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Campaign Rules

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attlelore

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Contents:

Pg 1

Types of campaign

Campaign Map

Automated Map Manual Map

Armies

Raising

Pg 2

Deployment Moving

Battles

Terrain deployment Troop Deployment

Changes from normal battle rules Post Battle

Pg 3

Optional rules

Garrisoning and Sieges

When two armies on the same side combine for battle Lances

Pg 4

Lances and the campaign

Pg 5

Scoring

Victory

Pg 6

Annex Rules - Campaigning in Uchronia

Army Sizes

Politics

Making alliances Breaking Alliances

Entering non allied non controlled nations

Pg 7

Mercenaries

Amended turn order:

Brief racial histories/ notes

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Types of campaign

There are two variations of these rules, the mini mode (MINI) which should be completed in one evening and the full mode (FULL) which should play out over a couple of evenings or a full day. Both make use of the same rules, the difference comes from the size of Campaign Map and the number of turns played.

Campaign Map

The mini version of the game uses a hex board 3 by 4 in size (see Mini Campaign.xls) and the full version uses a board 5 by 4 (see Full Campaing.xls), or use the map of France.

Automated Map

Will identify the terrain in each hex and the locations of the contested towns that the war is being fought over for you, it is the quickest and easiest way of getting a campaign up and running.

Manual Map

Is blank to allow you to create your own Campaign area where the terrain can be collectively chosen, randomly selected (roll 1 dice per hex and refer to suggested table following) or choose an area from Google maps and select the most appropriate terrain to represent that area.

Terrain Table

Helmet colour Terrain for hex

Red Hills

Blue Wet

Green Wooded

All other sides Plains

Armies

Raising

Armies are created using the Deployment cards from call to arms and specialist cards from any expansions available.

Mini campaign

Each player receives 9 random Deployment cards from either the French or British pack, up to random 4 specialist cards* and 12 levels of lore council to distribute between their armies

Max number of

No. Armies Deployment cards Specialist cards Lore Council levels

2 4$ 2 6

3 3 2 6

* if fewer than 8 specialist cards are available, these are shared between players any excess is put to one side.

$ If deploying two armies the 9th deployment card is returned to the deployment card pack. Full campaign

Each player receives 12 random Deployment cards from either the French or British pack, up to random 6 specialist cards* and 18 levels of lore council to distribute between their armies

Max number of

No. Armies Deployment cards Specialist cards Lore Council levels

3 4 2 6

4 3 2 6

* If fewer than 12 specialist cards are available, these are shared between players any excess is put to one side.

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Deployment

Once the armies are created you secretly note down which of the four baseline hexes you each army will start the campaign in.

Moving

At the start of each turn the players will note down in secret which hex each army will move to (or if staying where it is). The armies are then moved on the Campaign board. If two armies end in the same hex then a battle will be fought. If no armies meet or once all battles are completed move the turn marker on one season and issue new orders to the armies.

Battles

Terrain deployment

When two armies meet you build a Battlemap by laying out terrain as shown on one of the deployment cards.

The army already occupying the hex chooses a Terrain Deployment card from the ones associated with the terrain, the army moving into the hex chooses a Terrain Deployment card associated with the terrain on the hex being left.

Note that any Terrain Deployment cards from a Wet hex are laid out second as rivers may travel through other terrain and will replace it.

You can choose the terrains randomly using the table below

For Forest, Wet or Hills For Plains

Rolled Deploy Terrain Rolled Deploy Terrain

Green Helmet or Black flag 1 Red Helmet 1

Blue Helmet or Lore 2 Sword on Shield 2

Red Helmet or Sword on Shield 3 Lore or Black flag 3

Blue or Green Helmet 4

Troop Deployment

Follow the CTA rules for laying out your army, note that cards making up the army do not have to be laid the same in all battles. The army effectively creates a pool that can be deployed in of the

corresponding areas on the CTA card (i.e. if you selected two CTA cards with Red infantry on them and one gets killed in a previous battle the remaining one can be deployed in either of the Red infantry places on the CTA cards.

Changes from normal battle rules

If army has been static for more than 1 turn it receives a bonus Lore council level that can only be used to enhance an existing lore council member, not bring in a new one.

