gain 1000 bonus points.

If either human army is destroyed by the end of the campaign, you’ll gain 500 bonus points.

Special Conditions

High Elves move at double speed in Woods, but half speed in desert and mountains.

Original Backgrounds - Orcs and Goblins/Ogres

Orcs and Goblins

As Orc Warboss, B'tr Eter Gleridaxe, you don’t have your problems to seek. Young upstarts are lining up to try to become the new Warboss. Many of your previously loyal subjects are becoming restless. You need to respond in the only way that will gain their respect – all out battle. Military victories are a must and they need to come quickly. Fortunately times are changing around here and everywhere your scouts look, there are armies on the move. Perfect. Lets get them!

You start in your encampment in the mountains on the far north of the map – the dwarves who haven’t been seen above ground for many long years are on the move, and victory over them will be your top priority. But hey, victories are victories and the more damage you do, the more chance you have of staying Warboss.

Bonus Point Conditions

If the Dwarves finish with less than 500 points before bonuses, you will gain 1000 bonus points.

If at least four other armies are destroyed before the end of the campaign, you will gain 500 bonus points.

Special Conditions

Your orcs can move without hindrance in the dark places of mountains and woods, however they dislike open spaces. If you are more than 5 squares from a mountain or wood, your movement costs are doubled.


Ogres

Thieve and steal, it’s the life of Ogres. It’s been lean pickings in these parts for longer than you can remember. Dnal Yeenau has long coveted the riches of the Wood Elves, however they’ve always kept the borders of the woods strongly guarded. Now things seem to have changed - the guards are fewer and perhaps you can wreak some havoc and plunder their treasure hordes.


For the first time you can also smell a new food type in the air – humans! Mmmm, delicious.


Bonus Point Conditions


Hold the wood elf stronghold at the centre of the woods at the end of the campaign and you’ll gain 1000 bonus points.


If either Bretonian army is destroyed, you’ll gain 500 bonus points.


Special Conditions

The large size of Ogres makes movement through forests extremely difficult and movement costs are trebled here. They can however move at double speed in open land.

Final Standings For Campaign 2

1st Bretonians 2 Farmac Shanelun 8467
2nd Dwarves Zursa Mheryeltine 7249
3rd High Elves 1 Yanor Vidad 6732
4th Wood Elves Hemselt Shetwizattne 5464
5th Bretonians 1 Rame Choynli 5328
6th Orcs/Goblins B'tr Eter Gleridaxe 1628
7th Ogres Dnal Yeenau 0
8th Skaven Shadow Borsra 0
9th Lords of Chaos Varje Meronyac 0
10th High Elves 2 Ider Ulap 0

Thursday, 3 July 2008

Campaign Map After Week 5

Scores After Week 5

1st Bretonians 2 Farmac Shanelun 5910
2nd High Elves 1 Yanor Vidad 4932
3rd Wood Elves Hemselt Shetwizattne 3782
4th Dwarves Zursa Mheryeltine 3589
5th Bretonians 1 Rame Choynli 2966
6th Orcs/Goblins B'tr Eter Gleridaxe 1543
7th Lords of Chaos Varje Meronyac 1454
8th High Elves 2 Ider Ulap 751
9th Ogres Dnal Yeenau 353
10th Skaven Shadow Borsra 125