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Thread: Mighty Empires Campaign help needed

  1. #1

    Mighty Empires Campaign help needed

    So I'm trying to start a ME campaign at our local store, and I've been coming up with some custom rules for it.

    Comments and critiscism is more than welcome

    I will be adding and modifying to this

    Fantasy Campaign
    Basics:

    2 opposing sides (1v1 or 2v2 to keep it simple)
    1 Mighty Empires tile set.
    Plenty of paper and pencil

    I. Starting
    1. A large battle (3000 pts or more) is played, this determines the Invader and the Defender.
    A. Both players go to the After Action Phase for their armies.
    i. The Invader's army is fully restored.

    ii. The Defender's army may
    a. retreat to the nearest town where 500 pts. of reinforcements are immediately added.
    b. retreat to the Capital, where the whole army is restored.

    B. All magic items (except for your general's) are lost, all Gifts of Chaos, Eye of the Gods rolls, Virtues, Vampiric Gifts, and any other inherint abilities (i.e. not items) are permitted to be kept.

    2. Map is then set up to player's discretion (make as good of a map as you can featuring area from the Warhammer world, or draw and place tiles)

    3. The Invader starts with one tile (the one he one in the beginning), this is their Supply Camp

    4. Scattered Towns and Forts are distributed between the Defending players if there are any; one town (preferably the furthest from the Attacker's tile) per player is designated as the capital, this is the objective of the invader.


    II. Movement

    1. Each Army is represented by a flag, each flag should have an army list. Armies may only be reinforced at towns or forts.

    2. Armies may not move to an adjacent tile of the enemy, if they already occupy an adjacent tile to an enemy. (going for the Civilization series Zone of Control concept)

    3. Mountains are impassable, Towns and Forts in mountain tiles may only be taken from the adjacent tile the Town or Fort is facing. Mountain Tiles may not be crossed for any reason.

    III Battle

    1. Opposing Armies that are adjacent to each other my fight a battle.

    2. An Invading Army that takes an uncontested tile must fight a battle at 1/3rd pt total against their opponent (this represents rearguard and partisan fighters). No warmachines, special, or rare units may be used unless they contain either the Scouts special rule or Vanguard Special rule. No Lord choices may be taken.

    3. Sieges are fought against Towns and Forts (need more ideas for this).

    4. When fighting to or from a river tile, the River of Death scenario is used.

    5. If a battle is fought with 2 armies from one side adjacent to the attacking or defending enemy, one army must be your primary army, the other arrive as reserves (might modify the reserve rules, don't have my book with me yet).

    6. Retreat in good order: if the battle starts to not go your way, you may cut your losses and attempt to pull back. If you wish, you may move your units to your table edge in your deployment zone, these units are removed from the game and do not count as fleeing (figure casualties normally). You may not attempt this if the enemy is within 8 inches of the unit disengaging.

    IV. After Action Phase

    1. Note which units were wiped out or fled of table or were fleeing at the end of game, lost more than 50% of their strength in wounds, which lost at least 25% of their strength in wounds and which fled the table or were fleeing at the end of game.

    2. Wiped Out Units

    A. If you lost the battle, the unit is eliminated

    B. If you won the battle roll 2d6
    2 = Unit was eliminated
    3-5 = unit gains D6 wounds back and is Demoralized
    6-8 = unit gains D6 wounds back
    9-10 = unit gains 2d6 wounds back and is Demoralized
    11 = Unit gains 2d6 wounds back
    12 = Unit gains 2d6 wounds back and is Inspired

    3. Units below 50%

    Roll 2d6

    A. If you lost
    2 = Unit was eliminated
    3-7 = unit gains D6 wounds back and is Demoralized
    8-10 = unit gains 2d6 wounds back and is Demoralized
    11 = Unit gains d6 wounds back
    12 = Unit gains 2d6 wounds back

    B. If you won
    2-5 = unit gains D6 wounds back and is Demoralized
    6-8 = unit gains 2d6 wounds back
    9-10 = unit gains d6 wounds back and is Inspired
    11-12 = unit gains 2d6 wounds back and is Inspired

    4. Units between 75% and 50%

    Roll 2d6

    A. If you lost
    2-5 = unit gains D6 wounds back and is Demoralized
    6-8 = unit gains d6 wounds back
    9-10 = unit gains 2d6 wounds back and is Demoralized
    11-12 = unit gains 2d6 wounds back

