Summer Campaign Rule Set
Posted: Tue May 13, 2008 3:41 pm
Hi Guys,
I wanted to run a campaign rule set by you guys for feedback. Please post in public so I can solicit as much as possible. The rules are based around the ones from the Generals Comendium and the old Diplomacy game. Please ask away and I am more than willing to send you a .DOC copy if you would like them.
RULES:
------------------------------
. Rules for the campaign are going to be pretty simple. 5 teams, winner is the one with the most points. The campaign will last 10 turns.
Teams:
1. Bretonnians/Empire (saviors of man)
2. Lizardmen/High Elves/Wood Elves (the old gods)
3. Tomb Kings (dark rising)
4. Chaos (skulls for the skull throne)
5. Orcs and Goblins (WAAAAGGGHHH!!!)
If a faction leaves the game, all of their territories will immediately be emptied and their armies disbanded.
Territories (spaces/zones):
It is going to be a straight land grab game:
1 point for a territory
2 points for a territory with a city
4 points for capitals
Some territories will give bonus points and/or special allocations to those holding them.
Territories will be numbered for simplicity.
Territories are captured by ending a turn in it. They are held until another faction ends a turn in the territory.
Beginning the Game:
Before Turn 1:
Each faction picks a city based on a roll off.
This city is now a capital.
The faction automatically controls that city and each territory that it touches.
Armies:
Minimum number of Armies: 2 (two)
An army represents a standard Warhammer 2000pt army. We know how they are constructed, follow the rules. No griping (gripe * ing) please.
Each Faction will get 1 (one) army for every 8 (eight) points they control on the table. No fractions of armies BUT you do not lose extra armies unless they LOSE A BATTLE. New armies start life in a city or capital.
Each army MUST have a printed list associated with it. This list may change every turn, but must be done BEFORE submitting movement(s).
Movement points will be equal to 1 move per army per turn. All territories cost 1 movement point to access.
All moves will go into the pile and be executed at the same time.
Battles will be fought at either the border or in a territory depending upon how the movements were declared:
1. Movements from adjacent territories into each other will result in a border war. The loser is pushed out of their original territory and the attacker claims it. (neither territory’s special rules apply)
2. Attacks into a space with a non moving army will result in a defender/attacker scenario (territory special rules apply)
3. Two armies move to towards the same space, but neither starts in that space, will result in a battle in the territory (territory special rules apply)
4. More than 2 armies are involved with any of the above, a dice off will occur with the 2 highest roles resolving their battle first. This may result in subsequent battles NOT being fought. Example: Orcs in space 1, Chaos in space 2, Lizards in space 3. Orcs move to 2, chaos to 1, lizards to 1. Orcs and Chaos fight first due to having the highest dice roles, Chaos loses therefore Orcs claim 2. Lizards then move to 1 without a fight.
In the event of a draw, both armies return to their original territory.
The losing army must retreat to its closest zone. If there are not enough points to support the army, it is destroyed. The faction may elect to destroy another army in its place, but it still must retreat. Retreating armies may cross other factions territories.
There are no battered armies, i.e. armies always return to full strength after ANY battle.
Experience:
Armies start with 0 (zero) experience points and cannot go below that number. Experience totals will be posted for all to see.
Wins = +3 points
Draws = +1 point
Lose = -2 points
Benefits:
For each point of Experience, that army may purchase 5pts of Common Magic items OR Ogre Mercenaries. These may be switched each TURN.
Common items DO NOT count towards heroes’ maximum allotted items. These bonus items MAY be duplicates of those already present in the army and of each other. These items may also be given to unit champions.
Standard rules apply. Heroes may carry a standard magic sword AND a bonus one, but CANNOT use both. The hero must choose which weapon set they are using and stick with it.
It is recommended that generals use Gale Force 4 (scraps of paper) or Gale Force 7 (index cards) to demarcate the presence of specific items.
Ogres are purchased from the OK book and there is no minimum unit size nor do they count towards minimums or requirements of the army. Killing them DOES result in victory points. Ogre Bulls, Ironguts and Leadbelchers only. The Ogres cannot join other units.