All battles are to 5 flags rather than the normal 6; this is to allow the army to survive more than one battle

Post Battle

The victor of the battle may upgrade 2 Green units into Blue or 1 Blue into Red* The defeated army get to upgrade 1 Green unit is converted to blue*

All units return to full starting strength

* This needs recording on the army Roster as the unit will still count as its original colour for deployment purposes…

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Optional rules

Garrisoning and Sieges

When an army leaves a contested area it can leave a garrison (choose 1 deployment card and any number short of all remaining units can be left behind) if an enemy army enters the zone instead of a battle a siege is initiated.

Round siege started no effect to either side, each season there after both sides loose 1 unit and two if moving between Autumn and Spring unit either the besieger wishes to move his army, there are no more troops in the garrison or a relieving force battles the besieging army and gets units across the board (if besieger isn't destroyed then each unit making it across adds to the garrison but is lots from the armies roster.

When two armies on the same side combine for battle

The larger of the two armies are deployed as normal,

For each matching unit in the smaller army you can add 1 additional miniature to the unit (e.g. large army has 3 green melee infantry, smaller has 2, the larger army can deploy 1x4 figure unit and 2x5 figure units.

If the unit is lot in battle BOTH armies will lose a unit. Lore council:

The larger armies Lore council will take the field, and will receive one additional card in hand and an addition Lore token for each Level in the council of the smaller army

i.e. if smaller army has a 3 Lore level council and the larger army has 5 the deployed army will have an additional card and 3 Lore tokens in addition to its normal setup.

Specialist cards, only the larger army’s cards will be used.

Free Lances

These are small bands of men for hire who are paid by results and so tend to get them. Rules for Free Lances

1- They take a slot on the war council like creatures do.

2- There are five variety of Free Lance, 1 for each of the Lore council type and a non lore council type.

3- Free Lances come with a single Blue unit from any race (from the base box) to embed with, this is deployed in the third of forth row and can be either Infantry or Mounted.

4- Leaders are embedded figures and as such are probably the second last figure to be removed. 5- Free lance units can be customised by selecting from a list of features prior to battle starting 6- If the Free Lance has a leader associated to a War Council Lore Master then they provide a virtual* level in the war council. This benefit goes when and if the leaders are killed.

7- If the Lance leader is not associated then they will get more sections from the features list.

*they don't count toward getting terrain associated with the Loremaster in question but do count as far as determining effects of lore cards when leader is in the same section.

Each Lance may choose from 1 general choice from a-g and one associated Lore choice. If not associated then they receive any three general choices.

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General choices:

a) Ignore 1 black flag (if this unit is a dwarven unit they will ignore two black flags) b) Ignore 1 Hit or bonus hit

c) +1 dice when battling (not battling back) d) +1 battleback dice

e) Gain a second Blue Unit

f) Turn 1 blue unit into two green units of the same type$ g) Turn original unit into a red unit of the same kind£ h) Add an additional figure to 1 unit

i) If using specialist cards then the Lances unit(s) may be equipped with gear (long bows, arbalests) even if it has peen previously chosen, though race restrictions apply (they can't use things such as illusionary troops, it has to be kit carried by the unit)

j) Creature handler/ Device master engineer – this option takes 2 choices (3 for Wyverns). Instead of a Blue unit the Handler/ Engineer come into play with either a creature or device.*

$- Note that your leader will have to be embedded with one of these three units £- Your leader will be embedded with this unit

*- General Choice c) doesn’t allow controller to ignore 1 Critical hit on this monster merely one hit that may lead to the Critical.

If you choose a Wyvern then the Fickle trait is ignored hence the increased cost in choices If any Black flags are rolled, re roll them, if any come up again as Black flags the leader with the creature has been injured / killed, any benefit the creature received from the leader is lost and it will fall back a number of hexes equal to the number of Black flags rolled.

