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this is the rules that we are using for our map based campeign (you can use any map you wish).
(initially all the rules are focused on the attacker, as they require to play someone for the first zones, then when players empires start clashing the rules apply to both armies)
so feel free to comment or copy
For each extra quadrant that each player holds they may include 150 pts for their all-conquering army. Note that this is variable as you take and loose quadrants.
Each quadrant generates 200 crowns
To buy a adjacent uncontested quadrant will cost 500 crowns.
To contest a quadrant you must have a uncontested quadrant adjacent to it
If two or more players have a uncontested quadrant next to a quadrant that both wish to occupy then a battle commences to control that quadrant
To be able to say that you control this quadrant you must defeat your opponent in a normal game of equal point age to add it to your empire. This also applies when you wish to invade opposing players quadrants, however you must play them twice to secure this quadrant.
If a player holds more quadrants than their opponent they may include an extra 50 pts for their game (note that this is NOT cumulative) if they can afford it!
You may move through an uncontested quadrant for the sum of 50 crowns.
If your opponent contests one of your quadrants for two weeks running and you donâ€™t play him then on the third consecutive week the quadrant automatically goes to your opponent
Different quadrants have different effects upon the campaign these being;
A water course ie, a river, lake, sea, etc will allow you to tax the merchants that use the river this generates an extra 50 crowns for you, (note that this is per quadrant).
A road that runs through a quadrant will generate an extra 50 crowns.
Bridges, road junctions, & river junctions, each add 100 crowns to your balance yet subtract 250pts from your available army list (after all you will need to guard such an important feature).
You may only include monsters or giants if you control a quadrant that has mountains in it.
Each plains quadrant allows you an extra cavalry regiment.
For each set of Two forest quadrants you may include an extra special choice.
Each city that you control generates 500 crowns & allows you to include 2 extra characters note: these may be both mages but you may only field both of these when you control 12 quadrants and may only upgrade these when you control 13 quadrants for a level 2 mage and 15 quadrants for a level 3 mage.
Each city is defended by a standing army of 2500 points.
THE ARMY SELECTION
The normal restrictions apply to your army selection with the following exceptions.
You start the campaign as a leader of a small war band as such you have only 500 points to start with.
You may only have one hero level character (non mage) in your army excluding champions, note this includes even armies that must have 2 characters as a minimum.
Your first 1000pts of troops will come from core foot units only and the following restriction will apply once you have achieved this.
This restriction being that you may only have one cavalry regiment once you reach an available 1000pts for your army, (in other words you may only have a calvary regt in your army after you have conquered 4 quadrants). The only way you can increase the number of Calvary units available to your army is to conquer plains quadrants.
You may only upgrade your hero to a lord when you have conquered 4 quadrants.
You may only include an extra character (non mage) after you have conquered 5 quadrants of course you donâ€™t have to except Bretonians and Tomb Kings who must.
1 Special units may only be included when you control 3 quadrants this rising by 1 unit for every extra quadrant that you control.
1 Rare unit may only be included when you control 5 quadrants this rising by 1 for every SECOND extra quadrant that you control, i.e. when you have 7 quadrants you can have 2 at 9 quadrants you can have 3 etc.
You may not contest a city until you have conquered 8 quadrants
Magic items may be bought within the normal restrictions of the army lists.
SPECIAL CONSIDERATIONS FOR MAGIC RELIANT ARMIES.
As previously stated most armies may not start with their hero choice as a mage however some armies MUST have a mage in order for them to operate or all their character choices are magic users. Because of this the Undead may have a necromancer, he just wont be able to cast any spell other than raising skeletons but this spell may only be used to raise new units once per game, but may be used to restore casualties from the skeleton units otherwise.
This also applies to tomb kings who may only use â€˜MY WILL BE DONEâ€™ once per battle.
HOW TO WIN A GAME
To help you determine who wins a game in the campaign use the following formulae;
A draw is determined by having less than a 15% game size difference in victory points eg; in 500pts a draw would be a difference of less than 75pts.
A victory is determined by having more than a 15% game size difference in victory points eg; in 500pts a win would be a difference of more than 75pts.
Each battle that you fight will either earn you money or cost you money as described below;POINTS PLAYEDMONEY EARNED FORWONLOSEDRAW500300100175100045020030015006002503252000750300375250090035047530001050400550
You can also earn extra crowns for capturing enemy standards and you can ransom them back to you opponents! Point to note though if your opponent offers to ransom you back your standard then you MUST buy it back (this is the pride of our units that we are talking about after all!!)Magic/normalUnit StandardTypeEarnRansomCoreFoot1020Cavalry2030SpecialFoot2030Cavalry3040RareFoot3040Cavalry4050Battle100200
Magical items, which are captured, are worth 60 crowns if captured and 90 crowns if ransomed, though your opponent doesnâ€™t have to give you them back!!
