Thursday 13 July 2017

The Edge of the Abyss


The Battles

Kingdoms of Men
For Week 1 two battles were fought for Mantica at York Garrison, the results of which have been sent to Mantic. Both battles were exceptionally close and thematic. Thank you to Seb and Carl for taking part. For Week 2 four battles with varied armies and scenarios were fought, thank you to all who took part.

Location                   Win                             Loss                    Score          Result
Week 1
4: Twilight Glades      Kingdoms of Men (Seb)     Undead (Dave F.)                3-2            Good victory


5: Ardovikian Plain    Orcs (Dave F.)                           Ogres (Carl)                  4-3            Evil victory

Week 2
1: Edge of the Abyss       Basileans (Carl)         Abyssal Dwarves (Alan)     1705-960      Good victory

5: Ardovikian Plain         Elves (James M.)                 Orcs (Dave F.)                 2-0          Good victory

4: Twilight Glades       Kingdoms of Men (Issac)       Goblins (Dave H.)             3-0           Good victory
10mm Kings of War

6: Galahir Forest         Abyssal Dwarves (Seb)     Salamanders (Nicholas)         6-4           Evil victory
2,500 points game

Week 3
2: Rhyn Dufaris            Orcs (Dave F.)             Jarvis' Undead (James C.)     1210-610     Good victory



Week 4
3: Forest of Galahir                     Orcs (Dave F.)             Forces of Nature (Issac)               3-10         Good victory




6: Hokh-Man                Basileans (Carl)            The Empire of Dust (James C.)          1165-1165            Draw
Carl wrote a detailed battle report:
https://edgeoftheabyss.warconsole.com/battles/carl-vs-james-carpenter-1505374702




Week 5
4: Twilight Glades        Orcs (Dave F.)                           Salamanders (Nicholas)       3-1       Good victory
Nicholas' superb battle report: https://edgeoftheabyss.warconsole.com/battles/tecuani-vs-diadochi-1505993941



4: Twilight Glades        Jarvis' Undead (James C.)         Twilight Kin (James M.)       1-3        Good victory
James C.'s battle report: https://edgeoftheabyss.warconsole.com/battles/myriad628-vs-james-mitchell-1505947016



4: Twilight Glades        Abyssal Dwarves (Alan)           Varangur masquerading as orcs (Adam)    3-2    Evil victory




Week 6
3: Hokh-Man                  Orcs (Dave F.)                             Dwarves (Alan)            820-1715          Good victory
Evil-looking Dwarves waging war on the Orcs - click image for larger picture

6: Forest of Galahir        Twilight Kin (James M.)          Salamanders (Nicholas)            0-6          Good victory
The Salamander's pathfinding units did well - click image for larger picture

6: Forest of Galahir        Orcs (Adam)                Jarvis' Noble Undead (James C.)         2-7          Good victory
 Orcs vs. Good Undead - click image for larger picture


1: Edge of the Abyss      Basileans (Carl)                 Abyssal Dwarves (Seb)          840-545          Good victory
Carl's warconsole report: https://edgeoftheabyss.warconsole.com/battles/carl-vs-seb-b-1506580761
A close fought battle - click image for larger picture

The last week of the Edge of the Abyss campaign has seen Good sweep the board at York Garrison - in sympathy with events globally. The campaign in all hasn't been as climatic as hoped, with despite some examples of Evil success, Good's lead getting stronger and stronger. The late start of beastsofwar's warconsole didn't help nor did it's unfriendly interface. Some of the Edge of Abyss missions were a little basic, being little more than Kill! scenarios. Despite this I happily believe every player at York Garrison has had a lot of fun over the six weeks, and I wish to thank them all for taking part and making this event possible. Cheers chaps!

Early Complications
Unfortunately the launch of the summer campaign didn't go smoothly. The all-singing all-dancing beasts of war portal for Kings of War wasn't ready, and we will had to wait 2 weeks for it to be so. This was frustrating as the campaign would be one-third done by the time it was ready. I like Mantic, but from my experience they can be a bit amateurish at times. For the record Mantic blamed beasts of war.

