As the creator of The Barons' War, I’m incredibly excited to introduce Warhost, our brand-new fantasy supplement for The Barons' War tabletop skirmish game. This project is a personal milestone for me—something I've dreamed of bringing to life since I first started gaming nearly 40 years ago. It’s truly a labor of love, and I am very excited to share it with you. The aim for this post, is to provide a brief overview of the book, with plans to dive deeper into different sections in their own upcoming blog posts. But for now, let’s take a look at what Warhost has to offer!
Stepping into a World of Fantasy
Warhost is not a standalone game; it expands upon the foundations established in The Barons' War. To play Warhost, you will need a copy of The Barons' War rulebook to fully immerse yourself in the experience. We have maintained the familiar structure of the existing rules, so if you are already acquainted with The Barons' War, you'll have an advantage.
What's New?
While the core rules remain largely the same, Warhost introduces several key changes to create a fantasy wargaming experience:
- Magic: I believe you can't have a fantasy game without it! All races can access magic, making it a key element on the battlefield. We have included rules for magic spells and magic items.
- New Races: Step into the shoes of Elves, Dwarves, Orcs, or the Dead, alongside Humans. Each race has unique traits, abilities, and warrior lists to enhance their individuality.
- Large Creatures: Prepare to face large creatures, which require special rules for combat. Their profiles will include a Large(X) designation as an ability, where (X) is the amount of damage they need to take in a single round of combat to be removed.
- Commanders and Command Groups: There are revised rules for Commanders and Command Groups, most importantly in combat. Additional Commanders and your overall Warhost Leader can now issue Command Actions to friendly Groups to make a Reaction (not an Action).
- Rule Refinements: We've also made key changes to some existing rules, such as critical attack rolls of 0.
Exploring the Bylands
The book's final section is devoted to the Battle for the Bylands, the first campaign in our fantasy setting. The campaign consists of three scenarios that are interconnected:
- Scouting the Bylands: This scenario begins the narrative with smaller forces. It focuses on reconnaissance and establishing control of key locations.
- The Shrine of the Elements: Here, you will do battle for the sacred site. This scenario focuses on magical power and the control of strategic objectives.
- The Battle for Byland: The final scenario culminates in a large-scale battle, where the fate of the Bylands is decided. The results of the previous two scenarios will influence the deployment areas in this scenario.
Each scenario presents a conflict between two forces: the Orcs led by Gromgarr the Marauder and the Elves led by Prince Elarael. The outcomes of these scenarios will have a ripple effect on the overall narrative. The final scenario decides the winner and determines the conclusion of the story. These scenarios are designed to be both fun and challenging, showcasing how The Barons' War rules can be applied in a fantasy setting. The complexity of the scenarios increases as the feud between the two protagonists escalates.
Your Journey Begins
Warhost is more than just a rules supplement; it's an invitation to join us in exploring a new world. We are at the start of that journey and we hope that you will join us and share your feedback to help shape its future. I believe you will have a lot of fun.