Category Archives: Narrative Play

Woehammer: Circle of Blood – Old World Narrative Event (21st/22nd March)

I’m on countdown now to our narrative event, and to say I’m looking forward to it would be an understatement.

It’s taking place at Battlefield Hobbies in Daventry, UK on the 21st and 22nd of March.

As the title says, we’ll be playing through the Circle of Blood campaign book that old timers may remember from the 90s. Yes, I’m getting old….

Circle of Blood pitted the Undead against the Kingdom of Bretonnia, as the Red Duke sought to exact vengeance on his old foes and bring Aquitaine to its knees.

Our players will be split into two teams, good and evil. Over the course of the weekend we’ll be playing through the entire campaign book to see whether the Red Duke humbles Aquitaine, or whether the Forces of Good hold their ground and finish off the Red Duke once and for all.

We’ve a maximum 8 places for each side and we’ve a few spots left. We currently have 3 spots left on both teams, so if you’re interested email me on thewoehammer@gmail.com.

Each game round result will be determined by the overall result from the tables. I.e. if more of the tables see the Ravening Hordes victorious, then the conditions of the result will apply to all players going forwards.

Game 1: Night Battle at Mercal – Saturday Morning

For this battle the Forces of Fantasy players will need a list of 1,000 points that features one character, either on foot or on a horse to take the place of a Holy Knight.

The Ravening Hordes will need a 1,500 point list that includes a Wizard of no more than level 2 either on foot or a horse to take the place of the Necromancer.

The Forces of Fantasy will be deployed around the centre of the table while the Ravening Hordes will be deployed along three edges.

If the Ravening Hordes Wizard manages to cast “Raise the Dead” on an 11+ within 6″ of the centre of the battlefield they will win. If the Wizard is slain during the battle the Forces of Fantasy will be victorious.

ROUND RESULT:
If the Ravening Hordes lose the battle, each Ravening Horde player will start the final battle with 100 points less in the final battle.

Game 2: Defence of the Tower – Saturday Lunch

The Forces of Fantasy players will be the defenders in this game, and will need an army of 1,500 points that must include one Wizard of no more than level 3 and mounted on nothing larger than a horse.

The Ravening Hordes player should also have a 1,500 point list that includes one combat hero either on foot or on a mount no larger than a horse.

The Forces of Fantasy will need to defend a tower and a lake that are in their deployment areas. To defend these they will need to have an unbroken unit within 6″ of either and no enemy models within 6″.

The Ravening Hordes can win a sudden death victory by slaying or routing the Forces of Fantasy Wizard.

ROUND RESULT:
If the Forces of Fantasy lose this battle, each Forces of Fantasy player will start the game with 100 points less in the final battle.

Game 3: Race for the Bridge – Saturday Afternoon

The Forces of Fantasy players should use their earlier 1,500 point list which must include one combat hero on foot or on nothing larger than a horse.

The Ravening Hordes players should have a 2,000 point list which should also include a combat hero either on foot or mounted on nothing larger than a horse.

The Forces of Fantasy will be deployed in one corner of the battlefield in a 24″ square. The Ravening Hordes will start on the opposite short table edge no more than 12″ from the edge.

Victory will be decided by whether there are any unbroken Ravening Hordes units inside the Forces of Fantasy deployment zone, If there are, the Ravening Hordes win the battle.

ROUND RESULT:
If the Ravening Hordes are victorious then the Forces of Fantasy players will be unable to use the deployment movement as specified in the Battle of Ceren Field. I.e. if they finish deploying first, they would be unable to use the movement mechanic while RH are still deploying.

Game 4: The Battle of Ceren Field – Sunday

This will be a doubles game with all the players using their 1,500 point lists in the final game. They will need to adjust these lists taking into account the results from the previous day, and any impact those games may have had.

The result of the final battle will determine whether Aquitaine is razed by the Red Duke or whether it survives.

The full campaign download is below if you wish to play this with your friends at home. Players in attendance at the event will receive a physical copy of the book to take home.

Stormcast Eternals: Story Mode

Narrative play in Warhammer Age of Sigmar often falls into one of two camps.
On one side, you have full campaign systems that are deep and structured, but also time and admin heavy, as well as being difficult to maintain.

On the other, you have one off narrative battles. These are fun in the moment, but once the game ends, thats it.

Stormcast Eternals: Story Mode is designed to sit between those two extremes. It’s not a campaign book, it’s a narrative engine that generates your character and continuity between any battles you play. With almost no admin for the player.

What Is Story Mode?

Story Mode is a browser based narrative tool designed specifically for Stormcast Eternals players. It creates an evolving story for your army based on the results of your games, without requiring much in the way of admin, a games master, or campaign packs.

You interact with it entirely through simple actions. Generating characters, rolling missions, and recording outcomes. Everything else happens behind the scenes.

Your General

Story Mode begins by generating a named Stormcast general, complete with a short narrative background. This is not intended to overwhelm the player with lore, but to provide just enough to make your army feel anchored in the Mortal Realms.

You can generate:

  • A full starter profile (general + opening mission)
  • A general only
  • A new background if you want a different tone

The aim is simple, your army starts as a story rather than a list.

Narrative Missions That React to Results

Each stage of Story Mode presents a narrative mission. These are not battleplans, but story prompts designed to frame your games.

Players can:

  • Roll a new mission
  • Reroll the narrative hook while keeping the same mission type
  • Play the game using any format they prefer (matched play, spearhead, casual, narrative)

After the game, the only input required is the result. This will determine what happens next.

Branching Outcomes and Persistent Consequences

Story Mode does not reset between games, and it does not protect you from failure.

A loss doesn’t end the story, it’s just a narrative branch.

Your next mission and story direction are influenced by what has already happened.

Over time, your Stormcast force develops a history shaped by success and defeat. This allows players to build a campaign experience, even when games are played only occasionally or against different opponents.

