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Warhammer Fantasy CampaignsWHY FANTASY CAMPAIGNS?

Fantasy Campaigns (FC) is a war gaming supplement designed for use


with Warhammer Fantasy Battles. Players will require all the fine
products of Games Workshop in order to take full advantage of the gaming
opportunities provided by FC. FC is conceived as a way to add a further
element of simulation to WHFB. While WHFB does a wonderful job simulating
the battlefields of the Old World, there is almost no reference to the
greater climate of warfare which has led to the battles being simulated.
FC attempts to takeover where WHFB leaves off by placing some consequences
on the outcomes of battle to make them more interesting.
With FC players will be able to direct their armies to march overland and
conquer enemy territory. Players will have to intercept enemy advances to
protect their own cities and towns. After the battle, generals strive to
gather up the scattered survivors to reform their units and recruit
replacements. As the player's realm becomes more powerful, it is able to
finance even larger armies. All battles are resolved using WHFB.
The abstract campaign system in The Battle Book is inadequate for
providing a meaningful campaign. That system sort of summarizes the
development of a military campaign without being specific. This leads to
certain inanities. It would be interesting to see the mountain pass that
expedites troop deployment on any number of fronts against whatever
opponent is chosen. It is similarly interesting that the revenue of a
gold mine is always spent on magic items. In the same vein, every village
hosts a champion and every town hosts a hero, according the campaign rules
published by Games Workshop. These rules are designed for ease of play,
but are so ridiculous as to be no fun to play anyway. They do not meet
the usual high standards of Games Workshop.
FC attempts to correct the oversimplification of the published
campaign rules while preserving the flexibility of a game that can be
played by any number of players using whatever armies they prefer. While
the High Elves and Lizardmen do not fight across the sea from Brettonnia
and the Skaven, there has been some effort to individualize the character
of each nation in the army special rules section. To have fully
represented the particulars of each realm would have sacrificed the
flexibility which is essential for a game like this one. Within the
confines of a particular game, players will experience much more
continuity and more accurate simulation than is offered by the entirely
abstract campaign system in the Battle Book.
The player can think of FC as representing regional conflicts
between competing armies of conquest at any time in Warhammer history.
Depending on which armies participate in a particular game, an FC map
might represent any time and place in the Warhammer world from the
Brettonia-Empire border, to the coast of Lustria, or far-flung colonies in
Araby. If the players desire, maps can be designed to represent a
specific location in the Warhammer world. The overall intent has been to
provide map system, rules for overland movement and simple economics that
allow players to simulate long term military campaigns with their
Warhammer armies. The special army rules will attempt to approximate the
individual character of each Warhammer army type.
The section Elite Troops and Veteran Characters from The Battle
Book (pp 150-152) is much more useful and would go well with these new
campaign rules. Overall, that is the only thing that these campaign rules
will share with the published campaign rules. Fantasy Campaigns is for
players who are willing to learn a very simple game system that requires
some book keeping in order to enhance the enjoyment derived from their
Warhammer battles.

OVERVIEW OF GAME CONCEPTS


Fantasy Campaigns is a strategic war game designed to be played
alongside Warhammer Fantasy Battles by Games Workshop. It is designed to
work with as few as two players, but as many as six or eight with just a
few modifications. It is further designed to work as well with any set of
Warhammer armies.
This is a game of extended military campaigns, so players will
need to preserve their troop strength through the long haul. Casualties
on the battlefield are often permanent, but sometimes injured troops can
be recovered and refitted to fight again.
Players take control, not of just a few score troops on a single
battlefield, but of the entire military wing of their nation's realm.
Game play is conducted on a campaign map, representing several hundred
square miles, and a couple sheets of paper. Players will keep track of
revenue collected from population centers. This revenue is then spent to
raise new troops and properly maintain existing armies.
GAME PHASES
Play of the game is conducted over a series of turns. Each turn
is separated into three phases: movement, battles and revenue. These
rules will explain what the players do in each phase of the game in order
to conduct the campaign.
Diplomacy phase!!!
1. Movement Phase
a. record orders
b. movement
c. conquest
2. Battle Phase
a. face-off maneuvers
b. battles
c. post-battle recovery
3. Revenue Phase
a. collect new revenue
b. maintenance
c. expenditures
Repeat
As armies are raised and maneuvered on the map they will conquer
enemy population centers. Eventually a player will be eliminated when
his realm is no longer able to generate the necessary revenue to fight
further battles. The last player with a force on the field wins the game.
the campaign map
The campaign map is the center of the game, much like the table
top is the center of a Warhammer battle. The map can represent several
hundred square miles of any part of the Warhammer world, from the shores
of Lustria to the high peaks of the Gray Mountains. Players are free to
design whatever maps they find interesting.
MAP SYMBOLS
There are several types of topography represented on an FC map.
Each type is easily separated from the others by color and symbol.
More information about the effects of topography can be found
under movement, battles, and revenue, as is relevant to the issue in
question.
NOTATION ON THE MAP
The map is placed inside a plastic sleeve which allows the players

to make various notes on the map with an erasable marker. Anything that
can change from game to game, or over the course of a game is marked on
the map with an erasable marker.
The positions of cities and other
special features are indicated by drawing the corresponding symbol for the
feature on the plastic sleeve.
Armies are indicated simply with the first initial of the army and
a number to denote the division. 1E denotes the First Empire division.
3D would indicate the presence of the Third Dwarf division.
A better method of marking an army's position is to use a
Warhammer figurine. The hexagons are sized to allow a single model with a
1 base to stand in the center. A player can choose one model to
represent each division in the game.
If an army conquers a hexagon, it conquers all features within
that hexagon. The army's first initial in the lower corner of a hexagon
denotes control.
THE HEX GRID
A B C D E ....
1
2
3
.
.
ASSEMBLING A MAP
The map used in the game will consist of a number of pages,
adhering to the grid system outlined above. It is recommended that
campaign be set up on a number of pages roughly equal to the number
players. A campaign of two or three armies will require a two page
Four or five armies will require a four page map. This is to allow
army a somewhat secure starting position.

each
a
of
map.
each

the realm
It would be impracticable to faithfully translate every city in
the Warhammer world to this game. It would result in a lot of additional
record keeping and would likely have drastically favored some realms over
others. Instead, an effort has been made to faithfully represent the
spirit of each Warhammer realm in a way that allows it to compete fairly
with the other realms. Metropolitan realms have a few large cities.
Decentralized realms have many smaller population centers. Every realm
has a handful of special rules to simulate its advantages and
disadvantages.
Each player's realm begins rather small, just a few scattered
population centers on the campaign map and a 4000 point Warhammer army.
record of the realm
While the player's realm is represented on the map by a few lines
of erasable marker, a more concise summary of the realm is found on the
player's Record of the Realm.
There are spaces at the top of this form to name the realm and
note which type of Warhammer army is being played.
SAVED RESOURCE POINTS is where the player will write down how many
resource points have not been spent yet.
TOTAL REALM VALUE refers to the total resource points, one-turn
revenue value of each controlled population center and total army point
value. It provides for a simple comparison of opposing realms.

