Fantasy Warhammer Campaign Rules

Standard rules apply as per army books and the rulebook.

  1. Each Country starts with 3000 points to build armies. Each army must be legal as per the army rulebook. Armies start in the home hex. Armies must be a minimum of 500 points. Countries also have a reserve of 6000 points.

Turn Sequence

  1. Calculation of Area Points
  2. Spending of Area Points (secret)
  3. Movement of Armies
  4. Battle Determination

General Map

Each hex is worth a number of area points or it may grant a special effect to the controller of the area.

Terrain types and area point values

Plains -----          25

Farmland ---            50

Hills ---            35

Mountains --- 20

Swamp ----            15 

Desert ---          10

Ancient ruins --- 25 plus Special effect

Ancient Altar   --- 15  plus special effect

Ancient Mine   ---- 50  plus special effect

Town   ---- 20 Plus terrain type

Village   ---- 10 plus terrain type

City  --- 75 plus terrain type and special effect

Forsaken Area  --- 45 plus special effect

Woods  ---    40

Ancient Woodlands  --- 45 plus Special effect

Lake  --- N/A

Holy/Unholy Land ---- 45 plus special effect

Castle  -- 125 plus terrain plus special effect

When an army enters a hex for the FIRST time the army rolls percentile dice. Consult the following table to determine the terrain type:

Plains -----      1-15

Farmland ---            16-20

Hills ---            21-30

Mountains --- 31-50

Swamp ----            51-55

Desert ---         56-60

Woods  --- 61-75   

Lake  --- 75-80

Ancient ruins --- 81-83

Ancient Altar   --- 84-86

Ancient Mine   ---- 87-88

Town   ---- 89-90

Village   ---- 91-92

City  --- 93

Forsaken Area  --- 94-95   

Ancient Woodlands  --- 96-97

Holy/Unholy Land ---- 98-99

Castle  -- 100

Special effects in a terrain are one shot deals except the forsaken land which stays in effect.

Ancient ruins --- Gain a magic item for free roll a d6. multiply the result by 10 and that is the total value you get. E.g. roll a 3 get an item up to 30 points. All unused points are lost.

Ancient Altar   --- Gain +1 to going first rolls. 2 altars will give you +2.

Ancient Mine   ---- roll percentage dice and add that to the base 50 point total. That is the points generated by that mine.

City  --- Gain a 200 point core unit for free.

Forsaken Area  --- being in this area causes the army to lose 25% of  its value. It does not effect undead or tomb kings, in fact they will gain 25%.

Ancient Woodlands  --- Gain one special unit up to 250 points for free.

Holy/Unholy Land ---- roll a percentile to determine if Holy (1-50) or Unholy (51 to 100) land. If of opposite alignment that army will lose 50% points. If of same alignment then you gain 50% point total in that army.

Castle  -- Gain one rare unit and Lord up to a 400 point cost total for both.

Each turn points from your terrain is added to your points reserve. You can spend points for armies and deploy them up to 2 hexes away from a city or castle in friendly territory hex.

ARMIES AND BATTLES

Armies can move one hex per turn. There is a minimum of 500 points per army. If two armies enter the same hex, a battle is assumed to occur. Players set up a time to fight the battle. Battles should be fought within two weeks if possible. A player can withdraw without fighting if it contains a cavalry unit. You must withdraw to an adjacent hex away from the enemy and towards your home territory if possible.

Battlefields are randomly generated. Use the list that best represents the area the battle is fought. i.e. woods use elves area. Mountains use dwarf list. Battles are 6 turns for less than 2000 points 8 for greater than 2000 points on both sides. i.e. if a 2500 point army and a 1000 point army are to fight it will be 6 turns as one army is not greater than 2000 pts.

Sieges are conducted as per the warhammer rulebook. Cities and castles use siege rules. Towns and villages do not.

When the battle is fought,  record the victory as usual. The loser of the battle must retreat 1 hex for a marginal loss, 2 for a major loss. An army, up to 2000 points can retreat inside a town or city if there is one in the hex and it is owned by that army.   All other points are lost if less than 500 points, if over 500 points then it retreats as per battle results.

The victor may advance one hex. In a draw, both armies may withdraw a hex or stay in the hex and fight again. And the end of a battle that is a draw, players secretly write on a slip of paper stating withdraw or remain.  

All losses are not regained. Losses have to be replaced from the points pool of each country.  For example, if you have a 1500 point army and you lost 1100 points, you would have to take 1100 points from you reserve. This includes characters.  Armies can combine into one force if they are in the same hex. Points can only be added to an army if it is in a hex that is owned by that army.  This is to simulate that if an army continuously loses or wins with a lot of losses that it can’t keep going on forever like that. A countries resources will be drained.

If 3 or more different countries enter a hex then that battle s fought with those armies.

When an army enters a enemy country’s hex and no army is present. The country can use the CALL TO ARMS rule. This allows a country to summon from its reserve points pool up to 2000 points and field an army in that hex. The units can only be CORE troops and can only be led by heroes.

Army point totals will be kept by the administrator as well as reserve totals. No Changes will be made unless proper documentation is presented. These will be posted in the Game store. Note total points will be posted not army composition.

Armies must abide by army book composition except in the case of the CALL TO ARMS armies.

Special Characters can be taken also. However, if the special character is killed in battle, it can never be repurchased. To determine if the special character is killed in battle, roll a d6. on a roll of a 1 or 2 the character is killed. Note that the points for that character must be used to purchase the character to return to that army.

Treaties can be formed between players and need to have penalties imposed in them. These are up to the treaty members. For example, two groups decide on a non-agression pact for 6 turns if someone breaks it they pay 600 replacement points. If anyone breaks that before the treaty ends they have to pay the penalty.

Armies can be resupplied with lost points on the next turn if they have the following conditions:

  1. they are 3 hexes or less from a friendly city, town or castle or other army.
  2. they can trace a contiguous supply line to their home city free of enemy armies.