Interludes: Optional Narrative Depth

Between battles, players can choose to roll Interludes. These are short narrative incidents that represent events away from the battlefield.

These are entirely optional, but provide additional flavour and decision-making. These may be around political tensions, moral choices or the consequences of previous actions. Interludes exist to add to the story without adding mechanical burden.

Reputation: A Living Narrative Meter

Story Mode also includes a simple reputation tracker that reflects how your general is perceived within their faction.

Their reputation shifts over time based on battle outcomes and your narrative choices. It doesn’t affect points, lists, or the rules, but it does influence the tone and direction of future narrative elements.

Your Stormcast earn a reputation, whether they deserve it or not.

What Story Mode Is and Isn’t

Story Mode is a narrative first and low admin system designed for players who want to create stories between and for their games without forcing their opponent to take part.

Story Mode isn’t:

  • A competitive tool
  • A replacement for Path to Glory
  • A list-building system

  • A rigid campaign structureI

It is intended for players who enjoy narrative continuity but don’t want to manage an entire campaign to get it.

Why We Built It

At Woehammer, we spend a lot of time analysing data, win rates, and competitive trends. But narrative play is still where many players find the most personal enjoyment in the hobby.

Story Mode exists to support that style of play with simple inputs, automated outcomes, and stories that grow naturally over time.

Try It, Break It, Tell Us What Happens

Stormcast Eternals: Story Mode is now live and available for general use.

We’re particularly interested in feedback from:

  • Narrative players
  • Casual groups
  • Players who struggle to maintain long-form campaigns
  • Anyone whose Stormcast story went completely off the rails

This is a work in progress project and your stories help shape where it goes next and whether we do this for other factions too.

Warhammer: The Old World – Arcane Journal: The Razing of Westerland Review

Warhammer: The Old World continues to expand its library of Arcane Journals, and this time the spotlight falls on Frydaal the Chainmaker and the burning of Westerland. In this review I look at the lore, the gorgeous maps, the Path to Glory rules, and the slightly awkward subject of rebasing your Marauders (again).

What is The Razing of Westerland?

The Razing of Westerland is the latest Arcane Journal for Warhammer: The Old World. Focusing on Chaos Marauders and their invasion of the Empire’s northern coast. Inside it you’ll find:

  • Narrative background for Frydaal the Chainmaker and her hordes
  • Regional history and battles across Westerland
  • New rules and army options for Chaos Marauders
  • A Path to Glory style campaign system for The Old World

It is aimed at players who want more story and flavour for their Chaos forces, as well as groups looking to run a linked campaign.

Lore, Art and Maps: The Real Highlight

The strongest part of this book is the lore section. The narrative around the Doom of Hollun, the defence of Oostwald and the grinding campaigns across the coast is well written and drenched with atmosphere.

For me the real stars are the maps. The book features sweeping invasion maps that show how the forces move across Norsca and Westerland. Giving you an immediate sense of geography and make it much easier to imagine your own battles in the same locations.

Path to Glory: Fun, But Not Deep

The Razing of Westerland includes a Path to Glory campaign framework for The Old World. But this is essentially an escalation league system:

  • Players start with a smaller army and grow it by a set amount between games
  • Units can gain experience and veteran abilities
  • There are simple rewards for winning battles and completing objectives

It works, and it is easy to run. This is a good thing if you want to get a campaign up and running at a club without scaring people off with bookkeeping.

However, if you are used to the more detailed Path to Glory in Age of Sigmar or Crusade in 40K, this version will feel quite light. There is not much in the way of:

  • Purchasing or managing units as a resource
  • Long term injuries or scars
  • Branching narrative choices
  • Detailed faction specific upgrades

It does the job, but it could have been much more. I would have liked to see a proper Old World campaign system where you are forced to make choices about what you buy and how your army changes over time.

Marauder Base Size Changes: The Awkward Bit

We need to talk about bases.

The new Chaos Marauder kits are larger and this has forced Games Workshop to push their base size up to 30mm. From a visual standpoint this makes sense.

The problem is for players who already rebased their classic 20mm square Marauders to 25mm for The Old World launch. Being told that those same models should now be on 30mm is frustrating. It means:

  • More time spent rebasing
  • More money on new bases or adaptors
  • Units no longer matching the rest of the army if you decide not to change them

None of this ruins the game, but it does leave a sour taste.

Rules Content for Marauders

Beyond the campaign system and base sizes, the book adds flavourful touches for Chaos players:

  • Focus on different Marauder cults and their favoured gods
  • Themed options and abilities that lean into those identities

It is not a huge competitive shake-up, but it does give Chaos armies more character.

Who is This Book For?

You will get the most value from The Razing of Westerland if:

  • You love Old World lore and want more detail on the northern invasions
  • You enjoy campaign play and want a simple escalation framework
  • You collect Chaos Marauders and want more story and flavour for them
  • You like using maps and specific locations to build your own scenarios

You may be disappointed if:

  • You only care about matched play balance updates
  • You are looking for a deep, crunchy narrative system on the level of AoS Path to Glory or 40K Crusade

Final Thoughts

The Razing of Westerland is a strong addition to Warhammer: The Old World if you value narrative and presentation. It is a book that makes you want to set up campaigns and run raids on named villages.

On the other hand, the Path to Glory rules are more of a tidy escalation league than a full narrative engine and the Marauder base size change feels like another hurdle for existing players.

If you are here for story and inspiration, it is well worth picking up. If you’re hoping for heavy campaign mechanics you might want to take a closer look before committing.

Woehammer Old World Narrative Event: The Circle of Blood 21st/22nd March

Following of the back of our most recent narrative event – the Return to Mortensholm – we’re looking to get back to the Old World soon. We’ll be returning to Battlefield Hobbies on the 21st and 22nd March 2026 whre we’ll be running through the Circle of Blood campaign from 6th Edition Warhammer Fantasy adapted for the Old World.

