Written by David Rauscher
Warhammer Campaign is a self-contained campaign system based in the Warhammer World, similar to GW's Mighty Empires. In this game, however, the focus is on strategic-level combat. Following in the traditions of Sun Tzu, players move entire armies around the continent of the Old World, seeking the best offensive or defensive terrain, and trying to capture territory and destroy settlements.
Players represent great Warmasters, commanding their legions into battle. Warmasters must not only be able to fight a good tabletop game of Warhammer Fantasy Battle, but must also learn how to defend their territories, provide supplies and other support for their troops, and plan future investment in men and equipment to maintain your armies.
In upcoming months, Battle Song will include articles on special rules for each race in the campaign setting, with descriptions of their greatest cities and fortresses. There will also be Advanced rules, which will include cut-out cards for random events, campaign level magic, and other random encounters which would confront Warmasters in the Warhammer milieu.
But for now, get your battlemats ready, draw up your maps, and prepare for true war!
It is the spring of 2502 on the Imperial Calender. Dark Elf Arks have been seen floating the seas in ever-increasing numbers, and raids on the High Elf city of Arnhelm in the New World have increased. A new army of Orcs and Goblins, apparently under the control of some new, powerful Orc chieftain, are amassing for the WAAGH! The graves in the southern Empire are suddenly empty, and strange tales say the dead have walked from their own funeral pyres during funeral services and are marching east, where villages are suddenly empty and dark in Sylvania. In cities throughout the Old World, the rat population has suddenly increased, and Kislev has reported the Choas wastes have moved miles south this past winter. Dwarfen miners have mysteriously disappeared, and no reports have been heard from Kazak-Ogruk since the spring thaw. The world moves closer to the brink of a war never before seen by mortal men. The War of Dominion has begun.
Warhammer Campaign is a new series of rules to help players create strategic level campaigns to be played in the Warhammer universe. By combining these rules with standard Warhammer Fantasy Battle, players can move whole armies around countries and kingdoms, from battlefield to battlefield, in epic combat for territories or even whole nations. In a campaign, each player represents a Warmaster, Supreme General of a whole nation or a small principality, with as many armies as he can recruit and with an imperial treasury to spend on military adventures. Unlike the battle, which is won or lost in a single playing session, the campaign can last for weeks at a time - even longer if you want it to. Over several game turns representing weeks, months, or years of real time, you will see your empires expand, your armies fight battles (lots of them!) and your coffers swell as trade and conquest bring riches into your capital.
With an ever-expanding series of Advanced Rules, these Campaigns can become larger and more complex, allowing experienced gamers to begin to worry about the day-to-day tactical situations that experienced generals must face when forced to engage the enemy in protracted campaigns across whole continents. With additional campaign scenarios soon to be added, players can re-create such famous campaigns as Emporer Nafoleat's ill-timed sojourn into Kislev (an error repeated 100 years later by Duke Adolfus), Eltharion's defeat of the Goblin horde of Grom the Paunch, or Thorn Az-Trach's desperate campaign against the Skaven menace.
Warhammer Campaign is designed to be played by 2 or more players, working in allegiance or as opposing forces, representing armies from one or several different races. While the rules are designed to work only with Warhammer Fantasy Battle, its contents are complete enough to be played as a stand-alone game (with some minor modifications). Once a campaign map and scenario have been designed, play proceeds in Turns, each Turn representing a week in campaign time. Each game Turn consists of five phases:
Each player must complete each phase before play proceeds to the next. In this way, the game actions occur "simultaneously." Once all players have completed each phase, the game turn is complete.
Creating a scenario can be the most entertaining - or the most monotonous - part of the campaign process. In most cases, it would be best to have a friend or third party (or fourth or fifth party, depending on how many players are participating in the campaign) design the format and maps for the campaign. Designate this member as the GM - Games Master - and consult the Games Master for rule clarifications or rule interpretation problems over the course of the campaign. If no Games Master is available, it is probably better to start with one of the included scenarios, as these have been balanced for playability. After players are used to the rules, it should become easier to design and create your own campaign scenarios and maps.
Creating a scenario involves several steps: Creation of the background story and the map; agreement on the total campaign army size (20,000 makes for a good protracted campaign) and the victory conditions; and finally create your armies and place them on the table. These steps are described in detail below.
The first step of any campaign is to create a story. The background to this story is all up to the players' creativity. It could be the assault of Kenchus Cain, the Skaven Outbreak, the Fight for Bleak Pass, or any other scenario taken from the Warhammer history sections of the army books, or from a popular work of fiction, or any other source. Use your imagination!
The next step is to use this story to design a map. Maps should be drawn on a hex map (the counters included are designed for a 1" hex map). You can buy very large hex sheets - 3 feet x 4 feet -from game stores, hobby stores, or Rider On-line (see our section on stores elsewhere on the web site). Draw in swamps, mountains, hills, or other terrain features you might think are appropriate. Next, break the map into territories - territories represent small areas of land, usually centered around a settlement. The importance of territories will be explained later, but they should be approximately 10-25 hexes in size. It doesn't matter if the lines drawing the territories are crooked or straight. Again, make a map of a pretend kingdom, or whatever, with its little fiefdoms, trade centers, etc. Then add any towns, cities, villages, or fortresses, no more than one per territory. (Remember that these items all have their own points cost, which will need to be taken into account when determining army sizes. If you plan on playing a smaller campaign, too many villages and towns will quickly eat up your points allocation!)
While hex-based maps make playing the game easier, you may wish to play campaigns on pre-generated store-bought maps. These have the benefits of ease-of-use (you can buy big maps), and beautiful terrain (provided you don't simply purchase a highway map). To use a map instead of hexes, simply convert hexes to inches. They're entirely interchangeable!
Typically, a campaign will have 20,000 to 50,000 points worth of troops allocated for its execution, depending on whether you're looking to prosecute a major, empire shattering campaign, or a minor border battle. When deciding on the points values of each player, make sure you take into account any villages, towns, cities, or fortresses under any given players control. Points costs for these population centers, and militia units included within those centers, are included below. Additional structures can also be purchased before play begins. These include Wizard's Towers, Stone Circles, and other special buildings. Rules for these special structures, and their costs, are provided below and in the Advanced Rules.
Population centers are the focus of a country's operations. Where races gather their people for community, mutual protection, and self-enhancement, true power can be concentrated, armies can be built, and nations can be founded or conquered. There are six basic settlements in Warhammer Campaign, protected by militia or an army garrison.
Villages and Hovels, and other small communities
Cost: 100 points + the cost of its militia units (maximum 250 points).
A village is a small community, usually committed to gathering the food or other raw materials to be distributed throughout the land to the larger urban centers. A village consists of d6 buildings, 1 champion, and 1 militia unit.
Towns and Lairs, and other medium-sized communities
Cost: 250 points + the cost of its militia units (maximum 750 points) + 100 points for wood palisade (optional).