They can be ordered out of section for the cost of 1 Lore Wizard / Cleric choices

- Treat Wizard/ Cleric Lore council as being 1 higher for purposes of casting Wizard/ Cleric lore cards in section leader is in (yes this can mean a Wizard or Cleric level of four)

- Reduce Cost of wizard/ cleric Lore cards by 2 when the target is in the same section the Lance leader is in

Warrior

- Always inflict +1 black flag when battling

- Re roll one miss matched helmet (black flags or lore aren't re-rolled) in any battle or battle back Rouge

- +1 move (i.e. blue infantry can move 2 and battle or move 3, they aren't actually moving more just very good at misleading the enemy where they really are)

- The maximum dice cap for terrain is raised by one (i.e. hills effectively no and 3 for woods)

Lances in the campaign

Both players create two lances.

Each side gets six sacks of gold (four for a mini campaign), with these sacks you can either -bid for a Lance (the bid needs to be a secret one, if both players bid the same then the lance will be neutral for the duration having been paid off by both sides).

Any sacks bid will be lost.

-Or buy 1 deployment card can be bought (after the first round of campaining) for four sacks, this card is attached to an army for the remainder of the game.

Lances can move 1 hex per round independent of other armies and can not be engaged by an army

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Some sample Lances available:

John Hawkwood (White company) - Warrior, Blue cavalry

Utterly merciless on the battle field, few could withstand the White Company’s assaults. +1 dice when battling, inflict an additional black flag on all rolls

Owain of the Red Hand - Generalist

From the south of Wales, hand selected the best archers from many units; they now are to be found where commanders feel the battle will pivot around.

Two Green Infantry units, equipped with longbows, Owains unit has a bonus figure in it. Free Company Of The Falcon (holy order)

Ride along and protect the routes to and from the Holy Lands, occasionally some of their number can be persuaded in the virtue of a cause and join the field of battle.

Treat Cleric lore level to be 1 higher when determining effect. Red Cavalry Sir Leigh-Anne Hendrick - Warrior

Perhaps not one of the most exciting or charismatic of Lances but will be utterly dependable Re-roll 1 mismatched helmet, ignore 1 Bonus hit or normal hit

Roger de Flor (Catalan Company) - Wizard

A skilled war mage who seeks thrills of the field over 'safety' of the rear lines when it comes to battles and will join the men of his Lance on the front line

Second blue infantry, reduced lore cost by two if target is in the same section as the wizard. Hugh Calveley - Rogue

As likely to empty allies’ war chests as his enemies Hugh none the less still attracts many offers Three green infantry, + 1 hex movement (can move 3 and battle)

Bohemian count Albrecht von Wallenstein - Generalist

Has joined both sides in the Hundred Years War for no other reason than the glory from winning battles (well the coin helps).

1 Red cavalry, 2 green cavalry The Black Knight - Generalist

Rides on his Black wyvern looking to cause misery and mayhem as they go. 1 Black Wyvern

Scoring

Each town has a number of victory points assigned to it depending on how far away it is from your starting side:

Victory Points

Row Full Mini

1 0 0

2 1 1

3 2 3

4 4

5 7

If after 9 rounds neither the above are true then total points gained by both sides and compare the difference between the two sides, if its:

- less than 50% then it’s a draw

- more than 50% then its marginal victory to the player with higher total - 100% or more then it’s a victory to the player with the higher total

Pg 5

Victory

The victor for the campaign is declared if - One side has a taken all Town hexes - One side has no armies left or concedes

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Annex Rules - Campaigning in Uchronia

These rules are for use with full Europe map either manual or automated and makes use of my homebrew races.

Army Sizes

Where armies are allowed to march is determined by the size of your nation (see table below) and the size of your nation gives you points: hexes between Rows C & K count as 2 points, outside this region only 1 (note Halflings count all hexes as 2)

Number of points Armies that

Min number stay inside home boundaries Max number free to Campaign

Up to 3 * 2 1

4 – 7 2 1

8 – 15 1 2

16+ 0 No limit

* though these armies only have 3 deployment cards rather than 4

Politics

No game of armies marching across the land would be complete without a political edge so each nation gets 6 dice with which to make and break alliances with.

