Wednesday, May 13, 2009

Campaign Rules Draft 3.0

Turn Sequence
1) Diplomacy
  You may send up to three messages to Opponents (or Allies) whose locations you know. These messages are sent through the GM. It takes 1 turn per 2 spaces between message point of origin. Agreements are not binding.

2) Write Orders
   You must write an order for each War Banner. Possible orders are "Hold Position" or "Move to adjacent territory" (territory must be specified), "Form new War Banner" or "Combine War Banners" (if 2 or more are in the same location).

3) Battle
 The GM will inform you who you will be facing on the day of the battle (though not the size of their force). Example:
Darth Weasel moves War Banner 3 into Sicily in the same turn that Josh moves his 2nd War Banner into Sicily. The GM tells Darth Weasel and Josh they will be facing each other at the next game session. Any opposed rolls will be made in the presence of the GM.

4) Maintenance
   Roll to see if casualties have recovered, allocate any points gained or dissolve units if you no longer can support sufficient points. Update your personal map and Campaign Log.


Goal
The goal is to control 50%+1 of the available supply centers from the game map. Starting locations will be determined by the Map General, a neutral third party. He will assign each supply center a number, and then roll a die for each player. Only the player will know where their starting location is.

That location will be the player's capitol. It generates 5000 points of troops.* All other supply centers generate 2500 points of troops.Note that if your Capitol is ever captured you can no longer generate new troops, all your armies receive a -2 to Leadership which cannot be increased in any way, even if they are normally Stubborn. Armies with their capitol captured can never have a Leadership higher than 7 by any means. In addition, the Capitol has a castle which can be used whenever the Capitol is attacked. 

Once your Capitol is chosen, roll three times on the Territory Chart for extras it produces. One roll may be re-rolled if desired.

To control a supply centers, 500 points of troops must stay in that location. Note that the points generated are then considered "in use" as long as the troops it generated are alive. They do not generate points each turn but rather are used to maintain the troops out in the field.

All non-Supply Center spaces generate 1250 points of troops in that location. To control a non-supply center requires keeping 250 points of troops in that location. After 4 consecutive turns, the territory is considered "pacified" and you no longer need to maintain a garrison to keep receiving points. However, each turn the Map General will roll to see if there has been a rebellion. There is a base 10% chance with 5% added for each turn you do not have a garrison with a max 25% chance.

Armies can move one space per turn through friendly territories. If it is just a replacement Cavalry Unit, it can move 2 spaces per turn. Solitary Heroes may move three spaces. Enemy Armies moving into the same space or past each other will end up fighting a battle. (All non-friendly spaces reduce movement to one space per turn.)

The battle will be fought using whatever points value of army is moving into the space. As a result, the battles will not always be between even points values of armies. 

On the day of the battle, make an opposed roll. The higher roll may choose battle type.

1) Pitched Battle
   Length:6 turns, normal battle.

2) Secret Dispositions
    Length:6 turns. Special:Set-up is first done on map without seeing where enemy has set up.
    Map is made of battlefield. If neither army has scouts, they get map only of their deployment zone. Any army that has scouts receives a  map of entire field. Dispositions are placed on the map and then revealed simultaneously. Then battle is fought as normal.

3) Meeting Engagement
   Length:Varies. Once last unit has entered battlefield, 6 turns.
    Prior to the game, each player lists the units in their army in marching order, units at the top being in front of the column and units at the bottom of the list being the back of the column. War machines, chariots, steam tanks, etc. cannot be first on the list. All characters are listed as one entry. Scouts must be placed first.

Units enter the field in from the edge of their deployment zone in the order listed on the card. They can make a march move on the first turn. The deployment zone extends 12" in to table.
Once the last unit enters the field, the game lasts 6 turns from that point.

4) Surprise Attack
    Length:6 turns
    Standard deployment with following exceptions; First, Scouts cannot use their special rule. Second, first army to complete deployment gets a free move; every time opponent places a unit after the first army completes deploying their units, the first army may move a deployed unit 4" further onto battlefield. Units that normally move less than 3" may also move 4" but units who typically move further are limited to 4". This movement can be repeated with either the same or other units each time the opponent makes a deployment after the first player has completed set-up.

5) Flank Attack
 Length:6 Turns
  Scenery: No scenery placed within 12" of short sides of table edge except a river may run off the table edge. 
 Deployment: One army is deployed as normal. The other army is divided into three approximately even forces. One is deployed as normal. Flanking units are placed on flanking zones on turn 3, up to 4" onto table edge. 

If one army is moving and the other one isn't, the stationary army is considered to be the flanking army. If both armies are moving and one has Scouts but the other doesn't, the army with Scouts is considered the Flanking army. In all other cases, the player who won the opposed roll is the flanking army.