    B. If you won
    2-5 = unit gains D6 wounds back
    6-8 = unit gains 2d6 wounds back
    9-10 = unit gains d6 wounds back and is Inspired
    11-12 = unit gains 2d6 wounds back and is Inspired

    5. Fled and Fleeing Units

    Roll 2d6

    A. If you lost
    2-4 = Unit is eliminated
    5-6 = 25% of the unit returns and is Demoralized
    7-8 = 25% of the unit returns
    9-10 = 50% of the unit returns and is Demoralized
    11-12 = 50% of the unit returns

    B. If you won
    2 = Unit is eliminated
    3-4 = 25% of the unit returns and is Demoralized
    5-6 = 25% of the unit returns
    7-8 = 50% of the unit returns
    9-10 = 75% of the unit returns
    11-12 = 100% of the unit returns

    6. A. Inspired units get +D3 to their leadership (max 10) until the army they are with is defeated

    B. Demoralized units get -D3 to their leadership (minimum of 2) until their army is victorious

    7. Veterancy: All units and characters must get 3 times their point cost in Renown Points to roll on the Veteran Table once, each successive roll requires 2.5 x The Renown Points at the last Veteran Roll. (e.g. a 300 point unit will require 900 Renown for their first roll, and 2250 for their second).

    Character's and Unit Champion's Renown:
    100 Renown for a Massacre
    50 Renown for a Normal Victory
    25 Renown for each won Duel

    Units Renown:
    100 Renown for a Massacre
    50 Renown for a Normal Victory
    100 Renown for captured Battle Standard
    50 Renown for each captured Standard

    All Maxed Stats that are rolled again are Re-Rolled

    Non-Warmachine Unit (includes Monstrous Mounts) Rolls:
    2. Hatred
    3. Stubborn
    4. +1 Ballistic Skill (if no ranged weapon in unit, roll again)
    5. +1 Weapon Skill
    6. +1 Attack
    7. +1 Leadership
    8. Strider Special Rule
    9. Vanguard Deployment Rule
    10. Swiftstrider Special Rule
    11. Immune to Psychology
    12. unit has Fear (if unit already has Fear, they cause Terror instead).

    Warmachine Unit Rolls
    2. Re-roll scatter die once per turn
    3. Immune to Psychology
    4. +1 Ballistic Skill
    5. Stubborn
    6. Re-roll 1st Artillery Dice per turn
    7. Armor Piercing
    8. Option to modify Artillery dice by Ballistic Skill (does not affect misfires)
    9. +1 to wound rolls
    10. Stakes
    11. Portable Bulwarks
    12. Weapon Ignores Armor Saves

    Non-Wizard Character and Unit Champion Rolls
    2. Killing Blow (if already have Killing Blow, Heroic Killing Blow is bestowed only on a roll of a 6 (no modifiers of any kind)
    3. Stubborn
    4. +1 Toughness
    5. +1 Strength
    6. +1 Ballistic Skill
    7. +1 Leadership
    8. +1 Weapon Skill
    9. +1 Attack
    10. +1 Initiative
    11. Inspiring Leadership
    12. Magic Item Roll (unit champions re-roll this result)

    Wizard Rolls
    2. +1 Wizard Level
    3. +1 Extra Spell
    4. +1 Initiative
    5. +1 Toughness
    6. +1 Ballistic Skill
    7. +1 Leadership
    8. +1 Weapon Skill
    9. +1 Strength
    10. Can choose to Re-Roll on the miscast table
    11. +1 to Channel attempts
    12. Magic Item Roll

    Magic Item Rolls
    Roll a D6 for the Character; this determines the chart you will use to roll on.

