Lharvion
For the first time in 40,000 years, dragons hunt in the Dragon's Maw mountains. Scouts from the armies of the Hammerhead Clan, patrolling into the foothills of the mountains, saw dragons circling the higher peaks and wisely decided to stay away. Human settlers to the east of the mountains also saw dragons flying overhead in the distance, and cowered in their homes for fear that the dragons could spread their destruction further.Hammerhead Clan: Banner 6 scouts into the tile with the White Fang capital, Lagakh Mor, and chooses to move into the tile and try to seize it from them. But the attack is repelled (see previous post), driving them back into the barren territory north of the capital.
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| Dragons spread destruction through the Dragon's Maw mountains, having already burned the fortresses to the west. Meanwhile, the duergar approach Lagakh Mor, while the orcs stand in defence of it. |
Hammerhead banners 1 & 3 choose to move west, intending to lay siege to the orcs there. The White Fang have a choice here: they are not badly outnumbered and could fight, but it is betting everything on the battle. If they let the siege start and then fight next month, the duergar will have had a month of starvation and disease to reduce their fighting strength and so the battle will be easier — but they lose the chance to reinforce the army defending their capital, which was lucky to hold on before and might lose before the end of the year. So instead, White Fang banner 1 will stay to defend the siege while banner 2 retreats to the capital.
(Aside: I realise I have messed up the turn sequence here — all movement should be resolved before all combat, so if banner to retreats to the capital it would have been able to participate in the battle there. Which wouldn't actually happen as the duergar could just choose not to attack this month, expecting to win the battle at the capital. But I got carried away and already played the battle, so I'm just rolling with it.)
The duergar attack the city immediately — there's little reason not to, since they are most likely going to get even casualties, and there's nearly a ⅓ chance to storm the city and destroy the army there. They roll a 9, and storm the city. Mazorn is now in the hands of the Hammerhead clan, and its garrison army is destroyed.
Banner 4 fails to scout again, but the scouts encouter mercenaries that add to their strength by 60 points. Banners 2 & 2 grab villages from the Sulatar and Storm Lords, and banner 8 continues to move south towards the action.
White Fang: Well, they just lost Mazorn and their main army when they failed to defend that siege. That's pretty much game over; they will be out of it very soon now. Their armies just consolidate in the capital and wait for the execution next turn.
I think the outcome would not have been much better if they had done anything else though at this point; earlier rolls that went against them had got them on the edge. Perhaps their best chance would have been not to risk a siege and give up Mazorn, and just fight a slightly-outnumbered pitched battle at the capital; they might have won again. That would still be pretty risky, but maybe the odds were better than a siege.
Storm Lords: The Sulatar capital is well garrisoned, so attacking there is still not viable. Instead, the armies there will just bombard again: this time they roll a 3 and do minor damage. Banner 4 fails to scout, and banner 3 retakes a village from the Hammerheads.
Sulatar: Banners 1 & 2 are besieged and stay defending. Banner 3 starts withdrawing north.
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| End of Lharvion. The Hammerhead Clan are in a position to mop up all territory in the west. Meanwhile the Storm Lords' siege of Searing Heights continues. |
Barrakas
Hammerhead Clan: First order of business, destroy the White Fang for good. Banners 1, 3 & 6 all move to attack Lagakh Mor. This battle I'm not going to wargame, as there is no wargaming system in my repertoire that will give a army outnumbered 5:2 much chance of winning — the orcs stand a better chance using Mighty Empires' simple dice roll for combat.
But it doesn't work out for them. The Hammerheads roll 11 on 2d6, +3 for the 5:2 advantage, giving 14, a crushing victory. The White Fang loses 300 points, their armies are scattered and lose their baggage.
Banner 7 moves out towards the Storm Lords, and banner 5 takes back a village from them. Banner 2 fails to scout and loses 60 points of troops to sickness. Banner 4 scouts a new village. They are too badly outnumbered to defend the fortress here, so they burn it down instead, intending to withdraw to the south if pursued.
White Fang Tribe: Banner 2 loses another 90 points due to starvation and disease, now that the baggage is lost.
Storm Lords: Banners 1 & 2 assault the Sulatar capital. And they roll a 9 (-1 due to the relative strength of the armies, taking into account the x2 defensive bonus for the city, +1 due to the bombardment the previous turn) — that's enough to storm the city. The city is overrun and the garrison is destroyed.
Banner 4, though, is paralysed by mutiny; it will be unable to move this turn or next. The Storm Lords are lucky that there are no armies close to their capital able to take advantage of this.
Banner 3 is in a tough spot, with two duergar armies advancing towards it. Defending cities seems to be a bad idea this year, so they decide to withdraw.
Sulatar: They are basically out of the game; their one army is too small to do anything useful, and they probably need to ally now with the Storm Lords if anyone is to survive the coming duergar onslaught.
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| The month two empires fell. Hammerhead Clan armies occupy Lagakh Mor, and Searing Heights has falled to the Storm Lords. |
Rhaan
Hammerhead Clan: Banners 3 & 6 spread out taking over former White Fang villages, and banner 1 takes over the ruined fortress to the south, driving out the White Fang's armies.
White Fang: also out of the game effectively at this point.
Storm Lords: Banner 1 seizes a village from the Sulatar.



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