Players will need a 1,500 point painted Warhammer Old World army using either Warhammer official supplements. Full details of the battles and schedule for the weekend will follow in due course, but each player will receive their own mini Woehammer Circle of Blood campaign book on the weekend.

The event will start at 9am on Saturday 21st March and finish on Sunday the 22nd March at 5pm. You’ll be able to take part in 3 one-on-one games over the Saturday as well as a further one-on-one on Sunday monrning and a doubles game in the afternoon.

Battlefield Hobbies is located in Daventry, Northamptonshire in the UK.

You don’t need to turn up with a friend, we can pair you with a friend-you-just-don’t-know-yet should the need arise.

We’ll have prizes for 1st, 2nd, 3rd, Best Ravening Hordes General, Best Forces of Fantasy General, Best Painted, Most Sporting and the popular Toilet Duck award!

If you’re interested in taking part, then please purchase a ticket below. Spaces are limited for this event with 16 places, but there will also be a waiting list, should we fill the slots.

If you have any questions, please drop me a message on thewoehammer@gmail.com

woehammer (1)

Event Ticket

The Circle of Blood

£55.00

The Fate of Danetre: A TTS AOS Narrative Tournament

We love a good tournament at Woehammer. We occasionally post about them here. We’ve even run a few over the last few years. But, it never hits the spot for me personally.

I love narrative play, and I always dreamed of trying to combine the two together. So I started planning.

Before I go into the ins and outs of the event, let me tell you the basics. It’s a TTS event that will be hosted through Ecksen and the Woehammer Discord. It’ll be 5 games of 2,000 points using the General’s Handbook and the latest points update. If you wish, you can ignore the narrative element, play five games and just see how you do, or….

You could do some fun stuff.

Players will be split into four rough alliances. Order, Chaos, Destruction and Death. Players will still have battles against others from their own Grand Alliance but your overall court Influence (see further down), will be divided amongst the players to give an overall score for your Alliance. This will determine which Grand Alliance will have sway over Danetre at the campaign close.

The player with the most individual influence at the campaigns end will be the one who holds the ear of the Countess and will decide the future of Danetre, they will have the title Lord of Danetre

The Tournament Champion will as always, be the player who has the most wins followed by the most BPs in their games – but who cares about that.

Danetre

Danetre is located in the Realm of Ghyran on the island of Halbion and stands between two prominent rivers, the Neen and the Leem. For centuries Danetre has controlled the flow of goods up and down both rivers and is controlled by Countess Judith of Lens. Although Danetre has been held by the family for centuries, the family has gradually died out leaving only the Countess, and herself without any heirs.

Danetre is a strong settlement built with formidable fortifications that cannot be easily breached. It’s forever been a source of envy to others who wish to possess the settlement and control the resources flowing via the rivers. And they will stop at nothing to do so.

Feeling the burden of the past and wanting to keep the family name going the Countess has taken adopted an orphan boy (though it’s questioned by others how precisely he became orphaned).

The Countesses court is filled with members of almost every race, and even those races who would not be welcome have representatives who act on their bidding. The Countess in her later years and fearing the loneliness of being the remaining member of her family has filled her court with those who would entertain her. But many inside this court have their own plans and either seek to take the settlement themselves of else be the voice that controls the ear of the now young boy soon to be heir.

Your Role

You are one such faction that would see the control of Danetre fall to you. You lead an army to the region and even now plan to control the provinces around Danetre while manipulating the court of Danetre into your bidding. You have a representative in the court who whispers in the ear of the Countess of your many qualities, and that you should be appointed as the protector to the heir.

Court Influence

Each General aims to control the court of Danetre and bring it under their control. To do so, you must both rule the battlefields and be savvy in court.

After each game, players may be able to roll for their influence over the court; If you win roll a D6, if you draw roll a D3, but if you lose you get 0. This roll will determine the amount of influence you hold over the Countess through your courtly representative (who could be open and honest about who they represent, or be perhaps a wolf in sheeps clothing). This influence roll must be performed in front of the other player and communicated to the TO on Discord so they may record it.

The TO will be keeping a record of both, the overall Grand Alliance influence at the court as well as each player’s individual influence. Both these totals will be available for all to see.

Political Agents

Each player will have one political agent at their disposal. A political agent is your representatives lackey in the court and can only be used once during the tournament.

Following one of your victories in battle over the course of the tournament (or as a final gambit at the event’s conclusion), you may perform one of the following actions:

  1. Bribery & Blackmail: Use your political agent to have a guaranteed 6 from your influence roll following victory in battle.
  2. Sabotage: Use your political agent to reduce a chosen player’s influence by D6 – yes, this can be applied to another player in the same Grand Alliance as yourself.
  3. Spy in the Court: Instead of rolling D6 for your influence following a battle win, you may instead steal D3 influence points from another player’s influence in the court which is then added to your own total. Yes, again, this may also be another player from the same Grand Alliance.
  4. Final Gambit: After all the games are complete, you may use your political agent on a final gambit, roll a D6 – On a 3+ you gain D6 influence points. On a 1-2 you lose D3 influence points.

Remember, Political Agents may only be used once over the course of the tournament, so use them wisely.

If you want to join up, come and say hi on our Discord.

TOURNAMENT RULES

  • Players must submit a valid 2,000 point Age of Sigmar list by 11th October 2025 onto the tournament page at Ecksen.com
  • Please register on Ecksen using your Discord name so players can easily find you.
  • Each game round is 3 hours and all turns must be completed.
  • Each round will last 2 weeks.
  • Battleplans are included in the event details on Ecksen
  • Any rules released prior to the submission deadline will be valid for the event. No changes will be allowed once the event has started.
  • Players must arrange and organise their games in the two week period and advise the TO of any difficulties.
  • If a player forfeits a game the opposing player will be awarded the win and an amount of BPs equal to the average of the winners that round.
  • If neither player contacts the TO and the time for the round expires without a result then both players will be awarded a loss.
  • Influence rolls must be communicate to the TO at the end of the match and must be performed in front of a witness.

