2007 Warhammer Fantasy Battle Campaign
Warhammer Fantasy Campaign 2007
The campaign will be fought by individual players between July 2007 and the beginning of September 2007 using Warhammer Fantasy Battle (WFB) 7th Edition rules. The first Wednesday in September (5th) will be the final battle to decide the campaign winner.
Basic Campaign Rules
The campaign is about conquering Territories, which you get by fighting against other campaign players. The campaign winner will be one of the two players with the highest number of Territories.
Each campaign player will select a Race and Army List/Book that he will use for the whole campaign. Only ‘main’ army lists are allowed, not those from the back of some books. In addition, a campaign player may select an army list from the “Storm of Chaos” lists, but will NOT be allowed to be the campaign winner.
Campaign Army Restrictions
You start off with an army of 1,500 points, but this can only include one character. It is also limited to one war machine, one monster, and can only contain to two Special Choices and cannot contain any skirmishers. You are also limited to up to three magic items with a total value of 100 points. However, you can increase the size of your army and alter it’s composition by adding in the benefits of Territories.
The Umpire (Paul Nettle) will generate a list to record the Territories of each player. Each player will start with 3 Territories from the campaign Territory List (see attached sheet). A number of territories may be chosen and the others rolled for – see the list below* for your army. One Territory must be designated a players ‘Capital’. This Territory may only be staked for a battle if it is the last one you have, but it may never be lost.
*To balance the armies a little, there is some variation in how you choose starting Territories.
How To Fight Each Other
Challenge an opponent who is also taking part in the campaign. There are three types of battle you may fight:
Army size will be 1,500 points plus Territory bonuses. A player can only ever count the benefits of a maximum of 8 Territories. More may be captured, but only the Territory Bonuses from 8 can be used in any battle. Note that armies, including bonuses, may never be greater than 1,999 points.
Each player will stake one of their Territories on winning the battle. At the end of the battle, if one player wins the battle (as opposed to it being a draw) then an extra Territory is randomly generated and the winner picks which two of the three Territories he will keep. The loser keeps the remaining Territory. Note that you KEEP the Territory rather than just getting the benefits for one battle. In addition, players will receive two Campaign Points for a draw, and one Campaign Point for each loss. For every third Campaign Point that a player earns, one random territory may be added to their empire. For example, a player who scores two draws in consecutive battles will have 4 Campaign Points, and may therefore have one extra Territory randomly generated. They also carry the ‘extra’ Campaign Point over, so a further draw will generate another Territory. This is designed to reward players who play games, regardless of the result.
Where one opponent has twice or more than twice the number of Territories than the other, a Raid will be fought. This is exactly the same as a Border Clash except that both sides are limited to three Territory bonuses to go with their basic army, and the player with the smaller number of territories may choose the Territory that the other player stakes.
War of Conquest
When fighting ‘Border Clash’s and ‘Raid’s, losing and drawing players earn “Grudge Points”. You gain two Grudge Points for a loss, and one for a draw. When challenging an opponent against whom you have Grudge Points, you MAY roll to try and escalate the battle into a War of Conquest. If you succeed, then fight a ‘War of Conquest’; otherwise fight a ‘Border Clash’ or a ‘Raid’. A ‘War of Conquest’ battle will be fought using an agreed army size of at least 2,000 points with no restrictions. In other words, it is a pitched battle between two forces without any Territory Bonuses but which may take any Rare or Special Units that are legal. This simulates your character getting his/her Lord to came and smite alongside! Players will each stake 2 Territories for the battle. If there is a battle winner then 2 Territories are generated randomly. The winner takes 4 Territories, and the loser keeps the other 2. In the case of a draw, both players gain an extra random Territory. In addition, Wars of Conquest generate extra Campaign Points – 2 CP for a loser or for each player in a draw.
· This is not a tournament and there are no prizes, so please play in a relaxed and friendly manner.
· No special characters may be used, regardless of the battle size.
· Anything that counts towards a character’s magic items allowance, and has to be purchased, counts as a magic item (eg Vampire Counts Blood Line Powers, Wood Elf Spites, Bretonnian Virtues etc) except the High Elf Honour “Pure of heart”.
· Terrain placement will take place in the same way as terrain is placed in WPS Tournaments. See the attached sheet.
· No player may play another player more than twice consecutively.
· Battle reports must contain the names of the players, the territories staked and generated and the ownership of the territories at the end of the game.
Remember, your starting army must be 1,500 points in size and must have only one Character (you!). It is also limited to two units of Special Troops, one unit of Rare troops, no skirmishers, only one War Machine and only one Monster (plus 2 compulsory Core troops). You may have up to 3 magic items, but they must total no more than 100 points. NB Territory Bonuses can change all of the above.
Warhammer Fantasy Campaign 2007
Roll a D66 and consult the table below. When generating your first three territories, you may discard any that confer no advantage (e.g. Dwarfs getting a wizard). You cannot choose a Spy Ring as one of your first 3 Territories, although if you role one you may have it.
You can only have one Spy Ring at a time.
Before each game roll a D6 and apply the following:
1. Spy uncovered. Your spy is captured and killed, but not before he/she has revealed the details of your network. Your spy ring is destroyed.