Towns represent even larger population centers, usually agrarian based, but with a few merchants and professionals. A town is generally a major focus of trade, where raw materials from the villages and finished goods from the cities are brought to be traded and redistributed throughout the realm. A typical town contains 2d6 buildings, 1 lord level character, 1 champion, 2 militia units (one of which may be a unit of elites), 1 cavalry unit, and on occasion, a wooden palisade.
Cities and Warrens, and miscellaneous large population centers
Cost: 500 points + the cost of resident forces (up to 1,500 points).
A city is a large milling mass of tradesmen, professionals, craftsmen, politicians, lawyers, and other centers of power. A city represents the wealth of the realm, where the best and brightest can live at the expense of others. Most cities have 3d6 buildings, 1 general, 1 lord, 3 champions, 3 militia units (2 of which may be composed of elite troops), 1 unit of cavalry (which may be elite), 1 "special" unit (usually a war machine), and will always have a stout stone wall with several gates.
Capital City
Cost: Free + cost of army and militia stationed there (up to 2,500 points).
Players may have no more than 1 free capitol city. A capital city is the heart of the realm, and in all races it is the grandest of all their cities. While a capital city has its own standing army, they are sworn to protect the capital above all others. Therefore, no more than half of your capital's army may ever leave the territory of the capital city. Because of its social and politic center, if not trade center, capitals generate substantial extra revenues.
Fortress
Cost: 1,500 points + cost of army stationed there.
A fortress includes a castle with walls and towers with a towered keep at its heart as the last line of defense if the outer walls are breached, plus up to 2,000 points of troops can be kept within the fortress walls, but more can be stationed outside the wall. At least 1 general must be purchased with these units.
Border Tower
Cost: 500 points + cost of army stationed there (maximum 1,000).
A Border Tower includes a large stone tower, often with a surrounding wall and a few buildings (stables, guardrooms, etc.), containing no more than 1,000 points worth of troops. 1 Lord level character (or higher) must be present to lead them, and will act as their general.
Victory conditions, again, are really up to the imagination of the players. It could be, for example, a battle to the death. Or, maybe one player has to try and capture the capital of another player's kingdom. Perhaps there is merely a personal vendetta, and one player needs only find the other's ruler and slay him (wars have been fought for far more absurd reasons.)
If you wish to fight a war, but want to limit the time period (or length) of the campaign, following are some useful rules for deciding on a winner. If you wish, you could even roll a d6 and decide what the campaign goals will be randomly. A good campaign on a small sized map, for example, could last 6 months (24 turns).
War of Conquest
Players receive 1 point for each territory under their control at the end of the game.
War of Destruction
Whoever kills the most troops, wins! Receive 1 point for every 1,000 points in troops killed.
Invasion (or, "Y'know, I'd really like to visit Kislev...")
The invading player must capture the defender's capital.
The Art of War
Players receive one point for each battle they win.
Family Squabble
Blood is thicker then water. It seems King Penleck (or War Boss Ugluk, or whoever) is dead. Each territory has aligned themselves with one of the competitors, leaving the kingdom a patchwork quilt of loyalties. Create a country with it's territories, then randomly select which territories are under either player's control. At the very center, place a fortress - the capitol - which will defend against any player who tries to take it. As soon as any army is defeated, they will switch their allegiance to the victor, and survivors will fight for their banner. Battle for possession of the kingdom.
The Race to the Cauldron Temple
Explorers return to your kingdom with news of a mighty magic item waiting in a temple positioned on the border of your country and your foes. You and your opponents castle are on opposite sides of the map, at the edge. Both players armies rush to take the temple in the middle. The temple is defended by 1,500 points worth of neutral troops. The first General (not a typical army General, but your ruler) to enter the temple gets a powerful magic item - fight it out.
The primary unit in Warhammer Campaign is the Army. Armies are represented by counters, each containing no more than 5,000 points worth of troops. These armies are moved about the map in order to explore unknown lands, meet and defeat enemy armies and attack enemy settlements. Inevitably there will be battles, as rival players clash over disputed territory. When two armies meet on the map, the resulting conflict is played out as a Warhammer Fantasy Battle on the tabletop, using appropriate model armies. Obviously, the battles won't always be fair, with equal forces engaged on both sides. Sometimes they will be distinctly unfair, but that is all part and parcel of the campaign. Tiny forces will get cut off, and small bands of warriors will be forced to fight a heroic defense in the face of overwhelming odds. There will even be occasions when small armies beat much larger forces, turning the tide of history by some outstanding deed of valor. All this is part of the fascination of a campaign in which the results of your battles influence the entire course of history and determine the fate of whole nations.
Before the game begins, place all your armies on the table. It would be best to divvy the points allocated to armies and merely assign the value to an army chit to begin with. For example, you might note that this army has 3,000 points of troops, another 1,500, etc. Place the armies about the board, trying to place no more than one army in each territory under your initial control. (Depending on the scenario you are playing, this set-up may not be possible. This practice is merely encouraged to represent a more even distribution of troops throughout a realm.)
During a campaign, you will generally have several large and small armies moving about the campaign map. These armies are not restricted to the normal percentage rules found in the Warhammer Army books, those at the beginning of the list limiting how much can be spent on characters, etc., but are instead subject to the following qualifications:
Selecting 20,0000 to 50,000 points worth of troops all at one time can be a bit time consuming. Instead, players should allocate points values to each of your armies - for example, by creating armies that simply list the points allocated to them. You may wish to get a bit more specific - for example, you may label one army as 2,000 points worth of cavalry, and use it as a heavy forward scouting army, or an army you will keep in reserve to throw against an enemy army that attempts to approach while your main force is engaged.
Over the course of the game, the exact composition of your armies can be drawn up when they first enter combat, so long as they do not violate the pre-assigned point values. This way, your armies exact make-up can be defined as the game progresses, rather than all in advance (though you can certainly draw-up the exact make-up in advance if you wish). After the battle, the units that survive are "set," they are not converted back into points. For example, when your 2,000 point cavalry army first enters combat, only cavalry (and mounted characters) may be selected - you can't all of a sudden decide there's a unit of halberdiers in there. Those that survive the battle will make up the composition of that army for all time. For example, if your army had 3 units of knights and 2 heroes, the next battle they fight (and in every battle thereafter) the army will still have 3 units of knights and 2 heroes (unless, of course, some are killed... ).
Miniatures or Cardboard Counters...
In upcoming issues of Battle Song (and on the Web site) we'll provide counters for all of the units available in Warhammer Campaign. In the mean-time, you can design your own, or (a method we prefer) substitute the cities, fortresses, and "banners" used in Mighty Empires. (You can still order the plastic sprues and miniatures direct from GWUK.)
