Sunday, April 15, 2018

The Nether War

The Nether Mountains

Situated near the Sword Coast, the Nether Mountains have long been haven for dark forces.  It is the legendary home of the Morueme dragon-clutch, and many clans of savage humanoids that pay them homage.  It is perhaps no wonder that it is now the site of much conflict, as the outer world presses in upon the domain of the dragons.

D&D Nether War Base Map
Base Campaign Map
The Nether War

From Shadowtop Cathedral all the way to Nether Peak on the eastern side of the mountains, an ominous gloom has fallen across the land.  The dragons and their minions are on the move, and they have even formed alliances with dragons from across Faerun.  Now, they marshal their armies and prepare to lay waste the domain of the Free Folk.

The targets of the dragon's march from Nether Peak will be Jalanthar and several other communities, including Newfort.  Most importantly, the dragons must rid themselves of the troublesome presence of goodly folk of the Emerald Enclave at Shadowtop Cathedral.  Once these marks of civilization have been cast down and burned to ash, a new kingdom ruled by dragons shall emerge.

The Cult of the Dragon is at the forefront of this operation.  The cult's agents sought out the most wicked of dragons across the land to deliver a message - join in the Morueme's conquest in the north and share in the spoils.  Of course not all the agents returned successful (or at all) from entreating with the evil dragons, but a great many of those dragons (and other fantastic beasts) have arrived to take part in the promised slaughter.

The Zhentarim, for their part, have been skeptical but remain willing to help.  In exchange for pittances from the dragon's substantial hoard, they have deployed agents and mercenaries all around the countryside.  When the war horns sound, they will be ready to assist the forces of the dragons.  As always, the Zhentarim hope to profit in the new 'political' landscape.

The Harpers, ever with their ears to the ground, have been following the developing preparedness of the Zhentarim with alarm.  Eventually their agents traced the activity back to the plans of a red dragon who was not known to be active in the area, and exposed the Cult's operations.  Quickly as they could, the Harpers marshalled together what forces they could. Knowing that Shadowtop Cathedral would be the ultimate target of the incursion, the Harpers marched to aid the Emerald Enclave.

The Emerald Enclave has been preparing for this war for some time.  They knew the signs, and had watched the dragons for many long years.  Once the Zhentarim began to mobilize, they knew the time was nigh.  War is near, and the Enclave stands far more ready than most.


Iron Seer D&D
You've met with a terrible fate, haven't  you?
Campaign Rules

The campaign map shows several bases the various factions control throughout the Nether Mountain region.  The ultimate goal of the campaign is to destroy all the opposing faction's bases while maintaining control of your own.  Each of the two opposing sides have eleven bases to begin with, and the first side to lose all their bases to their opponent's attacks lose the campaign.

Campaign play proceeds in a set of turns.  Each campaign turn, the players on each team decide where on the enemy map they will attack next.  Each specific base has it's own rules on which games will be played and the specific scenario.  If the attacker wins, that scenario is considered cleared.  Once all the scenarios associated with a base have been cleared by an attack, that base is destroyed.  The scenarios on each base must be played in numbered order.

An attack is considered 'in progress' until the attacker is halted by the defender.  Therefore, you can clear a base in a single attack if you win all the scenarios and 'clear' it.  Once all games associated with the campaign turn's attacks, a new campaign turn will begin.

The bases themselves are ordered into tiers.  All bases on the lower tiers must be cleared before an attack may be declared on a higher tier.  Each scenario will be fully described in further sections, and will be linked below when updates are made.


Evil Forces of the Zhentarim and the Cult of the Dragon

Tier 1 - Outposts
Tier 4 - Fortress
Goodly Folk of the Emerald Enclave and the Harpers

Tier 4 - Fortress

The campaign will make use of several different rulesets, each of which will be laid out in the scenario.  D&D Attack Wing and the D&D Miniatures Handbook (3rd Edition) will be used as the basis for many of the battles.  However, several different rulesets could be used by enterprising hobbyists such as Battlesystem Skirmish for AD&D 2nd Edition (we'll get there) or perhaps using Kings of War for mass battles.  Any additions to this list made during development will be updated here.

