Tides of War
ver. 1.0B1

A Campaign System for Warhammer Fantasy Battles
by
Christian W. Stone
(xtian@stonescape.net)


    Introduction:

      These rules are designed to implement Warhammer Fantasy Battles in an extended campaign setting without the need for a GM. These rules are designed to supplement and not replace the fifth edition rules of Warhammer Fantasy Battles. Please forward all comments and suggestions as I would really like to grow these rules into a tangled web of ambiguous exceptions that would make Games Workshop proud to send me nasty letters.

      In no way do I wish to intrude upon the domain of Games Workshop. So here's my token disclaimer. This is free stuff. This is all made up with a concept or two stolen from other cool strategy games like Axis and Allies (which is cheaper. However now after all this painting I have this wierd urge to put a wash on some of those battleships, perhaps a custom job for the Bismark...)


    What You'll need:

      Hex Map

        Estimate approximatly 150-200 hexes per person to leave enough room to travel around in. This would result in about a 12x12 to a 14x14 map for each person. In my next campaign, I'm looking at 10 players for a total map size of 50x50, which is plenty large.

      All that Games Workshop standard stuff.

        Of course lots of miniatures (THEY MUST BE PAINTED)! A flexible army, minimum of 2000 points in size. Ideally, I suggest you should have 1 4000-6000 point army and be able to build several smaller 1000-2000 point armies from that large force (not difficult since you'll only be fielding 1 at a time) The game really deters armies larger than 2000 points, but a 3000 point dwarven army protecting it's mountain capitol may not be too uncommon!

      Terrain for your cool castles and towers

        Well, actually you do not need any, but there are rules for towers and such, why not abuse them? If you go way overboard, you could have many towers in your main capitol, but in most cases the cardboard one that came with the box set will work perfectly.

      Somewhere safe to store the map, that is open, and that you can stick pins in.

        A wall or desk will do. I recommend picking the person you like the least and using their wall.


    Maps and Terrain

    The terrain is fairly straight forward, with each hex representing a standard terrain type that has two values associated with it. They are:

      TROOP SUPPORT, in 1000s.
        The troop support of any given hex can range from 0 (desolation), to 4 (plush). The average value should be 2 to represent a 2000 point army not having difficulties. If more troops in points than is listed pass thru one or more hex's with lower value than their army needs in a turn, roll a d6 for that army to represent the effects of starvation from crossing harsh terrain and consult the chart listed in the movement section. If you fail, you can lose a serious percentage of your army. You may choose what units to discard to reduce your point value, but you must still be able to field a valid army as described by your codex. Note that your troops are still subject to starvation if you remain stationary in a hex that doesn't support your army size!
      MOVE COST
        The regular modifier is 1, and can be as high as 10. Any number here is subtracted from the units movement when they move into the hex. When the Army's movement is reduced to zero or less, they can no longer move in that turn. So an army with a move of 2 can move through 2 hex's with a move of 1, and an army with a move of 4 can move through 4 of the same hex's. However, if the movement penalty is 3, the first army can move through only 1 hex each turn, and the second can move through 2. All flyer armies are an exception, the move cost of any piece of terrain is 1 for them.

    On the playing map, it is best to simplify the possibilities to a few standard terrain types, which are represented on the map with a color/picture chart below to represent what the values are for each hex. I have included below a list of 10 standard types to use in a 2000-3000 point standard battle. Note that most of the hexes have a troop support of 2. Their should be several plush vally's with plains listed so larger armies can run through. Hey, if your army is ournumbered, charge into the hills and woods, and watch your opponent shy away.

    Each terrain piece has 2 values and a color associated with it. The meaning of the values, including their range, is described here: Sometimes the border between two hexes would have such a height differential that troops can not pass through them. Indicate this on your map by drawing a dark red line across that border. The only armies that can avoid this and cross into the blocked hex are all flyer armies, and armies that can use the tunnel ability (Dwarves and Skaven).

    TERRAIN TYPE EXAMPLES FOR A TYPICAL HEX. The hex will have a color associated with it to represent the obstable.

    Terrain Troop Move Color Description
    Desert 0 3 White Deserts are especially dangerous, and can swallow up whole armies in their mighty duststorms.
    Tundra 1 1 Light Grey Only scarce vegetation makes these areas dangerous to large armies.
    Plains 3 1 Light Green Plush and ripe with vegetation, plains and farmland is easy to transport large armies across.
    Swamp 1 6 Light Blue Swamps and bogs are devastatiing to armies. Roll a d6 for individual war machines for each round an army has spent time in a swamp. On a 6 the swamp swallows up the war machine.
    Water 2 N/A Dark Blue Water is impassable by all troops with the exception of flyers. Dwarves and Skaven may attempt to tunnel under water at an additional -1 penalty on a d6.
    Hills 2 1 Light Brown Hills hinder line of sight. While in hills, you cannot charge other armies more than 1 hex away.
    Mountain 2 3 Medium Brown Mountains are extremely difficult to navagate.
    Peaks 1 6 Dark Brown Peaks reach to the heavens, making even flight across them impossible. Draw a line across the peaks to represent the ridge line. No troops can ove across the peaks. Dwarves and skaven can attempt to tunnel through them.
    Wood 2 2 Medium Green Woods hinder line of sight. While in Woods, you cannot charge other armies more than 1 hex away.
    Forest 2 6 Dark Green Forests are dense obstacles that block movement for most armies. Additionally, forests block line of sight in much the same way as woods do.

