Six of my friends have been getting together over the past few weeks to play a campaign using our own fabricated rule set. It has been tons of fun designing and putting our campaign rules into use. Below are a set of those rules in which I would like the OR community to help us develop our campaign and throw out suggestions to help polish it into a more finalized state. The campaign map that we use is the war of the rings board game map. The map has 4 types of spaces; plains, small villages, larger cities and strongholds. We do not play our campaign using warbands so one leader may run the whole army if you so choose. Game board terrain is set up as close to map as possible. Plains battles are fought until one side is completely dead or retreats. Towns we use ruined walls and there is an objective in the town center. Larger towns are a seige battle using a fort with walls on all sides and a center objective point and strongholds we use a castle with a center objective
Income – 300 Point Start per player Income – Base 50 points per Turn plus additional for land conquered(point values below) Upkeep – 10% of Army Total taken from income per turn Income – Collect only when area occupied linked to Capital (Can link through Allied Territory) Recruitment – Only in Strongholds (Including Occupied) Unit Upgrade – Can occur in any territory in the purchasing phase of any turn Mercenaries – Recruit at 150% of Cost (Recruitment of Units only from Non-Player Teams) Turn Sequence – 1. Priority 2. Event Phase 3. Income and upkeep/Purchase/Deployment/Movement 4. Resolve Battles Point Values and garrison troops defending (note these garrison troops are made up of ruffians and wild men of dunland in unoccupied regions, once taken these garrisons consist of the basic unit of the faction that conquered the region)– 1. Stronghold: 40 pt/turn 200 pt Army w/ Captain 2. Fortress: 20 pt/turn 150 pt Army 3. Town: 5 pt/turn 100 pt Army 4. Village: 2 pt/turn 50 pt Army Movement – Infantry: Move one space Calvary armies: Move two spaces (Allied Territory Movement Doubled) Movement – Armies can move through unoccupied territory (face Attrition) Attrition – Units wounded are not replenished for next battle; Includes Heroes in regards to loss of Might, Will, and Fate Movement – Raiding: Blockade enemy territory (Cut enemy income by half) Movement: Rough Terrain (Forests and Mountains) all units can only move 1 space per turn (unless your army has special rules reguarding these spaces {i.e. cave dweller/ Woodland Creature} Unit Replenishment (become battle ready) – Can occur only in Owned or Allied Territory Movement – Armies movement requires Hero or Captain.
Event Phase – Roll Die to Determine Effects 1: Raided – 25% of land army occupies, 50% of land attacked 2: D3 x 5 pts – Income Loss 3: Double army movement 4: Reduce army upkeep 50% 5: D3 x 5 pts – Income Gain 6: Player gains one Might used to change event phase or can be used in battle (still deciding how to use will and fate on campaign map but you may choose will or fate instead to use in battle.
Battle resolution Retreat – Beginning of following turn once army is broken. Option to retreat only to unoccupied or allied territory, roll for result 1, 2, 3, 4: Unsuccessful Retreat must play another turn in battle can attempt to retreat following turn 5, 6: Successful Retreat Unit Losses – Winning Army: Automatic 50% of casualties are saved, Unit Losses – Losing Army: Automatic Loss 75% of casualties, Roll for Following Losses and Effects 1, 2, 3: Lose Remaining 25% 4, 5: Save 25% and Battle Ready in One Turn 6: Save 25% and Battle Ready If a hero dies during battle roll a separate die for each hero casualty (includes casualty due to failed courage tests) and consult table below Hero Chart – Rolle a die to determine effects of hero death 1: Instant Death 2,3: -1 Wound 4: -1 Courage 5: -1 Fight 6: Loss of one Might, Will, or Fate Conquering Territory- after 3 successful conquests earn1 Player Might, Will, or Fate Siege Equipment- Ladders- One ladder for free for every 100pts of your army ex. 300pt army gets 3 ladders Additional ladders: Take one turn to build, unless you choose to pay 20pts per ladder, then they become effective immediately Battering Ram- Cost 30 pts and it takes 2 turns of siege to build, unless you pay 60 pts it becomes effective immediately Siege Tower- Cost 50 pts and it takes 2 turns to build, unless you pay 100 pts then it becomes effective immediately
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