6) Break Through
   Length:6 turns
  Setup: Defender sets up entire army first. Army attempting to break through sets up second. Special deployment troops can deploy as normal once all other deployments have taken place. 
If the army attempting to break through wins outright if he gets 3 units of 5+ models off board through opponent's deployment zone unbroken. If that doesn't happen, standard victory conditions apply.

7) Treasure Hunt
 Length:6 Turns
 To determine who reaches the treasure first, secretly record a number between 2 and 11. The player who writes the higher speed automatically reaches the treasure first and captures it. If they reach it at the same time (both write the same number), roll a dice to see who reaches it first.

Roll 2d6 for each unit. If the score is greater than the march speed, the unit arrives safely. If it is equal to or less than the march speed, they got lost and cannot participate in the battle. Once stragglers have been determined, check difference in march speeds.

0 - 1: Deploy as for Meeting Engagement. Army that did not get the Treasure takes the first turn.
2 - 3: Deploy as for Pitched battle with army with treasure taking first deployment turn and army without the treasure taking the first turn.
4+ Army with treasure thought they were shook off slower army and is marching on with the treasure.  Army with treasure deploys entire army in column, then opponent deploys to ambush them and takes the first turn.

Special Treasure Rules: General carries the treasure (Use the Doom Wagon to illustrate the treasure). It always moves with the General. He can move only at his normal move rate, no marching or flying allowed. 
Normal victory points except no points for occupied table quarters; side which ends game in possession of the Treasure has victory points multiplied by 2.
Note: This territory subsequently adds the "Treasure Hoard" result in addition to its normal Characteristics.

8) Ambush
 Length:6 Turns
Scenery: As normal except a 12" clear path extends on right side of the defenders' side of the field. 

Deployment: Ambushed army is deployed along the clear path, up to 12"  from all three edges. He deploys his entire army first. Units must be columns no more than 3 models wide unless this would not allow them to legally deploy in which case they can add 1 model.  They are heading left to right across the board (or vice versa). 
Once the ambushed player has finished deploying the ambusher sets up no closer than 18" to defender's set-up area and no closer to 12" from edges. No special deployments for either side.

Victory per points as normal except no points for controlling table quarters.
Player who won opposed roll is the Ambushing army.

Modifications to rolls: 
1) Smaller armies get a cumulative+1 to their roll for each  full 500 points they are smaller than the opponents army. (This is to reflect the better mobility and flexibility). Example: 1250 points of Wood Elfs move into a territory at the same time as 2575 points of Dark Elfs. Since they are  1325 points smaller, the Wood Elf army receives a +2 to their roll.

2) A Scout unit adds +1 to the roll. (Note both armies may have Scout units in which case this bonus will off-set.) Not cumulative.

3) Points may be used on scouting instead of troops. If that is done, +1 to the roll per 100 points.


After a Battle
After the battle, the winner does the following: Roll d6 for each non-hero casualty. On 1, they were actually killed.  On a 2-3 they roll again: 1-2, miss one battle. 3-4, miss 2 battles. 5-6, miss 3 battles. On a 4-6 on the initial roll, the models were simply wounded and recover in time for the next game turn.

If it is a hero or Large Monster, roll D6. On a 1, the hero is killed outright. On a 6 the wound was minor. Any other roll, roll on the Warbands injury table.

If it is a  War Machine, roll again. On a 1, the machine is too badly damaged and is considered permanently destroyed. On a 2-4 roll again: 1-2, miss one battle, 3-4 miss two battles, 5-6 miss three battles. On a 5-6 on the initial roll the damage is minor and the machine is ready for the next battle.

If you lose the battle, still roll d6.

For non-heroes and War Machines,  1-4: the casualty is permanent. 5, the unit rolls on the same table as above for how many battles they miss. On a 6, they rejoin the army in time for the next battle.

Heroes: 1-3, killed outright. 4-5, roll on the table as above for how many battles they miss. On a 6, he rejoins the army in time for the next battle.

Bonuses (from Warbands book)
Units which capture an enemy standard become elite. 1 time per game they may re-roll all their to-hit dice. If they gain a second elite status, they can do this twice per game and so forth to a maximum of 3 times per game. If the unit is ever broken or reduced to less than half strength, they lose all bonuses.

Characters who are with a unit that captures a standard or who kill enemy standard bearer in hand-to-hand combat or who kill an equal or greater character in hand to hand combat roll d6 and gain the noted ability:

1) Elite once per game may re-roll all to hit dice
2) Leader: Add +1 to any Leadership test once per game, must be declared before rolling the dice.
3) Attack: Once per game may add 1 attack to profile, must be declared before dice are rolled.
4) Strength: As above, except strength.
5) Toughness: As above, except Toughness.
6) Choose any of the above

Generals who win the game  and survive roll d6 and gain the following benefit for the ensuing battle.