    Dwarves, chaos dwarves, and all night goblin armies are especially adapt to mountains and peaks. Dwarves have a movement cost of 1 while in any mountain, and have a troop support base of 3.

    Wood Elves and all Forest Goblin armies are especially adept to woods and forests. Wood Elves have a movement cost of 1 while in any wood, and have a troop support base of 3.

    Lizardmen and skaven are especially adept to swamps. Lizardmen have a movement cost of 2 while in any swamp, and have a troop support base of 3.

    Chaos troops thrive in harsh terrain. To represent this,the troops support base for chaos troops is a minimum of 2. So no matter how harsh the terrain is, a 2000 point chaos army can pass over it without suffering starvation.

    Obstacles

    Common obstacles are water, temples, and graveyards, and they normally inflict a monetary cost, or restrict movement. Some obstacles are:

      RUINS: When a player searches a ruin for the first time ONLY, he receives a random magic item from the lost list.

      TEMPLE: The army visits a temple and most tithe 5% or the army's cost, rounded up. If the army cannot pay, the army must donate 5% of their army points to the temple to serve for the rest of their life. Rolla d6 for the visiting army to see what the temple priests grant them:

        1-2 = CURSE! The temple chieftan is not impressed with your warlord and curses him, reducing his leadership by 1 permanently.

        3-4 = PROMISE! You are not yet worthy. Add 1 to your generals leadership for your next battle, and return if victorious. Add 1 to your next roll on this chart.

        5 = REWARD! Take 2 random rolls from the lost list and choose 1 to give to that army!

        6 = VISIONARY! Take 1 non-special character champion from your army's ranks and increase their status to a hero OR increase the level of 1 of your wizards by 1 (max of lord.)

      CHASM: As your troops navagate the obstacle, you are unaware where you will come out. Roll a d6. You will exit the chasm on the side of the hex indicated by the roll (north is 1, count going clockwise.) If you do not wish to exit on that hex side, you must wait in the obstacle for 1 more round.

      LAND GATE: These magical portals can only be opened by powerful wizards, and when opened allows your armies to travel far across the land into your enemies domain.


    purchasing and upgrading settlements:

    Type Upgrade Point Gen. Max Unit Gen. Max Support
    Village 1000 100 none 3000
    Town 1000 250 500 3000
    City 1000 500 1500 4000
    Capitol cannot 1000 3000 6000

    Settlements: A settlement provides income resources and can build defensible structures. Additionally, every settlement can restore wounds on any friendly living troops at the end of the round. Any friendly troops can automatically rally into a settlement in any turn. Each settlement can only produce troops for the codex of the army that initially built it.

    village: A village has a minimal defensive value. In combat, villages must be contained in 3 square feet. and may include simple wooden structures. Villages can support up to 3000 points of troops instead of the hex's normal support!

    Towns: Towns can generate standard regiments only. In combat, towns may be up to 4 square feet and may include more complex structures than villages. Towns can support up to 4000 points of troops instead of the hex's normal support!

    City: Cities can additionally generate standard regiments, elite regiments, war machines, monsters, lesser deamons, and standard characters other than sorcerers. More troops may be housed in a city than in other settlements (up to 5000 points instead of the hex's normal support!) Cities may be up to 6 square feet and may include some stone structures.

    Capitol: A Capitol can produce everything that a city can, but additionally can produce sorcerers, special characters, and greater deamons. and magic items. Capitols are the most defensible built structures you own, up to 8 square feet. Unfortunatly, each player can only build 1 capitol! Finally, Capitols may support up to 6000 points of troops instead of the hex's normal support!

    Construction Cost Village Town City Capitol
    wood house 25 2 4 6 8
    wood tower 50 none 4* 4* 8*
    stone tower (10 models) 100 none none 4* 8*
    large stone tower (20 models) 150 none none 1 1
    hedge or light wall (1 foot) 25 2'* 4'* 6'* 8'*
    short stone wall (1 foot) 50 none 2'* 4'* 6'*
    wood outer wall (1 foot) 50 none none none border
    stone outer wall (1 foot) 100 none none none border
    * In addition, this number is also the maximum number of structures you can have of that class (ie, only 4 towers, regardless if wood or stone.) Use the suggested rules in the back of the battle book to determine the number of wounds and toughness, and uses of these structures.

    Settlement forces Since settlements tend to rally many broken armies into it's ranks, it is exempt from the normal limitations imposed by your codex. It cannot, however, produce anything that would violate the codex limitations! For example, you could move many war machines into a city, and have 40% war machines in that hex. However, the city cannot produce any more war machines unless the new units will be under the normal 25% cap! This means that a city cannot produce a warlord until any warlords in the city have moved outside of the hex with an army!

    Trading Settlements: At times a player may wish to trade a settlement to another player so that the other player can generate allied armies on their own. Any settlement may be given to another player to control at the beginning of any phase. If this option is used, the settlement will produce troops for the other player just as if he built it himself. The new owner may not, however, built the settlement into a capitol unless the troops it generates are the same troops as his primary codex.


    The Lost Magic List

    There are several times players will have the opportunity to discover magic items by winning battles, searching ruins, etc. If such an event happens, and it is determined that they found an item. They are to receive a random item from the lost list.

