Games Workshop Evenimente Parteneri Comunitate Locatii {LANG_CONTACT}
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  #11  
Vechi 30 septembrie 2010, 15:41
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Implicit

Before each battle but after the units have been deployed the players should roll 2d6 and consult the event chart bellow:

2-3 Stifling humidity: units with an armour save of 5+ or better suffer -1 movement
4 Storm: roll a d3 to determine how many game turns the storm will rage. all movement is halved and missile ranges are halved until the storm passes. In addition flamable targets are not counted as such for the duration of the storm
5 Hopesly lost: one of the attackers unitsis pushed back 8" in a straight line from its original location. Its facing and formation remain unaffected
6 Great strategist: the defender adds +1 to determine who goes first, if a roll is not required in the scenario played re-roll this event
7 All is well: this event has no effect good or bad
8-9 Mist: all missle ranges are halves ( but not magic missiles) until the third turn.
10-11 Traitor: One of the attackers units may be repositioned up to 8" from it's original location
12: Malodorous malady: One unit (roll randomly if it is a attacker unit or a defender unit)
of your choice suffers -1 St for the entire battle and rolls one dice less than normal when fleeing pursuing or charging.
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  #12  
Vechi 30 septembrie 2010, 15:44
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Implicit

The campaign will be played over the course of 2 years for a total of 36 turns
each year will be broken into 4 seasons:
Summer 6 turns +1 campaign point
Autum 4 turns
Winter 2 turns no bonuses from settlements you controll
Spring 4 turns half your total campaign points.
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  #13  
Vechi 30 septembrie 2010, 15:49
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Implicit

Campaign Points
Each turn you will generate d3+1 campaign points (plus any bonuses from settelements or other bonuses)
How do you spend these campaign points:

Movement costs 1 campaign point you can only move an army twice in a turn
Terrain: If an army moves over terrain it will be more difficult to go on so some extra campaign points will be used
Woods/swamp: 1 extra campaign point
Hilly/rocky: 1 extra campaign point
mountain pass: 2 extra campaign points
mountain path: 2 extra campaign points
deep woods: 2 campaign points and roll a d6 on a roll of 1 the army cant move further this turn and an army may not end it's movement in such an area if it happens move the army one region back
deep river: same as deep woods

Espionage costs 3 campaign points
Roll a d6 and consult the chart bellow

1 The spy is captured. During his subsequent torture he gives the enemy commanders usefull information regarding your won plans and adds +1 to their total campaign points in the next campaign turn.

2-3 Missinformation planted in the enemy command hinders their movements. Deduct 1 from their cmapaign point total in the next campaign turn

4-5 The enemy is tricked into beliving the spy's lies. you may immediately employ 1 of his campaign poits to move one of his armies following all the normal rules for movement in the next campaign turn.

6 An assassin manages to work his way into the enemy commander's chambers and slays him. You may choose one hero choice in that army and remove him from the next battle it will participate.

Fortifing
Fortifiing a castle cost 2 campaign points improves defence value by 1 to a maximum of 4
Fortifiing a settlement costs 1 campaign point improves defence value by 1 to a maximum of 2
Build roads costs 2 campaign points/region an army moving by road can move one extra region.

Regrouping troops
It can only be done ar a castle or fortress and costs 1 campaign point for a defeated army or 2 campaign points for a broken army ( it has suffered a massacre).
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  #14  
Vechi 30 septembrie 2010, 15:56
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Implicit

Combat support
If two friendly armies or from the same faction are in the same area and one of them is under attack the other army may have chance to help their allies. To represent this roll a d6 before the battle on a 4+ the army will be arriving in the incoming battle. No more than half of the suporting army total may make a combat suport action. in the following turn both armies will need to spend one campaign point each in order to regroup or forfeit their movement.

After both armies have been set up roll a d6 and consult the table bellow:
1 the supporting army is unexpectedly delayed and can only come in the 4th turn
2-3 the supporting army arrives in sections. During turn 2, half of the supporting armymay enter the board.The other half of the supporting army will enter the game on the following turn
4-5 the entire suporting army arrives at the begining of the turn 2
6 the suporting army may start the game in a friendly deployment zone
Note that with rezults 1-5, the supporting army can enter the table from any friendly table edge. Troops may not charge on the turn they enter the board.
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  #15  
Vechi 30 septembrie 2010, 16:31
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Implicit

After battle section:

Rank and file recovery:
After each battle both armies may spend camapign points to recover the lost models for a winning army the cost is 1 campaign point and for a defeated army cost 2 campaign points, this may be done once per campaign turn and after roll 2d6 and consult the cahrt bellow

2 no recovery
3 1 in 4 recovery
4-6 1 in 3 recovery
7-9 1 in 2 recovery
10-11 2 in 3 recovery
12 full recovery

Rank and fil modifers
+1 if you won a battle
+1 for each captured baggage train
-1 if u lost a battle

Character recovery
Make a roll for each hero slain or destroyed on the battlefield
2-3 Dead, dead, dead.
4-5 injured and captured
6 stunned. If the battle is lost the character ins captured on a D6 roll of 1-3 otherwise full recovery.
7-9 recovery. Roll a D6 on a roll of 1 roll on the injury table otherwise full recovery
10-11 full recovery
12 full recovery but the character now suffers from hatred of the enemy that laid him low. If he already has hatred it gains eternal hatred of the enemy.