Battleplans:

Round 1 – Roiling Roots

Round 2 – Passing Seasons

Round 3 – Cycling Shifts

Round 4 – Linked Ley Lines

Round 5 – Noxious Nexus

Orders & Omens: Playtest Rulebook Now Available

This has been a pet project of mine for the last few months and I’ve reached the point where I’m looking for playtesters.

What is Orders & Omens?

What if commanding an army in a fantasy battle felt closer to the real chaos of war? You take on the role of a General in this setting where your army doesn’t act instantaneously and perfectly to every situation. Instead it attempts to simulate a real battle in the eyes of a General. Your soldiers may not respond instantly to your commands, you orders may be captured and you soldiers could break under pressure.

Orders & Omens is a fantasy mass-battle wargame that puts you in the General’s shows, commanding divisions of troops and not just pushing a few soldiers forward at a time. It’s inspired by late Medieval and Renaissance warfare, mixing in historical flavour with classic fantasy armies and tropes.

The heart of the system comes down to command friction:

  • This isn’t a “You go, I go” game, and you can’t move everything every turn. You choose the Brigades which attack and players move their Brigades based on a draw mechanic. You may find that you have the opportunity to move three Brigades in succession only for your opponent to be able to move their units after you and counter your plans.
  • Generals and troops have Control Values (CV), these are used to determine how easily your troops obey your commands.
  • Regiments aren’t revealed until they either shoot or come within sight of a Brigade, only then will you know the troops of an enemy Brigade.
  • Wounds aren’t tracked, instead your troops will fight until their morale falters then disorder, push backs and routs will decide the course of the battle.

It’s a system that is designed to feel, fast, brutal, and cinematic. Easy to learn but hard to master.

What’s in the Playtest Rulebook?

The full core rules are there to fight your first battles. These include the deployment mini-game, Brigade formations, and movement with diagram explanations. Descriptions of the different units (such as infantry, cavalry, and monsters) and their uses, as well as how they can be equipped.

You’ll also find the first few army lists for Humans, Dwarfs, Elves and Orcs. The victory conditions for you first few games and a Quick Reference Guide to help you.

How to Join the Playtest

You can download the Playtest Rulebook (PDF) below at the bottom of the article. We also have a Discord community for playtesters and those interested in its progress.

All you’ll need is a few rectangular bases, a tape measure some dice and a playing area. You don’t even need models.

Those who contribute to Orders & Omens will receive recognition in future iterations of the Rulebook as well as receiving updates first before anyone else.

What’s Next?

This is just the start. Coming down the line we’ve got:

  • Further factions to add as well as a points update to balance the lists fully.
  • Expanded Siege rules (ladders, towers and artillery against walls)
  • Campaign rules to link battles together as well tracking losses and notable units.
  • More lore development for those interested in World Building.
  • A mysterious Omens system, bringing fate and portents to the battlefield.

Your feedback will help me shape where Orders & Omens goes next.

If you want to give the rules a try, let us know how your battles unfold. You can do so, either in the comments here or on our dedicated Discord server. Every playtest result helped refine the system, and your games will help shape the shared history of the world that Orders & Omens lie in.

Forgotten Ruin: Part 1 – Prep

You may have read my review of Modiphius’ Forgotten Ruin recently, a solo adventure game set in a fantasy world of Orcs, Trolls, and Dragons. But, rather than controlling a warband of Warriors, clerics, and healers, you instead have a unit of modern-day infantry.

I enjoyed the game so much I decided I would do a campaign for the site.

So… prepare to enter the world of Forgotten Ruin from the British perspective, the eyes of the elite 22 SAS regiment. This series will follow a troop of SAS as they navigate the dangers of Ruin, paving the way for a larger force. This article introduces the team, their equipment, the environment they’ll be fighting in, and the first enemies they’ll face.

We’ll publish a new article each month as we keep track of 22 SAS in the Forgotten Ruin.


Squad Creation

First up is creating our unit. Forgotten Ruin asks you to create a squad along with a platoon leader and platoon sergeant. In the book, these soldiers are from the US Army Rangers. But being British, I wanted to switch the unit up and bring it closer to home.

PLATOON COMMAND
Captain Anthony Smith – Troop Commander
The officer in overall command, responsible for strategic decisions.
Sergeant-Major Craig Daniels – Troop Sergeant
The senior NCO, responsible for discipline and operational efficiency.
Sergeant Leo Woods – Squad Leader
Leads the initial ground element and reports to the Sergeat-Major.

Sgt. Leo Woods

1 FIRE TEAM
Corporal Ben Richardson – Section Commander
Section commander leading the first fire team.
Trooper Cian Fletcher
Trooper Adam Bennett
Provides additional firepower to the fire team with an underslung grenade launcher
Trooper Lawrence Bell
Provides long-range reconnaissance and overwatch with their sniper rifle.

2 FIRE TEAM
Lance Corporal John Porter – Section Second-in-Command
Leads the second fire team.
Private Jacob Fox
Private Liam Baxter
Provides additional firepower to the team with an underslung grenade launcher
Private Danny Jordan
Provides heavy firepower with the team machine gun and anti-tank capability with an NLAW.

1. Fire Team

I chose to use Anvil Industries 3D prints for the models of the SAS, using their modern infantry choices to create what hopefully would pass as the elite British unit. To make them stand out, I chose a simple camouflage scheme (though not green as I didn’t want them to blend into the board too much).


When you first create your unit, you can create three known personalities. Think of these like the main characters of a TV series. One of these has to be the Squad Leader, while another needs to be one of your Fire Team leaders, and the final one can be anyone.