    Every time a character is killed, or a unit is run down, all magic items (even dwarven) are placed onto the lost list. Note, special characters retain the items unless they are actually killed (via frost blade, etc.)

    The lost list is likely to get quite long, and there may be several items on the list that your army cannot use. However, a character can carry the item, even if he cannot use it! Think how useful it could be for orcs and goblins to get a "Morks War Banner" again! The trading potential is always there.


    Campaign Magic

    Creating magic items:

      Magic items are purchased out of your character points and can only be placed in your capitol with a character (who has to have a slot open to them.) You are allowed to have 1 of every magic item your army is able to use, and may make a multiple of every magic item with a value less than 50 points, with the exception of banners. You may attempt to produce multiples of any magical banner, regardless of point value. If you choose to buy a multiple of the same item, you must test to see if the forgers become bored of the item and refuse to make it again. Roll a d6 when you buy a multiple If you ever roll a 5 or 6 (or just a 6 for dispel scrolls), the burden of producing any more of that magic item (including banners) is too great for them, and they will not make another for you until the same time next year (must wait 10 turns to be able to forge that magic item again!) You may not buy a second of any magic item (including banners) and place it in your capitol if that item is already in your capitol (except dispel scrolls.)

      The magic is such in this world that only 1 of any magic item (including banners) will work in any given hex in any given turn (per player). So if you have multiple ogre blades, you must determine which one will work, and which one is disabled that turn before a battle begins. If both you and another player (allied or enemy) are on the battlefield, however, and possess the same item, then both will work!

      Ruinic magic

      Dwarven magic is such that only 1 of any master rune or rune with a point cost of 50 or more can ever be produced, with the exception of banner runes. A dwarf player may attempt to forge multiples of any banner rune, regardless of point value. Also, Runesmiths will refuse to make any rune combination (except standard combinations) with a total value more than 50 points more than once due to the sheer work it takes to produce such an item. However, they are willing to make several minor magic items at 50 points or less (they must still make the burden test as the other armies do). Dwarves are unfamiliar with the magic of the outside world, and can only forge ruinic items, but they can use the other items as normal if they come across one through adventuring or trade. Dwarves may also forge any normal non-ruinic magic item that specify that dwarves can use them (ie: restricted to dwarves.)

      Just as dwarves can use normal magic items, other armies can use some of the ruinic items, even though they cannot create them. Card restrictions always apply to items found!

      Regardless of peoples efforts, only 1 of any dwarf ruinic combination is allowed to work in any hex at a time (per player). Runes cannot be erased or added to an item once the item has been created.


    Starting the game

    initial placement:

    Initial placement of settlements is done such that each player places 1 at a time in turns until all of the settlements are placed. Then the same thing is done for armies until all of the initial units are placed.

    Each player receives 1 Capitol, 1 City, 1 Town, and 1 village to place at the start of the game. Each placement must be at least 2 full hexes away from another settlement, and 4 full hexes from a non-allied settlement.

    After the settlements have been placed, each player receives 6000 points worth of troops that they can place amongst the settlements as they wish, including whatever magic items they are allowed. Note that they are not allowed to buy special characters or greater deamons as part of their initial placement, and every initial placement must still qualify as a valid army. Note that none of the settlements are initially fortified.

    Starting income (points):

    each player begins with 3500 additional starting income points, and may add whatever points were leftover from the initial troop placements.


    GAME PLAY-- PHASES:

    • Determine Initiative
    • Rally
    • Build new units
    • Movement
    • Army spells
    • Combat
    • Adventure
    • Place new units
    • Gather income

    Determine Initiative:

    Initiaitve is determined by rolling 2d6 and adding their initiative modifier. The lowest number goes first. The highest number goes last. The initiative order is maintained during each phase, and each phase is completed before the next one begins. Initiative modifiers are as follows:

    Races Initiative
    Undead +0
    Dwarves, Chaos Dwarves +1
    Orcs and Goblins, Chaos, Empire, Brettonia, Lizardmen +2
    Skaven +3
    Elves, Dark Elves, Wood Elves +4

    Build new units:

    The player may buy new units with any income they have at the beginning of this phase. The cost of new units is the point cost listed with them. At this time, settlement upgrades may also be purchased. Settlement upgrades are available at the beginning of the constructing players next turn and can only be placed in a hex occupied by the player for a full turn by a 2000 point army. Note, the army must remain in the hex for a full turn and take no action (including combat.) If combat is initiated, the constuction is not lost, but may be re-attempted in the next turn.

    Also, the player can generate special characters in their capital. Special characters must come with all of their equipment indicated. If you have already introduced a magic item the character carries over 50 points, then the character may not be introduced at all. The special character must keep these specific magic item on them at all times, and cannot give them away.

    Rally:

    If any units fled combat in the previous combat phase, the units may attempt to rally into another unit. Rallying is automatic if THEIR general is still alive and in an adjacent (or same) hex. It is also automatic if they are adjacent to a settlement their army owns. If a friendly army led by a general is in the same hex, the unit may attempt to Rally into that army by making a successful leadership test. The unit may choose to use an allied general�s leadership instead of their own. This test can only be taken if the host army can absorb the unit without violating their army ratios. If succesful, the rallied unit is absorbed into the army they rallied under. If the army is not from the same codex, they are absorbed as allies. Fleeing units not adjacent to a host army will continue to flee to their nearest settlement (not friendly ones.) If any army takes in rallying troops, it cannot move, as it is spending time incorporating the new recruits.