POPULATION CENTERS AND MINES provides an easy format for listing


up to thirty features of special revenue. Naming the feature is optional.
Type should indicate either city, town or mine. Revenue is explained in
the revenue section, but is simply based on the type of feature. Location
should be indicated for each feature using the offset graph system
outlined above.
ARMY DIVISIONS is the section that will be changed the most often
as armies are reduced in size, destroyed or reinforced as the game
progresses. Spaces are provided for careful record keeping of each
division's name, size and composition. Maintenance Cost is usually equal
to ten percent of that divisions' point cost. This must be paid every
turn from the realm's revenue. Orders refers to the face-off maneuvers
each turn. This will be explained in the section on battles.
SPECIAL NOTES provides space for the player to record special
features the realm has acquired over the course of the game such as spy
networks, roads, prisoners and other helpful things.
the army
Each realm begins with a 1500 point Warhammer army, generated
using all the rules in the Warhammer army books by Games Workshop. Army
composition should be based strictly on the guidelines given in the army
book. There are no additional restrictions on special characters, large
monsters, mage power levels or any other tournament-style limitations.
Note that magic items which are lost in the campaign may not be
purchased again for the same army. The same goes for special characters.
The beginning army value can be divided into several smaller
forces if desired. This strategy allows for much quicker conquest of
scattered population centers, but is not well suited for fighting battles
against a more concentrated opponent. The player will have to use his or
her own judgment to decide what is best in each scenario. These smaller
pieces of the overall army are called army divisions.
However the army is divided, the player needs to make a separate
army list for each division. Each division can either be named or
numbered, but must be kept separate and moved individually on the map.
MAXIMUM SIZE OF DIVISIONS
Each realm may have any number of army divisions in the field at a
time. Players may agree to a maximum size of any single division, based
on what models the players have available. A player does not need to have
the models to represent every division on the map, but only those
divisions which occupy the same hexagon.
COMPOSITION OF DIVISIONS
The army composition rules from each of the Warhammer army books
relates to the player's TOTAL army composition, not to the smaller
divisions of the army. Players are free to organize their armies into
whatever divisions they feel will allow them to be most successful. This
is a vast departure from traditional Warhammer play, but is more accurate
for realistic campaigning. Players can send the cavalry ahead at a quick
pace, but will need to wait awhile for the artillery to catch up.
DIVISIONS WITHOUT A GENERAL
Dividing the army will always result in at least one force of
troops existing without a general. This is ok in Fantasy Campaigns. If
there is another character above the rank of champion present in the
force, then he assumes the title of Commanding Officer, Little Big Boss,
Ranking Nobleman, or whatever. Models within 12 of the CO may use his

leadership, just as if he were the general. Whenever the army reunites,


the CO reverts to his regular status.
In the case that a force of troops exists without any characters
above the rank of champion to lead them, they simply do not have a
character to lead them, but might be drawn into battle anyway. This will
benefit some armies with high leadership who can trust their troops to
obey orders even when not directly supervised.
COMBINING DIVISIONS
Divisions may combine freely with each other to form single forces
at any time they occupy the same hex. They may also divide at the
beginning of any movement phase as long as the player generates new army
rosters and updates his Record of the Realm appropriately. Naturally,
there is some administrative burden to frequently reorganizing the army.
This rule should be strictly enforced for true-to-life simulation.
DISMANTLING DIVISIONS
An army division, once raised, cannot be dismantled. No regiments
can be traded in for points again. If a regiment is reduced to less than
five models, then it can be erased from the record sheet, but the player
does not get free points for sending his troops home.
SECRET COMPOSITION
A player is not required to reveal the composition of any division
or its size until the division is adjacent to an enemy division or
population center. At that time, the point-value size of each unit-type
must be revealed: regiments, war machines and characters.
the army record sheet
Players should take the time to carefully record all the specific
point costs related to their army. Computer aids such as Army Builder
are recommended for easy bookkeeping. Players of FC will need to add a
few additional notes next to each regiment. These concepts will be
explained in more detail later, but just fill in the blanks for now.
MAINTENANCE COST-- This is equal to ten percent of the total army
point value. The player must pay this amount of resource points every
campaign turn in order to keep the army in the field. Maintenance Cost of
regiments and war machines represents soldiers' wages and resources
required to supply the army.
Maintenance of magic items is required for
special guards to keep them safe, blood sacrifices or appropriately
elaborate pomp and ceremony, as befits each item. Maintenance is paid for
characters to support the expensive lifestyle of nobleman, or to satiate
the wanton waste of lunky war bosses.
Maintenance Cost should be noted for each unit or individual model
in the game for easier bookkeeping, and because some armies require
modifiers for certain unit types.
OVERLAND MOVEMENT-- This number represents the army's allotment of
movement points which are expended each turn as it marches over different
types of topography. Most units receive movement points equal to twice
the slowest model's Move characteristic. Cavalry units receive only
one-and-a-half times their Move characteristic. A division's Overland
Movement rating is equal to that of its slowest unit.
CASUALTIES: Next to each regiment the player will need to make
note of the circumstances leading to each model's dismissal from the game.
There are four categories: wounds, fled, spells or destroyed. These game
concepts and their relationship to an army's recovery after a battle are
explained in the section about recovery. Each time a model is removed
from the game, the player simply tallies up the losses in the appropriate
category of casualty for each regiment.

revenue & population centers


The military machine of a realm is represented in FC in terms of
resource points. Each population center and mine generates a set amount
of resource points every turn. These resource points represent bread,
beer, arrows, boots -- all the stuff required to keep an army in the
field.
The level of revenue generated by a population center is dependent
on the size of population center (village, town or city) and the
topography where it is located.
VILLAGES are the smallest of population centers. Villages
generate 10 resource points, plus revenue based on the topography of their
hexagon.
TOWNS are somewhat sizable. Each town under a player's control is
worth 50 rp every turn, plus the value of its hexagon.
CITIES are the real sources of a realm's revenue. Most cities
generate about 100 rp every turn. In addition, revenue is earned for each
of the surrounding hexes around a city and the hex actually occupied,
based on topography.
Resource points are converted one-for-one into army points for
building new armies to send against your opponents. They are also needed
to properly maintain the army and raise new units. Resources can also be
channeled into infrastructure improvements like roads and bridges or be
used to fund secret missions of espionage. All the uses of resource
points are explained fully in the Revenue Section.
STARTING A GAME
1. SELECT A MAP
A handful of maps are supplied with this booklet, but players
should feel free to create their own maps to fit their own gaming group's
needs. A map can either be selected randomly or chosen in any mutually
agreeable fashion.
2. DEPLOYMENT
Each player having generated his or her beginning army divisions
and consulted the specialized army rules for its allotment of population
centers, will need to deploy his forces and populations centers on the
campaign map.
Players roll to establish who goes first. The first player places
his/her largest city anywhere on the map. The player should write with
erasable marker, on the transparency covering the map, a symbol to
represent the type of population center being placed. The location should
then be written on that player's Record of the Realm and the city's total
revenue calculated and recorded, based on surrounding terrain. The second
player then places his/her largest city or town anywhere on the map. This
continues until all population centers have been placed on the map. All
cities must be placed before towns, towns before villages. No population
center may be placed directly adjacent to an enemy population center.
It could happened that two enemy population centers could be
placed one hexagon apart. In this case, the hexagon between them would be
adjacent to both. This hexagon is disputed territory and counts as being
controlled by neither player.
No population center can be placed within two hexes of the map's
edge.
After all population centers have been placed, the player who
rolls the highest places any of his army divisions in a hex directly
adjacent to one of his population centers. Beginning armies are not
limited in composition based on the parent population center's topography.
The next player then places one of his divisions, and so on and so forth
until all army forces have been placed on the map.

