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  1. #2
    Senior Member Red Zeke's Avatar
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    Campaign Turn Sequence:

    1- Random Events
    2- Move Armies
    3- Declare War/Issue Challenges
    4- Roll for Mines
    5- Fight Battles
    6- Resolve Victories and Defeats
    7- Resolve Expeditions
    8- End of Turn

    Note: Depending on timing of games, it may be necessary to resolve steps 7 & 8 the following week before commencing the next campaign turn.

    Post-Battle Charts
    As written in handouts. Rolls should be made in the presence of your opponent. I will have a few extra copies this Tuesday, as I believe not everyone took one home.

    Special Tiles

    Mines: Provide the opportunity to add points, items and other in-game boosts.

    Fortress: Adds +1 to any fortification save of any adjacent tiles. Tile may only be captured by siege.

    City: As fortress, but +2.

    Wizard Tower: May "reverse" the D66 roll on random events (so 32 becomes 23). Any wizard in an army defending this tile gains loremaster.

    The following tiles are off limits and become available during seasonal scenarios.

    La Mancha: ????

    Los Pantanos Diabalicos: No swamp tile may be improved (i.e. no mines, forts, etc). However, all swamp tiles (including El Templo Diabalico) have a starting fortification save of 2+. Furthermore, for any battles fought in El Templo Diabalico, the entire table counts as a charnel pit, and a sorcerous portal is placed in/near the center of the board. Finally, El Templo is worth 5 Relics at the end of the final campaign season.

    Alcazar del Pielago: ????

    Expedition actions:

    - Each army may make one action in the expedition phase.

    - During the expedition phase, an army that was driven back that turn may not take any actions.

    - An army may freely claim an unmarked tile.

    - An army must dice off if it is sharing a tile with an enemy army and a battle wasn't fought.
    1- Your army is scattered.
    2-3 Your army is driven back.
    4-5 The enemy army is driven back.
    6- The enemy army is scattered.

    - Your army may attempt to capture an enemy tile if it is does not contain enemy armies. The defender may make a fortification save on a 6+ to avoid this fate and garrison his lands. The following modifiers apply:
    -1 if the tile borders one belonging to the attacker
    +1 if the tile is adjacent to a fortress
    +2 if the tile is adjacent to a city
    +1 for every relic handed over to the attacker by the defender
    Last edited by Red Zeke; 03-24-2012 at 09:51 PM.
    "Tournament record and placings to let everyone know what a big deal I am."

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