    Building an army

    Many times you will wish to draw from the forces in a settlement or another army and march a large army out to explore. In order to do so, you must draw your forces from the settlement hex or host army to make up an army list. Your army list is bound by your codex, including ally restrictions. Note, allies are never built by you, but are obtained from other players and drawn from their armies and settlements! Every army leaving a settlement must qualify as a valid army, but the remaining troops in the settlement do not have to qualify. The new army is organized and placed in an adjacent hex. Beyond the rules provided in the book, here is a new army option that is available to you -- the scout army.

    Building a scout army

    You may choose to build a scout army under the following guidelines. Your army may contain a maximum of 2 units in your battle march, including the single character unit. You may choose to have a hero lead the army instead of a warlord. You may not include a army standard bearer with your scout army. The movement of your entire army must be greater than 6 to qualify, or they must all be able to all fly! Note: If you choose to have a hero lead your scout army, you cannot rally friendly fleeing troops into it. If you choose for your scout army to fight a battle, they must form up as a single unit!

    Movement

    1. Move fleeing units:

    Fleeing units may be moved into any adjacent hex not occupied by an enemy army. Fleeing units must move, and must move toward a settlement you own.

    A fleeing unit is not considered a force and can occupy the same hex as any friendly army. If the unit cannot move, then it is considered destroyed, and all of the magic items are considered lost.

    2. Other Compulsory move:

    Armies affected by hatred must charge hated armies in adjacent hexes, unless that army is already fleeing.

    3. Declare Charges:

    You may declare a charge against any army up to your maximum move. Your opponent may decide to FLEE from combat into a neighboring friendly hex not adjacent to yours if they have not moved yet. Otherwise the other army must prepare for a charge. You may declare a charge against a fleeing unit only if no other army occupies that hex. Multiple charge resolutions are done in order of initiative that turn, with the last declared charge taking precedence. If a unit charges a fleeing unit, and is also charged, then the charge against a standing army takes precedence. If you charge a unit that decides to flee, you may then choose to charge another unit OR occupy the fleeing army's original hex. Fleeing troops are automatically caught and destroyed if they fail to roll equal to or under their movement on d6 (-1 if units cannot march move).

    4. Make remaining moves:

    Any unit not involved in a charge may move into an unoccupied hex up to their maximum move distance away.

    5. Test for Starvation:

    Every codex must concern itself with moving armies over harsh terrain. Some units wander off, some fall in ravines, etc. If any army crossed over or remains in terrain that would make it take a starvation test, roll on the chart below to see what happens. When determining how far over the limit your army is, you take the most restrictive hex you passed over and use that troop support value. Flyers are also affected by troop support! If you fail, you must reduce your army size by the percentage indicated, and your resulting army still needs to be within the limits specified by your codex!

    If your army is over the limit by: You need a d6 roll of or you must sacrifice this percent of your entire starved army (in points)
    1 to 999 points 3+ 10%
    1000 to 1999 points 4+ 20%
    2000 to 2999 points 5+ 30%
    3000+ 6 30%

    6. Move chargers in:

    Chargers are moved into the same hex as they prepare for combat. Note that each charging unit needs to be able to retreat to its last position without conflicting with another non-scout army. So you cannot attack with an army behind a first army if there is only 1 hex available to attack from.

    Moving: How far you can move:

    An armies movement is determined on the table below based on the slowest unit in the army. This move rate is the same regardless if a unit is charging, fleeing, or just marching.

    Movement < 4: move of 1
    Movement 4 to 6: move of 2
    Movement 7+: move of 3
    All fliers: 3 hexes/turn, as all terrain move cost is always 1 per hex!
    Can also march move: +1 move (All fliers do not qualify.)

    Note: Beast drawn war machines and chariots will not hinder the bonus to march move, flying troops will not either, but the march bonus does not add to the all flyer army move.

    Rules for a scout army:

    A scout army has specific rules for movement and charging that apply specifically for a unit that qualifies as a scout army.

    If charged, scouts may sneak out of the hex instead of fleeing and move into an adjacent friendly hex, avoiding combat. They may also choose to stand and fight! Regardless, they get to view the enemy troops as if doing a scout attack. In order to sneak out of the hex, the attacking player(s) rolls a d6 and adds the movement of it's slowest army. The defending scout force does the same. If the attacking players resulting roll is higher, he has caught the scout army and the scout army is forced to fight.

    Scout armies may choose to perform a special charge known as a scout attack. A scout attack is not specifically a charge, and the defender does not get to react to the action. If a scout army can move through the hex, they may move into an enemy hex and view the troops briefly before they move on. Then the scout army must continue on into the next hex without pursuing combat. If the scouts have no remaining move, and they end up in an enemy hex, then it is considered a charge, and the enemy can react to it. Note by using this special move a scout army may move through hex�s occupied by enemy and friendly troops, as long as the final move lands them in an unoccupied hex.


    Lord Magic:

    In this phase, any player that has one or more wizard/rune lords may cast 1 spell from the list below. The player simply nominates the army that has the lord in it, and says what spell they want to cast. Note that only 1 lord may cast a spell from any players armies each turn!