When all population centers and all army divisions have been
placed, the Preliminary Phase of the game is complete. It is time to
waaagh.
MOVEMENT & CONQUEST
Movement Phase
a. record orders
b. conduct movement
c record conquests
moving divisions
Movement distance each turn is calculated in a point system. Each
division is allocated a set number of movement points each turn. As the
division enters a hexagon, these movement points are expended, based on
the topography of the new hex.
movement points
A division's movement points allotment is based on the movement
attribute of its slowest model. Usually, it is equal to twice the slowest
move characteristic in the division.
If the slowest unit happens to be cavalry, do not double it when
determining movement points. Use one-and-a-half times the basic move
characteristic, rounded up. This is because the rapid movement of
charging cavalry cannot be maintained for long distances without replacing
the horses, so it would be inaccurate to allow cavalry twice the movement
rate as infantry. But, they are able to travel a little faster.
movement cost by topography
TOPOGRAPHY
COST
OPEN
3
FOREST
4
GRASSY HILLS
4
FORESTED HILLS
5
ROCKY HILLS
5
MOUNTAINS
6
WETLAND
5
FORESTED WETLANDS
6
DESERT
4
RIVER
+1D6 TO CROSS*
issuing movement orders
Each division will require its own Movement Orders Sheet, or at
least a scratch sheet of paper.
All players commit their movement
orders to writing for each division before movement begins. This helps to
simulate simultaneous movement and primitive communication networks much
more closely than a strictly turn-based system.
Movement is totally optional, but once movement orders are issued
they cannot be retracted, even if the player regrets his decision. The
player should tally up the movement cost as his division moves.
Each side of a hexagon is named for the direction of exit from the
center of that hex . In order to move your troops from one hexagon and
into another, movement commands are given in reference to the direction of
march as the army exits each hexagon.
The proper orders to issue your army for moving along the numeric
path 1-7, would be, beginning in hexagon 1 and following along to hexagon
seven:

SE, NE, N, NW, S, NW


Movement orders are placed exactly in this format on the Movement
Orders form for each army division.
After all the players have issued their orders to all divisions,
players will begin to mark their movements on the campaign map.
conducting movement
Each turn the players roll to see who moves their armies first.
This player moves all of his divisions one hexagon, then the next player
moves all his divisions one hexagon. Then the first player moves his
divisions the next hexagon, and so on until all movement points are
expended or until no more movement orders are issued.
As the division moves through each hexagon, his remaining movement
points are reduced according to the movement cost of each hexagon entered.
Movement points may not be saved from turn to turn, and divisions may not
enter a hexagon unless it has enough remaining movement points to do so.
Movement ends when the division is out of movement points.
If Warhammer figurines are used to indicate army position,
players should be sure to mark the position of each division on the Record
of the Realm also, to prevent confusion when the map is moved.
TWO ADJACENT ENEMIES
At any time during movement, if two enemy divisions occupy
adjacent hexes, neither division may take any further movement for the
rest of the turn. Their commanders are awaiting orders and sizing each
other up. Enemy forces so near one another are preparing for the
possibility of an engagement and unable to prance across the countryside
in the face of an immediate threat. Each player must immediately reveal
the total pont value the division, broken down by regiment, characters and
war machines. Movement proceeds for all other divisions as ordered for
the remainder of the turn.
force marching
At times a general will want to drive his troops rapidly across
the map. Any division may be ordered to force march in order to increase
its speed. A force marching division gets extra movement points every
turn. Instead of just getting twice the Move characteristic of the
slowest model, the division moves at three times the Move characteristic
of the slowest model. Force marching cavalry move at two-and-a-half times
their basic move characteristic.
LIMITS OF FORCE MARCHING
If the situation is truly desperate, the player may force march up
to two consecutive turns. After force marching two turns, the troops
automatically stop. No movement is possible on the third turn after force
marching for two turns.
Force marching drains a lot of the morale and energy from a body
of soldiers. If a division is drawn into combat during a turn in which it
has force marched, or during the required turn of rest after force
marching two turns, there are penalties. After a one turn force march
troops suffer -1 LD in any battles. This penalty does not apply to
characters because they have the best boots, horses and rations.
After a two turn force march, a division may only choose the
Withdraw face-off maneuver. Face-off Maneuvers are explained in the
Battles Section.
movement of flying divisions
It is certainly possible to compose a division entirely of flying
models.
Flying divisions receive their flying movement points per turn. They
pay

4 points per hex, no matter the terrain type and never pay penalties for
forests or rivers. Flying divisions are never allowed to force march.
Flying divisions may not land on an enemy population center in
order to conquer it. They may however occupy the surrounding hexes of a
population center in order to prevent the collection of revenue.
Flying divisions automatically succeed anytime they attempt to
withdraw from non-flying divisions. If an attacker's force is composed of
a flying division and a non-flying division, it is still necessary to roll
to evade the flying division. If a battle ensues between the two flying
divisions, the non-flying attacker may make a LD roll to take part in the
battle.
conquest
Any time a division of at least 500 points value occupies a hex
which contains an enemy population center or mine, the hex is conquered.
All revenue generated from that population center now goes to the
conquering player, not the original player.
As soon as a divisions occupies an enemy population center, it may
move no further that turn. Instead of marching onward, the division is
busy rounding up prominent citizens and looting the local museum.
Movement may proceed the next turn as normal.
damage to population centers
Each time a population center is conquered, its revenue is reduced
by 1d6. In the case of cities, the revenue of the surrounding hexagons
is only gained on a die roll of 4 or better, as the new governors strive
to stamp out local resistance. The conquering player needs to roll a die
each turn before his revenue phase to see if the topographical revenue is
earned. Once successful in earning the topographical income, no further
rolls are required.
This conquest reduction in revenue does not apply to mines or
topography, only to the population center itself.
The new owner of each conquered population center should add his
new acquisition to the list on his Record of the Realm with the updated
revenue level.
BATTLES
II. Battle
a.
b.
c.

Phase
face off
battles
recovery

face off maneuvers


The whole point of Warhammer is to have battles, and the whole
point of Fantasy Campaigns is to generate interesting battles. This
section details how to figure out which divisions fight each other and how
to conduct campaign-style battles.
Whenever two enemy divisions are next to each other, they must
seize movement for the rest of that movement phase. Each player decides
his army's tactical response to the clear and present danger of an enemy
army. The orders issued during such a face off are called face off
maneuvers.
Each player chooses one of the five maneuvers for each division
adjacent to an enemy. If the player has two divisions in one hex, they
must declare the same maneuver, though are not strictly speaking the same
division. The five maneuvers and their effects on battles are explained
below.
1.ATTACK-- When this maneuver is used, the division marches forward at

