Académique Documents
Professionnel Documents
Culture Documents
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.
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:
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
LD
NB
NB
NB
NB
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
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.
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.
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
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.
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)
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..