I rolled the personality traits for Sergeant Leo Woods and got Independent Minded, Confident and Hot tempered. As an added bit of depth I used a random hometown generator, and Sergeant Woods comes from the village of Washington in Northumberland.

Corporal Ben Richardson got Loyal, Imaginative and always asking to borrow things. Cpl Richardson comes from Macclesfield in Cheshire.

Finally I decided to choose trooper, Cian Fletcher, as the third character who got Logical, Confident and Loves snacks. Cian Fletcher comes from Liverpool.


Region 1

I rolled up the enemy mobs of evil humans for the first region and got three mobs of warriors with one led by a champion.

Mob 1 – Evil Humans
Mob 3 – Evil Humans + champion

I don’t actually have any suitable miniatures for the Evil Humans so I bought a box of Wargames Atlantic Dark Age Irish Warriors.

Touchdown, lads

The familiar thrum of the Chinook’s rotors vibrated through the cabin as it descended, stirring up a gritty haze that smelled faintly of earth and something else… something metallic. Strapped into the jump seats, the troop was a collection of green and black shapes in the dim light. This wasn’t a standard drop; the landing felt heavy, almost reluctant.

“Touchdown, lads,” Troop Sergeant Craig Daniels’ voice, calm and steady, came over the comms. “Let’s get this bird secured. Looks like she’s decided to take an early retirement.”

Corporal Ben Richardson shifted in his seat, peering out into the gloom. “Early retirement in this charming locale, Sar’nt Major? Hope the pension plan’s decent.”

A low chuckle rippled through the comms. It sounded like Trooper Cian Fletcher. “Knowing our luck, Richo, the retirement package involves a complimentary burial plot.”

Sergeant Leo Woods’ voice cut in. “Less talk, more action. Let’s see why our chariot’s decided to become a garden ornament.”

The Chinook settled with a final, shuddering thud. The rotors wound down, the sudden silence amplifying the strange sounds of the night a low hum, the rustling of unseen things. Then, a series of worrying mechanical groans and clicks echoed from the engine compartment.
“Pilot’s reporting issues, Sar’nt Major,” a voice crackled, Trooper Liam Baxter, sounding a touch strained. “Something’s gone tits up with the power.”

Daniels’ reply was immediate and decisive. “Right, standard drills. Woods, you’re with me. Richardson, take Fletcher and Bennett, sweep three-six-zero out to twenty metres. Porter, you take Fox and Baxter, same on the opposite arc. Bell, find us some high ground on the bird. Jordan, heavy gun facing out, eyes peeled.”

The side door creaked open, revealing a wall of darkness. The air was cool and carried that odd metallic scent.

Woods was the first out, his rifle held low and ready. Daniels followed,
“Anything obvious?” Daniels’ voice was a low murmur.

“Negative, Sar’nt Major,” Woods replied, his gaze sweeping the unseen terrain. “Just black as pitch and quiet… too quiet.”

Richardson’s voice came over the comms. “Strange vegetation out here, Sar’nt Major. Nothing I recognise.”

Fletcher’s voice followed quickly. “Smells like a scrap yard after a thunderstorm.”

Bell’s calm tone reported, “Good overwatch from the roof, Sar’nt Major. Can’t see much beyond the immediate vicinity.”

Jordan’s steady voice confirmed, “Heavy weapon’s online, Sar’nt Major. Ready to roll if needed.”

Daniels surveyed the immediate area, his senses sharp. The unexpected grounding of their transport had thrown a spanner in the works, but these lads were adaptable.

“Alright,” he commanded, his voice firm but low. “Woods, secure the immediate perimeter around the Chinook with me. Richardson, Porter, keep your patrols tight and report anything out of the ordinary. We’re not going anywhere for a while, it seems. Let’s make sure whatever’s decided to trap our taxi doesn’t get any closer.”

With practised efficiency, the troop moved into their assigned roles, the initial banter fading into the focused silence of professional soldiers facing an unknown situation.

Campaign Area

I used a map I found in the style I wanted off the Internet and then drew regions on it using Canva. For additional forward planning, I randomly determined the mob types that would be in each region as well. This way, I can plan the models out!

The initial battle will take place in region 1, a dense woodland area. The terrain will be similar to that of a European woodland but with subtle differences. The Chinook, will be barricaded for defense and will serve as the troop’s initial base of operations.

Check in next month for the first Batrep.

Death’s Season – Chapter 1: Sand & Bone

It’s been about a month and half worth of work, but the Soulbight Spearhead is finished!

When the leaves fall, so too shall the living

— Inscription on the barrow-banner of Vaereth the Withered Crown

In the forgotten hollows of Mournleaf Vale, where the trees grow gnarled and graves lie layered like fallen leaves, the Barrow-Fall Court stirs. Once noble lords of ancient bloodlines, now twisted by time, curse, and oath, they rise not for conquest but to reclaim the dignity of death.

Led by the spectral tactician Vaereth the Withered Crown, the Court is a funereal procession of rusted honour. His lesser commanders, like Serida the Emberbound, are bound to him by pacts of loyalty and undeath. Their ranks swell with The Hollow Guard, tireless skeletal sentinels. The sky howls with The Gloamfangs, fallen nobility turned feral. And when the blood truly runs, the Rustcrown Lancers thunder forth, their cracked lances piercing through the veil between memory and oblivion.

Death’s Season begins.


What better way to celebrate than a clash of wits with fellow Woehammerer Ian at our local gaming club:


Spearhead Game: Sand & Bone
Kharadron Overlords (Ian) v Soulblight Gravelords (Peter)

Ian won the roll off to decide who would be attacker and defender and chose to be the defender.

I chose the Endless Legion regiment ability to bring back a unit of dead skeletons at some point in the game and the Cloud of Bats enhancement for my Vampire Lord to allow them one teleport during the game. Bringing back a unit of skeletons and placing them on an objective would be very handy in the late game, while having the opportunity for my Vamp Lord to teleport over and either kill something or score an objective for a tactic would also be potentially game changing.

