Campaign Idea

Starting Out

Each player will start with a Capital plus THREE territories; one of these can be selected, the other two are rolled for randomly. (Roll for the random territories first - note restrictions for Wood Elves, Beastmen and Bretonnians which may mean you don't get any choice for the third territory).

Once a player has determined their territories they may find that they are allowed to take a force larger than 1,500pts and/or with fewer restrictions than is normal to start with (see Terrain and Entitlements below).

Monthly Challenges

At the start of each month each participant may issue one challenge, stating the territories they want to fight for (e.g. Andy issues a challenge for Bob's Ruins putting up one of his Road territories as his “stake”).

All challenges are sent to the Campaign Manager before the end of the previous month. He will shuffle and draw these from the Hat Of DoomTM. Fixtures drawn first take precedence (so if both Andy and Bob challenge Chico while Chico challenges Douglas and Douglas challenges Ernest then whichever challenge is drawn from the hat becomes the official fixture – e.g. if Bob's challenge to Chico comes out first then Chico v Douglas and Andy v Chico will be disregarded when they come up as Chico already has a fixture. Douglas's challenge against also Ernest will stand because neither participant is already committed to a battle). The names of those who don't have a challenge battle arranged will then be drawn at random to provide the remaining fixtures for the month in which case each general chooses which of his territories is to be fought over.

Participants are free to arrange further battles amongst themselves if they want to fight more than once each month but there's no obligation to do so.

You cannot challenge someone if you challenged and fought them last turn but there's nothing to stop your opponent from challenging you to regain a piece of territory you won off him. e.g. In Month 1 Yorick challenges Craig and wins. Yorick can't then challenge Craig in Month 2 but Craig can challenge Yorick. If Tim had challenged Craig in Month 1 but didn't get to fight him then Tim could issue the challenge again. This is just a rule to ensure a variety in opponents.

If a challenge battle (i.e. not one chosen at random) isn't fought by the end of the month for any reason then the outcome will be decided by a Pools Panel or (if they can't agree/be bothered) randomly so territories may change hands without a battle being fought. The Pools Panel will take into account participants' attendance, mitigating circumstances, relative army sizes and any bribes received (cash preferred). If a randomly selected battle isn't fought then territories don't change hands. Ideally all battles will be fought but sometimes the real world has the tendency to interfere and this rule is just here to cater for such things.

As this is a fluffy campaign then the battlefield should reflect one (or both) of the territories at stake if at all possible (e.g. if you're fighting for a village then put a village on the battlefield). Simples.

Once a battle is over, the winner can select to take his opponent's nominated territory or can roll for a random new territory. You cannot choose to take your opponent's capital unless that's the only territory he controls. Note that you can issue a challenge for a specific territory and still choose to roll for a random new territory instead. If the winner decides to take a random territory then the loser does not lose territory and in the case of a draw, both players keep their territories. If a player is left with just their capital they may lose this. If a capital is lost then its owner player is eliminated from the campaign and the terrain counts as Ruins for the winner.

Winning the Campaign

The Campaign will end once a player has 10 territories (not including their capital) or at the end of 2010, whichever comes first. In the latter case the winner will be the general with the most territories controlled.

Special rules

Random Territory Table
D6:D6123456
1Wizard's TowerWizard's TowerSacred GroveSacred GroveShrineTemple
2VillageVillageVillageVillageVillageVillage
3VillageVillageTownTownRoadRoad
4RoadRoadRoadRiverRiverRiver
5BridgeBridgeSilver MineGold MineMountain PassMountain
6ForestForestForestForestForestRuins

Terrain and Entitlements

Capital
1,500pts army with ONE Character; up to TWO Special Units; ONE Rare Choice; NO Skirmishers; ONE Warmachine; ONE Monster and THREE Magic Items with a combined points cost of no greater than 100.
Bridge
Each bridge allows you to increase your army by 75pts.
Forest
Each forest allows you to take TWO extra Warmachines, Skirmisher units or a combination of the two.
Gold Mine
Each gold mine allows you to take ONE magic item up to 100pts.
Mountain
Each Mountain can count as a Mountain pass OR you can take TWO extra monsters (any monsters that are “2 for 1” can count 2 as one monster).
Mountain Pass
Each mountain pass allows you to increase your army by 100pts.
River
Each river allows you to increase your army by 50pts.
Road
Each road allows you to increase your army by 25pts.
Ruins
Each ruin allows you to take up to THREE units of Skirmishers OR ONE magic item up to 100pts.
Sacred Grove
Each Sacred Grove allows ONE extra Rare choice.
Shrine
The shrine allows you to have an extra Hero who must be a Battle Standard Bearer. Only one shrine is allowed per army (reroll if you already have one).
Silver Mine
Each silver mine allows you to take ONE magic item up to 50pts.
Temple
Each Temple allows you to include a level 3 or 4 Wizard in the army.
Town
Each town allows you to include ONE extra hero who may not be a wizard.
Village
Each village allows you to include ONE extra special choice.
Wizard's Tower
Each Wizard's Tower allows you to include a level 1 or 2 Wizard in the army.

For example, if a player has a road, bridge, a mountain pass and a town in addition to his capital he has a 1,700pt army (1,500+25+75+100) containing up to TWO Characters (one of which, from the town, is not a wizard); up to TWO Special Units; ONE Rare Choice; NO Skirmishers; ONE Warmachine; ONE Monster and THREE Magic Items with a combined points cost of no greater than 100. If he wants to add a L4 Wizard he needs to challenge a player who controls a Temple or be lucky and roll a 1:6 for a random territory after winning a battle.