Sunday, May 2, 2010
Turns 2 & 3
Friday, April 23, 2010
The Rules
2010 Warlords Campaign
Fantasy Campaign Rules
Welcome to the first Warhammer Fantasy Campaign at Avalon Comics and Games and the first known ever Warlords-style Campaign. Warlords is a map-based campaign but one with a different premise and a totally different way to play. Where most map-based campaigns are focused on gaining and holding territory, Warlords’ premise is much simpler: Be the last player on the board with your Warlord still alive. Sounds easy enough, right? Let’s see how each player will start out.
Starting Out
Every player gets the same number of points to start: 1000, split into (2) 500-point forces. Each player also gets the following:
(1) Hero-level character, no magic items, and only items from the basic options list and it may not be a Battle Standard Bearer. Mages/Wizards may not be allowed to have the Level 2 upgrade. This character is your Warlord.
(1) Magic item up to 25 points. This may be a standard (as long as there is a unit that can carry it, or other magic item (provided a Champion is allowed to carry it per army rules).
These two things must be in separate forces. In one 500-point force, the Hero is considered to be the General for the army. In the other, the unit Champion from the highest point-value unit is the General, but only has a 6” Command area. If a Hero joins that army, his command radius is increased to 12”. Armies must be constructed according to the rules for Warhammer Fantasy and the Army Book for the army being played. At the starting level, there only needs to be one Core unit in the list, but the second one must be added to the army list before the army reaches 1000 points. Each army will be denoted by a numbered flag to keep track of where each army list is on the mapboard.
Note: Only army lists from the most current Army Books are allowed in play. This means Storm of Chaos lists such as the Dwarf Slayer army, the Clan Eshin army, or the Bel’akor Daemon list are not accepted. Army lists will be checked prior to the campaign starting and will be reviewed throughout the campaign. Also, NO special characters will be allowed, regardless of their status (Lord, Hero, or Unit Champion).
If you feel there are exceptions for your army, please feel free to bring them up to the Campaign Admin before constructing your lists.
All lists will be kept secret from other players and in the Admin’s care between rounds.
Note: If you are not present to move/play, there are two options. If you have someone who can play for you and is willing to, they may play in your stead. This must be confirmed ahead of time so the Admin can give army lists to the correct person. The other is to not be present and accept the fate of what happens. The end result is that you do not move, muster or fight. Any fight is considered a loss unless you have made arrangements to play at a later time and all parties have agreed, including the Admin.
Play
Each turn will consist of four phases:
· Order Determination
· Movement
· Battles
· Results
The first two phases will be completed by all players before moving to the third phase (or fourth phase if there are no battles being fought).
Order determination
At the beginning of the campaign, there will be a dice-off to rank players for the first turn. Ties will continue to dice-off until one person wins. The highest number will go first, second will go second, etc. This applies only for the first turn. Each subsequent turn, the person who went first is put at the bottom of the list and the second person now goes first.
As players are removed from the game, the order will eliminate the names for the removed players. When there are two players left, the final battle will be scheduled and if desired, all players who partook in the campaign will be involved. This will be discussed closer to the end of the campaign.
Movement
Each player in turn will roll a d3 and move all his armies that many hexes. If they come into contact with another army, they must stop. If the army is one of their own, the moved army stops one hex behind it and may muster on the hex it ends on (See Mustering section). If the army is another player’s, then there is a battle (See Battles section). You must move at least one army flag.
The directions you can move are color-coded to help.
· Black – You cannot move in that direction.
· Red – If you start the turn in this hex, you MUST go this direction. If you have more spaces to move, you must follow the Green direction.
· Blue - If you start the turn in this hex or only have Blue exits, you MAY go this direction, You may not go back the way you came into this hex, however, if that option is available.
· Green – Once you start following Green, you must continue to follow Green.
Once the first player has completed all his moves and determined where his battles are, the next player will complete his moves. Any armies that are locked into battles may not move away (Chickens are not allowed to play). This will continue until all players have completed their moves. Should all of a player’s armies be engaged, then he does not move. This does allow the potential for multi-player battles, though they will be pretty rare. See the appropriate section for the rules on multi-player activity.
Splitting Armies
As an army grows, it is often split into smaller offshoots. In an effort to keep the size of games small and quick, there are rules to enforce this. Should an army reach 3000 points, it must split or it cannot muster more troops. It may also be split at 1000 points should the player wish, but the following criteria must be met:
· There must be a Champion at least in the army to act as the commander.
· Each army must have one core unit
· Each army must have at least 500 points in it.
· Existing units may be split into smaller-sized units, but must be legal units (half size up to 750 points, normal unit size at 750 or more)
The split is made before rolls are made for movement, and the player needs to have the army lists ready to go. Once the split has been made, the armies must separate as no two armies can share the same spot. This means that at least one of the new armies must move from the current hex in the movement phase, so using spaces with multiple options for leaving is a good option. This can also be used to create a protective “speed bump” behind you should your Warlord be pursued. IF you have enough points and enough exits, you may create three or more armies, but the criteria must be met by all offshoots.
Battles
When a player moves into a hex occupied by another player’s army, the two armies must fight. The player moving in is considered the Attacker, the player already there is the Defender. This will determine the order in which the players setup their armies and go first. Defenders will set up entire army first, but will get first turn. Attacker will set up army and take second turn. There is a chance to steal the initiative from the Defender by rolling a “12” on 2d6. If this happens, the Attacker takes first turn.
It is important to note that in most cases, the point values of the armies will not be equal. This is intentional. Most wars do not present equal or even roughly equal circumstances. That said, should a smaller force defeat a larger one, it will receive a bonus to the mustering after the fight.