As mentioned earlier, the game turn (1 week) consists of 5 different phases. During each phase, each player must complete their actions before any player may proceed to the next phase. For example, each player must make all of their movement during the Movement phase before any player can proceed to the Combat phase. For every phase but the Movement phase, which player acts first is unimportant. For the Movement phase, and at any time where there is a debate about who should act first, use the following list. It is suggested that you go through each race one-by-one during each phase just to avoid confusion and to clarify players actions. (Note: Depending on the campaign scenario, the action sequence might be pre-determined.)
1. Chaos
2. High Elves
3. Dark Elves
4. Wood Elves
5. Skaven
6. Humans
7. Orcs & Goblins
8. Chaos Dwarfs
9. Dwarfs
10. Undead
During the Upkeep phase, military leaders make their strategic decisions for the next campaign turn (or 1 week period). The Warmaster must know where and when his armies may be needed, and allocate his resources accordingly. He may purchase baggage trains to supply a push into enemy territory, or hastily recruit new troops to defend against an impending attack. Players make the following decisions during this turn:
1.Reorganize armies
2.Spend gold
3.Draw an Event Card
The Map
To win at Warhammer Campaign, you must conquer and control your enemy's territories. A territory represents an artificial region defined by natural geologic barriers or borders, settlements loosely affiliated with a village, town, or city, or an unexplored region, or anything else that comes to mind. The game territories may be divided into hexes, each hex representing approximately 25 miles of terrain, or you can use a one-inch scale.
Sometimes during the game, an action will cause an army or other marker to be moved "randomly" about the game board. This might be used when, for example, a retreating army can not move toward the nearest settlement. There are two options - roll a scatter die to determine the approximate direction, or, if using hexes, roll a d6 and consult the graphic to the right.
In the beginning of most Warhammer Campaign scenarios, some of the territories will be controlled by each of the players. Remaining territories - most probably lying between the two countries - are largely unexplored and uninhabited. These will have no settlements, or at least neutrally aligned ones, and will be a source of random encounters discussed in the Warhammer Campaign Advanced rules.
Each territory under the control of a player should be marked with a control marker. (Control markers are usually chits with the name of your race, or a picture of your battle banner, or whatever, on them.) As new territories are explored or conquered and brought under your control, you mark them with a control counter to show who may collect food and taxes from the territory. To bring a new or enemy territory under your control, all enemy units in the territory must be destroyed. If the territory includes villages, cities, or other population centers, they also must be captured before you can enforce your control. (See the rules for Attacking Population Centers in the Combat section, below, to learn how to capture a settlement.)
Sample Territory
During the Upkeep phase, and the Upkeep Phase only, the players may reorganize the composition of their armies: they may separate units and characters to make new armies, and assign patrols and scouting parties.
To create a new army, simply remove the unit(s) and character(s) from their current army or location - basically by crossing their name or points values off the army list - and place a new army chit in the same spot. List the army on a piece of paper as you did during the set-up phase. This "new" army may now move and fight on its own.
The purpose of Scouts and Patrols are described in greater detail later. Suffice it to say that they help protect your army and allow you to locate and analyze enemy forces - no good leader should be without them. Any units to be used as scouts or patrols are assigned those tasks during the Upkeep phase.
Players collect "taxes" every 4 weeks (1 month) during the Resolution phase, but the funds are spent during the Upkeep phase. You don't have to spend all of your income during the Upkeep phase immediately following tax collection, but you may if you wish. In fact, you can spend all, some, or none of your gold in any given phase.
In Warhammer Campaign, gold represents not just the material wealth of the kingdom, but its manpower and raw materials as well. To make your gold manageable, the Warhammer Campaign economic system divides gold into subunits of silver and copper. 2 silver coins are equal in value to 1 gold coin, and 5 copper coins are equal to 1 silver.
LORD DENTHELM'S CURRENCY EXCHANGE
1 gold = 2 silver = 10 copper
Gold may be spent during the Upkeep phase, and used to purchase new units, characters, and war machines, as well as special Warhammer Campaign units such as Messengers and Baggage Trains.
Designing Your Campaign Map
As mentioned in the rules, you can play a Warhammer Campaign on either a 1 inch hexed map, or a plain map measuring movement in any direction in inches. If you want to use a hexed map, you can buy a large hexed sheet from a local hobby store. (Chessex makes an appropriately sized 2.5 ft. x 4 ft. one inch hex map. You can purchase this on-line at Ryder's Hobby Store for about $10-$15.) If you want to have complete freedom of movement, or you're pinching pennies, just use poster board from a local arts supply store.
With a black pen, separate the map into territories - 25 or so hexes per territory, or about 25 square inches - that is, 5 inches by 5 inches, or 6 inches by 3.5 inches, etc. Don't worry about bisecting a hex - if an army or other unit (described later) is in any hex with a border line bisecting the hex, the hex is considered to be in either territory, as the controlling player desires. Also, don't worry about making overly large or small territories - in fact, the more variety the better.
Once you've drawn the territory lines (an coastlines, if you so desire), you can add rivers, roads, forests, mountains, hills, deserts, etc., as you see fit.
With a little work, you can even replicate a portion of the Warhammer world on your map. Tape the poster board or hexed map onto a wall. Then project a copy of the Warhammer map (either the famous map from White Dwarf, or a section(s) of map from the Army Books) using an overhead projector and a map photocopied onto transparencies (or simply hold it in front of a bright desk lamp) and trace away!
For those without access to any of this equipment, simply photocopy a Warhammer map. Draw a 1 inch grid on the photocopy, and draw a 5 inch grid (or more or less, depending on the scale) on the poster board. Now simply copy from one grid to another freehand. (This is a trick I learned in art school - the grids help you avoid radical changes in resizing that often occur when you try to copy something freehand.)
Gold Purchase Table
Purchase Cost
Recruit Troops: Players may purchase new units, characters, magic items, and war machines, chosen from the appropriate army lists. 1 copper for every 50 points or fraction thereof.
Baggage Train 2 coppers
Supplies: Supplies include food, water, spare arrows, horses, and the other essentials necessary to keep an army on the march. One unit of supplies is sufficient to provide for 1,000 points of rank & file for 1 week.
1 copper
Hire Mercenaries: Mercenaries are a valuable, though unreliable troop type often employed by desperate rulers. Special rules for mercenaries are covered later in the rules.
Varies.
Messengers Varies
If players are playing the Advanced Rules, each player may draw one event card from the Event deck at the beginning of their turn. A player can play one of the Event cards in their hand anywhere on the board, or as per the instructions on the Event card. They may be played at any time during the game, either in your turn or during another player's turn. Event cards and the Advanced Rules for Warhammer Campaign will be introduced in an upcoming issue of Battle Song.
"Always expect the unexpected."
- Common Skaven Warlord expression
The Warhammer world is huge and untamed. Even within the might Empire's heartland, large swaths of land remain unexplored and undisciplined. Within the unexplored territories of the Warhammer world lie ancient ruins of civilizations long dead, treasure hordes and monster warrens, rich veins of precious metals, and other wonders even more unimaginable. In Warhammer Campaign, these random events, as well as the great magics which can be leashed on the world, are handled in the Effects phase via Encounter Cards. Great Magics are also made during this phase.