The good news was the results could still be sent in via email, and that a simple but very attractive results page created by a fan; Ciaran Morris saved the day. 



The Ad Hoc Edge of the Abyss Results Portal

After two weeks the beasts of war portal was up-running, and although not particularly user friendly, it did the job. Although in my opinion in many ways the fan created site was superior.

The Official Edge of the Abyss War Console

The Abyss


The Abyss is a physical ravine that literally drops into the depths of Hell. The land around it is blighted by the evil of the Wicked Ones and their servants. Within the supernatural depths of the Abyss are the boundless demonic denizens, and their wretched captives, tormented and tortured for eternity.

For centuries it has remained still, but now the Abyss is growing. It spreads like crack in the world, whatever gets in its way - armies, forests, cities, mountains is swallowed into it's chaotic depths, fuel and slaves for it's wicked inhabitants. Terrible energies are being released from this hellish chasm, empowering the evil races.

Yet, there is hope. Sensing this awful affront to Nature, the Green Lady has sent messengers on wing, claw, paw and hoof across the world, to "Unite!" all that is good and natural to save Mantica.

The Battlegrounds
The Key Battlegrounds

As the Abyss grows and it's magic spreads, aiding all-evil, battles between the forces of Good and Evil erupt everywhere. But there are six key battlegrounds that together will decide the future shape of Mantica.

1. The Edges of the Abyss: The first line of defence against the Abyss, the Brotherhood have been obliterated. The remaining forces of Good need to halt the onslaught of evil pouring out of the Abyss.

2. Rhyn Dufaris: The Abyssal Dwarves and their unlikely allies need to secure Rhyn Dufaris, so they can construct an obscene golden bridge over the Great Cataract, allowing their armies to conquer all the Dwarf Kingdoms once and for all.

3. Hokn-Man: The magic from the Abyss has finally allowed the Ahmunite High Priests to raise an ancient ghost fleet, thought to be forever buried beneath the sands. If not stopped the Dead Fleet will sail the Infant Sea and spread the curse of undeath across Mantica.

4. Twilight Glades: The forces of evil led by the Necromancers seek to turn the Twilight Glades into a vast battery of portals allowing the Night-stalkers (terrifying creatures of nightmare) to enter the world en masse.

5. Ardovikian Plain: Upon hearing the call of the Green Lady or the jingle of human gold, the Ogre tribes assemble to stop the green tide of Orcs from invading the human Successor Kingdoms.

6. Forest of Galahir: The sneaky little bastard Goblins see the opportunity to invade and cut down the Forest Galahir, now it's defenders are much depleted due to fighting Evil elsewhere.

Fighting the Battles


The battles take place between 21st August (next Monday) and 30th September, six weeks.

To take part is simplicity itself, fight a battle between a Good and Evil army (see below). Then relay the results to me (Dave). I will need to know what armies fought, where, and who won. Then I can upload the the results to the Beasts of War website. The results of our local battles will also be listed on this page.

This is a worldwide campaign, players from Britain, Europe, North America, Australia and all over are similarly taking part. This is your chance to make an impact, albeit small, upon the history of Mantica.

Battles can be any size, whether 500 or 2500 points, in this, size really doesn't matter.

Players have various means to choose where the battle is fought. One method is to fight in a different battleground each week, say battle 1 (The Edges of the Abyss) in the first week, battle 2 (Rhyn Dufaris) in the second week, etc. Another way is to roll D6 to randomly determine the battleground. A third is to mutually choose a battleground.

If neither player has access to the the Edge of the Abyss rulebook, that is not a problem, the battleground scenarios are similar to the vanilla Kings of War scenarios (with the exception of Secure! which comes from the Clash-of-Kings supplement).

1. The Edges of the Abyss: Kill! Evil moves first.
2. Rhyn Dufaris: Kill! Good moves first.
3. Hokn-Man: Kill! Good moves first.
4. Twilight Glades: Pillage! Evil moves first.
5. Ardovikian Plain: Invade! Good moves first.
6. Forest of Galahir: Secure! Evil moves first.

