Campaign Rules:
Selecting an HQ:
An HQ territory may be any map section on the map that is not a river bank,
road, bridge, or special map section. HQ territories count as 3 territories for calculating army banners and campaign winner.
Army banners:
As the empire increases in size, so do the armies it supports. For every 3 map
sections that a faction controls, it may add 1 army banner to the map. Each
faction always starts with 1 banner. As the empire grows to support new
banners, the new banners start at the HQ territory.
Example: A faction controls 18 map sections, it has 1 banner for its HQ plus 6
banners for the territories it controls.
Battles:
Battles will be fought at points values that coincide with the painting
challenge/
Campaign Turns:
Each campaign turn is organized into the 5 phases:
1) Write Orders
2) Execute Orders
3) Fight Battles
4) Retreat/Scatter
5) End of Turn
Orders:
Each campaign turn, each banner may be given 1 of the following 6 orders:
1) Raze and Hold
2) Raze and Move
3) Move
4) Fortify
5) Recover
6) Hold
Submit Orders:
Each faction general must PM their orders to the campaign organizer (in this
case me). All moves are simultaneously.
Raze:
A banner given a Raze order will burn crops, slaughter villages, salt the earth
and loot all useful property. When a banner is given a Raze order, a marker
will be put on the territory. If it was given a Raze and Hold order, the banner
will stay in that map section. If it was given a Raze and Move order, on the
roll of a 3+, the banner will move to another map section. On a 1 or 2, the
razing has taken too long and the banner counts as if it was given a Raze and
Hold order.
A razed map section no longer counts towards the number of map sections held
and loses any special rules. Example: If a map section containing a bridge is
razed, a banner must roll a difficult terrain check to cross the river, just as
if it were trying to cross a normal river map section.
Move:
A banner may be given orders to move. If a banner is given a move order, it may
move into any territory adjacent to the one it occupies at the start of the
turn. Unless an enemy banner is in the territory, control of that territory
belongs to that banner’s faction.
Difficult terrain:
Rivers, marshes, and mountains can present a serious problem for an army. Where
1 man could easily navigate a mountain pass, an army can become bogged down and
confused. If a banner is given a move order that moves it into a mountain, or
marsh map section, or needs to cross a river, it must roll a difficult terrain
check. On the roll of a 3+ the banner moves as normal, on a 1 or 2, the banner
acts as if given a hold order. On the Nordland campaign map, the only difficult
terrain will be to cross a major river. Rivers have been drawn on the map in
blue.
Don’t Pass in the Night:
Armies are large, noisy, and difficult to miss as they move through the land
setting up camps and starting hundreds of fires for cooking and warmth. It is a
rare and stupid general that would miss an enemy army as he moves through a
territory. If two enemy army banners are given orders to move into the map
section occupied by the other, the players must roll off. The winner of the
dice roll (highest roll on a D6) will complete its move, the other banner acts
as though it was given a hold order.
Living off the Land:
A map section may never support more than 1 friendly banner. The only time 2
banners may be in the same territory is if they are enemies and need to fight a
battle for control of the territory. Example: Evil banner #1 was given an order
to move from map section 38 into section 37(across a river). Evil banner #2 was
given an order to move from map section 42 into section 38. If Evil banner #1
were to fail the difficult terrain check(counts as a hold) banner #2 could not
move into map section 38 because a friendly banner already occupies the area.
Evil Banner #2 would count as if it had been given a hold order as well.
Simultaneous Movement:
Because banners all move simultaneously, in the example above, had the
difficult terrain check been passed, Evil banner #2 would have moved into map section
38. Bear and mind the Don’t Pass in the Night rule.
Fortify:
A banner given a fortify order will spend it’s time recruiting locals, building
defenses, securing buildings and fortresses. If a fortified map section is
attacked, the banner that defended may add +10% to the point limit when
selecting an army list for the battle. Also, it rolls once on the following
chart when deploying terrain. Additional defensive terrain is placed after all
other terrain is deployed and is only placed by the defender. A map section
counts as fortified until the banner moves to another territory. If an allied
banner moves into a fortified map section the same turn as the original banner
moves away, the fortified status is still lost.
Defended Obstacles Chart
1-3: Add 3 barricades or fences
4-5: Add 1 Hill
6: Add a watchtower and play the game using the watch tower scenario from the
BRB
Recover:
A banner may be ordered to recover a map section if it occupies a razed map
section. If successfully recovered, bridges are rebuilt, villages restored, and
life goes more or less back to normal. A recovered map section counts as though
it was never razed in the first place. To recover a map section, roll a D6, on
a 4+, the map section is restored. If the roll is failed, the army may attempt
to recover in the next campaign. Each time a recover roll is failed, the banner
may add +1 to the roll to recover the section. A roll of a 1 always fails.