Encounters are resolved after the movement phase, before engaging in combat. Encounters are triggered when a player's army first enters a previously unexplored Encounter hex. Encounters are covered in the Warhammer Campaign Advanced Rules supplement, which will be introduced in an upcoming Battle Song magazine.
"Never anger a dragon, for you are crunchy, and you go well with Brie."
- Recorded by the Wise Mage Robert M. Fein
The spells conducted on a battlefield are some of the most powerful magics that can be performed by spell-casters acting as individuals. Magic which can actually affect miles of terrain, or even whole territories, is beyond all but the strongest of wizards, and normally can only be conducted by several wizards acting in conjunction. In the Empire, even the simplest of these spells are ritualistically performed by 12 wizards acting in concert, lending their magic to one powerful wizard lord acting as a focus. Even with so many wizards, casting such enormous spells can be extremely dangerous, and has led to wizards being destroyed by unimaginably powerful forces, often sundering whole towns with them. Rules for Campaign Level magic will be made available in next month's issue of Battle Song.
"The key to victory is getting there first, and with the most elves."
- Warmaster Ar'ee'lea
The Movement Phase is probably the most important phase in the game. While winning your battles is the key to victory, the key to winning a battle is to ensure you have the superior numbers, in the best position, at the right time. A player must be able to get to the battle, or get away from it if a conflict would be disadvantageous.
Moving in Warhammer campaign consists in expending "movement points." An army has a number of movement points equal to the Movement value (M) of the slowest unit in the army. If you are playing on a hex map, moving from one hex to another costs one movement point. For a human army, for example, the typical army will have 4 movement points; therefore, the army can move four hexes during their movement phase. If you are using and inch scale map, armies may move 1 inch per movement point. Under the advanced rules, various terrain features will affect the number of movement point an army must expend to move from one hex to another, so that an army marching through mountains, for example, could not move as quickly.
Units are moved one at a time. When a unit has completed its movement, it may not be moved again, even if there were left-over movement points remaining. It does not matter which armies or units you move first, though it is suggested that you move independent scouting forces (discussed later in the rules) before moving other units.
Armies are units of no more than 5,000 points. This 5,000 point limit represents the maximum feasible concentration of soldiers in a hex. An army on the march, with its stragglers and supply wagons, arms-smiths, medicines and field medics, its need to forage for food and other supplies and to set-up encampments on strategic ground, all demand a significant amount of space.
An army, even when moving at a Forced March (see below), will always have some units marching in advance and to either flank of the main body. This "Zone of Influence" extends into each hex adjacent to the army (or a 1" radius). Any opposing army moving into or through the Zone of Influence must expend twice their normal Movement Points (their movement is cut in half).
Movement Phase Actions
There are several actions which an army can make during the movement phase other than simply moving: these include forced marches, sending out patrols, preparing defensive works, and setting ambushes. Each of these is described below.
Patrols
Patrols are established to perform two functions: To secure the armies flanks and van while on the march, and provide protection for the encampment while in bivouac. Any units of your army may be designated as Patrols when an army is first formed, or in any turn during the Upkeep phase.
Patrols extend the Zone of Influence of an army to 2 hexes or 2 inches. Any enemy army trying to pass into or through a hex within two hexes of the army must expend twice their normal movement points.
Patrols are also scouting the terrain for signs of the enemy and to warn of traps and other dangers. When an Ambush is revealed by the opposing player (see below), add d6 to the roll on the Ambush Result table.
Fast March
Under a Fast March, an army moves as quickly as possible, while still maintaining their health and resilience. While on a fast march, an army cannot have any Patrols. However, unlike a Forced March (see below), no fatigue penalties are assessed. While on a fast march, an army may increase their movement allowance by half. For example, a typical human army would have 6 movement points and could move 6 hexes over regular terrain instead of their normal 4.
Forced March
During a Forced March, an army moves throughout most of the day and night, taking only brief and occasional rests. On a forced march, an army can cover vast amounts of terrain in a very brief period of time. If an army declares that they will make a forced march on their turn, they may double their number of movement points, i.e., a typical human army would have 8 movement points instead of 4.
As a result of this rapid and tiring passage, an army making a Forced March increase their fatigue on every turn they force march until they rest (resting consists of spending one full turn doing nothing). For each point of fatigue accrued, armies suffer more and more severe penalties, until eventually they pass out from exhaustion. The exact effects of fatigue are listed under the special campaign rules for each race.
Ambush
To lay an ambush, a player must designate which troops would be sent on the mission. Draw up an ambush list, composing the ambush of units from one of your armies. The ambush may consist of no more than 1,000 points. The ambush may be assigned either in the territory in which they were created, or in any territory adjacent to it. Write down the name of the territory where the ambush is hidden.
Whenever an enemy army enters the selected territory, they are susceptible to ambush. At any time during the movement phase, the player may declare that they have set an ambush, and they are revealing it. The player who set the ambush need not spring the trap the first time, or at anytime, an enemy unit is in the territory. They need spring the trap only at their own discretion. Once the ambush has been announced, roll 2d6, and consult the following chart. If there is a patrol with the army being ambushed, add an additional d6 to the roll on the Ambush Result table ( i.e., roll 3d6).
Ambush Result Table
Die Roll Result
5 or less Complete Surpise! - The defending army is deployed in the center of the table, at least 12" from any edge. The ambushing party may then deploy anywhere on the table, but never less than 6" from the party being ambushed. The ambushing army moves first.
6-9 Advanced Warning - A snapping twig or other sign uncovers the ambush just before they launch their attack. The ambush party gets 1 full turn of movement and fighting.. The ambushed party may only defend - they may not attack or cast magic spells other than a dispel.
10-14 Ambush Discovered - Deploy armies according to the normal rules.
15+ Reverse ambush - "Shhh! Be vewy vewy quiet. We're hunting gobbos." Patrols discover the raiding party in time to prepare a surprise attack. The intended ambushers become the ambush. Follow the normal rules for ambushing.
Prepare Field Fortifications
Instead of making a move, an army can choose instead to spend its entire turn building field fortifications. Such defenses typically consist of ditches, earthen walls, pits with stakes, walls of stakes, ramparts, and troops laying in ambush. Such defenses are usually prepared at strategic crossroads or other important points of attack. If an enemy attacks an army in prepared defenses, the defending player sets up their forces first within 24" (rather than 12") of their table edge and lays out all the terrain, including defensive positions as outlined below. The attacking player then places their forces on the field. Battle proceeds as normal.
If the defending army ever moves from their defensive positions, all defenses are removed; even if the army returns by the end of the turn, new defenses will have to be built - requiring an entire movement phase. For every 1,000 points of troops, the army may build the following:
Earthen Walls - Earthen Walls are just that - short mounds of dirt and stone, behind which a unit can defend against advancing attackers. Earthen Walls should be treated as a defended obstacle, meaning that enemy troops must roll a 6 on a d6 to hit.