first light, or even before, to invade a specified adjacent hex. The


attacking division will have a battle with the division which occupies the
target hex.
If two divisions both choose to attack each other, a LD test
between the two divisions will determine which hex houses the battle. The
winning commander chooses. If one side does not have a commander then it
automatically loses the roll.
An army will have to face an attacking enemy before it is able to
attack a third division.
Scouting units are ineligible for special deployment by attacking
divisions because of the rapid forward movement of an attacking maneuver.
Attacking divisions always deploy in a marching order.
2.DELAYED ATTACK--This maneuver is essentially the same as the attack
maneuver. The only difference is timing. Delayed attacks take place
after all regular attacks are complete.
A withdrawing enemy automatically escapes without battle from a
delayed attack. If the enemy chooses to attack you, it will catch you
unprepared to fight. A delayer always places first during deployment and
must use a marching order.
If two divisions declare delayed attacks against each other, it is
handled just like two attacking divisions.
This maneuver does have advantages though. It can help you take
advantage of a weakened opponent who has fought another attack earlier in
the turn against a third opponent.
A delayed attack also allows for the deployment of scouts in
advance of the rest of the division.
Sometimes, the target hex will be vacated by the time your
division makes its delayed attack. In that case, no battle will take
place. For instance, this occurs if the target has chosen to attack a
third division or has withdrawn.
3.DEFEND-- An army chooses to defend its position against the enemy, if
attacked. If not attacked, no battle will take place. Scouts may be
deployed if your division declares the defense maneuver.
When deploying for the battle, a defending army has the advantage
of choosing the battlefield. In game turns this gives the player a lot of
choice when it comes to placing terrain. After all terrain has been
placed, a defending player may opt to either add or remove additional
terrain. One piece of terrain may either be removed from anywhere on the
board or generated on the terrain table and placed anywhere on the board
after all other terrain has been placed. If a division is defending
against a delayed attack, this may be done with two pieces of terrain.
Defending divisions place first, but do not have to use a marching
order. Regiments are placed before machines, and machines are placed
before characters.
4.WITHDRAW-- When the army does not favor its chances in battle and is
unable to spare a rear guard it may attempt to flee into an adjacent
unoccupied hex. If there is no unoccupied hex adjacent to the army's
position at the beginning of the maneuvers phase, withdrawal is not
allowed.
A withdrawing division exits the hex occupied at the beginning of
the maneuver phase and enters any unoccupied adjacent hex. This is done
without complication unless an enemy has declared an attack or a delayed
attack.
In that case withdrawal can be risky. There is a possibility that
an attacker will be able to isolate a part of your division and destroy it
in a terribly uneven battle. Roll LD test for both division commanders.
If one side does not have a commander, it automatically fails.

If the withdrawing commander loses the roll-off, his army may be


drawn into combat during the withdrawal. A simple LD test must be made
for each withdrawing regiment, war machine and individual model.
Successful units successfully withdraw to the chosen hex. Failing units
will participate in a battle with the attacker.
That battle takes place in the hex withdrawn from. The
withdrawing units place first, since they are being pursued. They do not
have to deploy in a marching order, but must place regiments before
machines, and machines before characters.
5.REAR GUARD--This maneuver can only be taken if there are two or more
divisions in your hexagon. The rear guard maneuver allows part of your
army to automatically escape, as under a successful withdrawal.
The other part of your army follows behind, ready to fight off any
pursuers. This rear guard is automatically engaged in battle with any
attacking enemy divisions. You must declare which division is the rear
guard and which is defending. Additional divisions may be allocated as
the controlling players sees fit. If the rear guard is not engaged in
battle, it will join up with its sister division at the end of the battle
phase.
Against a delayed attack, the withdrawing unit still automatically
escapes. The rear guard unit may be able to make off without a battle.
Make a LD test between the delayed attacker and the rear guard commander.
If the rear guard is successful, it may rejoin the withdrawing division
automatically without battle, at the controlling player's discretion. The
player may instead prefer to fight a battle between the delayed attacker
and the withdrawing unit.
If the rear guard command fails this roll with the delayed
attacker, then the entire division is drawn into battle. The battle will
take place in the hex withdrawn away from. The rear guard does deploy in
a marching order. A roll-off with the attacker determines who places
first.
result of maneuvers
The combination of opposing maneuvers might result in a Warhammer
battle or change in position. After all armies have made a note of their
intended maneuvers privately, the players need to compare the intentions
of adjacent armies to see what battles will take place that turn.
The table below summarizes what happens when two opponents have
declared each of the five possible maneuvers. The top row and left column
refer to the five face-off maneuvers. By matching up the two maneuvers
declared by the opponents, the Table tells whether a battle takes place or
not.
The result NB means that no battle will take place this turn.
The result LD refers to the leadership test to avoid battle when one
division withdraws.
Note that all match-ups with the Attack maneuver refer only to the
attacker's target hex. There obviously would be no battle in a hex not
being attacked. It ought to be clear what happens in each of the
match-ups that do not result in a battle. If the two armies are still
adjacent to one another, after maneuvering without battle, they will need
to declare maneuvers again on the following turn. Sometimes a hexagon is
exchanged, sometimes not. If no battles whatsoever occur, proceed to the
revenue phase.
table of battles
A
DA
D
RG
W
A
B
B
B
B
LD
DA
B
B
B
LD
NB
D
B
B
NB
NB
NB
RG
B
LD
NB
NB
NB

LD

NB

NB

NB

NB

B= a battle NB= no battle LD=Leadership test


MORE THAN TWO ADJACENT DIVISIONS
It should be pretty easy to conduct this face-off phase of the
game turn, but the situation might become difficult to understand when
there are several players attacking each other from different directions.
When there are several enemy armies occupying adjacent hexes,
players should consult the Order of Battles Table below to help clarify
the maneuver phase. This gives the order in which divisions are engaged,
based on their maneuvers. When a division is entangled with several
others, the match-up nearest the top of the list takes precedence, and may
negate a match-up lower on the list.
The Order of Battles
1. Attack vs Attack
2. Attack vs Defense
3. Attack vs Rear Guard
4. Attack vs Withdrawal
5. Attack vs Delayed Attack
6. Delayed Attack vs Delayed Attack
7. Delayed Attack vs Defense
8. Delayed Attack vs Rear Guard
Some examples of various maneuver phases should make it clear how
this works. It will also provide an opportunity to review the offset hex
graph system explained earlier.
In each face-off phase, read down the Order of Battles to find
appropriate match-ups for battles.
EXAMPLE ONE:
In the example below, three Empire divisions have advanced in
order to meet three Dark Elf divisions in the open planes. The players
decide each divisions's maneuvers, noted in parentheses. Consulting the
Table of Battles and Order of Battles Table the match-ups are determined.
Any AvsA battles?
Empire hex (1,3) vs Dark Elf hex (2,6). This is the first battle,
because AvsA battles always come first, even though the Dark Elves are
attempting an attack against a different division.
AvsD battles?
The Empire hex (2,4) defends against the attacking Dark Elves from
hex (2,6). This battle will not occur because the Dark Elves of (2,6)
were intercepted in the AvsA battle against (1,3), which takes precedence
on the Order of Battles Table.
The Empire of hex (3,1) is adjacent to Dark Elves of (4,4). There
will be no battle here, because the attack is declared against hex (3,3),
not hex (4,4).
AvsDA battles?
The Empire in hex (3,1) attacks the Dark Elves in hex (3,3). Due
to this interception, the delayed attack by the Dark Elves against hex
(2,4) will not happen this turn.
That makes only two battles in all that mess.
EXAMPLE TWO
Here there are three attacking enemy divisions. In this case the

Orcs and Chaos are attacking each other while the High Elves have declared
an attack against the Orcs.
What battles occur?
The dilemma is that according to the maneuvers chosen, there
should be two Attack vs Attack battles, but which one takes precedence?
In this case, first determine where the Orc-Chaos battle takes
place, because that will influence the High Elf-Orc battle. The location
of the Orc-Chaos battle is determined by a simple LD test between those
two commanders, as is ordinarily done when two divisions attack each
other. If it takes place in hex (3,3) then the High Elves advance into an
unoccupied hex (2,2). If the Orc-Chaos battle takes place in hex (2,2)
then the High Elves advance into a crowded hex. In that case the battle
in hex (2,2) will have three participants.
Note that if the High Elves chose the Delayed Attack maneuver, and
the Orc-Chaos battle was in hex (2,2), then the High Elves would have
advanced on any surviving victors of the Orc-Chaos battle to fight a type
1 battle (DAvsDA).
If Chaos had chosen the delayed attack maneuver, then the Orcs and
High Elves would have fought a battle in hex (2,2) and then Chaos would
advance to fight the surviving victor.
EXAMPLE THREE
Again there are three attacking armies, but with a different
pattern of target hexagons. The Dwarves attack Brettonia. Brettonia
attacks Skaven, and Skaven attacks the Dwarves. This presents a sort of
paradox in the system. Ordinarily when there are two attackers facing
each other, a roll off decides which hex is fought in. A similar solution
will solve this difficult problem.
There will be a battle either in
hex (2,2), hex (2,4), or hex (3,3). Two armies will be involved no matter
what. Have each general make a LD test. Whoever wins takes his target
hex without battle. The other two armies fight in the hex which they
share in common.
In the situation above, if the Skaven win the LD test they take
hex (3,3). The Brettonians and Dwarves make contact in hex (2,2) so they
fight a battle there. Hex (2,4) would remain Skaven property because the
Brettonians would never make it there.
EXAMPLE FOUR

