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Author Topic: Path To Glory game  (Read 1502 times)

Offline Pictors Studio

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Path To Glory game
« on: 11 January 2019, 05:43:33 PM »
Tomorrow we are running an Age of Sigmar: Path To Glory game, only we are using the campaign supplement from 2002 rather than the AoS campaign PtG rules.

We have 5 people signed up so far and here are some pics of some of the 6 warbands I'm bringing. 









We're starting at noon tomorrow (the 12th) and will play all day. 

I am going to be using scenarios from out of the various AoS campaign and army books that will be appropriate. 

I'll post pictures after the games tomorrow. 


Offline Pictors Studio

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Re: Path To Glory game
« Reply #1 on: 13 January 2019, 04:48:37 PM »
Here are some pictures from the games as well as the background to the campaign. 



We had six players, which was perfect as I had done six warbands.  One person came just to watch and I was the moderator.  Two of the people had to leave after the first game but then the rest stayed until near the end.  We got a total of 8 games in during the day.



The scenarios were modified, only slightly in most cases, from the various Batttleplans in the Battletomes and the Realmgate Wars books.  We played scenarios from the All-Gates, Balance of Power, Bloodbound, Beasts of Chaos and Disciples of Tzeentch books.



There wasn't a clear winner at the end of it all, although it seemed as though the forces of Nurgle were pulling ahead. 



Everyone who played seemed to have a good time and the games lasted from noon until nearly 6 p.m. 

More pictures can be seen here:

https://imgur.com/a/dVXxdy7



Background:

The time of Chaos had passed with a violence unseen in the land since it had begun.  The human chattel that had worked the land and been slaughtered at the behest of the various Chaos lords were protected and then trained by the Stormcast army that had come to rid the land of the Ruinous Powers.  It was a surprisingly short amount of time before the Tueroas Valley saw civilization start to flourish again.

With the ending of the Reign of the forces of Chaos the Stormcast warriors were recalled to liberate other lands and people or to avenge them and all that was left of the mighty host were a few advisers.  As time passed even these agents of Sigmar moved on and the Tueroas people resumed life on their own. 

In the village of Ur-Kalesh the people flourished.  Their open plains produced abundant harvests and their population grew.  With the warriors of Sigmar gone the people of the region, the villages of Turkaresh, Sykresh, Tilaganesh and Ur-Kalesh, thought about their own defense.  Turkaresh, the most powerful of the villages in the Tueroas Valley, suggested an alliance to keep the forces of Chaos away should they ever return. 

Sykresh and Tilaganesh leaned towards joining the alliance while Ur-Kalesh immediately rejected the idea.  The alliance was formed and Ur-Kalesh was left out.  Eventually the two smaller villages, tiring of their obligation to commit men to the standing army, started sending money to Turkaresh instead, especially the harvest time.  It was not long after that, with the threat of Chaos now a memory years in the past, that Sykresh wanted to end the alliance.  Soon Turkaresh troops were at the walls of Sykresh demanding the alliance dues that were owed.

After a short siege, Sykresh eventually capitulated and turned over the desired dues.    Not long after that Turkaresh decided that it was time that Ur-Kalesh was benefiting from the alliance without taking any responsibility for its maintenance.  Just like Sykresh Ur-Kalesh found itself surrounded by an army from Turkaresh. 

They had not been idle in their own defense and soon the two armies met, at first in a series of brief clashes near the walls, but as the defenders drove the besiegers from the lines, the forces met on the fertile plains around the city.  The outnumbered Ur-Kalesh force was also outmatched by the soldiers of the larger army, many of them mercenaries now and professional.  Routed the defenders fled to their city but the enemy were quick on their heels and the city fell to plunder by the invading army. 

Many fled where they could and found refuge where they could.  They fled to wooded areas, to the mountains and to caves nearby.  The Ur-Kaleshi fled to the dark, uninhabited areas where the men of Turkaresh would not follow. 

With their crops destroyed and the most fertile portions of their land occupied by enemy colonists the refugees thirsted for revenge.  Their desire radiated from the Tueroas Valley and eyes that had long turned away from the people in that region refocused their gaze upon them. 

Soon the Ur-Kaleshi gathered in small groups in the wilds and made war upon each other.  Each warband leader sought any advantage over his rivals.  Where desire and hatred met dark forces were drawn and slowly whispers came to the leaders of the bands, insidious and tempting the voices told the people what they would need to do to defeat their rivals.  They were drawn to the ferocious or the decadent, each promising a different path to power. 

Some sought different, more esoteric means of gaining ascendancy and turned to the arcane.  They did not seek in vain and their investigations were rewarded with dark knowledge and a hunger to learn more.

And some were defeated. 

These stumbled away from the livable areas of the wilds.  They found themselves lost, wounded and increasingly weak in the inhospitable areas.  Many fought to keep the infections that grew in the gashed limbs at bay, usually in vain.  A few did survive and poked on in a meager existence, little better than the least of the animals.  A few, their heads swimming in delirium as the illnesses took hold, embraced their fevered visions and rose as champions of a new patriarchy, doing anything to make their new father happy.

Their was power in the wilds.  Even the Stormcast had never been able to rid the land entirely of the tribes of Beastmen that inhabited it and now the men driven from their homes were finding new sources of energy to rebuild a civilization, albeit of a different sort. 

That power was divided right now, but it would only take one leader to rise above the rest and pin the others down and force them to his will.  The rivals clashed outside the awareness of the men of Turkaresh. They clashed with each other for power, in the name of their Gods and with a thirst for revenge.  They would spill blood to unit the disparate groups under their command.  Eventually the people of Ur-Kalesh would return to the settles regions of the Tueroas Valley and they would be united under one leader that would march them down that path to glory.
     

Offline Whitwort Stormbringer

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Re: Path To Glory game
« Reply #2 on: 14 January 2019, 07:19:40 PM »
Awesome! I've wanted to play a 2002/6th Ed. Path to Glory campaign for a long time, now. This is great inspiration. Did you roll up warbands and then model them, or were you able to supply them all from your existing collection?

Offline Kitsune

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Re: Path To Glory game
« Reply #3 on: 14 January 2019, 07:31:07 PM »
Looking good! Sounds like a good days gaming and the sort of thing I’d like to do at one point

Offline Pictors Studio

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Re: Path To Glory game
« Reply #4 on: 15 January 2019, 11:03:34 AM »
I moded the lists in the original pamphlet to both reflect new models that have been released as well as my collection. But I just rolled on the charts from that point on. I tried to make the lists as similar to the original as possible.

For example in the Khorne list I used blood reavers instead of marauders and arcanite cultists for those on the tzeentch list.