Narrative Scenario – Encounter on the Erskwell River

Elements of a Narrative Scenario

There are several key elements that separate a narrative scenario from a regular scenario. The only mandatory element is that there is a story behind the battle, including a clear motivation for all participants. This story can be generic enough to be applied to any army, or it could be written with specific armies in mind. The rest of the elements are optional. When crafting a narrative scenario, it’s best to focus on a few elements rather than get carried away trying to include them all.

  1. The terrain layout is predetermined and/or tied to a specific location in Pannithor.
  2. There are special rules for the terrain.
  3. The points-level is determined in the scenario and might be different for each player.
  4. The deployment zones are non-standard.
  5. The number of turns is non-standard.
  6. The victory conditions are different for each player.
  7. Special magic artefacts are available to each player.
  8. Special spells are available to each player.
  9. There are more than two players involved in the battle.
  10. There is a specific amount of time on the clock for the battle.

Essentially, a narrative scenario prioritizes story-telling over balance. It’s important not to move too far away from balance, as a heavily one-sided battle isn’t particularly fun for either player.

I plan to update this article series on an irregular basis, whenever a new idea strikes me. I welcome readers to play through and/or edit my narrative scenarios as they see fit. I also strongly encourage readers to create their own narrative scenarios. If you want me to publish your narrative scenario on -/28 for the rest of the community to enjoy, please send it to me at persongrl@gmail.com.

All entries in this series can be found here.

Encounter on the Erskwell River

The mighty Erskwell River bisects the plains of Pannithor, forming a natural boundary between the Mammoth Steppe and the Young Kingdoms. The picturesque beauty belies a volatile region ravaged by violence as various factions wrestle for control. The Ogres, Kingdoms of Men, Forces of Nature, Dwarfs, Goblins, Rhordians, and even the Basileans all have an interest in the area. Protecting borders, securing trade routes, monopolizing resources, or simply seeking vengeance is reason enough to become embroiled in this seemingly unending conflict.

Control of the river has changed hands many times throughout history. In recent years, the Basileans have fortified their hold over the river through the construction of a massive bridge, wide enough to support a column of soldiers and sturdy enough to withstand the thunderous charge of cavalry. Though the Dwarfs decry its shoddy craftsmanship, the bridge undoubtedly surpasses the rickety wooden contraptions of the Goblins and narrow, naturally-occurring fords. At first, the bridge was open to all, and the noble races came to rely upon its use. Goodwill towards the Basileans spread, and a comfortable peace was enjoyed for several years. It seemed too good to be true.

All the while, the Hegemon was quietly deploying sentries at all of the fords, funneling traffic towards the bridge. Now, the sovereign of Basilea has announced a hefty toll for its use. It seems his control of the region has become a chokehold. Moreover, rumor has it that Basilea’s engineers have begun designing a dam, which would hamstring the local fishing economy for the Rhordians.

Incensed, all of the factions in the region have taken up arms and converged on the bridge. Yet again, the Erskwell River is set to become the site of a brutal encounter.

Before deployment, set up a river horizontally across the battlefield along the 24” line. It is alright for the river to bend and curve, but it should cross the exact center of the table and run from end to end. Place a bridge across the river at the exact center of the table. The bridge should be wide enough for a Horde of Infantry to cross. Units may cross the bridge without penalty but the sides count as obstacles. Identify two areas along the river and approximately 15” from either table edge as fords. The fords should be wide enough for a Regiment of Infantry to cross. Units may cross the fords without penalty. Otherwise, the river is treated as difficult terrain.

The rest of the table should be set up to reflect the area, with several pieces of difficult terrain (woods, crop fields, ruins, rocky terrain), impassible terrain (guard towers, supply buildings), and obstacles (fences, hedges, low walls). The Erskwell River flows through the plains, and as such, there should not be any hills on the table.

Here is an example of how the battlefield might be laid out.

At the end of the sixth turn, determine which player has control of the bridge:

  • Units with the majority of their footprint on the bridge add their full unit strength.
  • Units with the majority of their footprint within 6” of the bridge add half their unit strength (do not round up or down).

If one player has a higher score than the other, they are declared victorious and the game ends. If the score is tied, play an additional turn and count again. Note – turns will continue indefinitely until a winner is determined. This battle is too important to end in a draw!

About Greg

Greg is an avid Kings of War hobbyist, gamer, and podcast host from the Northeastern United States. On -/28 he'll be providing you with a range of different articles, mostly focused on the hobby and narrative sides of Kings of War.

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