Instead your opponent may give these items to characters in his own army even to champions (yes really) but only to the unit champion that was involved in their capture, where more than one unit was involved the owning player may decide which unit gets the booty.
If this does happen then the magic item that was captured is now lost to you and you CANNOT take this item again until you have re-captured it (I think that there will be many a grudge match happening here). The only exception to this is when the item in question is one of the common magic items because lets face it theyâ€™re common.
REPLACING BATTLE CASUALTIES
As your budding empire grows through conquest you will invariably lose troops these must be replaced at your own expense to represent this for each casualty that you suffer you will have to pay (yes I mean pay) for either their replacement or their medical bill either way this will cost you their points cost in crowns, this will also apply when you wish to add units to your army so check your coffers before deciding to hire that 15 strong knight unit cause theyâ€™ll be rather miffed if theyâ€™ve come all this way to join you and you canâ€™t pay them!!! (Now you understand why the crowns are so important!!! hehehehe).
WARMASTER of the SCHOLA PROGENIUM Alnwick Chapter (soon to be the world)
Campaign special rules
As a lot of towns and cities of the old world are built on sites where once stood great elven cities and towns once stood, the high elf player will search these sites for ancient artefacts. This will generate 5x 2d6 for his army for every quadrant that has a town in it and 10x 2d6 for every city.
In addition the high elf player may include artefacts from the war of the beard magic items list.
When the wood elf player conquers a quadrant that has a forested zone in it this generates an extra 5x2d6 crowns for them.
In addition when fighting through zones that have forested areas in it any wood elf archer units may use the scout special rule.
Once conquered a quadrant that contains a town the Skaven player generates an extra 5x2d6 crowns and a city will generate an extra 10x2d6 crowns .
In addition when fighting through a zone with a town 2 units may use comes from below special rule, and for cities 4 units of clanrats may use this rule.
For every quadrant that these players control they may add 10 militia/men at arms/marauders for free, as this represents a levy of men from the area brought in to fight for their new masters. (note that these men may not be armed with missile weapons)
Additionally every zone that contains a town will generate 5x2d6 extra crowns and every city will generate 10x 2d6 extra crowns.
At the end of every battle the Necromancer/Tomb king/Prince may attempt to raise extra troops for his army for free (keep a note of these extra troops on your bank sheet), this will be done by casting raise skeletons/My will be done and will be cast on a difficulty of 7 on 2d6, this will raise 3d6 extra skeletons for their army.
These troops must be included in your rosters but their points cost will be nil but your opponent will gain victory points for destroying them (note that these units donâ€™t count towards your minimum no of core units.
At the end of every battle where they are victorious the ogre player will scavenge the battlefield this will generate 4x2d6 crowns as they sell their ill gotten gains.
Dwarfs love gold. Once they occupy a quadrant they may levy and extra 3x2d6 from the populace of the zone and 10x2d6 from every city. And this may be done every 4th game phase, (yes really, Bugmans brew is expensive after all) though you may only tax 1/3rd of the zones that you control in this way at any one time (keep a note of who you have taxed in this way as you may not return to a quadrant until all others have been done)
During the battle any unit that has been defeated in combat and run down isnâ€™t automatically destroyed the dark elf player may if they wish give up their next full turn with this unit to capture these units instead, (after all it will take some time for you to bind them securely).
The dark elf player has 2 options to him now he can sell units captured in this way and will gain half of their points in revenue. Or he may keep these slaves and in their next battle may use them as a skirmishing line, placed in front of his own forces (these slaves will be on foot and have no armour) the dark elf player may shoot through this line but will loose d6 of the slaves every time he does so, but their opponent must still target the closest unit to them so id itâ€™s this unit tough (this is what they're there for after all) and if the opposing player charges this unit they will act as a normal skirmishing unit with regards to combat. If this unit is destroyed whether from shooting or by combat the opposing player will gain their half victory points.
However be warned any army that you use this tactic against will immediately benefit from HATERED of yours for the rest of the campaign (even high elves).
Orcs & Goblins
Quadrants that contain a town will generate an extra 5x2d6 for the Orc player, and cities shall generate an extra 10x2d6.
In addition every 3rd forested quadrant that the Orcs take will allow them to take an extra hero level character for their army.
Quadrants that contain a town will generate an extra 5x2d6 for the Lizardmen player, and cities shall generate an extra 10x2d6.
In addition every 3rd quadrant that contains a water feature of some kind that the Lizardmen take will allow them to take an extra hero level character for their army.
WARMASTER of the SCHOLA PROGENIUM Alnwick Chapter (soon to be the world)