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Campaign Overview

Wars are rarely won in a single battle. The greatest warlord knows that in order to seize
victory, he must grind the enemy through a series of engagements, control vital objectives,
and marshal his forces with efficiency and lethality. While the overall goals and methods of
the various factions of both WARMACHINE and HORDES vary considerably, their goals all
almost always the same: control of objectives, victory in battles, and domination of the
enemy.

This unofficial supplement is designed to allow players to enhance their tabletop games by
providing a campaign system through which story lines can develop and overarching strategy
can effect individual battles.

To use this system, players should have some sort of partitioned map (tiles, squares or
irregular territories are fine) and a number of markers to designated terrain features, built up
areas, and control. This system was developed to use a tile based map. So any mention of
tiles in these rules may be replaced with any unit designation players chose to use.

Play Sequence
Campaign play is broken down into a number of phases. Each player participates in each
phase according to initiative. Each player must complete their phase actions before any
player may continue on to the next phase.

The phase sequence is as follows:


Ÿ Requisition
Ÿ Administration
Ÿ Annihilation
Ÿ Resolution
Ÿ Consolidation

Requisition Phase
During this phase, players tally up their resources. Resources are divided into two categories:
upkeep and wealth.

Upkeep points are short term resources which pay for the general upkeep of an army. If a
player cannot meet his upkeep requirements, he will suffer the effects of Depletion (p. 4).

Wealth points are long term resources which allow a player to buy new detachments,
territory upgrades or supplement upkeep points.

Both upkeep and wealth points are determined by the territories controlled by a player and
any upgrades which may be present on those tiles.

Administration Phase
During this phase, players issue their orders for their force. Players may issue up to three (3)
orders per detachment. Each player must issue all of his orders for the turn according to
initiative sequence.
Possible orders are as follows:
Ÿ Spy
Ÿ Build
Ÿ Recruit
Ÿ Raise Detachment
Ÿ Attack
Ÿ Hire
Ÿ Move Out
Ÿ Occupy

Spy - the player bids a certain amount of their wealth. All bids are secret and should be
collected. During resolution, bids are revealed and the player who bid the highest is
considered to have the highest initiative during the following turn. Note that all players who
bid must still pay their wealth even if they don't win the bid.

Build - the player builds an enhancement for one of their territories (p. 3). The territory must
be announced when the player declares that he is building. Building costs 10 wealth. Should
a player lose the territory in which the building is occurring, the building (and the wealth) is
lost.

Recruit - the player recruits an additional faction unit for one of his detachments. He must
pay the unit's cost in wealth. Note that normal restrictions on Field Allowance, Characters,
etc. still apply within the detachment.

Raise Detachment - the player raises an entirely new detachment. For 25 wealth points, the
player may assemble a 15 point faction detachment complete with warcaster / warlock
exactly as if he were building a 15 point army.

Attack - the player declares an attack with one or more of his detachments against an enemy
territory. Note that a player may only declare one attack per turn regardless of how many
detachments he has.

Ÿ If an attack has been declared against a player, that player may not declare
an attack.
Ÿ Players may not declare attacks against a player who has already declared an
attack.
Ÿ Players may not declare an attack against a players who has already had
attacks declared against them this turn.

The exceptions to this rule occurs when:


Ÿ A player declares two or more attacks against the same opponent with
different detachments (vying for a multiple warcaster / warlock battle).
Ÿ When multiple players may declare attacks against the same player if that
player has multiple detachments.
The effect of these rules should be to ensure that each player has the opportunity to play at
least one game each campaign turn and that no player is obliged to play more than one game
per campaign turn.

Abstraction within the campaign:


In reality, we know that having multiple detachments should allow for an army to focus its attention on multiple
fronts and wage several simultaneous campaigns. However, the effects of this within this campaign system
would be an exorbitant number of games each campaign turn as players declare two or three attacks each.
Therefore, each player should fight only one tabletop battle each campaign turn. The advantage, then to having
multiple detachments is the ability to strike from a number of different positions or defend those positions.

Hire - the player may hire a minion or mercenary unit for one of his detachments. Unless the
players faction is minions or mercenaries hired units will always be subject to Depletion (p.
4).

Move Out - the player may reposition his army to any tile in his possession. A player may
not Move Out and Attack in the same turn.

Occupy - the player's detachment may take control of an uncontrolled tile adjacent to any of
his controlled tiles. A detachment may not Attack and Occupy in the same turn.

Annihilation Phase
In this phase, each player resolves their attack (if applicable) by playing an appropriately
sized game. Annihilation rules may be found on page 4.

Resolution Phase
In this phase, the effects of the players' Orders take effect. New detachments or units become
available. New upgrades to territories are completed. Spy bids are revealed. When a new
detachment becomes available, it must be placed on a friendly faction controlled tile of the
player's choosing.

Consolidation Phase
Detachments may move up to two (2) continuous friendly faction controlled tile. A
detachment currently occupying a friendly faction controlled tile may dig-in instead of
moving. Units which are dug-in may add +2 to the distance traveled by attacking enemies for
the following campaign turn.

Eliminating a Player
When a player is reduced to only one tile and is attacked, he must chose to make a Last Stand
or Flee.
If a player makes a Last Stand, all units are considered to have the Fearless Icon for the entire
game. If a player loses his Last Stand game, he is eliminated from the campaign.

If a player chooses to Flee. One of his detachments (controlling player's choice) is moved to
the closest unoccupied tile. If two or more tiles are of equal distance the controlling player
may chose. The Fleeing player's force will automatically suffer depletion during the next
campaign turn. If the Fleeing player has more than one detachment, he is reduced to one
detachment.

