A few weekends ago Jet (A.K.A. Jet) dropped over for a game of Chaos in Carpathia.This was the first time I was able to host the game due to terrain. Being busy as a bee preparing for Delves, the terrain I created for it was prefect for setting in the Carpathian Mountains.
We continued our campaign of Monsters Vs. Humans. The idea was created by Jet and adds a ongoing factor vs. the one-off game style. It makes each game worth a possible reward. In a nutshell the winner of the battle will receive one victory point for the win. During further games, at the beginning of each game both parties would total their ongoing campaign points and and compare them. The difference determines the advantage to the party with the most campaign points. (I.e. Human faction has 3 campaign points and Monster faction has 4 points. The Monster faction is winning by 1 point so they would get the 1 point advantage)
Jet created campaign cards to add to the above idea. In the game each player is given one campaign card at random that they can use to assist them in the game or could opt to hold onto the card. If you hold onto the card and win, it would garner you a extra campaign point. You can check out more on this idea here
We also use secret objective cards rather then having the six standard objectives. This way their is more strategy involved in each game. Getting to the physical objectives on the board is only a small part of the game. With the cards each faction draws three at random and they are kept hidden from your opponent. This adds a great element as you have to obtain your own goals and try to predict and stop your opponent from getting his. You can find more about these objectives here
With that explanation out of the way lets move onto the game. The table was prepared and the game was on. The first game was Jet's Werewolves Vs. my Brotherhood. The tower was the key location. The camp fire, and marked grave were two objectives on the Brotherhood side of the table. The ballista and small lone tree were objective on the Werewolf side of the table.
The person of interest was in a underground cavern. the person of interest. The person of interest was accessed by ending the secret passage from the waterfall of the well.
There was also two underground objectives that was in a centralized area. The rock formations on the table had two cave opening which lead down to the underground cavern to these objectives. The objectives counted as being on either side of the board as we called it a neutral area.(The alchemist table and altar in the center of the picture)
Now on to the game. The objective cards were drawn. I drew The Search, The Rescue and The Score. (card listings can be found here). My priest was chosen for the search and Howler was chosen for The Score. The Wolves were dealt The Hunt, The Duel and The Score. Jason choose Penance for The Score. All objectives were kept hidden from the other player.
The campaign cards were then allocated. I was winning the campaign 8-4. This allowed me to choose 2 campaign cards and discard one. I was also able to pick the table side and force the wolfs to deploy first. I drew two cards and kept the "Feat: Strength." This allowed me to do one of the following options.
(a) Force a locked door or window without using a special action
(b) Gain a maximum result on the Sarcophagus search table
(c) Jump over an obstacle
(d) Force an opponent to re-roll a DR test
(e) Complete any other STRENGTH-based action that seems reasonable to you and your opponent
Jason drew the "Fog" which gave him this ability.
Play this card at the beginning of a new turn before initiative has been
determined. Place a round template (5-inch diameter) anywhere on the
table not touching a miniature. This represents a bank of fog spreading
across the battlefield. A model may not be targeted by ranged or special
attacks if the attacker's line of sight passes through the template. A
spotting test must be made to charge an enemy on the other side of the
The beginning of the turn after the fog appears roll a
D6. On a roll of 6 the fog dissipates. Add 1 to this roll each turn
thereafter. If the fog doesn't dissipate, move the template D6 inches in
a random direction.
With all the pre-game items out of the way it was on to deployment. Here we see the bulk of Jason's deployment behind the waterfall.
I deployed most of my faction in roughly the same area on my side. I did this as I needed to take down "Howler" for my objective and the priest would try for the objective in the area and then head underground.
In the first turn my priest would head to the Marked Grave to find one objective. The rest of the warband would move forward to meet the vicious werewolves.
I also forgot to mention that the waterfall and well had a hidden passage way to an underground passage. It was a free action to locate at TN3. If you decided to look as an action it was TN2. Jason moved his great wolf to locate the passage behind the falls but was unable to do so. He then advanced his crew and hid behind the rock formation and in the trees.
"Blackmaw" was deployed further down the table. He was rushed up the table to meet my Brotherhood.
As the game continued my brotherhood was able to advance forward and take down "Howler". Which scored me 2 victory points for having The Score. This would not go unnoticed as "Blackmaw" quickly entered the fray to try and avenge his fallen brother.
The Great Wolf would find the secret passage in the falls and head down to the POI. See this and having The Rescue campaign card I had no choice but to head down to the cavern to try and drive the foul beast back!
Having to move in close to take out Howler gave his inmates the opening to charge my brotherhood. They would move in and attack The Old Woodsman and "Valor", a Crossbowman brother.
The inmate would make quick work of valor. The rest of the inmates gathered their numbers and surrounded the Old Woodsman.
While this is going on, the Great Wolf being much quicker then the Cardinal "Mercy"and the Veteran Brother "Justice" was able to kidnap the person of interest and flee. Digging deep into their inner reserves they were able to use their fate and extend their movement to gain ground on the hulking stalker.
The next turn Jason decided to have his Great Wolf turn and face the brotherhood. Have The Duel secret objective he could gain 2 victory points if he was able to kill my Cardinal. He would attack, only inflicting one would to the Brotherhood leader.
During the combats that were taking place above and below ground my priest "Wisdom" was rushing underground to capture the second objective in the neutral area to obtain the 2 victory points for The Search objective card. Jason caught on and sent "Blackmaw" and one of his inmate to deal with the priest.
The fight between the Great Wolf and "Mercy" would continue to a stand still, with either side unable to banish the other from this world.
The priest would make it to the objective to search. Only to be looking in the wrong compartment and unable to find the missing formula to cure lycathrophy.
Passing a shape senses check and expending fate, "Blackmaw" tore through the underground grotto and charged "Wisdom". He would deplete the priests hit points but with "Wisdom's" iron will he was able to overcome the massive damage and stand firm.
The dice would be rolled to see if another turn would be require, but the game would end. The final score was 3-2 for the Brotherhood. I obtained 2 victory points for killing "Howler" and 1 victory point for the single objective that "Wisdom" was able to locate. Jason obtained 2 victory points for having the score and killed "Penace", which was his named target.
Neither of us used our campaign cards. Jason never use The Fog as it would have not helped much during the battle. I never user my Feat:Strength as I did not feel their was a good time for its use. With keeping the card and winning I was awarded 2 campaign points. This brought my total to 10, which was enough to win the campaign!
Final score: Humans 10 - Monsters 4
As always, thanks for reading,