The campaign consists of three separate skirmishes following the invasion of different parts of the Orc army on their way to Orc's Drift. Five years later he gathers a new host and invades the lands again. The original story is about an Orc king that got defeated at Orc's Drift. A seer was no longer needed to predict the fate of the Stormvermin.
With the roar of trumpets a large part of the Dark Elf patrol returned.
In a nod to the new ways I decided to rename my campaign Bloodbath at Orruk's Drift. It is called ' Bloodbath at Orc's Drift'. To add some of that old mojo to new games I decided to dust of an ancient campaign module written for 2nd edition Warhammer Fantasy Battles. That is the more freewheeling creative approach to gaming and storytelling (all the crazy political, punk and historical references). Rules supporting narrative games are all well and good, but there's one thing I still really miss about the ancient GW of the eighties. The spy, freshly escaped, apparently decided the top of the outhouse made for an interesting hiding place from his former captors. Also Age of Sigmar lends itself splendidly to the required slapdashing of rules. Campaign are where the real fun memories get shaped. Why still write one then? Because its wonderful (in my humble opinion).
#The bear and the dragon scenario wargame full
All well and good, but it takes a hell of a lot less time to just roll a set of objectives and have an evening's worth of fun as opposed to writing full on scenario's and campaigns. Well zap ahead in years and after a lot of failed attempts to make a silly game balanced, GW is finally focusing more on the narrative aspect of games again (in AoS to be sure, I've kinda missed the entire new 40K edition to be honest). Unfortunately the cowards promptly failed to properly charge their enemies. With typical Skaven trickery, a small unit of Stormvermin accompanied by a Warpgrinder, jumped up just behind the Dark Elf barricade. It also ended hours spent wondering and discussing how anyone could so thoroughly miscalculate game balance (I'm looking at you McDeath). On the downside this ended the fun of a GM writing a silly story, carefully picking armies for the resulting game, thinking up secret side-objectives, and adding insane plot developments. I remember GW shifting away from this in 4th edition, making it much easier to have a casual game with a friend. I got into Warhammer Fantasy Battle way back in the eighties (third edition) when all scenarios assumed at least two players and a game master (as with 1st ed.