Category Archives: Campaign Pack

The Struggle for Kasrabad: A Narrative Campaign for The Old World

The city-state of Kasrabad sits at the head of a giant inlet where the seas of the Old World meet the Border Princes and the northern Badlands. For generations it has prospered. Merchant vessels fill its harbour, Dwarf caravans descend from the mountains laden with precious metals. Traders from across the Border Princes barter for goods from distant lands. It’s wealth had made it powerful… and desirable.

Then came tragedy, Prince Selim al-Kasir, ruler of Kasrabad, was found dead within his private chambers at just twenty-seven years old. No wounds were found upon his body and no poison has been identified. Most troubling of all, the Prince leaves behind no recognised heir.

As rumours spread and accusations fly, the city now stands divided between three competing factions struggling for control of Kasrabad.

The Factions

At the start of the campaign, each player must pledge their allegiance to one of three factions.

The Merchants Guild

“Gold Builds Kingdoms”

The Guild believes prosperity is the key to stability. Merchants, guild masters and caravan lords seek to guide the city towards a future built upon commerce and wealth.

The Nobility

“Blood Leads the Masses”

The Noble faction seeks to preserve Kasrabad’s traditions and institutions. They argue that only strong leadership and established authority can prevent the city descending into chaos.

The Revolutionaries

“No Masters and No Kings. Can you hear the people sing?…”

The Revolutionaries seek sweeping changes, some genuinely fight for a fairer future. Others simply wish to tear down the old order.

Campaign Structure

The campaign will run for just over a year. The army size increases every two months, allowing players to slowly expand and paint their forces over the campaign.

MonthsArmy Size
1-2500 points (Battle March)
3-4750 points (Battle March)
5-61,000 points
7-81,250 points
9-101,500 points
11-121,750 points
12-142,000 points

Each player should name their General at the beginning of the campaign. This character will represent the leader of their force and will gain renown throughout the campaign.

At each points level, players should also select 6 Secret Objectives from the Old World Matched Play Guide.

Playing Games

Players may play as often as they wish during each two-month campaign phase.

However, only two results may be submitted during each phase. These submitted games contribute towards their chosen factions Influence and their characters Renown.

Any additional games are considered friendly battles (if there is such a thing!) and have no impact on the campaign.

To encourage variety, players may only submit one result against the same opponent during each campaign phase.

For example, if two players battle three times during a phase, only one of those results may be submitted.

To submit a result, simply message the organiser:

Renown

Renown represents the fame and reputation of your General within your chosen faction. Renown is earned through battlefield deeds.

A player gains +1 Renown for:

  • Winning a battle
  • Completing a secret objective
  • Slaying the enemy General.

Secret Objectives

The campaign uses the official Games Workshop Secret Objectives from the Match Play Guide. Players can choose six of these Secret Objectives in each Campaign Phase, they can choose different Secret Objectives at the start of each Campaign Phase.

Rather than granting additional Victory Points, completed Secret Objectives instead grant +1 Renown for the players General.

This allows you character’s achievements to become part of the wider campaign.

When players take part in multiple battles during a campaign phase, they cannot claim a Secret Objective more than once during that phase.

For example, Jim chooses his matches against Dan and Fabian to count as his games for this phase. In both games Jim won and completed 4 Secret Objectives in each. However Jim completed Beast Hunter in both games, so can only claim it for one of the games.

Influence

Whilst Renown tracks the individual achievements, Influence represents the political support within Kasrabad.

After each submitted game victory will earn D6 Influence for your faction, a draw will earn D3 and a loss will earn 1 Influence point.

These points are then added to your faction’s running total along with any other players who are supporting them.

Political Actions

During each campaign phase, each player may perform one Political Action.

Actions are submitted privately to the Campaign Organiser.

Assassination

You attempt to assassinate a key advisor of an enemy General.

Choose an enemy General and roll a D6:

D6 RollResult
1Your assassin is captured and names you as their employer, you lose D3 Renown
2-4Your assassin leaves on their mission but you hear nothing further from them. You assume the assassin was killed during the attempt.
5-6The target is eliminated, the enemy General loses D3 Renown and you gain the same amount.

Campaigning

You spend time amongst your troops and supporters.

Gain D3 Renown

Sabotage

You dispatch agents to undermine a rival faction.

Choose another faction and reduce their Influence by D3 then roll a D6:

D6 RollResult
1-2Your agents are discovered. The action still succeeds, but the incident is common knowledge amongst the other players.
3-6Success without consequences

Propaganda

You launch a campaign of rumours and public criticism.

Choose another General.

Reduce their Renown by 1 and gain 1 Renown for you General.

Patronage

You sponsor festivals, charities and public works.

Gain D3 Influence for you faction.

Recruitment

You secure support from mercenaries, guilds, local militias or foreign allies.

Choose one:

  • Gain +3 Influence after your next victory
  • Gain +3 Renown after your next victory

The Kasrabad Chronicle

For our own campaign we’re choosing to track the results and events with the Kasrabad Chronicle. At the end of each Campaign Phase (or as regularly as the organisor wishes), an edition of the Kasrabad Chronicle will be published. This newspaper will report on battles, political intrigue, rumours scandals and notable events within the city.

Players are encouraged to submit:

  • Battle reports
  • Character quotes
  • Rumours
  • Threats
  • Political statements

Not everything printed in the paper should necessarily be believed.

Winning the Campaign

At the conclusion of the campaign the faction with the highest influence secures control of Kasrabad.

The player within the faction who has the highest Renown becomes the city’s ruler, either directly or through influence and proxy.

Whether Kasrabad emerges as a prosperous trading hub, a bastion of noble authority, or a city reborn through revolution remains to be seen.

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.