Narrative Scenario – An Enemy in the Ranks

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.

An Enemy in the Ranks

The major nations of Pannithor maintain a complex web of diplomatic relationships with one another at all times. Some nations are outright sworn enemies (such as the Forces of the Abyss and Ratkin), while others navigate an uneasy alliance (such as the Forces of Basilea and the Free Dwarfs), which has the potential to turn sour at a moment’s notice. For this reason, all nations send spies to infiltrate even their closest friends, keeping tabs on clandestine operations and ready to sabotage their plans if necessary.

Though the practice of spying on their allies is officially frowned upon, the major nations engage in it anyway, knowing full well that spies are likely within their own borders. Should a spy be caught, the ramifications are swift, brutal, and kept quiet. If a spy loses contact with their handler back home, no questions are asked. Doing so would be tantamount to admitting betrayal and risking open war. The spy simply becomes forgotten, and another is sent to take their place.

Still, the missions spies are entrusted with are vital, and they accept them with a grim sense of pride. The entire tide of a battle can be turned due to the carefully planned actions of an elite group of spies. Wise generals are always on the lookout for signs of disloyalty, though some have been known to edge into paranoia, subjecting their soldiers to random inspections, routine interrogations, or even putting the innocent to death, just to be certain…

Select one of the following scenarios: Pillage, Dominate, Invade, Control.

Follow all the rules for your chosen scenario.

In addition, prior to deployment, secretly choose three units from the opposing army in which to hide your spies. You may only select Troops, Regiments, Hordes, or Legions. Write your choices down but keep them concealed!

At the beginning of Player Turns 2, 3, and 4 select one unit in your own army that you suspect has been infiltrated by an enemy spy.

  • If your guess is correct, the unit has caught and eliminated the spy before they could cause any lasting damage. Phew!
  • If your guess is wrong, your opponent reveals the location of one of their remaining spies. The spy wreaks havoc in some appropriately nefarious way (releasing a poisonous gas, setting off an explosion, quietly slitting throats, etc.). That unit counts as being Devastated for the remainder of the game (Devastated units halve their Attacks, Unit Strength, and spell (n) stat values, rounding down). Ouch!
  • If a unit containing your spy is Routed before the spy has been revealed, you must immediately announce it to your opponent. If all of your spies have been revealed or Routed prior to Turn 4, your opponent will obviously no longer need to make a guess at the start of their Player Turn.

Victory Conditions

  • Determine the winner as per the rules for your chosen scenario. Remember that Devasted units halve their Unit Strength, rounding down.

Author’s Note 

The spy mechanic has the potential to have anywhere from a massive to a minimal impact on the flow of the game. I designed it that way on purpose. Carefully consider where to hide your spies, and how you interact with those units during the battle. Being too obvious with your decisions may lead to your opponent correctly guessing the locations of all three spies, in which case you will reap no benefit. Try to “get into your opponent’s head” and figure out where they hid their own spies. Did they go for the obvious choice of your deadliest melee units, or did they make a more subtle choice, hoping to fake you out?

Depending on the points size, there is also the capability to design an army list that abuses this scenario (fielding only a handful of units in which your opponent can hide their spies and filling your points with expensive Heroes, Monsters, Titans, and/or War Engines). That’s lame and negates the point of playing a narrative scenario, so don’t do it!

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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