Battle:
In the battle phase, if a map section is occupied by 2 enemy banners, they must
fight a game of Warhammer for control of the territory.
Supporting banners:
If you have one or more banners in map sections adjacent to a map section in
which a battle is being fought, the banner(s) can lend support allied banners.
For each supporting banner, the general may add +10% to the maximum point value
for the upcoming battle. A banner may not lend support if it is involved in a
battle of its’ own.
Example: An undead banner is attacked by a Dark Elf banner. The undead player
has 2 banners capable of supporting him, and he has fortified the map section.
He would add +30% to his points limit (+10% per supporting banner and +10% for
being fortified) so in a 2000 point battle, he would field a 2600 point
army.
Retreat/Scattered:
If a banner is defeated, it must retreat into an adjacent, friendly map
section. If that map section is occupied by a friendly banner, the friendly
banner must make a retreat move into a friendly map section to free up the map
section because a map section may only support 1 banner at a time. If in a
battle an army is completely wiped off the table (0 miniatures from that side
left on the table), or there are no friendly map sections adjacent to the
retreating banner, it is instead scattered. If the empire that lost a banner to
a scattered result but still controls enough map sections to support the
banner, in the end of campaign turn phase, the banner is resurrected at the
faction HQ territory.
End of Campaign Turn:
Every campaign turn, empires will grow and shrink as battle are one and
lost.
In this phase the # of controlled map sections is counted up. If an empire can
support a new banner it is placed in the HQ territory. If an empire does not
control enough territory to support all of the banners it had in the last turn,
it must dissolve a banner(s). Scattered banners are dissolved first, and then
any further banners that need to be dissolved are selected by the faction
general.
Alliances: Allies can be declared
at the beginning of any campaign turn. They may be ended by one of the
participants declaring the end of an alliance or by dishonourably ending an
alliance. Allies may move through allied map sections without claiming them.
They may defend ally held territories. They may also retreat into allied
territories. And they may support allied banners, either by allowing the played
to take +10% points from their own list, or by supplying +10% points of their
own models for the battle.
Alliances may be broken dishonourably by invading an allied territory and
claiming it as their own, razing an allied territory, or by refusing to support
an allied banner in a battle.
Faction Specific Special Rules:
Beastmen: May reroll Difficult Terrain test for campaign moves
Brettonians: May never dishonourably break an alliance by invading, Razing, or
withdrawing support(refusing to supply 10% banner support). If an ally breaks
an alliance dishonourably with the Brettonians, all the Brettonians with the
Knightly vow gain Hatred to the army that broke the alliance.
Daemons of Chaos: When a new or reformed banner is deployed, nominate all map
sections adjacent to the HQ territory and roll to randomly determine which
section the banner is deployed in.
Dark Elves: Instead of gaining +10% points for fortifying a territory, the Dark
elves may instead sacrifice the locals to gain d3+1 rerolls for the upcoming
battle.
Dwarves: Ignore difficult terrain tests for mountainous map sections.
Empire: If an empire banner fortifies a map section, they gain +12.5% bonus
points and an additional roll on the Defended Obstacles Table.
High Elves: Automatically win “Don’t Pass In the Night” rolls.
Lizardmen: May cross rivers without rolling for Difficult Terrain Tests.
Ogre Kingdoms: Ogre Banners receive +5% points for all battles.
Skaven: Skaven banners may be given a “Move Underground” order. Banners that
move underground are removed from the campaign map. On the 3rd
campaign turn after being issued this order an Underground banner may be placed
in any Razed map section on the roll of a 3+. If there are no razed map
sections, or a 1 or 2 is rolled, the banner is returned to the map section that
it had been located or the Skaven HQ (Skaven players discretion)
Tomb Kings: Tomb King banners can never be scattered. If a Tomb Kings banner is
massacred it instead retreats into any unoccupied map section, a friendly map
section if possible, but any enemy territory if no friendly territory exists.
If there are no unoccupied map sections, the banner is scattered as per normal
rules.
Vampire Counts: If a Vampire Counts banner wins a battle, it receives a bonus
+12.5% points to it’s list if it fights a battle in the next campaign turn.
Warriors of Chaos: If a WoC army wins a battle, it may elect to chase the
retreating banner. On the roll of a 5+ (in addition to a Difficult Terrain Test
if required), the victorious banner chases and follows the retreating banner.