Ian chose Disengage as his regiment ability and Leave No Duardin behind as his Generals enhancement.

Ian chose for us to play on the Dolorum side of the gaming mat and the standard length-wise deployment map. As attacker, I chose to take the first turn.

Deployment

In my Hero Phase I decided to take a risk and jump my Vampire Lord to 6” away from his Frigate using the Cloud of Bats ability, hoping that I could get a tasty charge off and down the Frigate in combination with the Vargheists which could hopefully also tag it in the charge phase.

The Knights and Vargheists moved up the board while my two skeleton units claimed the two friendly objectives in my deployment area and sat still to see how the battle would unfold.

The Knights launched a successful charge against the Arkonaut Company on Ian’s right flank and managed to get a toe-hold on the objective in his zone, which Ian had left open.

The Vargheists didn’t get as high a charge roll as I would have liked and instead had to settle for the other Arkonaut unit on Ian’s left flank. The Vampire Lord pulled of his charge before that, however (learning point here), and managed to connect with the boat.

Feeling confident in both the Vargheists and Knights, I chose to use the Vampire Lord to fight first and managed to only score two damage on Ian’s boat.

Knowing that his Arkonaut companies were at risk, Ian elected to go with his p against the Vargheists first and managed to score 3 damage against them.

I next chose my knights, but Ian used his Translucent Flesh from one of his cards to prevent me from hitting and wounding him on rolls of 1 to 3’s. I used the ability Grid them to Dust from one of my cards to give the Knights fight twice, but I lost a Knight rolling for the mortal wounds from this before I made my first set of attacks. The knights managed to kill only one Duardin as a result.

Ian chose for his Arkonauts facing the Knights to go next, and all of their attacks failed to cause any damage. Neither did his boat attack against the Vampire Lord.

The Vargheists managed to kill 4 Arkonauts with their attacks, which also meant they were able to heal back the 3 damage they’d suffered earlier in turn. (Note, it’s possibly worth delaying the Vargheists’ attacks to heal wounds back rather than choosing them first).

Finally, the Knights for their second set of attacks in and killed all the remaining Arkonauts on Ians right flank. (or so I thought).

With my turn 1 over, I held 3 objectives and more than Ian, giving me 3 points. I also managed to claim two objectives from my tactics cards; Hold Ground, where I had to hold the large terrain piece in my own deployment area (thank you skeletons), and Raze, which required me to have a unit within 3” of the opponents long table edge, which I’d achieved with the Knights on the charge.

Soulblight Gravelords: 5 Points
Kharadron Overlords: 0 Points

Ian used Final Breath, one of his card tactics, to bring back four Arkonauts in the centre of the battlefield on the objective. Then his admiral brings back two arkonauts fighting against the Vargheist with No Duardin Left Behind.

His Frigate disengages with the Vampire lord and flies over the top of him for a bombing run, causing 3 mortal wounds to the Vampire Lord. While his Sky Wardens move towards the Knights to try and prevent them from rolling up his flank.

The Sky Wardens shot at the Knights in the shooting phase, which included a massive 12 shots from the Aethermatic Volley Gun. But, with all that shooting, Ian only managed to take two health of one of the Knights.

The Arkonauts in combat with the Vargheists use their pistols against their massive foes wounding once.

The Admiral shoots at the Vampire Lord but fails to damage it.

After what appeared to be some very unlucky shooting Ian chose to shoot the Vampire Lord with the Frigate, and here his dice rolls turned as he did enough damage  to remove the final two health points off the Vampire Lord killing it.

The Arkonauts that have freshly arrived in the centre take some shots at the Blood Knights, killing one and wounding another.

Then Ian did his charges…. With his Admiral connecting with the Vargheists and the Sky Wardens charging into the Blood Knights while his Frigate charged into the Skeletons on my right flank.

Ian’s dice rolling continued as he managed to kill two more Blood Knights in the combat phase with his Sky Wardens.

Not wanting to be outdone, my Vargheists killed the remaining Arkonauts facing off against them.

Ian’s rolls return to normal with his Frigate fighting the Skeletons, only managing to kill one of their number (who would later be returned to the battle at the end of the combat phase through their ability).

Hoping for a little luck, my remaining Knight manages to kill one of the Sky Wardens.

Ian’s fickle dice continue to frustrate him as his admiral fails to damage the Vargheists.

My skeletons return the favour to the Frigate, dealing it one damage in return.

Ians scored 2 for the objectives he held and managed to claim the battle tactic Desolate Landscapes.

Soulblight Gravelords: 5
Kharadron Overlords: 3

Winning the priority roll, Ian chose to go first in round 2 and immediately set about evening the score.

His Arkonauts in the centre move towards my skeletons that are in combat with the Frigate and then charge them.

With everything else in combat, he skipped straight into the shooting phase with his admiral, killing one of the Vargheist. His Sky Wardens managed to wound the last Blood Knight twice, leaving it with one health.

His dice rolls, turning turning in his favour again, continue with his Frigate, killing four of the skeletons and his Arkonauts, killing 5 skeletons on my left flank.

In the combat phase, his frigate kicks things off by killing two more skeletons.

My Vargheists do two damage to the Admiral, and his Sky Wardens kill my remaining Blood Knight.

My skeletons whiff against the Arkonauts that charge them (me choosing them to try and remove them from the objective).

At this point, Ian chose to use one of his cards to use Bloodlust on his Admiral and managed to kill the remaining Vargheists.  This left me with just the two Skeleton units on the board. His Arkonauts fail to kill any further Skeletons and we move on to his scoring.

At this point, Ian held 3 objectives and managed to score two battle tactics; Control the Necropolis Dias and Raze.