    The spells are listed below:

    Any army in the affected hex may attempt to dispel with its lord on a 4+, or a lower level wizard on a 5+, or use a dispel scroll if they want.

    "Mirror Mirror" The lord may view a hex that is at most 2 hexes away from its hex. If the spell is successful, the entire hex's army and fortifications are visible to the lord, including magic items!

    "Gate" The lord may attempt to use an ancient portal known as a gate to transport to another gate in the land. The wizards army must reside in the same hex as the gate when the spell is cast. If the gate is opened, any army may move through the lords gate (including the lords army) to the hex containing the other gate with a move cost of 1. The gate automatically closes at the end of the turn. Note that if there is an army on the other side of the gate, the lords army may attack through the gate, and may choose to flee or retreat through the gate if they want. * Also, this spell is only useful if 2 or more such gates exist on your map. As a general rule, if you wish to place gates, place at most 1 per player, and place them near the far corners of the map. *

    "Plague" The lord may choose any hex within 3 hexes of his army and reduce it's troop support by 1 for the round. If any army currently resides in the hex, or moves through it in this turn, then it may have to make a starvation test if it's troop size is larger.

    "Sustinance" The lord reduces the risk of starvation on the lords army by 1000 points. So a 3000 point army would be able to move through hexes with a troop support of 2 without difficulty.

    "Here comes the Cavalry" The lord may attempt to move troops between its army and a nearby settlement he owns. The lord nominates a settlement he is attempting to open a gate to. Count the number of hexes the lords army must move to reach the settlement, ignoring terrain. Roll 2d6. You must roll over the number of hexes that you need to reach the settlement. If successful, a gate is opened between the lords hex and the settlements hex for 1 turn. Units may use the gate to transport between hexes, as if the unit was reorganizing next to the settlement. Note that this portal remains open for the entire turn, and any army may use it with the same movement cost (similar to a gate!)

    * This spell is used mainly to reinforce your armies near settlements in a very safe and secure manner. *

    "Let's settle down" The lord may attempt to move his entire army to a nearby settlement he owns. The lord nominates a settlement he is attempting to open a gate to. Count the number of hexes the lords army must move to reach the settlement, ignoring terrain. Roll 3d6. You must roll over the number of hexes that you need to reach the settlement. If successful, a gate is opened between the lords hex and the settlement for 1 turn. Note that this portal remains open for the entire turn, and any army may use it with a movement cost of 1(similar to a gate!)

    * This spell is used more as an emergency eject measure when your army just needs to get home regardless of the situation. *

    "Bandaid" The lord heals his army and restores any lost wounds suffered due to combat as if the lords army was in a setlement.

    "Take this" The lord opens a gate to another allied capitol city and can shuffle any troops in his hex that he wishes through it. Additionally, if the lord is residing in the capitol, he may give point resources to the other allied capitol as well. Note that this gate is one way, so a mutual exchange would require a gate to be opened by both players.

    Combat:

    Resolving Combat:

    Each army should have a column of march order as per the tournament rules (ie, war machines as 1 entry and characters as 1 entry.) Before anything else, mages choose their spells, and then the Combat situation is determined, including length of game. After the combat situation is determined, the combat is resolved using the standard rules. In order to achieve a victory, you need to capture a number of victory points based on the victory chart. If you succeed, you take the hex and push back the enemy into an adjacent hex (see fleeing rules below.)

    1. Length of the game is 4 rounds.

    2. If the defender has not moved this turn, or owns a settlement in the hex, then the defender is assumed to have scouted out the land in advance and automatically may place the first unit. Additionally, if there is a settlement in the hex, the defender of the settlement may also go first in combat as well!

    Special deployment and Skirmishing units: If the defender has not moved that turn, he can use any special deployment or skirmish rule. Otherwise he cannot special deploy his troops. Exception: Skirmishing units may deploy skirmished for attackers only if it does not hinder additional placements by the defenders.

    3. Set up terrain. Please try to keep the flavor of the terrain type when setting up. Since both sides are scouting for the best ground possible, each side may place it's own scenery with these additional guidelines:

    Terrain Specific setup rules
    Desert Each side may place 1 hill only. No other terrain features may be placed.
    Tundra Each side may place a maximum of 2 hills, hills may be impassable. No woods may be placed.
    Plains No specific setup rules.
    Swamp No hills may be placed. War machines and chariots may move on a d6 roll of 4+.
    Water If for some reason you end up fighting over water, come to an agreement on your own to determine the conditions.
    Hills Each side must first place a minimum of 1 hill before rolling on the setup chart.
    Mountains Each side must first place 2 hills, and 1 of them must cross the center line. (so in effect 2 hills will cross the center line.)
    Peaks Each side must first place 2 hills, and 1 of them must cross the center line. (so in effect 2 hills will cross the center line.)
    Wood Each side must place 1 wood before rolling on the setup chart.
    Forest Each side must place 2 woods, or 1 large wood before rolling on the setup chart.

    Elite troops:

    If a unit of troops breaks a unit of enemy troops in HTH and captures their standard (ie: runs them down), the unit of troops gains elite status for the next combat. This means that the captured standard allows for an additional +1 towards every combat resolution for the next battle they fight only.