This example is probably more complicated than will ever occur in


an actual game, but its complexity provides many examples of difficult
problems to be solved during the face-off maneuver phase.
Consult the Order of Battles and work your way down.
Any AvsA battles?
The Wood Elves in (1,3) and High Elves in (2,2) will not fight
each other even though they have both declared attacks and are adjacent to
each other. Neither of these two armies declared an attack against the
other. They will fight other opponents.
The High Elves in (2,2) attack the Chaos Dwarves in (3,3), who are
being attacked by High Elves again from (3,1). This is a little bit like

Example Three above. First determine where the battle between High Elves
(2,2) and Chaos Dwarves (3,3) will take place according to the protocols
for all AvsA battles. Make a LD test for both divisions. The winner
chooses. If the battle occurs in (2,2) the victor will face the Wood
Elves' delayed attack from (1,1), and the High Elves of (3,1) will advance
into an empty hex. If the battle takes place in (3,3), the High Elves may
choose to deploy one of its divisions as a flanker, as per the flank
attack rules in the Battle Book. In either case, this is the first
battle, because it is the only AvsA battle.
AvsD Battles?
Wood Elves of (1,3) attack the defending Undead of (2,4). This is
the second battle.
AvsRG Battles?
Undead in (2,6) attack the Chaos Dwarves in (3,5). The Chaos Dwarves have
two divisions in their hexagon. One withdraws into hex (4,6), and the
other engages in battle against the Undead in hex (3,5).
AvsW battles? No. The Chaos Dwarves of (4,2) automatically
withdraw into hex (4,4) because they are not being attacked.
AvsDA battles?
Undead of (1,5) are making a delayed attack against the Wood Elves
of (1,3). This will not occur because the Wood Elves of (1,3) would have
already vacated the hex to battle the Undead in hex (2,4) because AvsD
battles precede AvsDA battles on the Order of Battles Table.
The Wood Elves of hex (1,1) are making a Delayed Attack against
the High Elves of hex (2,2). The conditions of this engagement depend on
what happened between the High Elves and Chaos Dwarves concerning their
AvsA battle. If the battle occurred in (2,2), then the Wood Elves'
delayed attack is against the straggling survivors of that battle. If the
High Elf-Chaos Dwarf battle occurred in (3,3), the the Wood Elves advance
into an empty hexagon.
See how that works? It is almost as much fun as advanced algebra.
While it may seem a little muddled now, the rules of engagement
are really quite simple. A little practice appointing battles will make
it much easier with time. It is usually common sense. In the case that
common sense does not work, the examples above can settle arguments
easily. It will hopefully be worth the time to figure out how to do it
right in order to play the game.

This example is probably more complicated than will ever occur in


an actual game, but its complexity provides many examples of difficult
problems to be solved during the face-off maneuver phase.
Consult the Order of Battles and work your way down.
Any AvsA battles?
The Wood Elves in (1,3) and High Elves in (2,2) will not fight
each other even though they have both declared attacks and are adjacent to
each other. Neither of these two armies declared an attack against the
other. They will fight other opponents.
The High Elves in (2,2) attack the Chaos Dwarves in (3,3), who are
being attacked by High Elves again from (3,1). This is a little bit like
Example Three above. First determine where the battle between High Elves
(2,2) and Chaos Dwarves (3,3) will take place according to the protocols
for all AvsA battles. Make a LD test for both divisions. The winner
chooses. If the battle occurs in (2,2) the victor will face the Wood
Elves' delayed attack from (1,1), and the High Elves of (3,1) will advance
into an empty hex. If the battle takes place in (3,3), the High Elves may
choose to deploy one of its divisions as a flanker, as per the flank
attack rules in the Battle Book. In either case, this is the first

battle, because it is the only AvsA battle.


AvsD Battles?
Wood Elves of (1,3) attack the defending Undead of (2,4). This is
the second battle.
AvsRG Battles?
Undead in (2,6) attack the Chaos Dwarves in (3,5). The Chaos Dwarves have
two divisions in their hexagon. One withdraws into hex (4,6), and the
other engages in battle against the Undead in hex (3,5).
AvsW battles? No. The Chaos Dwarves of (4,2) automatically
withdraw into hex (4,4) because they are not being attacked.
AvsDA battles?
Undead of (1,5) are making a delayed attack against the Wood Elves
of (1,3). This will not occur because the Wood Elves of (1,3) would have
already vacated the hex to battle the Undead in hex (2,4) because AvsD
battles precede AvsDA battles on the Order of Battles Table.
The Wood Elves of hex (1,1) are making a Delayed Attack against
the High Elves of hex (2,2). The conditions of this engagement depend on
what happened between the High Elves and Chaos Dwarves concerning their
AvsA battle. If the battle occurred in (2,2), then the Wood Elves'
delayed attack is against the straggling survivors of that battle. If the
High Elf-Chaos Dwarf battle occurred in (3,3), the the Wood Elves advance
into an empty hexagon.
See how that works? It is almost as much fun as advanced algebra.
While it may seem a little muddled now, the rules of engagement
are really quite simple. A little practice appointing battles will make
it much easier with time. It is usually common sense. In the case that
common sense does not work, the examples above can settle arguments
easily. It will hopefully be worth the time to figure out how to do it
right in order to play the game.
fighting the battles

The core rules for WHFB by Games Workshop provide a handful of


scenarios and random events to differentiate one battle from another.
These rules add a new scenario to the list, the campaign battle. This
section explains how to set-up a Warhammer battles for Fantasy Campaigns.
First, determine what hexagon the battle will take place in. From
there, set-up scenery and deploy according to the face-off maneuvers, and
conduct the game according to the guidelines below.
SCENERY: The scenery is set up according to the dominant topography of
the hexagon where the battle is taking place. The dominant topography
should not be misconstrued to represent the entire area of each hexagon.
There are flat valleys in every hex of mountains, as well as hilly and
forested regions in every hex of open territory. The dominant topography
nonetheless does influence the frequency of certain terrain features.
Use the terrain generation method found in the Battle Book by
Games Workshop with the following modifications of the Terrain Generator
Table (p 39) by the dominant topography of the battle's location.
Open Country: no modifiers 1d6 pieces of scenery total.
Grassy Hills: 1d6 pieces of scenery, plus an additional 1d6
hills.
Rocky Hills: As Grassy Hills above, except all rolls of #2 count
as #12, and all
rolls of #7 count as
hills, not woods.

