Wednesday, March 25, 2009

The Struggle for World Domination

Hey everyone! These are the primary, bare-bones rules for our campaign. If you guys have any questions, just let me know. Post them on here, so others can learn from them as well. Also, I hope you're getting the name of your main character together. Look to your army book for examples.

Note: Any of the references to the General's Compendium are a huge book that I already own. If you want to see any of the pages just let me know.

Map Tracking - categorize each tile (from the Mighty Empires set) as to what terrain pieces can be chosen for battles fought there. Note tiles with season-specific effects or conditions.
Defining a Player's Realm - landmarks will be the plastic markers from Mighty Empires (old and new boxed sets) and the metal markers from the online store. Armies on the map will be designated by specifically painted banners.
Army Banners and Size - banners will be from 500 - 2000 points.
Turn Sequence - turns will be divided into Campaign Turns and the Season's End Phase:
- Campaign Turn: Move army banners, special actions (scouting, raiding, assassinate, etc.), schedule and play games, roll for casualty recovery. These turns will last one week and represent one month of in-game time.
- Season's End Phase: Collect Supply Points, roll for random events, cast campaign magic, spend Supply Points and update rosters, place new banners and landmarks, reroll priority for next season. Each season lasts three in-game months, or three weeks.
*Priority is determined by rolling 2D6, rerolling ties, and players will act in descending order.*
Real-Time Plan - there will be set game nights when gaming facilities will be available (my house, game boards and terrain), and each person will make an availability schedule to help with matches.
- Staying in Touch - individual players will be e-mailed portions of the entire map (the areas where their troops, cities, and other landmarks are) and private information about their army and going-ons. Everything else will be updated and displayed on the gaming blog (www.whfbgroupblog.blogspot.com). Also here, but they have been told to stay away from this thread, lest they learn all the dirty little secrets.
Movement - for simplicity's sake, army banners will be able to move one hex per turn.
Terrain - the only terrain that can block movement are the river tiles. They can only be crossed at bridges, or by special actions/abilities (building temporary bridges, magic, boats/ferries, the Lizardmen Aquatic special rule, etc.).
Battles - battles will be fought whenever two armies come into contact on the map. For the first few weeks, I will be determining all the point values, scenarios, enemies, and other particulars about the battles, just until everyone has gotten their feet wet. Scenarios will be used when appropriate or characterful, and battlefields will be formed with terrain pieces that match the tile it is fought upon.
Allies - players do not have to fight if they are normally allowed to be allies (see General's Compendium chart).
After-Battle Actions - the winner will claim/keep the tile, and the loser is driven back one hex.
Casualties/Troop Recovery - as per the GC rules, pg. 72
Prisoners - only characters may be taken prisoner, see GC rules pg. 73
Fleeing from Combat - GC pg. 73
Scouting Enemy Banners - GC pg. 74
Baggage Trains - we will not be using baggage trains for this campaign except for individual special scenarios (raids, capturing missions, freeing prisoners, etc.).
Economics and Supplies - GC pg. 76-77. These are excellent rules and will really help to keep things flowing. I'm glad I don't have to start from scratch.
Random Events - the Games Master (myself) will select events that are characterful, fun, or further the campaign at his discretion.
Magic - Season's End spells as per GC pg. 80

There we go! I'm going to try and post the Skirmish rules online, but I have no idea how to do it...

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