    Multiple attackers

    You may wish at some point to strike 1 hex from 2 or more adjacent hexes (like a city for instance.) When you do this, All of the attackers act as one side with the following exceptions. Only 1 general can lead the field assault. Choose 1 general to lead the troops, and all other qualifying generals become subordinate to the general. This means that only 1 general can give his leadership to 12".

    Victory Chart:

    In order to achieve victory, you need to have a certain number of victory points above your foe. For armies of comparable size (within 200 points), you need only beat your foe by 1 point for every 1000 points (rounded to nearest 500) or fraction thereof you field. If your army is at least 200 points larger than your opponents, you need 1 more victory point for every 500 points or fraction thereof. If your army is smaller, you are victorious if your army has lost by 1 point for every 500 points or fraction your opponent carries over you. here are a few examples below.

    Points of A Points of B What A needs What B needs
    2000 1930 2 2
    2000 1750 3 (lose by 1 or better)
    1999 999 5 (lose by 3 or better)

    Note that you can not win the battle unless you capture at least 1 victory point. So a 1000 point army can not defeat a 3000 point army by avoiding the battle on the field. if one side has not captured any victory points, and the other side has captured even 1 victory point, the side who has struck a victory point automatically wins!

    Combat resolution:

    If you are the attacker and failed to win the combat, remaining and fleeing troops are returned to the hex with which you attacked from, and the defender remains in his hex. If the attacker won the combat, then your troops now must occupy the hex, and the defender must move his remaining troops to an adjacent (friendly) hex. Note that this is an ordered retreat on the defenders part, and not fleeing. Any troops that fled off of the table during combat are considered fleeing, and must move to an adjacent friendly hex, or be destroyed. If a hex is completly surrounded by the enemy, all defending troops are considered to have broken and are considered lost! Unless a instant kill magic item is used to KILL a special character (ie: Frost Blade or Executioners axe), special characters can be repurchased at the beginning of any of the players turns on a d6 roll of 6, including any special magic items that were not destroyed during the course of the game (he just brings them home!) For example, if Grom was to be run down while holding the Axe of Grom and armour of Fortune, the armour would go on the lost list, while the Axe of Grom would remain with him.

    Remember that only one army can occupy a hex at a time. If multiple armies attack a single hex, only 1 army can occupy it. Players may choose who takes it. If an agreement cannot be made, the armies then fight in the next turn for that hex (neither side occupies the hex that round, and and fortifications still belong to the defending player -- he is not forced to retreat!)

    If an army's general is killed then the player must announce one hero to be the new warlord of that army. If no heroes are available, a character champion is chosen for the task, and then a sorcerer of highest level. Because this new general is not an effective commander, they army maintains the hero�s leadership -1 due to a lack of confidence. Note that the hero�s stat�s remain the same! If such a condition exists, the army may not take on new troops, or give up new troops, unless it is absorbed in it�s entirety with another army.


    Adventure:

    If any of your armies won a combat this turn you may choose to adventure. Adventuring is successful on a d6 roll of 5+ for each winning army. If successful, one magic item at random considered lost is found by that army. The item must be carried by a unit able to wield the item! If no unit in that army can carry that item, then the item must be discarded and is once again considered lost. If a character or standard-bearer wants the item, but has no item slots available, they may discard one item in favor of the new one. The discarded item is then considered lost. Note that you may attempt this roll only once for each army that won, no matter how many victories they may have won that round. Also, items must be given to that army, and not any army.

    2 forces cannot occupy the same hex. If armies want to exchange units, they can do so from adjacent hexes, any exchange is possible as long as both units have valid army lists after the exchange. If it is impossible to maintain valid army lists after the exchange (too many character points for example), the player has a couple of options at their disposal. First, they may remove character points by throwing away magic items (which are considered lost, and may be found by any army in the adventure phase.) Second, the player may discharge any allies they have. If the player cannot perform the exchange without having an invalid army list, then the armies cannot exchange units unless in a city or capitol.


    Place new units:

    The player can place new units in their appropriate settlements at this time. Settlement upgrades are allocated after other units have been placed. Additionally, the player may not place a point value in units greater than allowed by the settlement, and must respect point maximums and army maximums for the settlement. For example, a player cannot place more than 1000 new points in a city, and the new units must not excede the maximum troop containment of 10000. Additionally, if a portion of the points is characters, monsters, or war machines, and the settlement could not include the new units without exceeding their army list specifications in that category, then the new units cannot be placed there. Any unit unable to be placed is a casualty of starvation and is lost. Additionally, new magic items that cannot be claimed by a character in that capital is considered LOST (see Adventure phase for details.)


    Gather Income:

    At this point you may gather income for each settlement you possess at the end of your turn. Note: Captured settlements are considered one category lower (ie: a Capital is a city, a city a town, a town a village, and a village is destroyed.)


    Character Experience -- Gaining Levels:

    Although your capitol can produce any character it wishes within your codex, the characters have little real battle experience. To represent a benefit to characters who spend most of their life on the field, I have included rules for gaining field experience and eventually skills and levels for characters! Note that special characters cannot earn experience, since they have advanced as far as they can go!

