Showing posts with label Warhammer campaign. Show all posts
Showing posts with label Warhammer campaign. Show all posts

Monday, 10 March 2014

Campaign Points 2. Triumph & Treachery first impressions

Yesterday I had my first game of Triumph & Treachery, the Warhammer supplement for more than two players. It was a four-player game to mark a significant moment of the campaign. We were split into two rough teams: Matt and Tom allied their Empire armies (one of which, Tom's, is a bit rogue) whilst my Vampire Counts teamed up with Iain's Warriors Of Chaos (who had previously captured my General and ransomed her back in exchange for support in this battle).

It was our first game under the system so let's skip over some of the obvious ones: things took twice as long as they should have (the game lasted four game turns and nearly seven hours) and we were constantly forgetting to play our Treachery cards at the right moment.

We made one other huge mistake in that the Empire players took one long edge of the table and the Friendly Alliance of Hugs and Niceness (Tom's suggested name for my team) took the other.

Thus things greatly descended into two normal games taking place in parallel. Over the course of the later turns Tom and Iain came to fight other opponents but Matt and I found ourselves largely restricted to the player directly opposite us. If we'd chosen to deploy allied armies in opposite corners I think we'd all have been faced with harder, more interesting decisions about who to declare our enemy player in our turns.

All that aside I like the system. The mercenaries rules worked well with only 200 points of extra troops per 1000 points of main army meaning they added a little flavour (Dwarfs for the two Empire players, Skaven for Iain and High Elves for me, which is a long story we'll get into another day) without making matters confusing, visually or mechanically.

The matter of nominating a single player to be your enemy in each phase is also a good system. Things get a bit abstract here and there (a cannon ball can't harm a neutral player, for instance) but it's better to have a rule affect the game under all circumstances rather than having a half dozen exceptions cluttering it up.

Treachery cards are fun, too. I had two great ones I got to play. The first was a card that simply stops a war machine from firing when your opponent declares he's targeting you. The other, and the effect of this was amazing, is a card that you play after another player's Wizard has failed to cast a spell. Play the card and that spell goes off with irresistible force (so cannot be stopped) but this also forces a miscast.

I played the card when my “ally” Iain's Shadow Sorcerer Sith'Kin failed to cast a spell at Tom's army. It went off, which he wanted it to, and thanked me. Then I pointed at the condition, Iain rolled on the miscast table and his Sorcerer promptly rolled Dimensional Cascade and was swallowed by the Warp.

All of which serves that Sorcerer right for compelling my Master Necromancer Berenice Von Gallenberg to provide troops for him by attaching a mutant strangulation beast to her neck.

Would I play again? Yes. But I'd have to say that unless experience makes the game much, much quicker I'd restrict it to 1000 points a player (we played 2000 with 400 of mercenaries each) and either not have alliances or not deploy as we did along parallel sides.


All in all, though, an excellent system. 

Monday, 3 March 2014

Campaign Points 1: The Triumph & Treachery to come

Yesterday I had a game of Fantasy in my friend Matt's ongoing campaign. My Vampire Counts versus Ian's Warriors Of Chaos, I lost but what's important is that Ian managed to capture my general Berenice Von Gallenberg. There were two options: I could play a scenario to try and rescue her or Ian and I could come to a deal for her freedom.

The deal we made was as follows: Ian recently lost a territory to Matt's Empire, he wants that territory back. In exchange for her freedom and not being tortured by Slaaneshi sadists Von Gallenberg will ally with him to help re-take the territory. It'll be a three-player game so we'll be using Triumph & Treachery.

So I need mercenaries.

At 2000 points you get 400 points to spend on mercenaries. My mercenaries will be a band of High Elves who have come to investigate this mysterious island that has appeared in the Sea Of Chill. The band's leader, an eccentric Loremaster of Hoeth called Korando, has made a devil's bargain with the Necromancers. He wants to know what is at the heart of the island, what animates it and he suspects it is based in Dark Magic. Dark Magic attracts other Dark Magic so he allies with the undead to use them as sniffer hounds.


The game is on Sunday, I have a week. Unfortunately I can't start until Wednesday because I can't find my primer. It'll be a real time attack to get the mercenaries finished in time. 

Sunday, 19 January 2014

Campaign Divergence: the House Harkonnen soundtrack

Yesterday Matt, Tom, Dave and I got together for a day of fast-paced 1000 points games (results: two wins to Matt, one to me) and as usual we had some music on in the background. Hans Zimmer's Gladiator soundtrack is a perennial favourite, ditto Howard Shore's The Lord Of The Rings and The Hobbit soundtracks.

Then it was Tom's turn to fight Matt and he had an idea: alternating soundtracks turn by turn. He was playing Matt so in Matt's turns the soundtrack was Hans Zimmer's Gladiator and Tom pulled up Youtube and started playing the soundtrack from the game Emperor: Battle ForDune.

The section we're interested in (though I do like the opening Atriedes tracks) are the Harkonnen campaign tracks by David Arkenstone starting at 1:11:30. For those not familiar with the franchise Dune is a planet where a future empire mines the most precious substance in the universe. One of the noble families doing the mining are the Harkonnens who are all various shades of evil: the duke is a sex criminal, his son is a maniac, his nephew is a sadist and their planet is an industrial hell of slavery and gladiatorial combat between healthy nobles and malnourished, untrained slaves.

And they have a bitchin' soundtrack.

Tom has been using it as painting music whilst working on his Nuln army. A heavy industrial sound dominates most of the tracks which works for the forge of the Empire. For me the harsh sounds, especially the inhuman wailing in the background of Tribute To Evil, made me think about resurrecting my Dark Elves. Other highlights include The Machine which has a baseline that makes me think of heavily armoured elite troops stamping down a street in occupied territory.

In spite of being a MIDI-heavy electronic soundtrack it's quite atmospheric and perfectly captures the character of the House Harkonnen and well worth a look if you want inspiration music for a project concerning very nasty people.


Though it has to be mentioned that my game against Tom which involved farcical miscasts on both sides, a close-to-mutual tabling and my Necromancer army chasing his around the board would have been quite atmospherically accompanied by Yakety Sax