Stakes - A prickly wall of stakes is usually made from thick branches and small saplings sharpened to a point and fire-hardened, or spare spears taken from the baggage carts or the fallen, placed into the ground at an angle facing the oncoming enemy. Any unit charging into the stakes from the front will suffer d6 S4 hits. The defenders may charge out from behind their barricade without any problems.
Ditches - Ditches can be easily dug with swords, axes, or even the spare shovels kept in baggage carts for digging fire pits. Ditches are made several feet deep, and are often filled with spikes and other nasties for any stupid enough to fall in. Ditches are considered impassable terrain. Any model entering a pit (by a compulsory move, for example) suffers a single S3 hit, and is trapped in the pit. While in the pit, all attacks against him are made as if on high ground and behind a defended obstacle, meaning the model in the pit must roll a 6 to hit. If they remain immobile, doing nothing for one full turn, the model may be placed on any edge of the pit at the beginning of the next moving phase - its movement is complete for that turn.
Hidden Units - Hidden units receive the same bonuses as an infiltrating unit (except, as defenders, they are deployed first). The hidden unit may not be targeted in any way - hand-to-hand, missile, or magic spell - until they move, attack, or fire first themselves.
Trap - Traps are often laid about the expected attack route of the enemy. A trap may be a precarious pile of rocks, or a rigged log, a volley of trip-wire set crossbows, caltrops, or a covered pit. The exact form of the trap is immaterial. After both armies have been deployed, and before the first move of the battle, the defending player may choose 1 enemy unit to have fallen into a trap (no characters or war machines). The selected unit immediately suffers d6 S4 hits.
Hasty Defense
An army can move and still be able to prepare a hasty defense. This is often done when an inferior force seeks to avoid an inevitable combat, and opts to move to better defensive terrain. An army doing so may expend up to half of their movement allowance during the movement phase before digging into their positions. As under the Prepared Defenses rules, the defending player sets the terrain and deploys their own army first. They have less time to prepare their defenses, however, so they may choose from a more limited selection of defenses:
Rest
Instead of moving an army, players with armies that are fatigued or are otherwise in need of recuperation may Rest. So long as the army is not attacked or forced to move for the remainder of the turn, the army may reduce its fatigue level at the end of the turn, during the Resolution phase.
The militias found in villages, towns, and cities represent permanent garrisons and citizen-soldiers sworn to protect their home and nothing else. While these units may leave their home hex, they may not move beyond their territorial borders unless their home is destroyed, or they receive a message for help from another territory (see the Special Rules for Messengers). The units attached to fortresses are fully-trained fighters. While it is rare for a Warmaster to leave a fortress unprotected, the fortress is not a loved home; units are simply stationed there. Armies stationed at a fortress or border tower need not stay within the fortress or territory if the General wishes to leave.
Whenever two or more armies occupy the same hex at the end of the movement phase, there is a combat. Combat is conducted as a regular WFB battle, on a 4' x 6' or 4' x 8' tabletop. However, various rules (such as the Ambush and Scouting rules) impact either the terrain set-up or the deployment rules of the battle. If your map is drawn with terrain features (and you are using the Advanced rules), the battlefield should resemble the terrain of that hex. For example, if the terrain is Hills, then there should be several hill pieces, maybe a few trees, and some rocky (difficult) ground. If the terrain is Forests, then you should have several large stands of trees, maybe one hill or a river, and several large clearings.
Casualties taken in a Warhammer battle are not necessarily killed. Rather, they may have been slightly injured or simply knocked unconscious, or they may have been permanently maimed. During your battle, keep all of your casualties off to one side, and any troops which fled the table off to the other. After the battle, but before you put your troops away, roll a d6 for each model and consult the following chart. (It sounds like a pain, but since there are no modifiers based on troop type, you can roll for an entire unit. The whole process takes less than 5 minutes.
Character models may subtract 1 from the "Killed" Model table. They never have to roll on the Fleeing Model table.
Casualties Result Table
Die Roll "Killed" Model Fleeing Model
1-2 Slightly injured: The model may fight again on their next turn. Regains composure: Model meets up with the rest of the army after the battle.
3-4 Seriously injured: The model will be ready to fight in 4 weeks (4 turns). Disgruntled: After 2 turns, the model rejoins the army, largely because it is dependent on it food and supplies.
5-6 Permanently maimed or killed: The model is removed from play. Post-traumatic stress: The model flees for good, never to return.
The victor reaps his own rewards - surveying the field of battle with a routed foe, both the winners and the losers in Warhammer Campaign will suffer the slings and arrows of a battle lost or won - a defeated army will be demoralized, and a victorious army will receive strategic advantage and the field of glory. Victory points for the battle are calculated according to the typical Warhammer rules. The side with the most victory points has won the battle, but may not have achieved all their objectives or destroyed their enemy. Other factors will determine the decisiveness of the victory and its strategic outcome. Consult the following table to determine the victor's rewards.
After each battle, all armies that fought in the battle must increase their fatigue level by 1, whether they won or lost. (As mentioned below, the defeated army must increase their fatigue level by an additional +1, to represent the decrease in moral, for a total of a +2 increase in fatigue.)
Campaign Victory Points Table
Winning the battle. Calculate VP's according to the Warhammer rules. 5 V.P.
You won the battle by at least 2x as many VPs. 2 V.P.
Enemy General slain, fleeing, or fled the table. 1 V.P.
You General is slain, fleeing, or fled the table. - 1 V.P.
Enemy Army Battle Standard captured. 1 V.P.
Your Army Battle Standard captured. -1 V.P.
Breaching enemy defensive walls of a town, city, or fortress 1 V.P.
(i.e. destroying a gate or section of wall, or otherwise physically entering the city except by air.)
Attacking an enemy defending from Prepared Defenses or walled town. -2 V.P.
Attacking an enemy defending from behind the walls of a city or fortress. -3 V.P.
Defending from Prepared Defenses, or behind the walls of a city, town, or fortress. 1 V.P.
Capturing a city, town, village, fortress, or border tower. 1 V.P.
(A settlement is captured when enemy units occupy any part of the settlement and all units within the population center's boundaries are destroyed or are fleeing.)
Defeating a hated enemy 1 V.P.
After determining the victory points, consult the following chart for the outcome of the battle.
Battle Result Chart
Victor wins by... Result
3 victory points
or less Draw or Pyrhic Victory. If the attacking player is the victor, the defensive player retains control of the field, but will receive an additional fatigue point. The attacking army may move to any adjacent hex, or remain in place to fight again next turn. If the defending players hold the field, the results are as per a Victory, below.
4 - 7 victory points Victory. The losing army moves d6 inches / hexes toward the nearest friendly settlement. If there is no clear escape route, the army may stay in the same hex as the victor, and they will fight another battle next turn. The defeated army suffers an additional fatigue point.