    To determine how many experience points a character can earn in a turn, consult the chart below:

    A character has:EXP's
    Spent this full round outside of a settlement+1
    Fought in a battle+1 per
    Survived battle (still on table at end of combat)+1 per
    Fought in a challenge+2 per
    Defeated another character in a challenge+1 per
    Defeated character of higher status while in challenge+2 per
    Defeated special character while in a challenge+1 per

    So a champion who has spent the whole round outside of a settlement, fought in a battle, defeated a hero character in a challenge, and lived until the end would get 8 experience points this turn!

    Here is the character advancement chart. When a characte advances, his experience is once again returned to zero points.

    A character is a:Can advance to a:Minimum EXP's
    ChampionHero10
    HeroMighty Hero15
    SorcererSorcerer Champion10
    Sorcerer ChampionSorcerer Hero15
    Sorcerer HeroSorcerer Lord20

    You may announce the advancement of a character after you have collected income, and you must pay the difference in points that the character is worth when you advance him (Ie. You need to pay 18 points in order to advance a goblin champion to be a goblin hero!) You then make a random roll on the following chart with 2d6 and determine what special ability the advancement gives him (beyond the statistical increase in the book.)

    A mighty hero is a new class of character statistically identical to a general, but may still be included as a hero in your armies. If you choose, you may choose for a mighty hero to lead your army as your general. In this case the mighty hero replaces the warlord in your normal army list!

      Advancement Chart
    2d6 Roll:Receives a permanent bonus of (choose one):
    3+1 M, +1 S, +1 T, +1 A
    4+1 S, +1 T, +1 A
    5+1 WS, +1 BS, +1 I, +1 LD
    6+1 WS, +1 BS, +1 I, +1 LD
    7+1 WS, +1 BS, +1 I
    8+1 WS, +1 BS, +1 I, +1 LD
    9+1 WS, +1 BS, +1 I, +1 LD
    10+1 S, +1 T, +1 A
    11+1 W, +1 S, +1 T, +1 A
    DoublesRoll on special ability chart below!

      Special Ability Chart
    2d6 Roll:Receives a permanent bonus of (reroll if character alrady has this bonus):
    2Crushing Blow! Character can make 1 attack instead of his normal attack characteristic, with a strength bonus of his attack characteristic, causing d6 wounds (d3 + magic weapon if using a magic weapon)! So a Hero with 3 attacks and a strength of 4 can make a crushing blow with a strength of 7 for d4 wounds!
    3Frenzy. Character now frenzies. If character already frenzies, character has an endured frenzy (does not need to make a frenzy test!)
    4War Cry! Character causes fear. If character already causes fear, character causes Terror.
    5Hatred of the race he last fought against.
    6,7Luck! Character may reroll any one of it's die rolls once per battle!
    8Fate! Character may attempt to dodge any 1 wound on a roll of 2+ once per battle.
    9Extraordinary ability. Roll on the advancement chart again, but you may choose 2 stats to advance instead of 1!
    10Swiftness! Always strikes first. Magic swords that strike first do attack before this skill.
    11Strong Leadership! Characters leadership is unmodifiable.
    12Regeneration! Characters unsurpassed ability to survive and luck grants him the ability of regeneration. Character can try and regenerate any wound at the end of a phase on a d6 roll of 4+!

      Special Ability Chart (for sorcerers): Wizards should roll from this table! Slann Mages may choose which table to roll from!
    2d6 Roll:Receives a permanent bonus of (reroll if character alrady has this bonus):
    2-3Power. Wizard gets to draw 1 extra winds of magic card each magic phase.
    4-5Spell Luck! Wizard may reroll any one of it's magic phase die rolls once per battle!
    6-8Normal Special ability (roll on above table).
    9-10Adept. Wizard may choose to discard 1 winds of magic card each magic phase and draw another.
    11-12Knowledge. Wizard may choose to discard and redraw one spell card at the beginning of each battle.

    Characters earning experience points have all of the benefits of special characters, with the exception that they lose their magic item if run down in combat. Like special characters, experienced characters are repurchased at their last standing if they are available (any turn on a d6 roll of 6). However, they do lose any unused experience points.


    Notes and Special Rules:

    Ariel. Ariel may return to the wood elf capital she came from and replace her wand with a new spell, even if it was destroyed. Ariel can not be bought until round 3, and automatically dies in the beginning of round 10. She does return automatically in round 13 at no additional cost! This represents the seasonal change Ariel is forced to contend with. She dies every 10th round, and returns every 10th+3 rounds.

    Orion. Orion suffers the same fate as Ariel. Orion can not be bought until round 3, and automatically dies in the beginning of round 10. He does return automatically in round 13 at no additional cost! This represents the seasonal change Orion is forced to contend with. He dies every 10th round, and returns every 10th+3 rounds.

    Green Knight. The green knight does not come from a capital, but must be purchased at the beginning of the game and placed in a hex that represents the sacred grove. The green knight can adventure outside of the sacred grove, but must make a leadership test every round to do so. If he fails his test, he must turn back and return to the grove. If the green knight is ever killed in combat, he must return to the grove and remain there for a full turn. After being killed, he may not leave the formal lands of Brettonia, but may move within the borders as before.

    Fay Enchantress. If the Fay Enchantress is killed, the Brettonian player may declare a crusade against the race that killed her (not the entire codex!) This crusade continues until the Fay enchantress reappears. The crusading brettonians all gain hatred against that race.

