Sunday, 24 July 2016

Campaign Rules


Starting

Each player will draw lots and then take turns to select an HQ territory- this will be one territory on the edge of the map, AT LEAST two territories away from any other player’s HQ. They will then place one Banner in this HQ territory.

Banners

Each realm supports a large standing army broken up into various fighting forces. A Banner represents one of these forces as it marches to expand the realm’s territory.

Each player begins with one Banner. As long as they have at least one territory left, they will also have one Banner. Players may gain additional Banners by taking control of more territories; for every three territories a player controls, they gain an additional Banner. If ever a player does not have enough Territory to support all of its Banners, they will lose the surplus Banners. For example, Player A has nine territories and so has four Banners (their starting Banner and one additional Banner per three territories). He loses a territory to player B, and now does not have enough territories to support all four Banners (having only 11); therefore, he loses a Banner.

Banners each contain/ represent a 2,250 points army (this may be increased by Fortifications and/ or Supporting Banners, as below). Banners do not have fixed units, so army lists may be changed from game to game; however, each banner must have a General assigned to them. The General is a character chosen from the relevant Army Book (a Hero or Lord); they must be generated at the same time as a new Banner, must always be chosen when that Banner fights a battle, and must always choose the same options and Magic Items. They are always the same General, whichever troops have been drafted into their Army!

Also, these Generals must be unique within a player’s Empire. This means that no General may take the same Magic Items as another General within the same Banner, save for Common Magic Items. You can’t, for example, have two Black Orc Warbosses with the Battleaxe of the Last Waaagh! leading two separate banners; no-one can be in two places at once!

Both Banners and Generals should be given names- it is a campaign, after all, and Wurzog’s Magnificent Manglers sounds a lot better than Banner A…

If a player has no territories at all left at the end of a campaign turn, they are eliminated from the campaign.



Campaign Turns:

Play is divided into Campaign Turns during which players can move their Banners around the map. When opposing Banners meet, a battle is fought (this will always be a Pitched Battle unless the territory fought over is one of the Special Map Sections listed below).

Each campaign turn is organised into the following phases:
11)      Write Orders
22)      Execute orders
33)      Fight Battles
44)      Retreat/Scatter
55)      End of Turn

Write and Execute Orders
Each banner can be given one of the following Orders per campaign turn:
Raze and Hold
Raze and Move
Move
Fortify
Recover
Hold

Raze
Your troops rampage across the territory, burning crops and looting villages. The territory Razed does not count towards generating additional Banners. This may also have additional effects on Special territories, as explained in their description.
After a Banner has Razed a territory, it may Hold, or attempt to Move- roll a D6. On a 3+ the Banner may move to an adjacent territory, but on a 1-2 it may not move this turn.

Move
Banners may move into ONE adjacent territory per turn. Depending on the territory, this may prove more difficult.

 Forest, Passes and Plains territories allow movement as normal.

Marshes, Mountains and Jungles count as Difficult Terrain; when moving into these territories, a Banner must roll a D6. On a 1-2, they cannot find a way through and so count as having received Hold orders instead.

River sections are Difficult Terrain if a Banner is trying to cross them (unless there is a Bridge such as the Bone Bridge), but if the Banner is moving up/down river without crossing it, they allow a Forced March move. The Banner should roll a D6; on a 4-6, they may move twice instead of once; on a 2-3 they may only move once; on a 1 they count as having Hold orders instead (the troops flatly refusing to put the extra effort in).
 Special Map sections count as Plains sections unless otherwise noted.
If a Banner moves into a territory containing another Banner a battle is fought. The winner gains control of that territory and the loser is forced to Retreat as below.
Moves are performed simultaneously.

Don’t Pass in the Night: As moves are made simultaneously, it can be the case that banners essentially “swap” places- each Banner moving into the territory formerly occupied by an enemy Banner. Obviously it is unlikely this would happen peacefully, so if this situation arises both players should roll a D6. Whoever rolls highest moves their Banner into the desired territory and a battle is fought in that territory. If the highest-rolling player fails a Difficult Terrain test whilst doing this, however, the Banner does not move and the lower-rolling player instead moves their banner into the higher-scoring player’s territory, a battle being fought for control of this territory instead. If both players fail Difficult Terrain test no Banners move and no battle is fought.
Living off the Land: No Territory may hold more than one Banner.

Hold
The Banner does not move.

Fortify
The Banner holds position and fortifies the immediate area. Mark the territory as Fortified. The Banner remains where it is and may add 200pts worth of troops if bought to battle. If the Banner moves or the territory is captured by another player, the territory is no longer Fortified. A territory may only be fortified once.

Recover
Banners in a Razed area may attempt to Recover them, rebuilding destroyed settlements and replanting crops. The Razed territory no longer counts as Razed and so may be fortified and contributes towards the generation and upkeeps of Banners. Banners may not Recover if they are bought to battle.



Battles

All battles fought are Pitched Battles, with the exception of those fought in Special Map sections, which are fought using their own specific scenarios. Battles are fought when two opposing Banners are placed in the same territory. The winner of the battle gains control of the territory; the loser is forced to retreat into an adjacent territory which they control. If the result of the battle is a Massacre, or the losing Banner has no territory into which to retreat, the losing Banner does not retreat but instead Scatters, to be placed in its own HQ territory at the start of the next Campaign turn. If the battle is a draw both Banners must retreat as above; if the territory was previously neutral it remains so, if controlled by one of the players it remains under that player’s control.

Banners may be supported by other Banners under the same player’s control. A Banner may increase its points value by 200pts for every adjacent Banner controlled by the same player and not fighting a battle this turn itself. This can be combined with Fortification bonuses.

The Campaign will last for 16 Campaign turns (unless everyone gets really bored with it, obviously).
The winner at the end of the campaign will be the player who has gained the most Influence points. Influence Points are themselves gained through controlling territories. Each territory is worth 1 Influence Point; Special Map Sections are worth 5 Influence Points; and the Lake of Lost Souls is worth 10 Influence Points.

All battles played for control of Special Map Sections use the scenarios in their descriptions. 

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