Soulblight Gravelords: 5
Kharadron Overlords: 8

With only two units of skeletons left, my choices were dwindling quickly.

I run the Skeletons on my left up to the centre of the board to claim the centre objective and make sure thar they’re all within Ian’s half of the board to score not one, but two of my battle tactics this turn.

My Skeletons in the right kill the remaining Arkonauts facing off against them in the combat phase.

Those Skeletons in the centre managed to claim an objective for me as well as two battle tactics, meaning that I held 1, 2, and more for five points in this turn.

Soulblight Gravelords: 10 Points
Kharadron Overlords: 8 Points

With a win of the priority roll, I chose to go first considering what little units I had on the board.

The Skeletons on the right do two more wounds to the Frigate, and the Frigate kills two in return.

Still holding three objectives and managing to score all three battle tactics this turn gave me a massive 6 points.

Soulblight Gravelords: 16 Points
Kharadron Overlords: 8 Points

The Admiral moves towards the skeletons in combat with the Frigate, and his Sky Wardens move towards the objective on the right of his area.

Ian retreats his Frigate out of combat using his ability.

Then the dreaded shooting phase….

The Admiral kills two skeletons.

The Sky Wardens kill 1 skeleton in the centre and the Frigate kills two more of then.

The Frigate charges into combat with the Skeletons killing 1 and suffering no damage in return.

At the end of Ian’s turn, he holds 1,2, and more, as well as achieving two of his battle tactics.

Soulblight Gravelords: 16 Points
Kharadron Overlords: 13 Points

It was the final turn, and things were coming down to the wire. In our little pre-turn discussion, Ian mentioned that he was confident he could score 5 points in his next turn, which meant to claim the win. I would need at least 3 points to keep the victory. Luckily for me, the Battle Tactics I drew made this possible. If I could just run my Skeletons on the centre objective down to the friendly objective on my left flank, I could claim one of my tactics and score two from objectives.

The movement phase came, and I rolled a massive 2″. Not enough.

On to the combat phase and the Frigate kills another skeleton with no reply.

I did score 1 victory point for holding an objective but I doubted it would be enough to keep the game in my favour.

Soulblight Gravelords: 17 Points
Kharadron Overlords: 13 Points

With the game essentially over, there was no combat left, and Ian claimed hold 1,2, and more as well as two of his tactics. Victory to the Duardin!

Soulblight Gravelords: 17 Points
Kharadron Overlords: 18 Points

Post Game Thoughts

That was my first game of Spearhead and I got to say, I can see what people love about it. The match felt close throughout and neither of us felt like we couldn’t win the game at any point. Even when I only had Skeletons left on the field I was more than able to achieve battle tactics to score. Great stuff. Great opponent.

What did I learn? Well first off, I forgot a lot of Heals thanks to the battle trait ability, so I’ll try and remember that for the future. Also, the Vampire isn’t a wise choice to fight against a Frigate on his own.

Tactically, I felt charging up the field and engaging as soon as possible was the correct choice, though I should have perhaps moved my skeletons further forward in the early stages to support. The Vampire, could have perhaps hung back and supported the Skeletons against the Frigate once it made its move against them and THEN I could have used his ability to jump up the board.


The Ember Gambit

“She flew too early. Or too bold. And so the tide turned.”
— Castellan Hrelg of Barak-Nar

The first clash of the Death’s Season saw the Barrow-Fall Court descend upon the skies of Dolorum, their banners whispering through the still autumn air like falling leaves. Serida the Emberbound, restless and untested, led the vanguard, her auburn hair trailing behind her like the last gasp of sunset.

The plan was bold, Serida leapt into the heart of the enemy, seeking to shatter the Kharadron Frigate in a swift, glorious blow. Behind her, the Rustcrown Lancers and Gloamfangs surged from the mists, crashing into flanks and hammering the Duardin’s outer lines.

But the skyfolk were not so easily scattered. Their cannons roared, their frigate soared, and Serida paid the price. Cut down mid-assault, her body vanished in a swirl of bats, her ambition silenced.

What followed was a bitter, grinding war of attrition. The Hollow Guard, tireless and unyielding, clawed back, rallying behind broken tombstones and shattered hulls. Even as Vargheists fell and the Knights were gunned from their saddles, the dead marched on.

In the end, the Court stood but inches from triumph. Their bony hands grasped the threshold of victory, only to see it snatched by the cunning of the Kharadron admiral and the final thunder of sky-steel.

Woehammer Path to Glory Campaign: The Ether-Echo Gazette Issue #7

The Mortal Realms remain as sensible as ever.

Previous Issues

Issue 6

Issue 5

Issue 4

Issue 3

Issue 2

Issue 1

Introduction

THE GREAT RAT CLAIM: VESTER TAKES THE MAW (AND RENAMES IT)

Skaven (Chaos) 50 v 2 Stormcast Eternals (Order)

With terrifying speed and overwhelming numbers, Warlord Vester led his Skaven forces into The Maw, utterly annihilating a Stormcast detachment who barely managed to raise their shields before being buried beneath fur, fangs, and warpstone lunacy.

In true Skaven fashion, no sooner had victory been declared than the rats immediately renamed The Maw to “Drury Lane“. No one knows why. No one dares ask.

Vester, for his part, was reportedly seen gnawing on the realm-map while declaring himself “Master of All Tunnels, yes-yes!” The Skaven hold on Drury Lane is now absolute… for the moment.

ORDER CLAIMS THE ISLES OF THE DAMNED: IGNIAS MARCHES ON

Stormcast Eternals (Order) 40 – 23 Nighthaunt (Death)

Fresh from reclaiming the Forest of Bones and raising Fort Ignax, Lord Ignias pressed his campaign forward, setting his sights on the Isles of the Damned, first foothold of Death’s presence in the region.