Desert: 1d6 pieces of terrain. Reroll the following results from


the Scenery
Generator Table #3, #6, #10, #11.
If
the second roll indicates the same thing, then keep it. All rolls
of
#7 count as hills and all rolls of #2
count as #12. The entire table top
counts as
difficult ground. All rolls of Difficult Ground are treated as normal
ground.
Wetland: 1d6 pieces of terrain. Entire table top is difficult
ground. Rolls of Difficult Ground are treated as very difficult ground.
Reroll #5, and #8, keeping the second result no matter what.
Mountains: 1d6 pieces of terrain, plus 1d6 additional hills.
Hills may be as many
tiers high as placer desires, but
still only counts as one hill. All rolls of #2 count as #12.
Forests: Anytime a hexagon is forested, place an additional d6
areas of woodland on the table top.
Coast, River: No modifiers, except as noted above.
Armies that declare the defense maneuver are allowed to place
additional scenery before a battle.
ARMIES: The participant armies of a Fantasy Campaign battle depend
entirely on the movement of divisions and face-off maneuvers. This will
often lead to uneven sides. Players who are able to isolate small parts
of the enemy army will thrive.
DEPLOYMENT:
Always roll to see who deploys first, unless directed otherwise by
the maneuver description. Deploy with whatever area restrictions are
appropriate for the size of the table and participant divisions. Some
maneuvers require a marching order. Unless stated in the description of
maneuvers, a die roll will decide these dilemmas.
FLANKERS At anytime the attacker comes from more than one
hexagon, he may choose to deploy one of his divisions as a Flanker,
according to the rules on p 28 of the Games Workshop Rule Book.
If there are more than two opponents in one battle, players will
have to appoint deployment zones as spread out as possible on the table.
Any two sides may choose to deploy as allies in the same zone or as
flankers. That is up to the participant players at the time of set-up.
TURNS: In campaign play, the battle does not automatically end after a
set number of turns. Each battle will last 4-6 turns, minimum. This
number is reduced by 1 for each 500 point advantage of one side. After
the minimum turns have elapsed, the battle can end either by concession or
retreat.
Concession of a battle results in the entire surviving army being
a prisoner to the victor. A less drastic method of ending an unfavorable
battle is to retreat. After the minimum number of turns have been played,
either player may sound a retreat.
RETREAT: A player may choose to retreat at the beginning of his
turn any time after completion of the minimum turn allotment. All units
in the game flee in an orderly fashion toward their starting table edge,
either 2d6 or 3d6 inches, in the compulsory move phase, as for fleeing.
They are not broken as for ordinary fleeing and may face any direction
after completing their movement. Retreating units are able to shoot in
the shooting phase, suffering a -1 to hit movement penalty, or cast spells

in the magic phase. War machines are not abandoned, but move along with
the retreating crewmen. Retreating war machines may not shoot because
they move during retreat.
If charged, a retreating unit must make a panic test to avoid
fleeing. If successful, a retreating unit may choose any charge response
normally allowable to them.
If a unit is engaged in hand-to-hand combat during a retreat, it
must fight that turn's hand-to-hand phase and may immediately retreat
again if victorious. If it does retreat, it may not be pursued and
destroyed as for fleeing, but could be charged on the next turn.
Characters do not have to retreat, but may act normally as the
player prefers, casting spells and using missile weapons or charging
opponents. Whenever the character moves off the board, it has retreated.
This applies only to characters acting on their own. Characters attached
to units must retreat with the unit.
All units that successfully retreat comprise the remnants of that
division and form up in an adjacent unoccupied hex.
In the case that there is no unoccupied adjacent hex, retreat is
not possible.
VICTORY: Victory is measured differently in a campaign than in
tournament-style play. Counting victory points and table quarters is not
really appropriate for determining the victor of campaign battles.
Instead, victory is evident by whoever holds the hexagon fought in. If
the opposing army retreats, the army that holds is technically the winner
of the field. In a campaign the label of victory is largely
inconsequential to the eventual outcome of the game.
fighting in tunnels
Tunnel battles are an unusual type of battle that may occur on
occasion in Fantasy Campaigns. A division in a tunnel is only considered
adjacent to another division that is either inside the tunnel also, or in
an adjacent above-ground hex with a tunnel gate. Only realms that are
designated tunnelers may enter or fight in tunnels. Armies which occupy
hexagons with tunnel gates do not count as being underground.
Set-up a table 18 wide and as long as you prefer with no scenery.
Deployment zones are within 18 of the far ends. The two armies are
deployed as for their declared battle maneuvers.
Only direct fire missile weapons are allowed in tunnels. All
ranges for cannons are halved. That is, max. guess and the first roll on
the artillery die. The second artillery die is doubled as the cannon ball
goes skidding across the smooth hard stone floors of the tunnel. If a
cannon ball hits a wall of the tunnel, roll the scatter die for direction
and continue its movement for ricochet.
No flying high is allowed, though ordinary flyers can buzz over
the heads of normal-sized troops.
All tunneling races receive +1 LD when fighting in tunnels.

the recovery phase


In a campaign, battlefield casualties are removed from the army
list. A costly victory could spell the doom of a campaign realm.
Of course, not all losses that occur during a single battle are
true casualties. Many wounds prove to be superficial and the troops are
ready to battle again the very next day. Most troops that have fled off
the table edge will wander back to camp eventually, ready to redeem their
honor. There are even usually a few survivors of units that have been
destroyed after fleeing hand-to-hand combat. The following section will
explain how to put the remnants of your army back together again after the

battle.
Players will need to make notes on their army rosters throughout
the battle as models are removed from each regiment. For convenience, the
plethora of damage-types are boiled down to four categories of injury. A
tally of each type of a regiment's casualties is compiled during the
battle battle. After a battle, the player gets to roll to see if any of
these casualties are recovered. Recovered troops remain a part of the
army and rejoin the other survivors. Each category has a different type
of recovery roll.
Wounds: This is the number of models in each regiment removed from the
game due to injury by normal weapons, magical weapons or spells that cause
wounds or kill. This includes all magical effects that kill models
outright which are not cast by wizards, such as some magic items or
cockatrice gaze attacks.
Roll under each model's T-1 to recover it. So a model with T 3
would require a 1 to be recovered. Models with T2 cannot be recovered. A
roll of 6 always indicates permanent death, no matter what the T of the
model. A successful unmodified saving throw, without benefit for horse or
barding will give a model a second chance to recover.
Fled: This is the number of models in a regiment who have fled off the
board or who are fleeing at the end of the game. If the player won the
battle, make a LD test for the general or division's commanding officer to
recover them. If the battle was lost, a roll on each model's basic LD is
necessary for it to return to the unit.
(Spell Effects: This is the number of models in each regiment killed or
removed from play due to spell effects that do not cause wounds. A
model's chance for survival depends on the power level of the offending
wizard. Roll over the enemy wizard's power level on a d6 to recover. A
-1 penalty is assessed when recovering from High Magic.)
Destroyed: This is the number of models destroyed while fleeing enemy
troops. A model's chance of survival in this situation depends largely on
its ability to avoid panic and despair. Therefore it is appropriate that
models who have been removed when their unit is destroyed can be recovered
with a LD roll, modified for the combat which caused them to flee. So if
a unit loses a combat by three, flees and is destroyed, the unit's
recovery roll for each model will be LD-minus three.
What happens to the surviving remnants of each regiment depends
largely on who won the battle. The victor of the battle gets to add
recovered troops to his army list.
An army that flees the field is not
able to recover any losses that occurred due to destruction in
hand-to-hand combat, spells or wounds. A retreating army is only able to
recover losses that occurred due to fleeing. The other survivors of a
retreating army become prisoners of the winner.
After the recovery phase of the battle, the player will need to
create a new army list to reflect changes in his division's strength.
This will require further updating of the Record of the Realm and a new
tally of the overall army composition proportions before recruiting new
troops.
reforming units
It is likely that a player's recovery phase will meet with mixed
results. Most units will experience partial recovery and be reformed at
partial strength. This may result in a unit being recovered with fewer
than five models, too small to field in a Warhammer battle. In this case,
the models are still recovered and are listed on the army roster sheet,

