As a big Whfantasy nerd I thought that this would be rather fun. Alot of people have problems playing this mod, or are unaware of its glory.
Summary and disclaimer
This is a Let's Play blog style thing of the Medieval 2 Kingdoms mod 'Call of Warhammer. I shall be playing a game as the Grand Principality of the Reikland, during the Storm of Chaos. I am on Medium/Medium, before you say 'You wusstio!' this mod is very difficult. It is also seriously unstable. So sadly I may actually have to stop updating this as my savegame will just stop working. Disclaimer over let's get going! I'm also a really shit writer :/
Faith, blackpowder and steel
These are turbulent times. Within every corner of the Empire lurk a multitude of perils. rebels and brigands plague the highways. Darker things hide within the deep forests, while the northern provinces are under constant threat of Norscan invasion. The mighty warlord and Chosen Son of the Dark Gods, Archaon, prepares to march upon us with hordes of Norscans, heretics and worse. Grimgor Ironhide unites the southern tribes of Orcs under his banner, and will soon launch a massive Waaaaaaagh from the South. There can be no mistake. war is coming to the Empire and only united do the lands of men stand a chance to stem the tide. Not since the Great War against Chaos has the Empire been in such danger. Faith in Sigmar, brothers! Death or glory awaits!
This is the Grand Principality of the Reikland, led by the Emperor Karl Franz, descendant of Sigmar himself. Altdorf is the capital of the Empire, and as such is a mighty bastion of trade and military power. To the east lies Castle Reikguard housing the Reiksmarshal Kurt Hellborg. Both individuals are incredibly powerful and are great generals. Hellbord commands the Reiksguard, the bodyguards of the Emperor, you cannot find finer knights anywhere in the old world except in the lands of Bretonnia. The southern provinces that lie out from Altdorf are barriers against the things that lurk within the forest.
Grave news has reached the Imperial Court, a messenger bearing the seal of the Rudolf der Bar, a warrior priest of sigmar, brings word that a horde of beastmen has discovered a shrine to their fell gods and have begun amassing into a force that could threaten the security of the Reik. The court must ponder this information and decide whether to march upon the beastmen now, or wait for them to make their move.To better appreciate the situation emissaries are sent to neighbouring counties to ascertain their stability.
Though it costs the Reik a few crowns, it reveals some information on the strength of the Northern provinces. They should hold well enough, there are far more forests in Middenheim. The drakwald contains many evil creatures, they will have their work cut out for themselves.
Though the armies of the Empire are famed for their state troopers, blackpowder weaponry and fierce discipline the Reik is currently unprepared to wage war on a beastmen horde, let alone the other enemies we will no doubt face. We need to prepare. We gear up our provinces for this by constructing military infrastructure, increasing taxes and initiating recruitment of infantry regiments. The highly developed stage of Altdorf is going to help with this, though we must wait for the next units to become available. Word of the beastmen threat has begun to reach the knightly orders and the Order of the Blazing Sun has promised the Emperor a company of its noble warriors. Similarly the College of Engineers have started planning construction of several great cannons. Such marvellous technology will put us at a distinct advantage over the orcs and beastmen. We must also pray to Sigmar that the Colleges of Magic may bless us with aid.
As if news of the beastmen congregating in the dark forests of our fair Empire wasn't bad enough, we now face an Orc Waaaaagh. Aureswald is under threat! (This mod can be punishingly difficult)
The Emperor recognises this direct threat and marches to Aureswald, to bolster the garrison there. Though more troops will be urgently required to stave off the Orc threat, it should be enough for now. The famed mercenary Luca Braganza has been paid handsomely to aid in the defence. His Besiegers, heavy crossbowmen, should prove useful on the walls. As preparations for the defence of Aureswald are made yet more dire news reaches the Imperial Court. The southern counties of Averland have been engaged by Greenskin warhosts. Clearly we can not stand idly by while Empire men are fighting for their lives, the Southern army is mobilised under the command of General Vaymut.
(Army shown is the Aureswald garrison after reinforcement, pretty meh screenshot)
The Battle for Averheim
This Empire army is powerful, though let us hope powerful enough to crush the Orc horde. Five regiments of spearmen, six regiments of handgunners and six regiments of greatswords. Armed with giant bastard swords, plate armour and great courage these units are perhaps the most powerful general infantry unit the Empire can field. They will cut down all but the largest Orc troops.
As the Orcish army closes in the massed ranks of the handgunners open fire. Blackpowder muskets are capable of punching through plate armour, they are somewhat wasted on these light orc archers. My playstyle is more suited to crossbows. They reserve the armour piercing quality of the handgun while gaining the ability to fire over regiments and at greater range.
As the horde closes the order to advance is given, Captains drive their men forward with inspiring yells or promises of severe punishment for those who show cowardice. The Greatswords push hard on the flanks, bolstering the morale of the centre regiments.
The spearmen crash into the orcs, the charge goes well. Dozens of orcs are felled with long hard shafts of Empire steel plunged through their bodies. The shieldwall of spears is holding well, allowing the Greatswords to puncture the flanks and surround the orcs.
On the flanks Greatswords are engaged by mobs of Orc boyz, their huge two handed blades are swiftly put to good use, making short work of the vanguard.
Good news and bad news, the reinforcements from Averheim arrived in time for the battle. Then got slaughtered by swarms of feral boyz. Only the company of Knights manages to punch through due to their armoured warhorses and excellent training. The Averland infantry regiments were bogged down and slaughtered. Sigmar protect their souls.
Then the orc elite hits my Greatsword flanks, black orcs and orc big 'uns. Huge beasts, they push me back, the line is threatened. This is where the battle will be decided! I send forward two regiments of reserve Greatswords to smash into the exposed flank of the largest black orc horde. In the centre the weaker, smaller orc boyz have already been routed. As the black orc counter attack has been neutralised and the Averlander Knights have hit the orc lines from behind the battle is all but won.
As a reward for such bravery and skill at arms, the Orc warboss goes mad with rage and rides into the reforming lines of spearmen like a beserker. He is swiftly culled like the beast he is, so that he cannot retreat and reform to threaten the Empire again. Praise Sigmar!
Averheim is saved! Now free to move North to support Aureswald against the emerging greenskin threat. Vaynmut bids farewell to the surviving knights, congratulating them on a battle hard won. They will hopefully bring back word of how the red and grey of the Reik bested the Orcs to their lords.
Vaynmut himself is lauded by his captains and has gained the respect of his men. Routing thousands of greenskins while minimising casualties is a great way to go about that. The great commander now has his eye on coming to the Emperors aid in the north, to victory!
As our beloved Vaynmut crosses the Reik river it is clear Greenskins are not the only problem. The beastmen tribes discovered by Rudolf have left their shrine to lay waste to the south of the Reikland! Beastmen hordes lay siege to Aureswald and Bogenhafen.
This is a dire situation, our allies to the North are occupied with their own beastmen incursion. We can expect no help from the mauled Averlanders and the armies of Wissenland are no doubt preparing to withstand the same Orc waaaagh that threatens Aureswald. Though we command two large armies, led both by gifted generals, it is uncertain whether they can withstand the combination of a beastman siege and an orc waaaaagh.
The city state of Altdorf has responded, promising reinforcements and a War Altar of Sigmar to bolster the morale and faith of the Aureswald defenders.
But will it be enough?
Oh god this took forever to write...jeez. I'll edit out spelling and grammatical errors, as well as post format as I don't think I did some of the pictures right.
Anyways, I hope you enjoyed this. Updates soon. Must get more fluff in too.
Comments, suggestions and advice welcome!