Visions of Glory; Delusions of Adequancy
Ponders End Wargames Club
In association with Oddleg Enterprises
Proudly presents
Visions of Glory;
Delusions of adequacy
A Nemesis crown campaign
War approaches once more. In the depths of the Great Forest, at the very heart of the Empire, armies from all over the world are engaged in a desperate search for one of the greatest magical artefacts ever created: The Nemesis Crown.
Campaign League:
Quite simply a league standing based around the major factions within the campaign:
- Empire
- Orcs and Goblins
- Dwarves
The other races can remain independent and state at the beginning of each campaign round which faction they wish to support as an ally.
League position to be established by win / draw / loss record generating “glory” i.e. a number of glory points for each type of victory as described by the rulebook and or scenario played.
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Result |
“Glory” |
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Crushing loss |
100 |
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Major loss |
225 |
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Minor loss |
375 |
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Draw |
500 |
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Minor victory |
625 |
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Major victory |
775 |
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Crushing victory |
900 |
Results to be formed both independently and for the factions. Border patrol games give half the usual Glory Points.
Factions:
There are no restrictions on which armies may join together, except that Dwarfs, Empire and Orcs fight as separate factions. Allied players may not fight each other, but can fight on the same side! Obviously, the greater the bond between the allies the better they’ll play together, so while an Empire General could take a Vampire Count as an ally, their armies may not work so well in battle together!
Allied players may swap “Rewards of Glory” cards, see below, before battles. This MUST be a swap, you cannot simply gift the cards and you may only switch with one ally per night. The number of cards you can swap is dictated by how much trust there is between the armies:
-Trusting allies (E.g. Empire and High Elves): May swap up to three cards
-Distrustful allies (E.g. High Elves and Dwarfs): May swap up to two cards
-Adversaries (E.g. Empire and Chaos): May swap one card only
Campaign format:
The main campaign will be played out over six back to back weeks from Tuesday 24th July through to Tuesday August 28th.
Each week will be themed as follows:
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Tues 24th July: |
Bloody Borders |
500 pts |
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Tues 31st July: |
Sneaky Skirmish |
1000 pts |
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Tues 7th August: |
Total War |
2000 pts |
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Tues 14th August: |
The Cauldron |
1000 pt multiplayer |
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Tues 21st August: |
Total War II |
2000 pts |
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Tues 28th August: |
Big Guns |
2000 pts plus Special characters |
“Live” warm up games are currently being played on a casual basis however to establish the starting positions for each faction.
Army generation restrictions:
No restriction on number of characters allowed as this can effect certain armies a lot worse than others.
- One fewer Special choice
- One fewer Rare choice (To a minimum of 1, unless playing Border Patrol)
- No Dogs of War or Special Characters.
- Characters restricted to half their usual magic items allowance
- Battle Standards may not take a banner worth more than 50 points.
Bonus “Rewards of Glory” cards:
“Rewards of Glory” bonuses will be awarded to each army as they progress.
The format is as follows:
1. Each army starts with three “Rewards” as part of generation.
2. One reward card is staked by each player- you choose which reward your opponent stakes! One additional card is drawn from the deck to be played for per 1000 points played with bonus “hidden” reward cards generated by the scenario.
3. The winner then gets priority to pick first two cards to keep, with players picking alternatively one of the rest until all “rewards” are claimed.
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Visions of Glory: Delusions of Adequacy |
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The rewards of Glory: |
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Card |
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Title |
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Reward |
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Ace |
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Tons of Treasure |
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Immediately take two more Reward Cards from the deck (Can only use one Ace per Player- if you ever gain another one, you can’t use it!) |
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King |
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Tin-pot Terror |
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One extra Hero allowed |
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Queen |
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Regiment of Repute |
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One extra Rare choice allowed |
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Jack |
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Band of Brothers |
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One extra Special choice allowed |
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Ten |
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Lords of Legend |
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Army may include a Special Character |
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Nine |
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Regiment of Renown |
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May take a Dogs of War unit as a Rare Choice |
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Eight |
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Ballistic Bullies |
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One re-roll per battle (any shooting phase) |
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Seven |
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Lucifer's Luck |
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One re-roll per battle (any phase) |
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Six |
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Savage Slaughter |
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One re-roll per battle (any combat phase) |
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Five |
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Fortuitous Find |
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Characters allowed to use full maximum magic item allowance |
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Four |
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Cunning Cartographer |
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Add +1 to dice roll to determine who deploys first |
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Three |
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Malady of Magics |
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One re-roll per battle- can’t change or cause a Miscast (any magic phase) |
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Two |
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Superior Scouts |
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Add +1 to dice roll to determine who decides the first turn |
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Joker |
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The Visionary |
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Choose any one reward listed above |
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Any four of a kind |
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The Four Horsemen
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Army randomly chooses one “Common Magic Item” for free, may give to one character, Unit Champion or Standard Bearer (if magic standard). Only restriction is that no more than one of a type of magic item per character (So one hero can’t have two Magic Weapons!) |
All effects cumulative and may take army special/ rare choices beyond usual limits.
Club forum:
The club forum will be used as the primary method of arranging games and publishing updates so please fell free to sign yourself up at www.pewc.co.uk/forums .
Anyone taking part should also sign up for the Nemesis Crown at the following website so that their results can be registered:
http://nemesis.uk.games-workshop.com/campaign/
Appendix:
Border Patrol Rules:
Border Patrol rules combined with Visions of Glory in a nutshell:
500 points, one character, 2-4 units, maximum 1 Special choice (No rare!), 1 Infantry unit of 10+ models, no unit more than 25 models, no magic standards, no model more than 125 points, only one war machine/ chariot allowed.
Special army rules: Bretonnians: No army standard. Tomb Kings: More chariots allowed, Liche Priests up to 165 points. Chaos: one Marked character up to 150 points. Vampire Counts: may be lead by any Vampire Thrall.
Team Game Rules:
Army Composition as above. Reward Cards are for each player and can’t be swapped in-battle. Each force in each side has one Leader which his own force may use the leadership of. Killing him nets the enemy an extra 50VP. One Leader must be made overall General (Choose randomly) and gives the usual 100 VP’s. If there is more than one Battle Standard in the army, one should randomly be chosen as the main Army Standard. The other Battle Standards will only have an effect on their own forces.
Trusting allies can use ALL benefits of Generals (Not leaders), Army Standards, magic abilities etc. However characters may not join allied units unless they are the same race or “Battle Brothers”- they stick to their own kind. For example an Empire Warrior Priest can use one of his Prayers on an allied Dwarf unit, though he can never join that unit.
Distrustful allies can’t use any benefits of their allies but may use the overall General’s leadership or the Army Standard if within 12”. Magical effects and other abilities do not work on the distrustful units. For example if the Orcs use the spell “Waaaagh!”, it does not apply to distrustful Dark Elf units they are allied with.
Adversaries: Although they can ally together, enemy units may not deploy within 3” of each other, and any unit within 6” of an adversary reduces its own LD by 1. On the plus side, adversaries cannot panic each other when they run or are destroyed, and can shoot into combat involving their adversaries (Randomise per unit)! For example a unit of Empire Swordsmen flee directly through a unit of Chaos Warriors they have foolishly aligned themselves with. The Chaos Warriors just laugh at the weak Empire soldiers like an Orc would with a Goblin! They stop laughing however when they charge some Dwarfs, and their Empire “ally” fires his Hellblaster into the combat and kills three from each side…
Allies Table (From Games Workshop Border Patrol rules):
B = Battle Brothers
T = Trusted Allies
D = Distrustful Allies
X = Adversaries
NB Ogres count as Dogs of War for alliances