but cannot participate in any battles. They can be reinforced with later
recruitment or may be issued separate movement orders, placed on their own
army roster sheet and sent to join another division with some others of
their troop type to form a regiment of five models or more.
If units which have fled are subsequently recovered and there are
no other remaining members of its division, the recovered units return to
the nearest friendly population center.
prisoners
Survivors of the defeated army become prisoners of the victor.
They are moved along with the division at all times. A division may only
hold prisoners of up to twice its own point value. If the division moves
through a population center, the prisoners may be left there. A village
may hold up to 100 points worth of prisoners. Towns may hold 500 points
worth of prisoners. A city may hold any amount of prisoners. If a
division which holds prisoners is defeated in battle, the prisoners are
either rescued or become prisoners of the conquering army. The same is
true if a population center housing prisoners is conquered.
CAPTURED WAR MACHINES
Enemy war machines which remain on the field after a battle become
prisoners, just as would living models. War machines cannot be used by
the victor, but neither do they count against the maximum level of
prisoners that can be held. They are useful only for the ransom they
might bring.
CAPTURING TOO MANY PRISONERS TO HOLD
It could easily happen that an enemy will concede a battle and
surrender so many models that your division will not be able to hold them
all prisoner. If this happens, the prisoners might revolt.
At the beginning of the next of the next turn, roll 1d6 for each
100 points of prisoners and each 100 points of captors. On the rare event
that the prisoners roll higher, they are all released and are immediately
returned to the nearest friendly population center. If the captor wins,
he may choose which prisoners are executed to bring the total down to a
level that can be held prisoner.
RELEASE OF PRISONERS
Prisoners may be voluntarily released at any time. This allows
players to work out their own terms of release, such as ransom, prisoner
exchanges, or temporary truces. Generally, released characters do not get
to keep their magic items. Released prisoners begin again at the nearest
friendly population center as soon as they are released, whatever phase of
the game that happens to be.
REVENUE
III. Revenue Phase
a. collect revenue
b. pay maintenance
c. other purchases
Revenue collection and expenditure occurs during the final phase
of each turn. First, players should add the revenue for all their
population centers. This revenue is first used for maintenance of
existing armies. After paying maintenance, the player may disband old
divisions or regiments and purchase new ones with accumulated resource
points. There are other things to be done with revenue points too. All
the uses of resource points are explained in this section.

collecting revenue
A player's realm receives revenue every turn for each population
center under its control, even newly conquered population centers. The
amount of resource points received from each population center is
dependent on the type of population center and the topography of the
hexagon where the population center is located. The exact revenue level
depends on the army-type that owns the population center at the beginning
of the game. Approximate levels are:
village 10 + revenue for hex's topography
town
50 + revenue for hex's topography
city
100 + revenue for all surrounding hexes
The amount of resource points for each type of hex is given below.
open land: 3
forest: 4
grassy hills: 2
forested hills: 3
wetland:
2
forested wetland: 3
rocky hills:
1
mountains:
1
desert:
1
Special Features:
River
+1
Coastal
+1
The total value of each population center and, in the case
of a city, its surrounding hexagons, should be calculated and written next
to its location on the Record of the Realm. That way, it is very easy to
calculate each turn's income.
No income is collected for a hexagon which surrounds a city if it
is currently occupied by an enemy army division.
raids
Armies that are specified raiders in the special army rules
section may conduct raids on enemy territory. Raids are different from
conquests in a couple of ways.
Raids are conducted during the revenue collection phase, not the
battle phase.
Any hexagon which generates revenue for an enemy can be raided,
diverting revenue for one turn to the raiding army.
Raids are usually conducted from a much safer distance than
conquests, two hexagons instead of adjacent hexagons. So there may be an
empty hex between the raiding division and the target hexagon. If the
raiders prefer, they may raid from an adjacent hex if they prefer, but
will be much more easily drawn into combat. After a raid is complete, the
raider returns to its own hex.
Raids are only possible against unprotected hexagons. Any hexagon
which is occupied by a friendly division may not be raided. Furthermore,
there may not be an enemy division interposed between the raider and the
target.
The raiders roll 1d6 for each for each hundred points of models in
their division. This amount of revenue is diverted from the target
hexagon, population center or mine for one turn and is gained by the
raiding army. If the roll exceeds the hexagon's normal revenue, then the
difference is a permanent reduction. This represents wild fires and
destruction by the raiders. If the target is a population center, and its
revenue is reduced permanently, the raiding army may increase the revenue
of one of its own population centers permanently. Note, it is certainly
possible to permanently ruin a hexagon of territory by turning a large

army loose to pillage it.


THE USE OF RESOURCES
maintenance
After income is collected each turn, the player needs to pay the
maintenance cost of each army division that has survived to the end of the
turn. The amount of maintenance is almost always equal to 10 percent of
the army point value. This is easy to determine by moving the decimal
point one place to the left, So an army of 1,250 point value would have a
maintenance cost of 125 points every turn. In either case, each
regiment's maintenance costs should be noted on the army roster sheet to
make each turn that much easier. The entire division's maintenance cost
should be noted on the Record of the Realm. A realm must pay the
maintenance cost of its army if there are enough resource points to do so.
UNABLE TO PAY MAINTENANCE
If for some reason there are not enough resource points
available to cover the expense, the division will fight at reduced
effectiveness.
Each turn that the army is not maintained leads to a -1 LD
modifier for all characters, regiments and machines in that division.
This penalty is cumulative every turn that maintenance is not paid. If a
regiment's LD is reduced to 0, it abandons the army and seeks its fortune
in civilian life. Generals are the only exception to this rule. The LD
of the general is not reduced when maintenance is not paid.
A player may resume paying maintenance expenses at any time the
realm is again able to do so. This will halt further reduction, but will
not automatically reverse accumulated LD reductions. To remove all
penalties, the player must pay maintenance for one half the missed turns.
If a division is not paid and is subsequently reduced in size due
to battlefield casualties, the payoff amount is reduced in proportion to
the new maintenance cost.
So if a 2000 point division is owed maintenance for 5 turns, and
it is reduced to a 750 point division after a battle, the player will need
to pay two and a half (one half the missed turns) times the new
maintenance cost (2.5x75=187.5), plus the current turn's maintenance (75),
to return it to normal effectiveness.
The effects of not being maintained are largely psychological.
Units normally immune to psychology are immune to the effects of
maintenance deprivation, but still must be paid maintenance if possible.
new divisions
During any turn of the game the player may use his resource points
to raise a new division of the army.
COMPOSITION OF NEW DIVISIONS
If the player's army composition has been changed due to
casualties, any newly raised units must be chosen in such a way as to
bring the player's army more in line with required composition proportions
as delineated in the army book of each army.
If a general is lost, a new one must be raised as soon as
possible, taking precedence even over maintenance. This is the only time
that points may be spent to raise new troops before paying regular army
maintenance.
There is no minimum size for new divisions, but regiments of less
than five models may not fight, and may only be useful for reinforcing or
combining with other regiments in much the same way as surviving units of
less than five models are treated (see recovery phase).
DEPLOYING NEW DIVISIONS