8 + victory points Overwhelming Victory! The defeated army must add 1 to all rolls on the Casualties Result table. In addition, all war machines and baggage are lost. The defeated army moves d6 inches / hexes toward the nearest friendly settlement, and suffers two fatigue points. If there is no clear escape route, the army is destroyed.
Defeated armies receive an additional fatigue point each time they lose a battle. Fatigue may be decreased only by resting for an entire turn.
Prisoners
War in Warhammer Fantasy Battle is merciless - no quarter is given, and none is expected. Prisoners taken are killed, unless they can serve some use in the slave pits. However, even in this era of intense bloodshed, some prisoners are just too valuable to kill. Any character model in the losing army, other than champions, rolled as "killed" on the Casualties Result Table, may be captured by the army holding the field. On a d6 roll of 1, the character was either saved by your healers, or simply drubbed unconscious during the combat, and is now a prisoner. On a 2 or more, the character is dead.
A prisoner may be held for ransom, to be paid from the opposing players treasury. At the beginning of each turn, during the Upkeep phase, each player should write down the amount they offer in ransom, while the other writes down the amount demanded for his return. If the amount demanded by the ransomer is less than or equal to the amount offered, the amount offered is received in payment and the character is returned. Roll a d6 - on a 1 to 3, the character is even returned alive! (and, on a 4 or more, the character is killed in transit). Place a ransomed character in any of your settlement.
Booty
An army lives for the booty that can be scavenged from the dead. The pay (if there is any) in most armies is barely sufficient to feed themselves, let alone retire on. And then you need coin for gambling, wenching, and wine, as well. The best source of coin lies amid the torn and tattered remains of the defeated.
The army in charge of the field at the end of the Combat phase (usually the winner, but a defender of a settlement or prepared defenses may manage to keep the field even if they lose) should roll on the Booty Table for each friendly and enemy baggage train present at the beginning of the battle, and for all magic items held by dead characters from either side.
Booty Table
d6 Result
1-3 Recovered by the victor (or army in charge of the field.)
4-5 Item or baggage train is lost or destroyed, and may not be recovered.
6 Recovered by the defeated army (or from the army chased from the field).
"My left flank is retreating and my center collapsing. Situation excellent, I shall attack."
- Marshall Foch
Hasty Attack
An army which moved at a fast march or a forced march this turn and has ended their movement in the same hex as an enemy army is said to be making a hasty attack. In a hasty attack, little has been done to scout the battlefield or rest the troops. While a reckless move, a hasty attack is sometimes necessary to destroy an immediate and deadly threat. Remember that a fatigued army entering combat suffers penalties during the battle. In addition, an army making a hasty attack will suffer severe penalties as they march into unknown terrain without sufficient knowledge of the threat or their enemy's disposition. Therefore, if you are playing the Advanced rules, any army making a Hasty Attack is automatically Outscouted.
Attacking Population Centers
To attack a settlement, move your army onto the settlement hex, and fight a normal WFB battle. (Consult the settlement structures and defenses information provided in the Set-Up section, above.)
When an army threatens your home and livelihood, all races will fight back with renewed vigor and hatred, fighting tooth and nail to destroy the invaders. Because of this, all local militia units, fighting in their own settlement, receive a +1 modifier to their LD rolls throughout the battle.
If the attacker wins, the settlement is Razed. A razed settlement is decreased in size (from a city to a town, from a town to a village, a village is Destroyed), and one Refugee unit is created (see below), which may immediately make one move. A captured population center will function as normal, providing supplies and gold (at the reduced level, of course) for the occupying army as long as a detachment of at least 500 points is left to enforce control. (A little torture goes a long way.)
Looting - Looting, burning, and destroying is (at least to most soldiers) the greatest part of war. An army which attacks and defeats a settlement may immediately receive food and supplies as indicated:
Refugees - Refugees always move with 6 movement points (a forced march), minus or plus any terrain effects if playing the advanced rules. If the Refugee group is attacked, it is destroyed. When the Refugee population enters a friendly settlement, it is absorbed, donating one copper and one supply to the settlement. If the Refugee group is destroyed, the attacking army gains one copper.
Destroying a Settlement - By remaining for 1 extra turn, an army can destroy a settlement. Destroying a settlement means demolishing buildings, tearing down walls and fortifications, killing all captured civilians, salting the ground, and otherwise making the settlement entirely uninhabitable. An occupying army which does not move or engage in combat for one full turn may destroy the settlement. Remove the settlement from the map. The settlement may not be recaptured or rebuilt.
Sieges - To begin a siege, an army should move into the same hex as the settlement they wish to besiege, and declare a siege. If there are any forces in the settlement outside the walls, a WHFB battle must be fought first. Once besieged, a settlement is forced to live off its own stockpiles until they are relieved. Sieges represent a more time-consuming, but less costly, means of taking enemy cities.
The special rules for sieges from Citadel Journals #4 and #5 should be used to conduct all attacks on walled settlements, with a few modifications as follows: while new troops can never be placed outside one of your original settlements, siege equipment (towers, mantlets, palisades, burning oil, etc., but not special war machines such as rock lobbers) can be built, make-shift, anywhere. Therefore, siege equipment purchased in the Upkeep phase can be placed with any army anywhere on the board during the resolution phase.
While the Siege rules in Citadel Journal run in days, each turn in Warhammer Campaign represents a week - a siege is not necessarily an attack every day. Each turn, during the Combat phase, the besieging and defending players should write down what their forces are going to do this turn. During the Combat phase, each player must act according to their written options.
The besieging army can declare what it will do this turn: either attack, bombard the walls, or do nothing.
Attack
Fight a regular tabletop battle.
Bombardment
There are two types of bombardment - structural attacks and military attacks. Only war machines or missile units (consisting of 10 or more archers) with an attack range of at least 24" may make a bombardment attack.
Structural Attacks: Structural attacks seek to weaken the gates of the fortress or destroy essential supplies to increase the pressure on the defenders. Only war machines may make structural attacks.
The attacking player must declare his target for each war machine - the walls or the warehouses. If the attacking player attacks the walls, roll a d6 and look up the perimeter target, below.
If the attack is against warehouses, roll a d6 - on a 6 the defender loses one supply chit.
Military Attacks: Military attacks are designed to destroy the units protecting the city. Roll a d6 for each war machine making a military attack. On a roll of 5 or more, 50 points worth of defending troops are killed.
For each unit of 10 or more archers, roll another D6. On a roll of 6, 50 points worth of defending troops are killed.
No matter what type of attack is made, some Bombardment Modifiers may apply depending upon the structure of the palisade and the weapons used. If the settlement's protective barrier is made of wood, add +1 to all rolls. If the war machine makes fire-based attacks, roll 2 dice for each war machine instead of 1 die.