Territory Statistics
Each territory tile yields a number of points or defensive ability to its controller. A tile will
yield either Upkeep points (U), Wealth points (W) or Defense (D). A tile which yields
Upkeep or Wealth contributes to the War Chest of the controlling player. A tile which yields
Defense will add its defense total to the distance traveled by any attacking enemy
detachment.

Tile Values UWD


Farm 300
Wilderness-Tundra 011
Wilderness-Desert 011
Wilderness-Forest 101
Wilderness-Marsh* 1 01
Mountain 022
River 111
Upgrade Value UWD
Settlement X- -
Mine -X-
Fort - -X

Tile Upgrades will double the value of the points marked by an "X".
*Forts may not be built on Marsh tiles.

Depletion
Rules for depletion are found on the Privateer Press site under the Flash Point tournament
rules. The PDF can be found here:
http://privateerpress.com/files/Flash%20Point%20Rules.pdf

Initiative Order and Priority


During the Consolidation Phase, each player counts up the number of territories in their
control and add any bonus from victories (see table below). Players use this total to
determine order of initiative for the following turn. The player with the highest initiative
goes first followed by the next highest and so on until all players have taken their campaign
turn.

Game Size WinDrawLoss


Duel +2 +1 +0
Skirmish +3 +1 +0
Grand Melee +4 +2 +1
Battle Royale+5 +2 +1
War +6 +2 +1
Apocalypse +7 +2 +1

Annihilation Phase
When a player announces an attack against another player, count the number of tiles between
the attacking detachment and the target tile (ignoring both the detachment’s current tile and
the target tile in the count). This is the attacker’s proximity. The path of the attack may not
take the attacking detachment(s) through tiles controlled by another player.

The defender then counts the tiles between the defending detachment and the target tile
(ignoring both the detachment’s current tile and the target tile in the count). This is the
defender’s proximity.

Subtract the defender’s proximity from the attacker’s proximity to determine the proximity
for the battle.

The proximity for the battle determines how many terrain pieces each player may place. A
negative number means that the attacker may place that number of terrain pieces. A positive
number means that the defender may place that number of terrain pieces. These terrain
pieces are in addition to the normal terrain for the scenario.

If the proximity is greater than +5, the defender may choose which player deploys first as
well as the above effects.

If the proximity is lower than -5, the attacker may choose which player deploys first as well
as the above effects.

Occasionally, a player will attack another player with multiple detachments or multiple
players will attack the same player. If this is the case, each attacking detachment must target
the same enemy tile. The detachment which has the highest proximity determines the
attacker’s proximity. Likewise, the defender’s detachment with the highest proximity
determines the defender’s proximity.

If the attacker wins, that player takes control of the tile and the defender must place his
detachment(s) in the closest tile he controls.
If the defender wins, the attacker must place his detachment(s) in the closest tile he controls.
If his closest tile is three or more tiles away, his detachment(s) may not receive any orders
during the following turn.

The player with the smallest detachment determines game size. A player may never be
forced to participate in a battle that is larger than the detachments he can muster. Likewise, a
player may never be attacked by a number of enemy detachments greater than his own
number of detachments.

Factions & Armies


When a player builds an army for the campaign, they must announce which WARMACHINE
or HORDES faction they are representing. A player may not change factions during the
campaign.

When a player is determining whether a new unit counts as a mercenary, minion or a friendly
faction model, their announced faction is used. Obviously, a player may not Recruit or Hire
units they may not use units their faction would not typically allow.

Players may hire mercenary or minion detachments which are led by a usable mercenary
warcaster or minion warlock. If a player hires a minion or mercenary detachment, then
models in that detachment are treated as friendly faction models for the purposes of depletion
and Recruiting. The detachment may contain only units which are allowable by the minion /
mercenary faction rules and will work for the player's original faction.

A tale of two factions:


If two players wish to play the same faction, this is perfectly allowable. The Immoren is a
dangerous place and not all is as it seems. The storyline of the world features nearly all
factions having some sort of infighting.

Definitions
Control - a tile is controlled when a player occupies an uncontrolled tile or attacks a tile
controlled by another player and wins the battle. Controlled tiles will yield resources to the
controlling player. A tile will remain in a players control until another player attacks and
takes control of that tile.

Detachment - a detachment is a self contained army list which is under a player's control.
Detachments operate within the game as independent armies and do not typically interact
with each other except when attacking.

Move - when a player moves their army, they choose one detachment and move that
detachment any number of tiles to a new tile.
Tile - a tile is a generic term used for any map region. These could be actual tiles of any
shape or size or could be a region on a map. Regardless of the type of map you are using,
any reference to tiles will refer to the basic regional delineation on your map.

Uncontrolled - an uncontrolled tile is a tile which has not been occupied by any player or tiles
which have been controlled by a player who quit the campaign.

Upkeep - these are resource points which are removed during the Consolidation Phase of each
turn. If a player ends his Requisition Phase without having at least 25% of the total points
value of his total detachments will suffer depletion on all of his detachments for this turn.

Victory Points - at the end of each turn, each player tallies up their victory points. Victory
points are not cumulative.

Wealth - these are resource points which carry over from turn to turn. They may be used to
Raise Detachments, Hire mercenaries or minions, Recruit new units or buy Upkeep points (at
a 1:1 ratio).

Credit Where Credit Is Due


Admittedly, these rules would not be possible if it were not for Privateer Press writing both
HORDES & WARMACHINE rules. In addition the core rules, several rules in this system
were based on rules from the campaign rules found in Hordes: Evolution and Flash Point
tournament rules. HORDES & WARMACHINE are both trademarks of Privateer Press and
are used without permission. For more information on Privateer Press games, please visit
www.privateerpress.com.

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