The Nighthaunt defenders did not yield easily. Bladegeists and Hexwraiths surged forward with vengeful fury, but the Stormcast lines held firm. A bolt of blessed lightning, called down by Ignias himself, reinvigorated his warriors, allowing Prosecutors and Annihilators to sweep through the ghostly ranks.

Even as revenants broke through the centre and struck down Ignias and the sorceress Isha, the remaining Stormcast forced back the tide and claimed the Isles. Dark mists now hang over the region, a reminder that Death still lingers nearby, but for now, Order stands victorious.

THE SODDEN CREW BARELY PREVAIL: GRAVELORDS REPEL LU BU

Soulblight Gravelords (Death) 32 – 22 Slaves to Darkness (Chaos)

In one of the round’s most brutal slugfests, The Sodden Crew clashed with The Legion of Lu Bu north of the Bay of Bones. After a gruelling battle, both armies were bloodied and exhausted, but it was Chaos who ultimately withdrew.

The Sodden Crew claimed victory, but at heavy cost, repairing their spectral ship with the broken bones of their enemies. The seas north of the Bay of Bones remain soaked in both salt and blood.


STRATEGIC SNAPSHOT

Chaos: Vester’s Skaven claim Drury Lane (The Maw).

Order: Ignias‘ forces hold the Isles of the Damned, further stabilising their growing realm.

Death: The Sodden Crew expand northward but suffer heavy losses.

Destruction: Quiet this week. The giants may be napping.

COMING NEXT WEEK

Will Vester hold Drury Lane, or will the Realm shake apart again?

Can Death recover from the Sodden Crew’s pyrrhic victory?

What exactly is happening on Gork’s Chin these days?

And is Lu Bu planning something even louder?

Woehammer Path to Glory Campaign: The Ether-Echo Gazette Issue #6

The Mortal Realms remain as sensible as ever.

Previous Issues

Issue 5

Issue 4

Issue 3

Issue 2

Issue 1

Introduction

GIANTS, GHOSTS, RATS AND COWARDS

Another campaign week comes to a suitably chaotic close as allegiances twist, fortunes rise and fall, and some commanders simply refuse to even leave their tents. The Realms remain lively, utterly ridiculous, and more unstable than a Skaven engineering convention.

Let us review the latest triumphs, blunders, and heroically convenient retreats:

GIANTS CLAIM THE MAW: TZEENTCH GETS SPEARED (LITERALLY)
Sons of Behemat (Destruction) 42 – 15 Disciples of Tzeentch (Chaos)

While exploring The Maw, the not-brothers Billious and Teddurak stumbled upon a broken staff of a Lord of Change. Naturally, Billious sharpened it into a spear and began throwing it at things.

The Disciples of Tzeentch objected. Loudly. And futilely.

The bird-goat-men were promptly flattened. Only a lone Shaman escaped with an emberstone cluster and the stolen staff, while Billious mourned the loss of his shiny new toy.

Destruction now temporarily controls The Maw, though the swirling Chaos forces loom close behind.

SODDEN CREW HOLDS STRONG: GRAVELORDS DRENCH THE CAIRN OF BONES IN VICTORY
Soulblight Gravelords (Death) 39 – 29 Skaven (Chaos)

The Sodden Crew once again repelled a Chaos-aligned Skaven warband seeking to claim the Cairn of Bones. Despite swarming numbers and warpstone lunacy, the Skaven were dragged into the muck by the unrelenting dead.

The Cairn of Bones remains firmly under Death’s clawed grasp.

THE EXILES OF THE READING ROOM RETURN: TZEENTCH STRIKES BACK
Disciples of Tzeentch (Mercenaries) 39 – 16 Ossiarch Bonereapers (Death)

Magister Kazem’s Exiles of the Reading Room launched their latest assault into the Cairn of Bones, overwhelming the Bonereapers with precise arcane firepower and rigorous footnoting.

Death’s hold over the Cairn now grows tenuous, as Mercenary influence grows.

BLOODY STALEMATE: STORMCAST AND BEASTS CLASH TO DRAW
Beasts of Chaos (Chaos) 38 – 38 Stormcast Eternals (Order)

A ferocious battle between Stormcast and Beasts of Chaos ended in a perfect draw. Neither side yielded, neither side advanced, and both sides departed bloodied but unbowed. The Realms remain unchanged, but significantly messier.

GIANTS SMASH IRONJAWZ TO CLAIM THE SWAMP OF BONES
Sons of Behemat (Destruction) 52 – 12 Ironjawz (Mercenaries)

In their second rampage of the week, the giants crashed through the Swamp of Bones, stomping the Mercenary Ironjawz flat.

Destruction now technically controls the Swamp of Bones, though only barely. Local observers compare their hold to “trying to carry soup in your hands while sprinting.”

THE MAW WHISPERS: NIGHTHAUNT CLAIM BLOODLESS VICTORY
Nighthaunt (Death) win by concession over Maggotkin of Nurgle (Chaos)

In perhaps the most cowardly surrender of the war thus far, the Maggotkin took one look at the ghostly Nighthaunt forces and simply refused to fight.

Without a single swing of a scythe, the Nighthaunt reclaim The Maw. The battlefield was haunted anyway, just for practice.

STATE OF THE REALMS

STRATEGIC SNAPSHOT

Destruction now holds the Swamp of Bones (barely).

Death clings to the Cairn of Bones while regaining The Maw.

Chaos continues to surge and scheme but suffers costly setbacks.

Order holds its ground, but pressure mounts on all fronts.

Mercenaries remain deeply embedded in the politics of arcane meddling.

RAVAGED COAST WEATHER REPORT

Forecast courtesy of the Collegiate Arcane’s least stable meteorologist

The Maw: Misty with 80% chance of regret.

Cairn of Bones: Bone-dry with patchy Skaven outbreaks.

Swamp of Bones: Consistently damp, surprisingly slippery.

General Outlook: Chaotic with scattered doom.