untitled

Basic Rules (rough draft)

 

Each person starts in a randomly determined location.*

* You are welcome to play as many armies as you wish, but you need to maintain a website stating which territories you currently own and what your moves are for each army. Alternatively, I might just build a bare-bones website for each one. That will depend on how much involvement you want.

Supply Centers provide 1000 points except the Home Supply Center; it allows the starting 1000 + you have 1500 bonus points TO START THE GAME. Note that these are an exception to the normal book-keeping rules; the first 1500 points you lose are PERMANENTLY lost.

Thus you could build a 2500 point army or 2 1000 point and a 500 or some other permutation. If you have poor luck and lose say...2000 points and the game, meaning you did not win the territory, you would have 1000 points available for turn 2.

Conversely, if you did not lose a single model and took another supply center, you would have 4500 points! 

Non-Supply Centers provide 500 points.

Each turn select 1 or more destinations. E-mail the Campaign coordinator the following information:
1) Where you are moving from (can be several locations_
2) Where you are moving to
3) How many points you are moving

You are free to change up how armies are composed from turn to turn. For example:
Turn 1, you move 1500 points from Constantinople to Bulgaria.
Turn 2 you move 500 points  from Bulgaria to Greece, 500 points to Albania from Bulgaria, and 1000 points to Vienna from Constantinople.
Turn 4 you move 4000 points from Vienna to Trieste (the 1000 who attacked Vienna, 1000 from owning Vienna, and you take advantage of the "Double Time" rule to move 1000 points each from Greece and Albania)

The only restrictions are:
- no proxies (except unit filler)
- You cannot use more points than places you currently have (except the initial 1500 "buffer")

Double Time
All territories you own are assumed to have exceptional roads, thus allowing you to move any number of spaces between locations you own so long as you can draw an unbroken line.

Any time you enter an unoccupied location, you fight a battle against the larger of: either the points total supplied or the size of your army.
Example: Drew moves 800 points into London, a supply center. Because the supply center provides 1000 points, he will face 1K points of enemy. However, had he moved 3000 points in, he would face 3K points.

When you enter a territory belonging to another player, he has the option of diverting troops that are no more than 5 spaces away. However, the forces he diverts have a chance of being lost.


After building his army, he rolls for each unit. If they are one space away, they are not allowed to participate in the battle on the roll of a 1, if two spaces away they cannot participate on any roll of 2 or less, and so forth.

Each battle fought will fight one of the scenarios from the 8th edition book, randomly generated, or the players can mutually request a special scenario for player v. player (as opposed to player v. neutral) games.

Any outcome specified as a victory in the Warhammer rulebook wins the territory, with draws or losses resulting in the territory remaining neutral or in the hands of the owning player.


All 8th edition rules, including special terrain, are in effect.


The rules are meant to ensure that people can play games of their preferred size and also to encourage the assembly/painting of models to make for a nice looking game.

Feedback requested

Do you think these rules will result in a more fun experience that allows you to play the game size you like? What do you like/dislike/love/hate about them?

Should won territories provide any additional bonus?

I.E. extra points produced, "free" hero, extra power dice...

Check out the rules and links

This is the home for the rule set for the 8th edition Warhammer campaign.

Here you will find campaign rules, links to holdings for each army, pending games, results of games, and anything else I find interesting.

 A few designer notes on the rules; the first edition of these rules, from back in 7th edition,  was meant to encourage people to play a variety of armies, to get in some games with varying forces, to encourage a diversity of games instead of always being the same one over and over, and to see if anyone would try some crazy strategies like sending under-point armies multiple directions to build a large army quickly.

I think it failed for several reasons;

-the games quickly became imbalanced and thus not fun

- too much record keeping

- sometimes not enough involvement in building "neutral" armies ahead of time.

These were the main reasons, though not the only ones.

So I tried to design a much simpler system that would allow for vastly less book-keeping, more balanced games, and the ability of people to scale the size of their games to what they felt like playing while still having some larger goals than a series of one-off games. 

It should result in a lot of balanced games where the neutral players feel a desire to win the game and everyone feels like they actually HAD a game.

It should also result in getting into a "zero-sum" situation sooner, where for say...Kev's Skaven to win a territory, Liam's Beastmen have to lose one, and vice versa, so people have more at stake in the games.

 

I am a bit concerned over a couple of items that seem...well...borderline broken, we will see if they are being abused or not.


Report Content · · Web Hosting · Blog · Guestbooks · Message Forums · Mailing Lists
Easiest Website Builder ever! · Build your own toolbar · Free Talking Character · Email Marketing
powered by a free webtools company bravenet.com