On the next campaign turn both banners automatically receive Hold orders and
must fight another battle.
Wood Elves: Wood Elf Banners receive +5% points in any forest map section.
(There are a lot of forest map sections in Nordland)
Map Sections:
Different map sections may have different special rules or specific scenarios.
Forests:
Battles fought in forests roll on the scenario chart in the BRB. Any rolls for
a river or building are instead treated as if a forest had been rolled.
Rivers:
Battles fought in a river section do not need to have a river in them. They may
be fought a short distance from the river instead. Roll on the terrain chart
and scenario chart as normal.
Roads:
The forests near a road way are quite thick and treacherous. It is a rare
general that will try to move through a forest when a road is nearby. Battles
fought in a road map section will use the “Battle for the Pass” scenario. If a
road is fortified, the defender may roll on the Defended Obstacles chart as
normal. If a watchtower is rolled, place a watchtower as close to the middle of
the table but play the “Battle for the Pass” scenario as normal.
Special Map Sections:
There are 3 special map sections. In addition to any map section specific
rules, special map section counts as 3 territories for determining how many
banners an empire can support. A razed special map section loses any special
rules and counts are 0 map section controlled just like any other razed map
section.
Map Section #9: The Nerd Herd Herdstone
Since time beyond the memory, the area surrounding the great herdstone in
Nordland has been infested with beastmen uncounted. Any banner that fights in
this map section comes under attack by small raid prior to the battle. Roll on
the following chart and subtract that many points from your points limit. Each
banner must roll separately for their own points deduction.
1-2: Only minor raids. No points are lost (or gained)
3-5: Small Raiding Parties. Banners lose 2D6x10 points from their max in the
upcoming game.
6: Serious Battle. As the banner moves through the territory, it comes under
attack from a decent sized force. Banners lose 2D6x25 points in the upcoming
game.
Map Section #35: The Lost Garrison of Rothschild
An empire watchtower used to be garrison by the famous Middenland Red Shields,
commanded by Wilhelm von Rothschild. Although the troops have all since died,
the watchtower still has a commanding view of the lands surrounding it. More
than once an empire general has used the view to see enemy troop movement and
attack the enemy force from an unexpected quarter. A banner that starts the
campaign turn in this map section, and is called to battle in that turn, may
choose which deployment zone it likes and which player has the first turn. Any
battles fought in this map section use the “Watchtower” scenario.
Map Section #66: Stavern
The town of Stavern is home to the Gilded Rose Inn. Great warriors from many
lands come for its legendary hospitality and delicious selection of ales.
Currently, a fresh supply of Bretonnian Fine Pale Grail Ale has been delivered,
so make sure you stop in for a pint. Any faction that controls Stavern may
field +10% more points of Special or Rare choices. So, a 2500 point army could
normally field 1250 points of special and 625 points of rare. It could instead
field 1375 point of special OR 688 points of rare. Either way, it may not field
more than 2500 points unless the banner is fortified, supported, or gaining
points from another special rule.
HQ Territories: General’s Choice
Battles fought in a factions HQ are hotly contested. A banner defending its own
HQ automatically counts as being fortified. It may also roll 3 times on the
defended obstacles chart, but it may only gain 1 watchtower. Re-roll any
duplicate 6s. If an enemy banner controls another faction’s HQ for 3 turns,
then that faction loses.
Victory Conditions:
The campaign will last for 30 campaign turns or until April 30th,
2015. The faction that controls the most territories is the winner. Remember
that special map sections and faction HQs count as 3 territories and that razed
territories count as none.
Playing this campaign with more players:
If you wish to use these campaign rules, only slight adjustments are needed.
Army specific rules can be different than those that were selected. If you are
playing a campaign with 4 players or factions, the HQs should be 1 or more
territories from any map edge and additional banners are gained for controlling
4 territories. If playing with 3 players or factions, HQs should be 2 terriroties from the edge of the map and additional banners are added for every 5 territories controlled. Also, feel free to remove the defeated factions rule
from your campaign. Sometimes it’s nice when your enemies are wiped off the
face of the map.
Thanks to:
Games Workshop: the General’s Compendium was a huge assistance in creating
this. In truth, many of the campaign rules are straight out of the book.
Windofchaos.com: I found the map on their website and added the territory lines
using mspaint. Check out their website because it has lots of different maps,
all of them excellent.
My wife: She always sounded interested when I spoke of the campaign, although
many times I’m sure that she wasn’t. Thanks for all your love and support.