Mining Operations
In a mining operation, the attacking army seeks to undermine the battlements and towers with collapsible tunnels. Mining operations are treacherous for the laborers and take a long period of time, but success will almost certainly lead to victory. When a player first declares he wants to undermine the works, note down the turn number on a piece of paper: this will help you keep track of how far your mining has "progressed."
Mining Results: Each turn you continue your mining operations, roll a d6 and add the number of turns that you've been mining. On an 8 or more, your miners are under the battlements and have rigged explosives and collapsible beams to bring down the settlement walls. On your next turn, you may declare an attack and attempt to enter troops in through the breach you've created in the defensive perimeter.
If the roll is a 1, no matter what modifiers would normally be applied, something terrible has gone wrong. You have not reached the settlement walls, and you must roll on the Mining Mishap Table, below.
Mining Mishap Table
D6 Result
1 The defending player has discovered the tunnels in an anti-mining strategy. All miners are immediately lost. Furthermore, next turn the defender may make a sally next turn. Up to 250 points worth of foot troops may use the tunnel to be placed anywhere on the board next turn - even within 6" of an enemy unit.
2 The Tunnel collapses! Lose all your miners immediately.
3 Sections of the tunnel collapse. While your miners are okay, you must start your mining operation all over again next turn.
4 Phew! That was close! Your miners managed to shore up the tunnels before they collapse. Proceed normally next turn.
5 You're miners find a small vein of precious silver. Collect one silver coin immediately.
6 You're miners have found particularly soft earth. Next turn, add an additional +1 to your mining result roll.
Dwarfs and Skaven may add +1 to all rolls associated with mining. Dwarf Miners may add an additional +1 to all dice rolls on the Mining Mishap Table.
Mining-Based Assault: On the turn after you have completed mining, you may make an attack. The defending player sets up first. Deploy your army at least 24" from the castle walls. Choose 1 section of wall no more than 10" wide or a tower and the 2" of wall on either side - these areas have collapsed and are removed from play. The unit of miners plus an additional 250 points of troops* within 6" of the collapsed wall - note that this may mean units are placed closer than 6" from the defenders - that is okay. The attacking player moves first. If the defender has chosen to sally this turn, dice for initiative as usual.
* NOTE: These troops may be composed of monsters such as rat ogres, ogres, etc., and foot only. No war machines, cavalry, or extremely large monsters (such as dragons) could fit through the tunnels.
If you decide not to attack on the next turn (because you are waiting for reinforcements, etc.) roll a d6 - on a 6, the tunnel has collapsed due to shoddy construction, water leakage, etc., and is lost. You'll have to start all over again!
Do Nothing
No action occurs unless the defending player sallies.
The Defending player must also choose what they will do this turn. Defenders may sally, bombard the enemy, or do nothing.
Sally
Play a tabletop battle. The besieging army must deploy evenly around the castle, (which is placed in the center of the table). Defenders may select any number of units or characters from their army to engage in the sally (war machines will stay behind the castle walls and fire from there). Place these units up to 12 inches away from the castle walls, but never less than 6" from an enemy unit. Sallies can therefore be very bloody. The sallying force moves first unless the besieging army is attacking this turn, in which case dice for initiative as usual.
Bombardment
Roll a d6 for every missile unit (of at least 10 models) and each war machine with a range of 24". On a roll of 6 the enemy army takes 50 points worth of casualties.
If the enemy army has chosen Do Nothing for this turn, your bombardments fall short as they are well-protected behind their own defenses.
Do Nothing
The defender does nothing this turn.
While in a siege, a population center may only use whatever food is currently in their stockpile - they may not collect food from scavenging parties or the land. For a siege, the population and garrison will need 1 supply a turn. Additional forces stationed in the city will require food and supplies as normal. If there is not food in the stockpiles, roll on the Starvation and Desertion Table. If there is ever a turn where the local population is not fed, roll a d6: on a 1 the population revolts, throwing open the gates and fleeing the settlement. Create one refugee population, and immediately remove d6x100 points of troops from the garrison or army stationed within the settlement to represent those killed protecting the food stores and trying to re-close the gates.
In an emergency situation, the settlement can declare it is Exhausting Its Resources, that is, collecting and rationing all edible goods for the military effort. Players may immediately add d3 supply to their stockpile, regardless of settlement size. This roll may only be made once.
"Bye, Bye, have fun storming the castle"
- Miracle Max aka Bob Lippman
Special Rules for Capitals - Capitals are the hearts of a race, the home to their culture and society, and are the ultimate representative of their divine grace. A realm's inhabitants feel an undying loyalty to their capital, and will rush to defend it at all costs if attacked, fighting with fervor and hatred for those who would wish to destroy it. Capitals are defended at +1 LD, and any battles fought in the capital's territory are also fought with a +1 LD modifier, even if the capital is taken.
While the emotional and identity center of a people, the capital is also the nerve center of the land. When lost, the capital disintegrates, as well as the communication, tax-collecting, and ruling framework of the realm. If a capital is destroyed, revenue from every territory is cut in half, as money becomes lost or goes uncollected on its route to other distribution centers. In addition, a looting army will collect 1/2 of what is currently in the state treasury, taken from the player (the rest was spirited away before the city falls, or was sitting in other distribution points).
During the Resolution phase, the following actions are taken:
Reduce Fatigue
For all armies which did not move or fight this turn, you may reduce their fatigue level by one.
"An army on the march keeps a tight belt."
Supply Troops
An army on the march requires a substantial amount of food, especially when engaging in regular combat. In order to keep your armies in sufficient supply, 1 point of supplies is needed to feed every 1,000 points worth of rank & file. (Do basic rounding to determine how much food your army needs - 500 or more treat as 1,000, and 0 to 499 should be treated as 0.) Characters and war machines will always be considered sufficiently fed - characters, because they are respected or feared, have their own retinue of retainers and cooks to prepare for them, and war machines because - well, most of them don't eat. This food can come from three sources: scavenging the land, a baggage train carrying food supplies within one hex of the army, or a nearby population center.
Scavenging the Land
Feeding hundreds or thousands of men can quickly deplete even the largest baggage trains. Scavenging includes hunting for game, "natural" harvesting of the land (that is, using wild crops to make the food), raiding small independent farms that exist alone in the wilderness, etc. An army will always send out hunters or retainers or even regular army units to scavenge for food while on the march. Generally, an army will choose to bivouac in areas that offer sufficient water and game. If you are playing the advanced rules, the amount of food that can be provided from the land depends on the terrain type. If you are playing the Basic Campaign rules, then an army can gain 2 food from scavenging.
Local Food Stores
Each settlement generates its own supplies - enough to feed the local population - plus enough extra to be stored or distributed throughout the territory.
Settlements should be pre-marked with the amount of food they produce, since the amounts may vary depending on the quality of the land and the constitution of the inhabitants. The chart below shows the average amount of food each population center will produce. This is the base production amount. The population center will also receive the "bounty of the land." If you are using the advanced rules, the terrain will list how much more food can be provided by the population center. If you are not using the advanced rules, each hex will provide 1 food. For example, a village will produce 2 food - one for the land hex, and one because of their size.