New divisions always originate in either a town or city, not a


village. In addition, there are limitations for allowable regiments to be
raised, based on the surrounding topography. It is assumed that an;y town
or city may raise new divisions of infantry. The topography of the
population center allows for the recruitment of other types of regiments.
OPEN-- allows cavalry
FOREST-- allows war machines & archers
MOUNTAINS -- allows large monsters
These requirements refer to any hex adjacent to the population
center in question. A city or town surrounded by all of these terrain
types would be able to raise regiments of all types.
New divisions are always placed at the end of the revenue phase,
and so maintenance is not paid for the turn that troops are raised.
REINFORCING EXISTING DIVISIONS
If a player wants to reinforce a unit-type which the army book
dictates is limited to one regiment per army, he may pay points for the
new models and place them in a new division. These new models are
designated reinforcements on the army sheet and may not participate in
any battles whatsoever until they are reunited with the other regiment of
that unit-type.
WAR MACHINES AND CREW
At times the army will have surviving crewmen without a machine or
vice versa. Crewmen can man any war machine as additional crew. A war
machine's cost is broken down for piece meal replacement as 80:20. That
is, 80% machine and 20% crew. So a surviving machine can be remanned with
crew for 20% of its original cost. A machine can be replaced for the
surviving crew at 80% of the machine's original cost. These replacements
will have to start at an appropriate population center, just as for other
reinforcements.
other uses for resources
Resources are not only useful for building armies. A realm might
try any number of strategies to improve its campaign position. During the
expense phase of the game, each player may purchase any of the following.
Each feature becomes active immediately and is placed on the map, as
appropriate.
BRIDGE-- (30) A bridge is placed across a river in order to
reduce the movement penalty from 1d6 to 1. An additional bridge will
reduce the penalty altogether.
A bridge may be built during the revenue phase to connect two
hexagons over a river. At least one of the hexagons must either be
adjacent to one of the player's population centers or currently occupied
by an army division.
Any army that occupies the hex adjacent to the bridge may destroy
it in its movement phase unless it is forced to declare a face-off
maneuver due to the presence of an enemy division.
PROSPECTOR -- (25) The prospector nominates a mountain or rocky
hill hex adjacent to a population center or currently occupied by the
player's army. The player rolls a d6. On a 6 the prospector establishes
a mine in the hex. Only one mine may be established per hex. Designate a
mine on the map with a simple X.
If the die roll fails, no mine will be discovered there by anyone
else for the rest of the game. It has been determined that the hex does
not contain any useful ores. Mark an infertile hexagon with a check mark.
A mine generates 2d6 rp every turn during the revenue phase.

Mines are automatically conquered by any occupying army just like


population centers.
ROADS--(20/hex, plus twice the movement cost) The road is drawn
on the map with erasable marker. Roads may not be destroyed. It allows
an entire division to move through any topography at one less movement
cost.
Mark roads with a single broad line from the center of a hex to
the center of another. No benefit for roads is provided if an army moves
in from the side perpendicular to the road. Two roads may meet in any
hex, but the cost to build two roads is not reduced.
SPY NETWORK--(250) A spy network is housed in a particular
population center. It is destroyed on a successful LD roll of a
conquering army. If it is not destroyed, the spy network may be
relocated to any other friendly population center on the map at the time
the old position is conquered. Spy networks may not be otherwise
relocated.
The cost above refers to the expenses related to establishing a
network of spies and to train them. Each spy mission has an additional
cost.
BURN FIELDS (20): This missions is essentially sabotage against
the peasantry. The malicious player rolls 1d6. If he rolls equal to or
over the target hexagon's revenue, it will generate no topographical
revenue for 1d3 turns. Failure leads to a -1 penalty on further missions
against the same target realm until a 5 or 6 is rolled before the attempt.
DETERMINE DIVISION STRENGTH (60): This allows a player to know
the strength of a nominated enemy division. The spying player rolls 1d6.
The other player makes a LD test. Unless he succeeds by more than the
spies, die roll, he must reveal the division's total point value and
compositional breakdowns.
FIND ENEMY SPIES (60): A player may learn the location of an
enemy spy network. The spying character rolls 3d6. The other player rolls
2d6. If the spying player's total is greater, then he must be told the
population center which houses the enemy spy network. If unsuccessful,
the player still must be told, but the player being spied upon may
immediately relocate his own spy network.
FIND ENEMY CHARACTER (30): The spy network goes around inquiring
as to the whereabouts of a particular character type (i.e. Battle
Standard Bearer, General, champion, hero or mage). This will be easier,
based on the character's fame. So roll a LD test for the character in
question. If it succeeds, then the controlling player must reveal the
location of any one character of that type.
IDENTIFY MAGIC ITEMS (50): If a player knows the location of an
enemy character, a spy network can be paid to find out every item carried
by that character at any time in the revenue phase. The character makes a
LD roll. The spying player rolls 1d6 and may replace either of the dice
rolled by the victim player with this die. If this results in a failed LD
test, then the spy finds out every magic item carried by the nominated
character.
POISON WELL (15,60, or 110 for villages, towns and cities,
respectively): This mission succeeds automatically unless the target
population center is occupied by an army division, in which case it is not
possible. A population center with a poisoned well will generate one half
revenue for one turn.
Furthermore, any division occupying the population center or newly
generated there the next turn will suffer -1 LD on all tests.
SABOTAGE This mission can be carried out against a variety of

features, each with its own cost: roads (15/hex), bridge (15), tunnel
gates (40), or mines in a single hex. Each player rolls 1d6. If the
sabotaging player wins, the special future nominated is inoperable for d6
turns. If the target player wins, the spies will suffer -1 penalty on all
missions against the other player until a 6 is rolled before the attempt.
RESCUE PRISONERS (75): This is a risky mission. The spies
attempt to infiltrate the POW camp to free prisoners. Success is
determined by rolling 2d6 for the spies and 3d6 for enemy guards. If the
guards win, the spy network is destroyed. If the spies succeed, then the
prisoners are released to the nearest friendly population center.

army division = "en flagga" (Kostar 100pts att raisa en ny)


arme = alla flaggor plus garnisoner i hela ditt imperium.

Per flagga:
Max 2000pts + eventuella lords/steam tank
Vanliga restrictions enligt 2000pts oavsett hur mnga pts flaggan innehller
. (Inga lords, bara heroes)
Om du bara har core s rcker 1+ core. Dvs har du ngot annat n core s mste du h
minst 3 core.
Inga special characters.
Inga magic items. (se spec regler nedan)
Lords:
Man fr ha 2 lord karaktrer, eller en lord och en steam tank p HELA ARMEN! (
inte per flagga)
Dom fr joina vilken flagg dom vill, utan att flaggan i sig pverkas. Dvs ma
x 2000pts + lords.
Magic items:
50pts frn brjan, fr spridas bst fan du vill. Normala restrictions gller per a
rme.
Magic items antas sen tillhra karaktren in i dden. (ven fngenskap osv.)
Sen fr man 50pts magic items i jan varje r. (Kan sparas tills nsta r)

Vad man brjar med:


Centraliserade imperium:
4 Cities
2 towns
Mellanting:
2 cities
5 Towns
5 villages
Decentraliserade imperium:
1 City

6 towns
10 villages
city
100+hexes
town
50+hex
village 10+hex
Bygga ny village:
En flagga som offrar en hel turn och inte har fiender i angrnsade rutor,
fr droppa av 500+pts, fr att bygga en ny "outpost" = village.
Diplomacy:
Allierade kan ha flaggor p samma ruta och angrnsande utan movement restric
tions.
Samt kan strida tillsammans mot gemensam fiende.
Vinnare:
Last man, greenskin, monster, undead, elf, pancy... etc.. standing.. ;)
1 turn = 1 mnad..

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