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The Orcs arrive en mass at the coast of Nordland, ordered by Warlord Grashnak The Maimer to bring back the largest collection of slaves the Orcs have ever captured to fund his final and decisive invasion of the Empire. Realising the threat, the Coastal State of Nordland having been battered by the last few months of Norscan raids call on help from there allies, raising the large army to come to the aid of there allies is an army from Averland led by Baron Marius Steyr to protect the people from slavery and death. Campaign Rules. Characters die - When a general or special named character is killed, they can not return again anytime during the campaign AND the opponent steals their magic items to be used in future battles (can be used but at the price count and special rules apply), meaning the original owner will not be able to use those magic items again in the campaign. The killed generals replacement in the next battle (and whole campaign) has to be a different type of troop (e.g. if he was on foot, he next has to be someone on a mount or on a chariot. This is to show a completely different character has turned up to fight differently). Campaign Game 3 - FOG BATTLE The secondary invading Orc force marches deeper into Nordland. The Nordland Count learns of its location and once against calls on his close ally of Averland to send an army out to meet them. However, the Northern areas of Nordland, often see thick fog. As both armies near each other, they are surprised by how quickly a thick mist rolls onto the battlefield causing a complete whiteout. Special rules: (Pitch Battle) Surprise deployment- Due to the fog, the armies can not see each other on deployment. Both players draw on a piece of paper where they are deploying their units, then players exchange the completed papers at the same time to prove where they are deploying and then deploy their army exactly how it was drawn - Magic users can be placed later (after you have deployed) as they can ‘sense’ where the enemy is to decide where they should be on the battlefield and can deploy as normal once the army is in place. No Marching- Due to the unseen dangers in the thick fog, units must be ready to fight at all times to prepare for anything coming at them through the whiteness, so they will not be able to form up and March. Limited visibility for shooters- Shooting range is halved for all units. Magic distances still as normal as mages can ‘sense’ where the enemy is- they also help any shooters within 8” to fire at normal distance as they can shout instructions. Artillery / war machines are not allowed in this battle due to the danger to their own troops Calvary moves at half distance due to horses being unsure of their surroundings charges can be normal due to them having spotted the enemies shadows in the fog and their horses finally have something to aim towards. ‘Hold the line lads!’- When defeating a unit in combat, winning units do not chase down broken enemies after combat is resolved due to them not wanting to run needlessly into other dangers they can not see (expecting the enemy running to be a trap) Spell of sight- Each magic user also has a new spell called ‘spell of sight’. This spell can be cast on any unit on the battlefield on a power roll of 7. The spell stays in place for rest of battle until dispelled and removes ALL special rules above (including chasing breaking opponents). Victory conditions: Victory points are counted as per normal pitch battles. Length of Game: Six turns Source of campaign Dave Warhammer https://www.talesfromtheoldworld.com/ Discount on all Old World Models upto 15% off RRP https://www.blackdragonminiatures.com...