2. Steals Maps. Your spy has revealed all troop movements and details of undefended Territories. If you win the game, you may swap your opponent’s staked Territory for one you select. NB Not the Capital.
3. Assassin. A conspirator attempts to kill an enemy character. Before the game, pick an enemy character and roll the dice, with -1 to the roll if the character is the enemy general. 1-2 your assassin is discovered and killed. 3-6 the assassin delivers D3 automatic hits against the character at S6. Take armour and ward saves as normal. If killed, the character plays no part in the game. If the character survives, it starts the game with the number of wounds left after the attack.
4. Sabotage. Choose either an enemy mounted unit (note – not a monster) or an enemy war machine. Mounted Unit: Roll a D6 for every mounted model. On a ‘6’ the mounted model must fight on foot – add a single figure to an infantry unit at no more cost than the mounted model. The original unit may still be fielded, even if smaller than the normal minimum size. War Machine: Roll a D6. On a ‘6’ the war machine takes no part in the battle.
5. Bribery. You have bribed an enemy unit leader who has a grudge against his general. Nominate one enemy unit. At the start of each turn, roll a D6. On a ‘1’ (or ‘1’ or ‘2’ for skirmishing units) the unit will not move or shoot that turn. If already engaged in combat, the unit will fight normally.
6. Poison. One of your agents has poisoned a well or water source near the enemy camp. It will take some time for the effects of the poison to wear off. On the first turn, every enemy unit must roll a D6. On a ‘1’ it will not move or shoot. After the first turn it has no effect.
If you stake this Territory for a battle and win the battle, your Sacred Relic has grown in power. Add D6 x 10 points to its value.
WPS Terrain Rules
· All players must choose three pieces of terrain. You may want to theme these terrain pieces to your army. If this is the case, then please follow the guidelines provided here.
· Only one piece of terrain may be up to 12″x12″.
· The remainder must be no more than 6″x8″ and no piece of terrain can be smaller than 6” x 3”.
· Linear obstacles such as walls and hedges can be a maximum of 8″ long, once placed however the player must randomly assign the angle of the terrain by using a scatter dice.
· Each piece of terrain must be of a different type, e.g. a wood and hill and a ruined building. 3 hills are not allowed! Note that a wall and a hedge both count as a linear obstacle so you are only allowed to bring one or the other.
· Player’s terrain features cannot be impassable or very difficult ground to other armies.
· Terrain pieces count as ONE terrain type. If you have a wood on a hill, then you may only count the scenery as a wood or a hill NOT both.
· Open ground is NOT an allowable piece of terrain.
We all know how important terrain can be to a game of Warhammer. An army that can fight on favourable terrain can have a distinct advantage. Securing a wood or river to anchor a flank or choosing a clear field for glorious cavalry charges is one of the challenges of generalship. The rules for the placing of terrain can be found below. Please read these carefully.
Remember when placing your terrain, you don’t know the type of battle you will be fighting or what deployment zones you will be using, so be careful when giving too much of an advantage to one side or the other. You might just end up handing victory to your opponent!
1. Terrain is placed before player’s roll-off to determine choice of deployment zones.
2. Both players combine their terrain to create a single pool of six scenic pieces.
3. Players should mark an area one-foot square in the centre of each table before set up and deployment. No terrain may be placed in this area for any of the games during set up and deployment. Terrain may scatter into this area. (See scatter of terrain further on in these rules). Use some suitable markers to indicate this area (or bring a piece of card or tiling). Do not use a permanent marker as distances can be estimated much easier! The marked area should be removed before play begins.
4. Both players roll a D6; the highest roll may choose a single piece from the pool to place.
5. The piece is placed anywhere on the table, as long as it is not within 6” of any other piece of terrain already placed.
6. The second player then chooses a single piece of terrain from the remaining pool, and places it as in the previous step (5).
7. Placement continues until both players’ terrain pieces are used.
8. Each piece is then scattered 3D6” in a random direction determined by the roll of a scatter dice. If a ‘Hit’ is rolled, the piece stays were it was initially placed. Roll a scatter dice again to determine the facing of the terrain piece if applicable.
9. If the roll of the scatter dice is sufficiently high to take the piece off the table, then the piece will bounce back as soon as it makes contact with the table edge the remaining distance at 180 degrees to the direction it initially scattered.
10. Terrain may not be scattered such that it ends up on top of any other pieces. Should this happen then ‘bounce’ the piece as soon as it comes into contact with an existing piece as per 9 above.
11. Hills should have a line of sight over units of troops but not over buildings, woods and other unusual features. Use some common sense and judgement here.
12. We would suggest that you take a ‘what you see is what you get’ approach but suggest that both players agree prior to placing any terrain or commencing their game what any restrictions are for the terrain on the table.
Warhammer Fantasy Campaign 2007
Player Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Army . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
List Variant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Email Address . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Telephone Number . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
NB Data Protection. The aim of collecting telephone numbers and email addresses is to enable players in the campaign to contact each other. These details will be passed to players in the campaign, but will not be passed to any third party.
|Last Updated ( Saturday, 09 June 2007 )|