To Forge A Kingdom

* Rules *



Campaign length: The campaign will last 5 weeks with random campaign length determining if there are additional weeks playing. Use the random game length rules to determine if there is another week of playing.

Campaign Overview: The object of the campaign is to have the most territories at the end of the campaign. In case of a tie, whoever has the most command point capacity will win. In addition, the “winner” will have to defend his title or risk being dethroned.

Starting points:
1) Each army will start with a set list of 1000 pts.
2) The army may start the campaign with a Lord character.

Special Rules:

Starting territory: Each army starts with one territory that has all possible improvements on it: Farm, Castle, Wizard Tower and a Road.

Starting command points: Each player starts with 20 command points.

Improvements: Each territory may have one of each improvement on it.
1) Farm: Each farm produces food to feed your soldiers. You may add 200 points to your army.
2) Castle: Each castle allows you to field a hero and produces 10 command points a week. You may pay the points to upgrade one hero to a battle standard bearer.
3) Wizard Tower: Each wizard tower allows you to field a level 1wizard. You may pay the points to increase him to level 2. It also produces 5 command points a week.
4) Road: Each road connects the territory to those around it. Without a road, all improvements on the territory produce at half rate (rounding down).

Command points:

What produces command points:
1) Lord – produces 5 command points per week.
2) Castle – produces 10 command points per week.
3) Wizard Tower – produces 5 command points per week.

Uses for command points:
1) 5 pts – build a farm on a territory.
2) 10 pts – build a road on a territory.
3) 15 pts – build a wizard tower on a territory.
4) 20 pts – build a castle on a territory.
5) 5 pts – explore a new territory.
6) 5 pts – first attack on someone else’s territory each week, 10 pts for successive attacks.
7) 5 pts – retaining control of a destroyed territory.

A player may use command points for items 1-6 at the beginning of the week. The player may use command points for item 7 at any time.

Improvements come into affect immediately.

Command points may be accumulated from week to week.

Exploring a new territory: To explore a new territory, roll a d6.
Roll/Result:
1) Unclaimed territory - No one lives here! Roll a d6. On a roll of 6 you find some form of improvement on it. 1: Just some rubble. Nothing useful. 2: You find a farm. Overgrown with weeds, but usable. 3: You find the remnants of a road. Just a few potholes to fix and some weeds to pull and it will be good as new! 4: You find the remnants of a wizard’s laboratory! You can build a tower over it later. 5: You find the ruins of a castle. Looks like it was a bad siege. There are still dirty dishes left in the kitchen. Looks like they had a siege and ran. 6: What are you looking at? You are too tired from just getting here to even bother to look. You decide to build a new town right here. As soon as you get up from your nap.
2-4) You run into another exploration team! Fight a skirmish battle!
5-6) You run into a raiding force! Fight a skirmish battle!

Size of player skirmish forces: 10% of your armies total points may be sent on a exploration. Pick your volunteers from your existing army for the skirmish battle. You may only field models from existing units.

Size of raiding force skirmishers: On a roll of 5+, the raiding force may field double the point cost of the players fielded skirmish army. Any other result and the raiding force fields a skirmish army at the same point value. The player may wait to see if they will be facing a raiding party at double their points before they choose their skirmish army.

Aftermath of a skirmish battle: All models return to their units at the end of the battle.

Winning a new territory: If you win the skirmish battle, you win control of the territory.

Attacking an opponent: You may choose who you will attack and what territory that you will attack. The battle is a standard pitched battle, unless you and your opponent wish to play a different scenario. If the territory has a castle improvement, the defending player may have d3 defended obstacles.

If the defender wins, they retain control and no improvements are harmed. (Well maybe a little scarred, burnt or in need of a new paint job.)

If the attacker wins, determine the difference in Victory Points and use the chart on pg. 198 in the Warhammer rulebook to determine if you have a draw, minor victory, solid victory or a massacre.

1) Draw: Did you really mean to attack this territory? I think you frightened some barnyard animals while you were there.
2) Minor Victory: You destroy one improvement on the territory. Roll a d6: 1-5: Defender’s choice. 6: Attacker’s choice.
3) Solid Victory: You destroy two improvements on the territory. Roll a d6 for each chance: 1-4: Defender’s choice. 5-6: Attacker’s choice.
4) Massacre: You might take control of the territory! On a d6 roll of 5+, you gain control of the territory! The defender may destroy one improvement as they leave. Otherwise, the defender retains control and you may destroy three improvements. Roll a d6 for each chance: 1-3: Defender’s choice. 4-6: Attacker’s choice.

If the attacker destroys all improvements on the territory, the defender must pay 5 command points to retain control of the destroyed territory. Otherwise, the territory is abandoned and no one retains control of it.

Character upgrades: Characters may become stronger over time. If the player has 5 Castles, they are eligible for another Lord character instead of the 5 heroes that they might have fielded. This is in addition to their starting Lord character. If the player has 5 Wizard Towers, they may have a level 3 wizard Lord character instead of the 5 wizards they could field, provided their army list supports this. This does not give the ability to field more Lords than the standard army may field at their point cost, i.e. all normal rules that pertain to picking an army mix apply. You gain the option for every 5 castle/wizard tower improvements.

If a player should start a week with less than 5 castles or 5 wizard towers, they must remove any additional Lord characters from their army list until they have 5 or more of the proper improvements. They may field heroes and wizards as they have available points and character choices in place of the Lord character.

Adding units: Units may be added to your army at the beginning of each week. You “buy” units with the food that your farms provide. These units stay with your army for as long as you can support them. Your army therefore has a set list of units in it at all times. You may not field a completely different army each week.

Losing units: If you should start a week and not have the ability to support your current point total, you will remove whatever is necessary to field at or below that point total before playing any games that week.

Losing your last territory: If a player loses their last territory, their army has been defeated and driven off their native land. The player gains control of one territory that has no improvements on it. They start again with their beginning army plus 5 additional command points.

The Last Battle:

When the die fails to allow for an additional week of regular play, then the following week will host the Last Battle. In this battle, the player who has the most territories will be set upon by those who fear their strength. They must defend themselves in a final siege battle against their foes.

Sides: All players will be ranked by number of territories owned and then by command points in case of a tie. The players ranked 2nd and 3rd are automatically designated as attackers. Players ranked 4th or lower have the option of joining the attackers side or accepting the call to assist the defending player.

Who can assist: The defending player can only ask one player to help them defend their territory. The defending player must give the accepting player one third (rounding up) of his territories as payment for assisting them. (Machiavellian laugh is heard)

Command points: Command points can be spent to purchase siege and defensive equipment. Each army may spend their command point capacity on siege and defense equipment.

Costs of equipment:

Siege ladders: 2 points each
Grappling hooks: 5 points each unit equipped
Siege Towers: 15 points each
Rams: 10 points each
Mantlets: 2 points each

Reinforced gate: 30 points each gate
Boiling Oil: 10 points each
Rocks: 5 points each unit equipped

Deciding who wins: Standard warhammer siege rules apply to determine who wins the siege.

Results:

Defending side wins: Defending player has won the campaign!
Draw: Player with the most territories wins.
Attacking side wins: Attacking side gains rights to territories of the defending players. For each unit at or greater than 50% starting strength that is inside the castle, the attacking player gains control of one of the defending players territories. Whichever player on the attacking side that now has the greatest number of territories wins the campaign.



On to the prelude



Back to the Tower