Making alliances:

Allocate and roll a number of dice, if number of

Sword on Shield exceeds Black Flags then they are allied

Sword on Shield equals Black Flags then they are neither allied or exiled (nothing happens) Sword on Shield is less than Black Flags then they are exiled

- Allies allow transit across their territory

- Exiling means you can not attempt to woo again for a number of Seasons equal number of Black Flags rolled.

- The dice allocated to the alliance are locked into that alliance and can not be used for other political efforts.

- Allies can’t be used in battles against you as mercenaries

Breaking Alliances

A friendly alliance is simply a matter of pulling dice out of the alliance, though you will be exiled for a number of turns equal to number of dice removed.

Breaking an enemy alliance requires one or more opponents to allocate a number of political dice equal to the existing allies dice, both sides then roll these dice and who ever gets the most green helmets wins, ties go to the existing ally. If the alliance is broken then no attempts to ally to the nation can be made by any controlled country for 1 season.

Entering non allied non controlled nations.

When crossing the border you will be exposed to harrying attacks which will reduce the Lore council level by 1 for the remainder of the campaign.

Going through the capital hex you will loose 1 specialist card for the remainder of the campaign (if you go through a one hex nation you’ll loose both the Lore council level and specialist card) If you get an alliance broken whilst you’re in a non controlled nation then you’ll have 1 attempt (after 1 season) to re-forge links / get your troops out or you will suffer one of penalty.

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Mercenaries

Only the most populace nations have sufficient population to field armies exclusively of one race, everyone else needs to make use of mercenaries. Any nation may be used to call mercenaries (deploy using CtA rules and which race they mimic in races descriptions)

Mercenary only races: Birdmen, Wyvern Men, Reptile Men, Orcs, Ogres, Ratlings, Centaurs, Dwarves, Warbears.

Full army races: Humans, Goblins, The Horde, Elves/ Drow, Halflings, Undead.

Amended turn order:

Politics allocation noted down(*) and resolved Army movements noted down(*) and actioned Any losses are recorded

(*) in secret

Armies can move across sea hexes but if they battle from sea onto land and are defeated they will loose a Deployment card in addition to the battle losses. Terrain deployment will be chosen from defends land type only for both sides.

Brief racial histories/ notes

Orcs, nomads who under great warrior/ leader fought gorilla campaign all over europe till they were given an area to stop raiding for food etc

Drow, slaughtered by Roman empire, live in natural caves eg limstone etc unable to escape, joined with the Elves to make an Elvish homeland

Wood Elves live in woods managed to avoid Roman armies but driven back into woods

Ratlings used to be from Egypt but post Roman aggression broke apart, last remain enclave is at J7 (I like the idea of rats worshipping cats)

Undead started with a group of necromancers working deep in some wood (F6) site of massacre of an Elvish and Roman army, lots of raw materials, were driven Eastward by the growing Elvish kingdom , they were allowed to build up strength and they retook their ‘birth land’

Ogres No one knows where they came from or why they are in the forests but they’re there even the Romans could capture their lands at the height of their power

Reptilemen used as regular troops in roman empire especially around the Mediterraen freed up other forces to go marching off to colder climates

Dracci used to live along north west coast of Africa and were used by Romans as a reserve strike force, as Goblins advanced along Africa were driven into Spain

Centaurs Used to wide open spaces and low population densities Romans never got up to them and no other competition then humans organized in the East Undead to the south Halfings to the North and they were squeezed to their current area, now very aggressive and military.

Birdmen used to have more of Spain but got over run by Romans, used as messengers and shock & awe tactics. As Romans fell back able to get Portugal area but not expand further as Goblins advanced.

Halflings can survive off limited food in take, can also eat food normally able to digest (lichens, clays etc) think more nordic Goblins than Tolkien hobbit

Locusts – Don’t really have any home land per se but will invade from anywhere on the south edge of the map, they have 4 armies per swarm, swarms don’t merge, swarms can come from SE, S and or SW corners

Warbears have slowly but surely advanced out from the waste lands to the north east and no one is sure if they will stop when the lands start getting too warm for their armour and fur.

The Horde All peoples fear the coming of the locusts rampaging through their crops but the Horde are not only unknowable but show signs of intelligence and proven to be tenacious at holding their captured lands. Three unique species working in close harmony.

References

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