Character injury chart

2 Sever injury. The controlling player may choose to lose an arm ( -2 Ws, no great weapons or shields) or a leg (halve move)
3 Battered. character suffers permanent -1 To
4 Head wound. The character now suffers stupidity
5 Loss of an eye. -2 Bs
6-8 Beaten Down Character is at half attacks round down for the next 2 campaign turns after which he will be fully recovered
9 Old war wound. -2 In
10 Leg injury -1 Move characteristic
11 lost hand. Replace the hand with a hook( counts as an additional hand weapon). the character may not carry great weapons but may still cary a shield
12 Impressive scars. The character now causes fear.

Characters as prisoners
If a character is taken as a prisoner it may be traded back to the owing army for the right favours or profits(campaign points) or may be sold at a mercenary bazar for a Dogs of war unit ready to be used in the next combat the army participates, or it may be executed. If u decide to execute the prisoner roll 2d6 and consult the chart

2 disaster. not only does the character escape with all his orginal equipemnt, but he does so in a spectacular fashion. Any other character who are friendly to the escapee and who are also help by the curent army are likewise freed. Furthermore, each escapee mau choose to slay a single unit, capture on enemy character, or steal a magical item.

3-5 the character ovwerpowers his guards and escapes by means of heroic subterfuge, amazing swordplay, and unrivaled bravado. What guts! What prowess! the character may imediately join the nerest army or city. The characters equipment is lost.

6 The character escapes through bribery, dressing up as an old washer woman or some other disraceful ( but effective) method. In D6 turns the character wo;; rea[[ear out of the wilds at the owning player capital. He may than be reactivated to his former post. All his previous equipemnt is lost

7-8 Portents of ill omen cause the execution to be stayed at the last moment. The character must remain a prisoner, and no more execution attempts may be made until next season.

9-10 The character fails to come up with convincing plan and is slain outright by the cruel captors

11-12 The character is slain as with the previous result, but somehow it is mroe dynamic and bloody, or maybe it just hurts more as the roll was high. After all, you can only be so dead.

Fleeing from combat
It's true that a campaign is all about fighting great battles, but there may be times when a palyer may wish and army to avoid contact with an enemy. Avoiding an enemy is not very easy, adn there is a chance that such a decision would mean utter anihilation.
When an enemy army moves in the same region with your army adn you wish to flee the incoming battle make a leadership test based on the highest leadership of one of the characters in the army, if there are no characters use the highest leadership among your core troops. If the test is passed add +1 to the roll on the Flee chart to determine the rezults of the flee action.

Flee chart
1 Failiure and disaster. Roll a d6 for each unit and character in the army. On a 4+ the unit/character is destroyed the remaining units are scatered adn the baggage train is captured.

2-3 Caught. The fleeing player may choose to play a rearguard scenario or treat thi as a failiure and disaster roll.

4-5 Narrow escape. the army just avoids the clutches of the oncoming enemy but looses 2d6*50 points woth of troops (these must be alocated until one unit is destroyed then any remaing points go to the enxt unit and so on). Move the fleeing army to an adjacent region and in the following turn it must spend 1 campaign point or it will flee again.

6 Precision retreat. With well drilled precision, the army retreats from the oncoming enemy. Move the fleeing army to an adjacent region.
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  #16  
Vechi 01 octombrie 2010, 14:17
sarpecuochelari sarpecuochelari e offline
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Implicit

Rear Guard

Armies
Both armies are chosen using the warhammer army lists. the defender has half the points of the attacker

Battlefield
Set up the battlefield in an agreed manner.

Deployment
Divide the map in 4 quarters. The defender sets his army first in any one quarter. Scouting unit may be deployed 6" away from the deployment zone. The attacker than deploys his army. they may set up anywhere at least 24" from any defending unit not including defending scouts. Scouting units may be set up at least 18" from the enemy.

Who goes first
The attacker has the first turn.

Lenght of game
The game lasts a random number of turns. At the end of the fifth turn roll a die on a score of 1 the game ends. At the end of the sisth turn roll again, on a score of 1 or 2 the game ends and so on.

Special rules
The defenders are expecting to die and so are imune to panic.

Victory conditions
For every turn past the fourth turn the game lasts, the attacker must move at least one unit off one of the defenders table edges. Characters and monsters do not count for these puposes. Also, units that flee off the table edges do not count. If the attacker moves fewer units out of play than there were turns over the forth, the defender wins. Any other rezult is an attacker victory.
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  #17  
Vechi 01 octombrie 2010, 16:50
sarpecuochelari sarpecuochelari e offline
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Implicit

Defence value: in order to capture a settlement without fighting a battle or in case it is unnocupied an opposing army must spend turns in the same region equal to the defence value and spend campaign points each turn equal to the defence value to succesfully take control of the settlement. Any armies present in the area after the conquer is succesfull will be scattered. Note that u cannot claim a fortress or a castle in such a way.
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  #18  
Vechi 01 octombrie 2010, 17:03
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Implicit

Baggage train: each army has a baggage train to represent the supplies need for the army. If the baggage train is destroyed or captured, or it isn't in the same area as the controlling army at the end of a campaign turn, the controlling army must roll on the following table:

2 Supply lines cut. The army runs out of suplies and is scattered.

3-4 Dissaster. Food and water are not to be found. The army must choose between 50% (models not points) casulties or become scattered

5-9 The army can meet its needs but must lose 2d6*50 points of troops. They where lost in the wilderness while foraging , attacked by wild beasts, or something of the kind. Also the banner will move half the normal distance in the next campaign turn

10-11 The army can find all its needs to sustain itself, but movement is reduced by half in the next campaign turn

12 The land provides. Food and water are abundant, and no time is lost acquring what the banner need. No further effects next turn

Unless the army is scattered any other rezults implies the army imediately rebuilts it's "baggage train"

If an army becomes scattered it will return to the nerest neutral or controlled settelement in d3+1 turns. If the settelement becomes controlled by an adversary the army is destroyed.
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