◆WHQ: CURSED CITY CAMPAIGN: Preparation ◆

In this city of the dead, you cannot outrun the Undead, nor the wolves of the Vyrkos…

The Mournhold Survivors venture off into the city of Ulfenkarn; what peril will they face in the City of Wolves?

Awhile back this year, I got myself a copy of Warhammer Quest: Cursed City second hand for only £20 without the miniatures. In comparison to second hand copies of the previous two AoS Warhammer Quest boxsets at £45 each at the same seller (without miniatures as well).

When I played my first three games of Cursed City in its original ruleset, it was quite honestly one of the worst board games I’ve ever played. It suffered from very poorly written rules, missions (or journeys) that can last way over 4 hours+ of a tedious objectives to complete, and in some aspects the rules designer’s just made terrible choices that seemed rushed and confusing to understand.

For several months since then, I’ve realised what a lacklustre game Cursed City turned our to be, I did some research to find any fan made content that could improve this game in any way. I came across Peter Coopers fan made work for Cursed City, with revised rules, print and play cards, new cards created, refrence cards and more.

I then got to work on creating something completely unnatural by combining Peter Coopers print and play fan content, Warcry free downloads for unit cards, editing content for homebrew reftence cards and adjusted rules and a lot of ink… a lot of ink needed to produce a box full of everything I needed to play a very ambitious system.

Every Warcry unit card can be used to play WHQ, with only a few rules explination for using Agility, Defense and how damage works. On top of this, I’ve made an extra effort to realise a deck of Magic spells and some level capped Duardin Rune deck. This makes certain models unique in the abilities and powers they gain throughout the campagin.

This project contains the following:

  • Four decks of unit cards aligned to their respective Grand Alliance with appropriate card sleeve colour to access easy to recognise Alliance deck.
  • Lore of Magic deck containing all Battle Magic of thr eight lores of magic. Includes revised spells from old editions of WHFB with a wide variety of options for casters to earn new spells each time they level up.
  • All Dwarf Runes revised for WHQ: CC for Duardin use only
  • Combat revised based on SvT when determining what dice to roll, and what power dice I needed in order to be able to initiate combat.
  • Unique faction abilities revised for WHQ.

There will most likely be more content added to this solo hobby project as I build my own solo campaigns going forward. Not to mention I’ve also included Peter Coopers revised WHQ: CC content for my Ulfenkarn In Peril Campaign, which will be an upcoming blog series this month!

It’s taken me ages to get somwhere with all of my Warhammer AoS collection, after years of not being able to play wargaming with anyone. But it seems creativity has a way of making the best out of what’s available.

I’ll finish this post on the details as I need to get on with getting part 1 of this 5 part campaign ready by the end of this week.

Until next time,

34th Tribe

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