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Return of ReckoningCampaign record

How it works

The kill feed shows where kills happen. This page explains how the Campaign Chronicle uses those kills and why some results stay unclear.

In brief

We follow the campaign path

The site checks where kills happen. It waits for kill locations to move along the known campaign path. It records a result only when that move has one clear meaning.

  1. 01 Read the kills

    Each kill has a time and a place.

  2. 02 Follow each pairing

    Kills must move through stages in the expected order.

  3. 03 Establish the result

    If the campaign path is unclear, the result stays unclear.

01

What the kill feed tells us

It shows kills. It does not state the campaign result.

What we can see

We can see a kill's time, zone, position, and realm.

What we cannot see

The kill feed does not state who won a zone. It does not state who owns a keep. It does not state whether a fortress result happened.

Kill totals show where kills happened. They do not decide who won.

02

Each pairing is followed on its own

Kills in one pairing cannot move another pairing.

  • Dwarfs vs Greenskins
  • Empire vs Chaos
  • High Elves vs Dark Elves
T2 T3 Middle T4 End zone Fortress

Most kills must leave the old stage and continue in the next expected stage. We give extra weight to kills in the immediate next stage so a few delayed kills in the old stage do not hide a real handoff. This preference cannot skip or invent a stage, and the totals shown on the site remain the actual kill-feed totals.

03

When we can establish a winner

The path can establish a result. The number of kills cannot.

T2 and T3

Each of these stages contains two zones. The feed does not state which side finished the stage. We cannot establish a T2 or T3 winner.

Later T4 stages

A legal move into an end zone shows which realm advanced. If kills later open the middle, the other realm defended the end zone. Quiet time between those stages does not change either result. A known gap in the kill feed still keeps the winner unclear.

If the result is not clear, we say: we cannot establish which realm won.

04

Fortress results need the next stage

Kills in a fortress zone do not prove a fortress result.

A fortress zone can have kills without a fortress result. The campaign path must first arrive from the matching end zone. Strong kills that continue in the matching fortress can establish that the end zone was locked, even when a few kills remain there. The fortress result is still open: the next complete stage shows whether the fortress was captured or defended. A smaller fortress phase waits for that next stage before either result is established.

Fortress Middle T4

The defence succeeded.

Fortress T2

The attack succeeded. The pairing closed and later opened again.

A pairing can be quiet after a successful fortress attack. That quiet time does not remove the result. Kills in another pairing may show that the feed continued until T2 returned. A known gap or server reset still prevents the missing fortress path.

Zone locks lead toward the fortress endgame, so both belong to the same campaign path. Statistics count their outcomes separately so fortress captures and defences can be read on their own.

05

Gaps and unexpected moves

We leave unclear what the kill feed did not show.

When the kill feed has a gap

A quiet pairing is normal. Quiet time alone does not make a clear campaign-path result unclear. A known feed gap, or a long time with no kills in all three pairings, breaks the path and keeps the next result unclear.

When the path does not fit

Many kills may appear in a stage that should not come next. We wait for the campaign to continue from that stage. We then mark an unexpected campaign move.

An unexpected move can follow a server reset, a missed step, or another break. It does not claim that server staff changed the campaign.

06

Why a time can be a range

A later move can settle the result without giving the exact minute.

Last recorded kill in the old stage First clear sign of the new stage

The change happened after the last recorded kill in the old stage and before the first clear sign of the new stage. The page shows that time as a range when needed. Time active ends at that final kill; it does not include the later quiet wait.

For a fortress result, the page uses the final recorded kill inside the fortress as its time. The later stage shows whether it was captured or defended, but does not extend the fortress activity.

07

Closing 30 minutes

For each result, we show the 30 minutes around the final recorded activity in that zone or fortress.

T2+ population

The average number of Order and Destruction players online in T2+ during that time.

Zone/fort kills

Order and Destruction kills there during that time. T2 and T3 include both linked zones.

08

City Siege and Land of the Dead

These fights sit beside the inferred campaign record without changing it.

City Sieges

Completed city battles are shown with their reviewed pairing for location context. They do not advance, close, or reset that pairing's campaign path.

Land of the Dead

Necropolis of Zandri expeditions supply exact player and kill totals, but no winner. The Chronicle shows the fighting without turning a kill lead into a result.

09

How to read the Chronicle

Use the results for campaign movement and the figures for context.

Results
A named realm means the later campaign path made the result clear. A result without a named winner still records movement, but it does not count toward either realm's win share.
Population and kills
These show the size and balance of the fighting around a result. They help describe the fight; they do not decide who won.
Campaign and recorded fights
Zone locks lead into fortress results and together tell the campaign story. City Sieges and Land of the Dead expeditions sit beside that story without moving the campaign path.