Post by Jack Shrapnel on May 4, 2011 15:27:54 GMT -5
Campaign starts this Thursday May 5th - people are welcome to join up anytime... no fee! ;D
General Campaign Rules
1. Choose a side – Order or Destruction – each week you must bring an army to battle corresponding to the side you’re on… no switching sides halfway through when things are looking bad! There is one exception: any campaign night you may instead bring a neutral army (tomb kings or ogres) and attack either side you wish.
2. One on one battles are the norm – each player brings 2400 point lists. In the event of odd numbers for the evening there will be one of the fights as a 2 vs. 1. The paired army must be of the same faction (Order/Destruction) or in the alternative one or both may be a neutral army. Each player in the paired side gets 1400 points. The lone defender gets 2400 points.
3. The battles are fought upon islands. The winner of the fight claims the island for their side. Thereafter it becomes part of the winning side’s realm, and may be defended by any army of that side.
4. You may only attack an island adjacent to an island you control. You may only attack an opposing army’s capital if you control all the other islands first! Yes, the attacks on the capital are going to be the LAST night of the campaign and involve everyone from both sides that show up that night bringing their 1400 point armies and slugging it out in one giant megabattle of death!!! If numbers are unequal, we’ll make sure the points at least are, and shore up either side, or have neutrals weigh in on whoever has less team members. Basically to make things as fair as possible. The attacker chooses the location of the battle. Defenders choose which of their number will defend.
5. Each Island has a terrain feature that gives either a benefit to the person controlling the island or an in-game effect. (see listing below)
6. At the beginning of the campaign the map is cut in half – Order on one side, destruction the other. If you bring a tomb kings army for the night, you can rise from any island that has a desert and will attack a player from the owning side. If you bring an ogre kingdoms army for the night, you may attack any island which has a mountain feature, and will fight a player from the owning side. If the island is won by the neutral army, it will become a free-for-all zone which is not owned by either Order or Destruction, so fighting over this island, both armies count as attackers for purposes of special terrain features. Capitals still cannot be attacked.
7. Campaign will go until one force loses their capital… if during the megabattle for the capital, the defenders win, they automatically become the attacking side during the next night and have one more chance to pull it out and attack the opposing side to expand their territory outward in retaliation. We can of course call it if it just goes back and forth for a number of weeks with no clear winner and people feel done with it of course!
Terrain Features
Lighthouse:
What’s really handy when ships are coming to attack your Island? A giant light to see them coming with of course! If an island has a lighthouse, the owning player who is defending it from attack gets to choose which side of the table they’ll deploy on, and who gets first turn.
Mines:
Whomever holds a mine is able to amass resources in greater abundance. A player defending with a mine has an additional 100 points they can spend on their army list to buy additional mercenaries. These additional points can only be spent to increase core troops however, ie: over and above the minimum number of points that you must already spend on core troops.
Wizard Tower:
Hey look at all this cool arcane stuff we found! The magical treasures on this island are so potent that on turn one wizards channel as normal for power and dispel dice, turn two on a 5+, turn three on a 4+, turn four on a 3+, turn five on a 2+, and automatically on a 6+. There’s runes there too! So if you’re a dwarf your runesmiths can channel dispel dice as if they were a wizard as above.
Cathedral:
A Cathedral will boost the morale of the troops fighting on these islands as the Gods are called to aid the combatants. Troops fighting on an island with a Cathedral will have the range of their Battle Standard Bearer increased to 18” rather than 12” for beneficial effects such as leadership rerolls and effects on crumbling.
Ruins:
The previous invasions here have resulted in crumbling defenses that are much harder to hold. An army attacking an island with ruins is able to choose which side of the table they’ll deploy on, and who gets first turn.
Capital:
In addition to the rules above for attacking a Capital, the defender gets to choose terrain placement and must go second.
General Campaign Rules
1. Choose a side – Order or Destruction – each week you must bring an army to battle corresponding to the side you’re on… no switching sides halfway through when things are looking bad! There is one exception: any campaign night you may instead bring a neutral army (tomb kings or ogres) and attack either side you wish.
2. One on one battles are the norm – each player brings 2400 point lists. In the event of odd numbers for the evening there will be one of the fights as a 2 vs. 1. The paired army must be of the same faction (Order/Destruction) or in the alternative one or both may be a neutral army. Each player in the paired side gets 1400 points. The lone defender gets 2400 points.
3. The battles are fought upon islands. The winner of the fight claims the island for their side. Thereafter it becomes part of the winning side’s realm, and may be defended by any army of that side.
4. You may only attack an island adjacent to an island you control. You may only attack an opposing army’s capital if you control all the other islands first! Yes, the attacks on the capital are going to be the LAST night of the campaign and involve everyone from both sides that show up that night bringing their 1400 point armies and slugging it out in one giant megabattle of death!!! If numbers are unequal, we’ll make sure the points at least are, and shore up either side, or have neutrals weigh in on whoever has less team members. Basically to make things as fair as possible. The attacker chooses the location of the battle. Defenders choose which of their number will defend.
5. Each Island has a terrain feature that gives either a benefit to the person controlling the island or an in-game effect. (see listing below)
6. At the beginning of the campaign the map is cut in half – Order on one side, destruction the other. If you bring a tomb kings army for the night, you can rise from any island that has a desert and will attack a player from the owning side. If you bring an ogre kingdoms army for the night, you may attack any island which has a mountain feature, and will fight a player from the owning side. If the island is won by the neutral army, it will become a free-for-all zone which is not owned by either Order or Destruction, so fighting over this island, both armies count as attackers for purposes of special terrain features. Capitals still cannot be attacked.
7. Campaign will go until one force loses their capital… if during the megabattle for the capital, the defenders win, they automatically become the attacking side during the next night and have one more chance to pull it out and attack the opposing side to expand their territory outward in retaliation. We can of course call it if it just goes back and forth for a number of weeks with no clear winner and people feel done with it of course!
Terrain Features
Lighthouse:
What’s really handy when ships are coming to attack your Island? A giant light to see them coming with of course! If an island has a lighthouse, the owning player who is defending it from attack gets to choose which side of the table they’ll deploy on, and who gets first turn.
Mines:
Whomever holds a mine is able to amass resources in greater abundance. A player defending with a mine has an additional 100 points they can spend on their army list to buy additional mercenaries. These additional points can only be spent to increase core troops however, ie: over and above the minimum number of points that you must already spend on core troops.
Wizard Tower:
Hey look at all this cool arcane stuff we found! The magical treasures on this island are so potent that on turn one wizards channel as normal for power and dispel dice, turn two on a 5+, turn three on a 4+, turn four on a 3+, turn five on a 2+, and automatically on a 6+. There’s runes there too! So if you’re a dwarf your runesmiths can channel dispel dice as if they were a wizard as above.
Cathedral:
A Cathedral will boost the morale of the troops fighting on these islands as the Gods are called to aid the combatants. Troops fighting on an island with a Cathedral will have the range of their Battle Standard Bearer increased to 18” rather than 12” for beneficial effects such as leadership rerolls and effects on crumbling.
Ruins:
The previous invasions here have resulted in crumbling defenses that are much harder to hold. An army attacking an island with ruins is able to choose which side of the table they’ll deploy on, and who gets first turn.
Capital:
In addition to the rules above for attacking a Capital, the defender gets to choose terrain placement and must go second.