Bretonnians can take Ogre mercenaries as they simply view them as part of their Empire allies.
------------------------------
I wanted to run a campaign rule set by you guys for feedback. Please post in public so I can solicit as much as possible. The rules are based around the ones from the Generals Comendium and the old Diplomacy game. Please ask away and I am more than willing to send you a .DOC copy if you would like them.
RULES:
------------------------------
. Rules for the campaign are going to be pretty simple. 5 teams, winner is the one with the most points. The campaign will last 10 turns.
Teams:
1. Bretonnians/Empire (saviors of man)
2. Lizardmen/High Elves/Wood Elves (the old gods)
3. Tomb Kings (dark rising)
4. Chaos (skulls for the skull throne)
5. Orcs and Goblins (WAAAAGGGHHH!!!)
If a faction leaves the game, all of their territories will immediately be emptied and their armies disbanded.
Territories (spaces/zones):
It is going to be a straight land grab game:
1 point for a territory
2 points for a territory with a city
4 points for capitals
Some territories will give bonus points and/or special allocations to those holding them.
Territories will be numbered for simplicity.
Territories are captured by ending a turn in it. They are held until another faction ends a turn in the territory.
Beginning the Game:
Before Turn 1:
Each faction picks a city based on a roll off.
This city is now a capital.
The faction automatically controls that city and each territory that it touches.
Armies:
Minimum number of Armies: 2 (two)
An army represents a standard Warhammer 2000pt army. We know how they are constructed, follow the rules. No griping (gripe * ing) please.
Each Faction will get 1 (one) army for every 8 (eight) points they control on the table. No fractions of armies BUT you do not lose extra armies unless they LOSE A BATTLE. New armies start life in a city or capital.
Each army MUST have a printed list associated with it. This list may change every turn, but must be done BEFORE submitting movement(s).
Movement points will be equal to 1 move per army per turn. All territories cost 1 movement point to access.
All moves will go into the pile and be executed at the same time.
Battles will be fought at either the border or in a territory depending upon how the movements were declared:
1. Movements from adjacent territories into each other will result in a border war. The loser is pushed out of their original territory and the attacker claims it. (neither territory’s special rules apply)
2. Attacks into a space with a non moving army will result in a defender/attacker scenario (territory special rules apply)
3. Two armies move to towards the same space, but neither starts in that space, will result in a battle in the territory (territory special rules apply)
4. More than 2 armies are involved with any of the above, a dice off will occur with the 2 highest roles resolving their battle first. This may result in subsequent battles NOT being fought. Example: Orcs in space 1, Chaos in space 2, Lizards in space 3. Orcs move to 2, chaos to 1, lizards to 1. Orcs and Chaos fight first due to having the highest dice roles, Chaos loses therefore Orcs claim 2. Lizards then move to 1 without a fight.
In the event of a draw, both armies return to their original territory.
The losing army must retreat to its closest zone. If there are not enough points to support the army, it is destroyed. The faction may elect to destroy another army in its place, but it still must retreat. Retreating armies may cross other factions territories.
There are no battered armies, i.e. armies always return to full strength after ANY battle.
Experience:
Armies start with 0 (zero) experience points and cannot go below that number. Experience totals will be posted for all to see.
Wins = +3 points
Draws = +1 point
Lose = -2 points
Benefits:
For each point of Experience, that army may purchase 5pts of Common Magic items OR Ogre Mercenaries. These may be switched each TURN.
Common items DO NOT count towards heroes’ maximum allotted items. These bonus items MAY be duplicates of those already present in the army and of each other. These items may also be given to unit champions.
Standard rules apply. Heroes may carry a standard magic sword AND a bonus one, but CANNOT use both. The hero must choose which weapon set they are using and stick with it.
It is recommended that generals use Gale Force 4 (scraps of paper) or Gale Force 7 (index cards) to demarcate the presence of specific items.
Ogres are purchased from the OK book and there is no minimum unit size nor do they count towards minimums or requirements of the army. Killing them DOES result in victory points. Ogre Bulls, Ironguts and Leadbelchers only. The Ogres cannot join other units.
Bretonnians can take Ogre mercenaries as they simply view them as part of their Empire allies.
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