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Campaign Systems - World Conquest [Outdated] PDF Print E-mail
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Written by Jean Marcel l ImpĂ©tueux   
Tuesday, 18 December 2007
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Campaign Systems - World Conquest [Outdated]
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It has come to my attention recently that a lot of local players don't have a campaign system that works... for "world conquest" ideas and such. I am currently hosting a campaign locally and so far it seems the system is almost flawless to some extent. I would like to introduce to you a Campaign System for "World Conquest". Using the map shown below (Which I admit is awfully large), you can actually run a campaign using the following system below the map.

Click here for full-sized map
sartosa_shade1_thumb.jpg

Campaign Information

 

Type: Strategy, Map Conquest

 

Number of Locations: 48

 

Rules/Guidelines:

 

The Map is divided into 48 Locations. Each player starts with a single location... their capital.

 

The game runs in turns. A turn is 1 week. Battles are fought at the end of the week.

 

Every turn, each player generates Turn Actions. Turn Actions are a set number of actions you, as a leader, can do per turn. The number of Actions you have is based on the number of locations you have:

 

1-8: 3 Actions (1 Attack)
9-16: 4 Actions (1 Attack)
17-24: 5 Actions (2 Attacks)
25-32: 6 Actions (2 Attacks)
33-40: 7 Actions (2 Attacks)
41-48: 7 Actions (3 Attacks)

 

Action choices include the following:

 

  1. Repair an army
  2. Attack
  3. Move an Army
  4. Recruit new units
  5. Fortification

Every player starts with only a small force of 250 pts (Using Warband rules) This must, obviously, include a General.

 

Building Armies and Limitations

 

Every Location is only allowed up to 1250 pts of an army.

 

Casualties are recorded for every army and units may be repaired using actions. Heroes retain all wounds taken from combat.

 

Every piece of land you own generates certain # of pts per turn. This may be spent on upping the garrisons in any location you wish.

 

A list of the areas below will show you how many pts each place generates.

 

If your general dies during battle, he can be bought back for the point cost of your choice. If he takes wounds, he cannot be healed. Don't forget, if he dies, the army can't be used unless it has another character which may be used as a general.

 

Movement and Movement Rules

 

Armies may move 1 territory a turn.

 

Freshly recruited armies cannot move the turn they were recruited, neither may they attack.

 

Armies cannot move and then attack in the same turn.

 

You may only move to locations which are jointed by a black line.

 

An army cannot attack twice in a single turn.

 

Fortification

 

Any army in any node may use a turn action to fortify their current location. There is a requirement, though, that the army in the node must be 650 pts in size to fortify.

 

Fortifying allows you to have terrain bonuses of up to 5 walls (of 6 inches in length and an inch in width most) or 3 walls and a tower (two level building) on a 6x4 board, this goes down to 3 walls or 1 wall and a tower on a 4x4 board. Of course this is in addition to other terrain.

 

Fortifying costs 1 turn action a turn for every piece of terrain bonus you want.

 

Example: If you wish to fortify with three walls, you must spend 1 Turn Action a turn for three turns to "pay" for those walls. A tower will automatically take 1 Turn Action for 2 Turns for a single tower. So it takes 1 Turn Action to build 1 Wall, 1 Turn Action for 2 Turns in a row for a tower.

 

Fortresses and Castles cannot be fortified as they already have the status of being fortified.

 

If an army moves to less than 650 pts, all fortifications are lost. If the player who controls the fortification loses the location to an enemy, all fortifications are lost.

 

Attacking

 

Attacking is simple; you declare as one of your actions that you are attacking a specific location. Randomizers may affect your game experience, such as "Local Aid"... peasants who show up to battle protesting your fight, or other such things.

 

In the result of a Victory, the enemy's army, or whatever is left of it, retreats to the nearest location. If there is a full army there already, then the army deteriorates and is no longer available.

 

Certain locations, like major fortresses, may take two attacks to win, depending on the situation such as weather, or other factors that may affect the battle.

 

In the case of a draw, both armies have the decision to retreat their armies and give the land to the other player or stay there to fight for another turn. This does not count as an Action, simply a continued battle.

 

As an exception to the rules, one may use an action to call in a reinforcing army from a nearby location to add to the battle.

 

If an army decides to stay in a location after a draw to fight another round and the opponent agrees to the fight, actions may not be spent to repair the army, they have had no time to neither treat their wounds nor get fresh supplies.

 

Scenery will also be built to fit the battle.



Last Updated ( Tuesday, 16 November 2010 )
 
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