1) Beloved Commander: Units within 12" add +1 to Combat Results until a combat within 12" is lost.
2) Leadership: Re-roll any one Leadership Test
3) Mad Dog General: General adds +1 to his to-hit rolls until he is wounded or flees.
4) Inspiring Standard: roll d6. Army Standard adds this to their standard range for duration of battle.
5) Famous General: One time per game, a leadership test within 12" is automatically passed.
6) Victorious troops: Once per battle add +1 to combat result, must be declared prior to combat.


SPECIAL
Any time one or more armies move into a formerly unoccupied territory, they will also encounter a random army. This army is determined randomly and who plays it is determined randomly.

Size: 1-2 = 500 point army
         3-4 = 1000 point army
         5-6 = 1500 point army

Example: Drew's Wood Elves move into a formerly unoccupied territory. Kenneth rolls d6; he scores a 4 so Drew will face a 1000 point army. Kenneth, Rick, Phillip and Josh then roll d6. Josh scores highest so he will play the army. He then rolls d6, eliminating the goblins since that is who he normally plays.
1-2 he will play Dark Elves (Kenneth's normal army)
3-4 He will play Dwarfs (Rick's Normal Army)
5-6 He will Play Lizardmen (Phillip's normal army)

If two or more players move into the territory, roll as above, removing the additional armies. In that case, the extra army arrives on a random field edge: On turn 1 they arrive on a roll of 5+. On turn 2 they arrive on 4+. Turn 3 they arrive on 3+ Turn 4 they arrive on 3+ and turn 5 they arrive automatically. They may march, declare charges, or move normally. 

If the extra army wins the battle, they are considered to have defended the territory and all invaders must retreat. Otherwise, the surviving extra army fades away and is not a factor again.


STARTING ARMIES
You begin the game with 5000 points ( as provided by your Capitol). You must make at least 2 War Banners. These War Banners must follow your normal Army Restrictions; I.E., you must have the normal number of core units, are limited in number of Hero/Lord characters, Special Units, Rare Units, etc.

You may make more than 2 War Banners. In fact, you may make as many War Banners as you wish. However, at least one War Banner must be led by a non-Special Lord Level Character who will act as your King. If he is ever killed, all your units receive a permanent -1 to their Leadership. 

All other War Banners must be led by a Hero or Lord level character. These may be Special characters if desired.When first formed War Banners must follow accepted rules for Army Composition.It may be that further battles, Territory acquisitions and so forth will later alter it to violate the rules found in the appropriate army book. This is acceptable. It is only when War Banners are first formed that they must follow correct composition.

War Banners can be created at the beginning of any turn so long as the new War Banner meets all the requirements for your Army List.

Magic Items
Note that Magic Items are unique and you cannot take more than one of any item except as noted in your book. For example, the Hail of Doom arrow in the Wood Elf army can only be taken once for the entire army even if you have 10 War Banners. If an item is lost in a battle then it can be taken again.

Other than your starting army, Magic Items can only be taken if you conquer a territory that allows that option.

ALLIANCES
Alliances are allowed and even encouraged.  Two players may win the game by taking a combined 2/3 of the available Supply Centers. 

* In the "Small Army" campaign, the Capitol will generate 500 points of troops and all others will generate 250 points. Additionally, non-supply center locations will provide 100 points of troops.
    

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Each player will have their own map and is encouraged to maintain a Campaign Log: A notebook keeping track of War Banner compositions, territories owned, Alliances, and any other information that they believe needful or interesting. You are also encouraged to name the War Banners. It can be as simple as "Army of the Potomac" and "Army of the Trans-Mississippi" if you are a Civil War buff to "The Legions of Tiglath-Pilesar" if you are a history buff to "The Mad Dog Killers of All" if you like more colorful names. I, by the way, lay claim to the "Legions of Tiglath-Pilesar" because I think it is funny. 

4 comments:

kev said...

My first banner will be called "Muscle Tribe of Danger and Excellence".

Liam said...

It think we should try it sometime when everyone isn't too busy because otherwise without a few test runs we won't figure out if there is anything wrong with it (not that there is anything wrong with it...)

Liam said...

I had an idea for the Treasure Hunt game style in which whoever gets the treasure gets a magical item, effect, etc., such as a relic special to the army that would increase the rate to hit or provide extra leader ship. Another possibility is an arcane monolith or something magical that effects both (or all) armies' casting ability because it saps the spell casters' powers so that they all have to cast spells on a +8 or better.

Unknown said...

I would like to suggest an alternate movement rule based on the slowest unit in a War Banner.

M<=4 can move one space per turn
M=5or6 can move two spaces per turn
M>=7 can move three spaces per turn

Alternatively, >=6 one space, <=7 two spaces.

This would give an advantage in between battle movement to having a fast moving army.