    Nagash. Nagash cannot die, not even by a weapon that automatically kills. His force of will allows him to return to the undead city on a d6 roll of 5, instead of the normal 6.

    Grom (and other regenerating special characters). Grom�s regeneration allows him to recover faster, giving him a chance of a 5 or 6 to return to the capital.

    Felix and Gotrek suffer a horrible fate indeed. If Felix is ever killed or run down, he returns back to a living Gotrek on a d6 roll of 2+ the following round. If Gotrek is ever run down, but Felix is not, he returns back to Felix�s side on a d6 roll of 4+ each turn he is lost. Note, Gotrek and Felix can only be repurchased if they are both run down. If Gotrek is killed, and Felix is run down, then Felix dies from grief.

    The White Dwarf if allowed, but the rules for this special character must be shared with the other players in advance.

    Special Rules for Dwarves

      Dwarves are excellent miners, and can dig under almost anything. To represent this, when an army of dwarves moves in a canyon or across hills, mountains or peaks, they have no movement penalty beyond 1, and can avoid all of these obstacles. Additionally, dwarves can attempt to find a path under water on a d6 roll of 4+ in any turn. Dwarves can continue seeking passage if they failed the first turn.

    Special Rules for Skaven

      Skaven are also accustomed to digging tunnels, and can dig under everything. To represent this, Skaven can dig through any hex on a d6 roll of 2+, and they have a move cost of 2 through the hex. If they attempt to dig under deserts or swamps, they need to roll a 3+, and they need a 4+ to dig under water. If they fail, roll a d6 for every Skaven unit (except the character unit.) On a roll of 1 the unit is destroyed in the collapsing tunnels. If the skaven fail a roll, they are forced to come to the surface in that hex, unless it is water, where they are trapped underneath.

      Skaven can also attempt to dig under cities if the city has a house. Roll a d6 for each tower or house contained in the city after the terrain has been set up. On a roll of 6 the skaven have found a tunnel beneath the house and can attack from the tunnels beneath it. The skaven player can nominate a unit of troops to attack from the tunnels beneath each available house. At the beginning of each Skaven turn, the player should roll a d6 for each emerging unit, and on a 4+ the unit emerges and is placed in the house or tower ready to move and attack.

    Special Rules for Chaos: Chaos spawn and deamons...

      If a model is turned into a chaos spawn, survives the battle, and the Chaos player is victorious, it becomes a free unit for the Chaos player. It is treated as having movement of 4 for computing army movement allowance.

      If a chaos spawn survives 3 battles it is a candidate demon. If the candidate makes it back to the capital and stays there for a turn, it becomes a demon. It gains the ability to use a chaos gift to re-roll a failed armor save (like normal demons), and when rolling to see where it goes on the battlefield, roll twice and choose which one to use.


    Communication Between Players

    Players may communicate at any time with each other, they may share true or false information depending on the player. Additionally, any deals and contracts made do not have to be honored. However, once troops and settlements are exchanged, the new owner has immediate contro1 of them. It is allowable to make exchanges simultaneous, so two players can agree to trade settlements/units at the same time (hence forcing both sides to honor the deal.) In order for two friendly armies to trade troops, magic weapons, resources (points), etc... the items they wish to trade must be in armies they control within 1 hex of one another. Non-allied armies cannot trade items.

    Notes on some new strategies

    Some interesting new strategies and concepts have come to my attention, and I'd thought I'd share them here. Some players are fielding elite armies designed to suppoort a special character, like the dwarf Slayer Kings army or the Witch Kings army. Fielding hard hitting armies like this really add a new depth to the special characters role in the game. A 2000 point elite army can really mop up the field when the enemy comes merrily in your domain.

    Someone else mentioned the idea of a small artillery unit in a forward hex to "soften" your enemy. You can retreat your artillery units off the field and flee into your main group (who of course has lots of room for fleeing artillery units!) Then in the next turn pounce on your weaker enemy with your larger force!

    In a campaign where two players will share the same codex, then each player has their own set of magic items and and special characters. I know it may seem a little odd to see 2 Gotreks out there, but it happens...

    So far all of the comments I've had have been excellent, and I'm trying to incorporate many of them into the rules. If you see any holes in these rules, or if you have a good idea or improvement, please send them to me!


    Structuring the Game

    To keep things honest,the best suggestion is to buddy allies up immediatly after setup to make sure that multiple magic item rolls, etc. are correct. If this method doesn't work, then make all of the rolls public. It can be disadvantageous for every player to know how many Bad Moon Banners a player has, but sometimes that is the easiest way to handle it. Keep a multiple page lost list and have on it additionally which player or special character it came from. Finding an ogre blade is pretty cool, but finding Morglums dwarf-slayer is more interesting (and pissed of the player who lost the ogre blade to begin with!)

    Each player should have a clean copy for each army they have on the game, and a sheet of paper listing the quantity of each item they purchased and (if they failed a roll) what turn they can next buy the item again.

    Have each player supply about 30 pins with their specific banners and army flags on it. Keep in mind that most players will know where your special characters are anyway, so you might as well name and create specific banners for your world feared elite armies.

    Meet once a week to finish off all of the post combat placements from the last round, as well as the new rounds pre-combat rounds. I believe that a week is plenty of time to give players to resolve the battles. Remember that not every player will have a battle each week, and some may have more than one.