Casual Game6 min read

Choose your path: Your Guide to The Witch Campaign

Gabriel Miller

Gabriel Miller

Choose your path: Your Guide to The Witch Campaign

Something waits, just beyond the mist. An ancient power stirs and draws those who seek her beyond the Barrier Islands. Others come to make certain the Witch whatever dwells there never leaves.

The Witch is a three-scenario narrative campaign for Warcrow in which two players take on opposing roles as Hunters and Seekers. Across all three scenarios, your decisions, discoveries, and accomplishments carry forward. You will earn bonuses, uncover strange objects, and follow the Witch's trail deeper into the unknown.

Before you begin your journey, here is everything you need to know to play.

Choosing a Side

At the beginning of the campaign, each player chooses a faction and joins one of two teams: Hunters or Seekers.

Your choice is permanent for the duration of the campaign. Players cannot change their chosen faction or team between scenarios, and the two players cannot use the same faction, even if one is a Hunter and the other a Seeker. 

The distinction between Hunters and Seekers is important. As you progress through the campaign, the two sides will have access to different achievements, Track Meter bonuses, and opportunities.

Choose carefully. Once the hunt begins, there is no turning back.

Muster Your Company

Each player builds a 250-point Company from their chosen army. There are no additional restrictions on its composition, so any units available to your selected army may be included. However, this is not a new battle every week with a new force.

The Company you create at the beginning is the Company you will use for all three scenarios. 

Your warriors are embarking on a journey together, and what happens along the way may continue to affect them as the campaign unfolds.

Every scenario is played on a 60 x 60 stride battlefield. Each mission specifies the terrain required for that particular encounter. Do not add additional terrain beyond what the scenario calls for. If you do not have a terrain piece of exactly the indicated size, simply use the closest match available. 

Military Points, Arcane Points, and Victory

Winning The Witch is about more than defeating the enemy. During each scenario, both sides can accumulate Military Points (MP) and Arcane Points (AP). Together, these determine the Victory Points (VP) earned by each team. 

Throughout each scenario, units will encounter terrain elements and objectives with which they can interact. To do so, a unit must normally position itself adjacent to the appropriate element and follow the instructions provided by the scenario. These interactions can unlock achievements, provide rewards, and influence your progress through the campaign. 

Achievements

Each scenario contains Achievements that can be earned by fulfilling particular conditions. Achievements and their effects are recorded in the Campaign Log, and each can only be earned once. Some are exclusive to Hunters or Seekers, while others are available to both teams. When an Achievement is shared, however, it becomes a race: only the first player to claim it receives its benefit. 

Keep your Campaign Log nearby throughout your games. It will become a record of the choices, discoveries, and advantages you accumulate on your way toward the Witch.

Bewitched State

There is magic in these places, and lingering too close to it can have consequences. The Witch introduces the bewitched state. Units can become bewitched through events and terrain elements encountered during the campaign. Once the state's effects have been applied, it is removed like other states, and it may also be removed by Resting or through abilities that allow a unit to remove it. You'll also encounter the new Magical keyword. At the end of its activation, any unit within 3 strides of an element with the Magical keyword gains the bewitched state. 

Follow the Track

At the heart of the campaign is the Track Meter. Hunters and Seekers each have their own Track Meter, which fills as they accomplish specific goals throughout the three scenarios. Each scenario tells you how Track points can be earned, while certain interactions and events may provide additional opportunities. When you fulfill one of these conditions, mark it as completed and advance the corresponding level on your team's Track Meter.  As your Track Meter advances, you will unlock campaign bonuses.

Once unlocked, these bonuses can be used whenever their requirements are met, but each is single-use. After spending one, mark the corresponding box on your Campaign Log. If both players attempt to activate a bonus simultaneously, the player with Initiative decides which bonus resolves first. Deciding when to spend these limited advantages may prove just as important as earning them.

Keys and Stags

Some Track Meter rewards aren't written abilities. Instead, they are represented by special icons: Keys for Seekers and Stags for Hunters. During the campaign, you'll discover certain actions marked with these symbols. You cannot simply perform them. To take that action, you must have unlocked the appropriate icon on your Track Meter and then spend it. 

Like other Track bonuses, these icons are single-use. Only one may be spent on an interaction, and their effects cannot be stacked. There are also only a limited number available during the campaign. 

You may not know when the next opportunity will present itself, so choose wisely.

Find the Witch's Objects

The Witch has passed this way before you. Across the three scenarios, your warriors may discover objects belonging to the Witch, each infused with her magic and providing its own special bonus. An object can only be discovered once and belongs to the unit that finds it. Unlike many scenario-specific effects, these objects can remain with you throughout the campaign and may be used immediately upon discovery. Their effects are generally single-use unless the object's description specifically says otherwise. Once an object has been used, mark it as Used in your Campaign Log. 

That means what you discover in an earlier scenario could make all the difference later.

Your Hunt Begins

Beginning September 8th, The Witch will be live online with at WarcrowGeist.com. Everything you need to play will be presented for you under the Campaign tab. You only need to remember the essentials: 

  • Choose your faction and your allegiance 
  • Build your 250-point Company
  • Keep that same Company throughout all three scenarios

From there, follow the scenario instructions and keep your Campaign Log updated. Record your Achievements, advance your Track Meter, mark spent bonuses and icons, and keep track of any of the Witch's objects that fall into your hands.



Each player should report each scenario via the button at the bottom of each mission page for a chance to win one of 4 Warcrow starter bundles. Winners get to select a Warcrow starter box bundle of their choice, courtesy of Corvus Belli, and will be announced at the end of the campaign.


Hunters and Seekers may walk the same path, but they are not searching for the same thing. Some have come to find the Witch. Others have come to hunt her. What happens when they finally reach her is up to you. 

Choose her Fate.

Change the World.

Gabriel Miller

Gabriel Miller

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