Players must use elements of terrain that are depicted on the hex they are in. There must be at least (3) features that depict the terrain that is being fought on. In addition, if the hex has any special features in it (i.e. buildings, graveyards, etc), the actual feature must also be present as it will become a focal point in the battle. Special features should be placed on the battlefield relative to where the Attacking player is coming in from on the hex. The game should either be a pitched battle or specific scenario for the hex.
Play the game according to the rules of the scenario, using Victory Points or Conditions. Winner’s army stays and loses no troops, loser’s army is considered destroyed and scattered. If this was your Warlord’s army, your Warlord may be dead…see the Killing the Warlord section.
In the case of a draw, the Attacker(s) are pushed back to adjacent hexes. If there are multiple ways they can go, the Defender may choose to which hexes the Attacker(s) go. All players get a half muster (3d6 x10/2 points) and may not access special features on the hex.
Multiplayer battles
The setup and turn sequence follow the last in first out concept. Last one in sets up last and goes last, Defender sets up first and will go first. Any others setup and go in the order in which they landed on the hex.
Ex. Viktor landed on the hex last turn and mustered. Bob goes first and moves to attack Viktor. Fred then rolls and is able to engage the two on the same hex. Viktor is the defender and places first. Then Bob will place his army, followed by Fred. Both Bob and Fred have a chance to steal the initiative.
It is important to remember that in these battles there are no teams. The winner is the person who accumulates the most victory points as scored per the Warhammer Rulebook. It behooves you to attack any and all enemies on the board…it gives you a better chance of winning the game. This means that the person who destroys the unit or takes it to half strength gets the points. Some additional point tracking will need to happen to make it work, but it will make it worthwhile.
Fighting Uneven Battles
Normally in Warhammer, you and your opponent have the same point value or have some way to compensate for a discrepancy…not so much in this campaign. This makes determining winners of unbalanced games more of a challenge. In order to do this fairly, instead of going by standard victory points, you must calculate how many points of the total available points were removed from play (includes standards, generals, scenario modifiers, etc) and then compare that against your opponent. You also gain a bonus if you had the smaller army and won. These would be truly heroic events and would gain a swell of new recruits to your cause. The table and following example show how this would work.
Example:
Ryan has a 1500-point army and Anthony has a 2500-point army. They fight and in the toting up of points, Ryan has inflicted 1800 of a possible 2900 victory points (62%) and Anthony has inflicted only 250 points of a possible 1700 (15%). The difference is 47%, earning Ryan a Major Victory. Anthony’s army is removed from play and Ryan is allowed to muster. He will muster the following number of points:
+ 3d6x10 for normal mustering
+ (1d6 +2)x10 points for a Major Victory
+ (1d6+8)x10 points for having an army list 1000 points smaller than his opponent
That gives a Grand Total of 5d6+10 points in mustering. As you can see, winning these battles can be very beneficial to you. With average rolling, Ryan could gain 250 points of troops, practically a brand new squad! Good generals can make the most of the scenarios.
Killing the Warlord
Your Warlord is a target…a powerful and well-armored target, but a target nonetheless. Should your Warlord’s army be defeated, you run the risk of losing the campaign for your faction. The first time your Warlord’s army is defeated, he manages to escape and make it to your other army. Add him to that list as a permanent addition. Should your Warlord be defeated again ad you have other armies still in play, on a roll of a 1-2 on a d6 means that he has died and your remaining armies are removed. If he lives and is defeated a third time, you are out of the campaign as even his own troops will not welcome his bad luck back. While this may seem harsh, it encourages you to move, split armies, and fight hard.
Results
Mustering
When you move, the people of the land see your magnificence and wish to join you…that’s the theory behind it. In order to muster you MUST either move or be attacked and win. If you land in a basic hex, you may roll 3d6 and multiply the result by 10. That number is the number of points you may add to that army. These points must be added immediately and in front of the other players (so be ready with ideas). They can be added in any legal way to your army, meaning that they can fill out existing units or start new ones. War machines and chariots are fine too, as long as you get the points to get them outright. You may save points for one turn, but these must be recorded on your army list sheet.
If the hex has a special feature, you may opt to roll on that table to see what you get. This is only available if you have a special feature and you have not fought a battle on this hex. Fighting inhibits your ability to explore. If you do that, you do not muster troops at all unless the result says you should. Whatever the result is on the chart that is what happens. Be aware that not all the results are favorable!
Mustering after a Battle
After a battle, the winning army is allowed to recruit the normal mustering amount (3d6x10). If a battle takes place by two armies that moved, only one will muster following the battle unless the result was a tie. As stated above, a tie allows both to receive a half muster (3d6x10/2 points). The modifiers for the battle should be added in, rolled with your opponent and then added prior to moving to next turn. If you army moves past the 3000 point barrier, you are allowed to keep the points that put you over, but must immediately split the army before the Movement phase of the next turn.
Special Features/Happenings
Special features on the board will provide a separate mustering chart, a special scenario option, or both. If you decide to use the special tables below, you forego your normal mustering and accept the roll on the chart. Again, be forewarned…not everything on the chart is good, but some results give you new magic items or upgrades to your army. Use them in good stead.
There will also be some special events happening as well, so be prepared for strange things happening throughout the campaign.
Warlords Website is up!
Wednesday, April 21, 2010
Opening Day!
Monday, April 12, 2010
Kickoff - Getting started
Monday, March 29, 2010
Warlords Campaign Begins!
Tuesday, July 15, 2008
Hobby blurb!
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