Good versus Evil

The Green Lady, the goddess of nature, has led the way in uniting the good and neutral aligned peoples in trying to stop Mantica from being swallowed up by the Abyss.

During the campaign the Neutral armies fight along side those of the Good, for the good for Mantica.

The evil Varangur hate the Abyss so much they also fight for the Good side. Uniquely, Undead armies if led by Jarvis the Necromancer are also Good.


Good Armies
Basilea, The Brotherhood, Dwarves, Elves, The Herd, Kingdoms of Men, League of Rhordia, Forces of Nature, Ogres, Salamanders, Trident Realms, Undead (Jarvis-only), The Varangur
Jarvis the Necromancer





















Evil Armies
Forces of the Abyss, Abyssal Dwarves, Empire of Dust, Goblins, Night-stalkers, Orcs, Ratkin, Twilight Kin, Undead

The Edge of the Abyss book

The Edge of the Abyss book not only details the six battle scenarios and a seventh final showdown scenario, but includes new unique heroes, units, and something new to Kings of War, formations, all designed for the summer campaign. So if you wondered where all the new units and heroes came from it's this book.

The campaign heroes and units are reasonably well balanced, thus they are going to be legal in Mantic's huge Kings of War tournament in October.

The formations are legal for this campaign only, after that you'll require the agreement of your opponent to field them.








The Outcome

While the campaign is running there will be updates to how the conflict is progressing. There may be special bonuses for certain armies or special rules for the losing side, as they desperately try to stave off defeat. I will update this page with all such information.

When the campaign is over, the final results will affect both the six locations separately and Mantica as a whole. These changes and the new map will be published at the end of the year by Mantic. It is probable I will create a new page to highlight these revelations.

Final Words

I do hope you manage to take part in the Summer campaign. As I said before the beauty of it is as little as one game played is all you need to be part of Mantica's history. It's been set up to be both flexible and very low commitment.

See you on the battlefield, chill out, laugh, and have fun!

Thanks a lot for reading!

Appendix: Clash of Kings Update

Clash of Kings supplement Rule and Unit Changes

Removed Magic Artefacts

Brew of Keen-eyeness
Ensorcelled Armour
Medallion of Life

New Magic Items

Healing Brew 5 points
Once per game, when given an order, heal self D3 damage.

Sparkstone 10 points
Range 18", hit 4+, may only target enemy Heroes, Monsters, and War Engines. Success: enemy disordered during it's next turn.

Helm of the Ram 15 points
Gain Thunderous Charge (1) or (+1).

Blood of the Old King 15 points
Once per game, this unit gains Elite and Vicious for one turn. This must be declared before the unit rolls any attacks.

Banner of the Griffin 20 points
This unit gives Rallying (1).

Dragonshard Shield 20 points
Once per game, when given an Halt or Change Facing order, this unit gains Defence +2, to a maximum of 6+.

Hammer of Measured Force 20 points
Unit always damages on 4+ in melee, regardless of modifiers.

Lute of Insatiable Darkness 20 points
Bane Chant (2) spell.

Zephyr Crown 20 points
Wind Blast (4) or (+4) spell.

Shroud of the Saint 25 points
Unit with Heal spell gains (+2).

New Spells

Weakness 20 points
18" range, rolling 2 dice to hit. If one or more hits are scored, the target unit has a -1 modifier when rolling to damage enemy units during their next turn. A natural six will still damage. This effect only applies once - multiple castings on the same target have no effect.

Bloodboil 25 points
12" range. When rolling to hit, roll a number of dice equal to the amount of damage on the target unit. Roll to damage with Piercing (1).

Soul Drain 30 points
6" range, rolling 6 dice to hit and may target enemy units that are in melee. Roll to damage as normal with Piercing (1). If one or more points of damage are scored, choose either the caster or a single friendly non-allied unit within 6". Remove one point of damage from the chosen unit for each point of damage dealt to the enemy target. If this is cast into melee, the target will not take a Nerve test at the end of the Shoot phase.

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