I think this is now the 5th Path to Glory campaign I’ve run and I’m returning to our roots this time with a map based campaign using the Ravaged Coast rules pack for Emberstone and army progression.
I’m also bringing back teams. Players will group into teams of five and attempt to take as many regions of the map as they can. Teams will have a home region from which they strike out to seize more territory.
If you want to join us, click on this link for our Narrative Discord Server.

The map has been deliberately left without names or places annotated on it and this will be up to the players to name regions.
1. Teams and Starting Regions
- Players are divided into teams of five, grouped by Grand Alliance: Order, Chaos, Death, and Destruction (or other thematic groupings as determined by the organiser).
- At the beginning of the campaign, each team selects one home region on the campaign map. This becomes their initial stronghold and must be defended to maintain control.
- If a team lose no longer possess any territory at the end of a turn, the team must choose a neutral region for their alliance to attack the next round. If there are no coastal neutral regions then they must choose a coastal region owned by an enemy alliance. All members of the alliance will then attack that territory in the next campaign turn.
2. Weekly Matches
- Each campaign round (typically one week), players are randomly paired with an opponent from a rival alliance.
- Prior to their match, each team must assign one region per player as their target — either to defend or invade. Regions can only be invaded if they are connected to an alliance controlled region.
- These assignments are submitted before matches begin and may not be changed mid-round.
- Each game uses the Age of Sigmar Core Rules including tactical objectives, terrain rules, and battleplans. Along with the Ravaged Coast Battlepack, for the rules regarding Emberstone, Paths and list building. The Battleplans from Ravaged Coast will not be used.
3. Control Scores and Regional Control
- After a battle, the Victory Point Differential (the winner’s VPs minus the loser’s) becomes the Control Score.
- If a player invades an enemy-controlled region and wins, their Control Score reduces that region’s current control total.
- If that total reaches zero, the region switches control to the invading alliance, and any points left from reducing the enemies control score are applied as the winning alliances Control Score.
- If a player defends a region and wins, their Control Score is added to their alliance’s control of that region.
- Neutral or contested regions may be attacked and claimed normally, with the Control Score determining initial ownership.
4. Army Composition Restrictions
To maintain a balanced and narrative-focused experience, the following restrictions apply to all army rosters:
- Unique and Legend units are not allowed in this campaign.
- Regiments of Renown are only permitted if they originate from the Ravaged Coast Battlepack.
- Anvil of Apotheosis characters will not be permitted in this campaign.
- All armies must follow Path to Glory army construction rules using a valid Order of Battle and must include no more than one faction (unless otherwise specified by faction rules).
5. Victory Conditions
- The campaign runs for a total of 12 weeks or until an alliance controls over 50% of all regions on the map.
- If no alliance achieves a total victory, the alliance holding the most regions at the campaign’s end is declared the victor.
- Optional: Special narrative events, alliances, or endgame scenarios may be introduced as the campaign progresses.
I’ll post updates on the campaign weekly here if you want to see how it goes.

4 thoughts on “Woehammer Path to Glory Campaign”