    Hero
    1. Weapon
    2. Armor
    3. Talisman
    4. Enchanted
    5. Banner
    6. Choose

    Wizard
    1. Weapon
    2. Talisman
    3. Arcane
    4. Enchanted
    5. Banner
    6. Pick

    (below under construction)
    Skaven Weapon Rolls
    Roll 2d6

    2. Giantblade
    3. FellBlade
    4. Obsidian Blade
    5. Ogre Blade
    6. Fencer's Blade
    7. Sword of Anti-Heroes
    8. Sword of Strife
    9. Blade of Corruption
    10. Warlock Augmented Weapon
    11. Sword of Bloodshed
    12. Warpforged Blade
    Last edited by Damocles8; 28-07-2010 at 23:51.
    It's not pronounced "ass-tarts" silly

    Quote Originally Posted by Ka Faraq Gatri View Post
    Tree Hugging Hippy Scum...ahem, I mean Wood Elves
    Check out my Mighty Empires Campaign rules and drop some suggestions:

  2. #2

    Re: Mighty Empires Campaign help needed

    reserved for future use
    It's not pronounced "ass-tarts" silly

    Quote Originally Posted by Ka Faraq Gatri View Post
    Tree Hugging Hippy Scum...ahem, I mean Wood Elves
    Check out my Mighty Empires Campaign rules and drop some suggestions:

  3. #3
    Veteran Sergeant Duck Dodgers's Avatar
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    Re: Mighty Empires Campaign help needed

    We had set up something similar as a campaign once, using the Border Princes campaign. Didn't get too far (the organizer got shipped out for a year with the military reserves).


    On the seiges - We used the old seige rules from 6th edition.The battle would be fought using the basic seige rules. Also, as you say an army can get reinforcements at Forts or Towns, that point total should be added into the defender's army (to represent the local garrison). We had them garrisoned in a similar manner.

    Also, we used a modified Empire Points system. Part of it allowed someone to, instead of building a castle or town, to add "reinforcements" to an existing one; doubling the garrison there.

    Our last modification was that 50% of a garrison could reinforce a battle in an adjacent hex.

    Garrisons on their own had the option for 1 special unit OR 1 rare unit, but the rest had to be core. One hero could be used as the local commander/local noble in charge. This also dictated what reinforcements you could get, as you could only get what the garison had.
    He who laughs, lasts...

  4. #4

    Re: Mighty Empires Campaign help needed

    I was going to set up a fixed garrison that couldn't leave, the reinforcement aspect could be used to augment a garrison. Might steal your idea about the 1 special or 1 rare for the garrison.
    It's not pronounced "ass-tarts" silly

    Quote Originally Posted by Ka Faraq Gatri View Post
    Tree Hugging Hippy Scum...ahem, I mean Wood Elves
    Check out my Mighty Empires Campaign rules and drop some suggestions:

  5. #5
    Veteran Sergeant Duck Dodgers's Avatar
    Join Date
    Sep 2007
    Location
    Wichita KS
    Posts
    90

    Re: Mighty Empires Campaign help needed

    The rule for a garrison providing support came as a variation of the Border Princes rules, where adjacent friendly armies could provide supoprt points to help in a battle. We defined Garrisons as "small armies that can't move", and let them provide that support. Not sure how it would work in a Mighty Empires campaign.

    Of course, we're starting our own Mighty Empires campaign this weekend, using an idea I had for creating the map. We let each person take 7 tiles, and make a "mega-hex" as his starting point, The we use extra tiles to create buffer zones, and connect all the mega-hexes to make the map. Also going for a fixed duration, not a "first to X points" rule. If we go back to a Border Princes, or more complex style campaign, I may print of your ideas as a starting point for us to go from for designing a campaign.
    He who laughs, lasts...

  6. #6

    Re: Mighty Empires Campaign help needed

    Quote Originally Posted by Duck Dodgers View Post
    The rule for a garrison providing support came as a variation of the Border Princes rules, where adjacent friendly armies could provide supoprt points to help in a battle. We defined Garrisons as "small armies that can't move", and let them provide that support. Not sure how it would work in a Mighty Empires campaign.

    Of course, we're starting our own Mighty Empires campaign this weekend, using an idea I had for creating the map. We let each person take 7 tiles, and make a "mega-hex" as his starting point, The we use extra tiles to create buffer zones, and connect all the mega-hexes to make the map. Also going for a fixed duration, not a "first to X points" rule. If we go back to a Border Princes, or more complex style campaign, I may print of your ideas as a starting point for us to go from for designing a campaign.
    please do, and add some more ideas if you get some
    It's not pronounced "ass-tarts" silly

    Quote Originally Posted by Ka Faraq Gatri View Post
    Tree Hugging Hippy Scum...ahem, I mean Wood Elves
    Check out my Mighty Empires Campaign rules and drop some suggestions:

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