Battles begin 6/10/2018, so prepare your forces for battle.  Join the Zhents, the Cult, the Enclave or the Harpers.  Stats and release information on Wizards of the Coast miniatures can be found at this site, but we will be using similarly equipped models from our massive collection as stand-ins for certain models.  Furthermore, the use of the combat grid will not be used for Miniatures Skirmish when using the D&D Miniatures Handbook, and the game will instead be treated as a normal miniature battle game.

Campaign Scoring

At the end of the campaign, determine the amount of remaining bases the victorious faction has.  Count any base if it is not cleared by the enemy.  Find the Campaign Narrative level from this score, and then compare it to the Victory tables on the Fortress scenarios.  We'll then have a narrative to start our next Sword Coast campaign in!
  • Outposts are 4 Campaign Points each.
  • Bastions are 3 Campaign Points each.
  • Strongholds are 2 Campaign Points each.
  • The Fortress is worth 1 Campaign Point.
Total Points Campaign Narrative
1 to 3 Narrow Victory...
5 to 11 Victory!
12-18 Total Victory!
19 to 26 Heroic Victory!
27+ Victorious Domination!

Sunday, April 8, 2018

Horizon Wars

Horizon Wars Cover by Osprey Games
Buy Horizon Wars right here, right now!
Osprey Wargames, man.  I have to admit I think they've been my favorite publisher for the last 7 years or so.  I actually saw a few of their books at one of the biggest FLGS in the state recently, and I'm happy the wargames community explored other things after the...fallout of edition changes.

I like just about everything they do, certainly everything I've read.  While they may not be perfect (cost of naginatas in Ronin makes no sense), each one of them is cool in it's own right.  There is a staggering variety, pretty much something for everyone and new stuff coming out every day.

A lot of folks don't know about Horizon Wars, and that's a shame.  It's a combined arms wargame centered around mecha, and as far as it goes this is a steal.  It's a great game, and it will be the next game I jump on for campaigning, modelling and terrain building.  It's time to smash giant robots together, and fly around with helicopters and stuff.

One of the cool things about a lot of the Osprey Games is that many of them are somewhat setting and scale agnostic.  I'm going in with 10mm, an odd scale...but it's gaining traction with a lot of gamers.  I'm going to use Horizon Wars to play miniature games with the Battletech setting, during the Dark Age.  I'm not going to limit myself to purely Battletech models, either...since it's 10mm, I've got some Mechwarrior: Dark Age models to start with.  However, I've also got a lot of Reaper C.A.V. models, some generic WW2 infantry who's name and manufacturer escape me at the moment, and I'm going to pick up some stuff from other 10mm ranges like Firestorm Planetfall (defunct or not, I'm not quite sure) and Dropzone Commander.

Horizon Wars also uses the oft-shunned D12 in the basic mechanic.  I'll have to buy some extras just for this game, because believe it or not I just don't have that many.  Not very many games make heavy use of them except perhaps RPG's, and then not so much.  The very first die I ever owned I found in a ditch in Kansas, and it was a D12...one of the old, old ones you had to color in.  I assume it was in a bar ditch because no one likes D12's.  I still have that die, 26 years later.  Somewhere...I think it's in the big bag of old dice my daughters play with.  I should look for that to make sure I'm not lying.

I've decided that 10mm terrain can probably fill in at 6mm as well, especially with generic things like roads, monorails and nondescript buildings.  We're going in on a moon base table this time, because why shouldn't gravity and vacuum not be represented in our games?  We're all about being inclusive, so maybe your pilot will suffocate, be nuked alive by un-shielded radiation or maybe just float away into space after an explosion.  I'm still looking for good moon bases at 10mm, so if you know where I can find some drop a line in the comments.

FYI - I found three copies of Horizon Wars at a Half-Price Books in Oklahoma City a few weeks back.  Next time I run across something like this I'll make sure to pick them up.  I bet a couple of you guys out there would be interested in this, so take a look and see if it passes the bar.  The flexible force design rules should be enough to coerce you into a game.

...and to anyone who asks the asinine question:

"If you wanna play Battletech bruh why don't you just play Battletech?  You just talked about it anyway??"

To that, I can only say I never said I wasn't playing Classic Battletech.  Or Alpha Strike.  I love me some old school FASA boxed sets too.  In fact, I was once a total FASA fanboi.  I even love Renegade Legion, and most BT guys I know don't have any idea what that even was.  Shadowrun was the first RPG I ever bought myself, and I ordered Earthdawn 1st Edition so long ago that the mail carriers couldn't find my house and I had to have it delivered 45 miles away.  Don't sass my BT cred.

Horizon Wars might seem like it's limited, but it's actually very flexible in the sort of games you can play.  I might even throw the ol' RL grav tanks on the field and see how they play in the ruleset.  There are several semi-official(?) expansions written by the author, such as BioWar, DataWar, MetaFormers and more.  Check out the Facebook group here and dig the massive Files section, where folks have shared their translations of other game worlds such as Robotech, Planetfall and Infinity.

Check out Precinct Omega's Horizon Wars section.  It is the author's website, and you can find a lot of related materials.  Check out some of the other projects there as well for extra internet points.

So I guess what I mean to say is:  Get your robot runnin'.  Head out to the moon base.  Look for a heat signature in every game you play.  Yes comrade we will make it happen, take the foe in a death embrace.  Fire all your guns at once, and explode your heat gauge.

Sunday, April 1, 2018

Random Deathwind Corridor Missions

Kihraxz Attack Squadron!
Heavily armed and highly organized coalitions of mercenaries and pirates roam Deathwind Corridor.
We've been playing a lot of the standard scenario, and it's been brought to my attention that we need more missions for the campaign / general play.  Our group generally has always enjoyed the dynamic that the forces are built before the scenario determined, but in X-Wing that's not the practice.  You might not think it would, but it's actually kept us from playing a lot of the missions as part of campaign play.  This post will set up the framework we will use going forward for choosing missions to make for a more chaotic, interesting campaign.

First, let's talk about terminology.  Besides the places in the galaxy they refer to, Deathwind Corridor and the Cloak of the Sith have specific meaning to us.  Herein, the term 'Deathwind Corridor' refers to the general metagame we have created.  You might see this as the background setting for most of the campaigns we are going to run in the Star Wars galaxy across several rulesets.  Though we may bounce around the galaxy, the Deathwind Corridor will always be our pirate hidey-hole.  The 'Cloak of the Sith' refers to the title of the current, ongoing campaign.

Mission Procedure (X-Wing 1e)
  1. Select Game Size
    • Squadron Size 100-300 for Standard games.
    • Squadron Size 300-500 for Epic games.
  2. Determine Scenario
    • Mission
      • Any mission can be agreed upon and played.
    • Random Mission
      • 100 point squadrons can dice for scenario; see below. 
    • Sortie (Standard Game)
      • Any non-mission game 100-300 points in squadron size.
    • Epic
      • A Standard mission with Epic ships 300-500 points in squadron size.
The players can choose any type of scenario they like, or they can roll a random mission from the table below.  These missions are most usable with generic, 100 point squadrons with no other squadron restrictions than normal.  If any issues arise, this post will be updated to reflect any modifications with the mission selection.

Squadrons can be selected at any point during the mission selection / setup phases, though both players should be done around the same time.  Many squadrons are formed beforehand, and that's fine.  It doesn't really matter, with our metagame.

Random Mission Lists
We have lots of dice, so we can use a D12.
  1. Mission 1: Political Escort
  2. Mission 2: Asteroid Run
  3. Mission 3: Dark Whispers
  4. Mission 4: Den of Thieves
  5. Mission 5: Preystalker
  6. Mission 6: Undeniable Assets (Lambda-class Shuttle Expansion Pack)
  7. Mission 7: Cutting the Cord
  8. Mission 9: Jump To Subspace
  9. Mission 17: Disable the Relays  (Imperial Veterans Expansion Pack)
  10. Mission 18m: Outer Rim Raid
  11. Mission 20: Patrol Ambush  (U-wing Expansion Pack)
  12. Mission F1: Ambush
All of this is just for starters.  Eventually we will provide variants for Epic ships, and maybe even complications for Standard Sorties to shake it up.  Get out there and shoot down the enemy!