Food from a population center may be distributed to any army within the same territory at no cost and with no baggage train. Food cannot be taken outside the territory without a baggage train. "Extra" food may be stored in granaries and smoke-houses; just place leftover food underneath the settlement counter.
Local Food Production Chart
Village 1 food
Food from the small villages and hamlets of the realm are often shipped to the larger settlements. A village is usually dedicated to nothing but food production, with enough non-agrarian professionals within the village center only to keep the food production going. While a village is generally very small, they create a tremendous amount of extra food to sell at town markets.
Town 2 food
It is in towns that most villagers bring their food to be sold in exchange for other finished goods. Towns generally have a healthy surplus of food stored in temporary silos.
City 3 food
A city is usually surrounded by several small villages and towns (in the same hex) providing it with a huge market. At the same time, the city itself is composed of professionals, tradesmen, and other non-agrarian workers. This large population significantly reduces the amount of food provided by the outlying food production centers.
Capital City 4 food
The capital city is usually a fortress surrounded by a city proper, with towns, villages, and hamlets dotting the countryside outside the outer walls. The large population and the political and social center the capital represents draw substantial income, trade, goods and services.
Fortress 1 food
A fortress will usually have a large number of people working farms outside the fortress walls. But the shear number of professionals and other non-productive units necessary to defend the fortress, keep the troops well-armed and armored, and to maintain the fortress walls leave little spare food.
Border Tower 0 food
A border tower garrison and its handful of professionals (blacksmiths, stable hands, etc.) depends entirely on other settlements throughout the kingdom for its food supplies.
Baggage Trains
Baggage Trains are described in the Special Rules section, below, in more detail - including purchase cost, capacity and cargo. A baggage train within one hex of an army can give any food it is carrying. One baggage train can hold 2 units of food.
Insufficient Supply
If for any reason an army has insufficient supply, they must test for Desertion and Starvation. For each unit in your army, roll on the following chart. (Characters and War Machines never need to test.) Roll 2d6, and subtract the units leadership (LD). If the unit has a champion, the unit may test against the champions LD, but if they fail, the champion will suffer the same result as the unit. For each turn the unit is in insufficient supply, add a -1 modifier to the roll.
Desertion and Starvation Table
2d6 - Ld Result
1 or less The unit grumbles and complains, then they tighten their belts and choose to tough it out.
2-4 The unit deserts. The unit will move toward the nearest friendly settlement at their maximum move allowance. Until they reach the settlement, they will attempt to avoid any possible conflict. If attacked, they will defend themselves at -2 Ld. When they reach a friendly settlement, they must remain their for one full turn before they may move again.
5 or more The unit has starved to death. Eliminate the unit.
Place New Troops
Before ending the turn, the player must place all units purchased at the beginning of the turn. Because of the need for organized recruitment and training, and the length of time necessary to train troops, newly created troops can only be placed in a limited number, and only in settlements with proper training facilities. New troops may only be placed in your original settlements - you may never use a captured settlement to place your troops.
New Troop Placement Chart
Fortress - 1,500 points worth of troops
Fortresses and castles are specifically designed for the training and coordination of troops. They have amble training facilities, many learned instructors, and ample equipment.
City - 1,000 points worth of troops
A city's garrison and levies and large population provide an ample supply of professionals and volunteers. While the city itself is not dedicated to the creation of fighting units, they can still do a fair job.
Capital City - 1,500 points worth of troops
Capitals are often large, heavily fortified cities, with the best and brightest of the military elite, and substantial funds and people from which to draw and pay for new recruits.
Town - 500 points worth of troops
A town is rarely used as a training ground, but the local militia and town council may feel a separate body of independent troops, not limited to militia activity, may be necessary to defend the territory. Training is usually conducted by a local detachment of Army regulars, for most armies keep small units in outlying towns to eliminate the threat of raids and other small-scale harassing attacks. While a town can train regular infantry and cavalry, they cannot train elite units or war machines. Therefore, nothing but standard (non-elite) infantry and cavalry can be trained or placed in any town.
Villages and Border Outposts - none
Villages and Border Outposts do not support training facilities. A village is too small to support the necessary professionals, and Border Outposts are dedicated solely to the defense of the realm, not educating sack-bellied youngsters.
Collect Taxes and Fate Points
Every month (4 turns), the local baron, warlord, boss, or other official representative of the ruler, will send out their tax collectors. These taxes are collected and eventually distributed either to the capitol, or are redistributed in the territory at the emperor's command. Generally, the amount of gold collected from any village is marked next to it. Otherwise, use the guide below to determine the amount of gold (or its equivalent) collected. If you are using the advanced rules, other structures or events may affect the amount of gold collected.
Fate Points
Fate points represent that most ephemeral quality of all great leaders - luck and the Will of the Gods. Players gain 1 fate point at the end of the Resolution phase. A fate point may be used at any time during the course of play to re-roll any one roll. Because of this, fate points are a rare and wonderful thing - treasure them, and use them wisely!
Baron von Stiner sat uneasily in the rough hewn chair that passed for a throne. It had been days sine had any news from Oberst Kemp and his expedition to rid the lowlands of its Skaven population and the damp atmosphere of the Laager was beginning to infect his usually upbeat mood. Even at the best of times communications with Kemp was haphazard and ordinarily von Stiner would have worried little. Kemp's force outnumbered the ratmen three to one as the ancient tactical writings advised and so should have easily overwhelmed any resistance. Still, the lack of information gnawed at his guts like a pestilential Skaven.
Shouts could be heard coming from the courtyard. Suddenly, the doors to his antechamber burst open and an ashen faced page flew in.
"News of Kemp?" demanded von Stiner.
"None as yet, sire." panted the page.
"Then what in Karl Franz's name do you want?"
"Sire, the Skaven are swarming the ramparts!"
Two questions must be asked by every great general: "where is the enemy" and "what's he got with him." In a standard tabletop game, only the latter question need concern us - the "where" is answered, the enemy is in front of us. In a campaign game, where the terrain is so much more vast, the location of your enemies armies becomes far more problematic. In Warhammer, the approximate whereabouts of enemy forces are easily known or knowable. First, the movement of large armies causes a certain amount of disturbance that would result in talk and gossip. Second, a proud general, particularly in the Warhammer milieu, enjoys announcing his presence. The general's bravado and their dreaded (or adored) banners herald the approach of all great armies.
On the other hand, knowing the "what," that is, the contents of a general's army, is much more problematic. Rumor alone usually will not suffice: most fleeing civilians, or even unlucky soldiers who managed to escape with their tongue still in their mouths, are too stupefied by their experiences to remember any details. To fill in for this lack of information, most armies employ scouts to seek out and evaluate enemy forces.
Scouts are specially trained units used to infiltrate the outer perimeter of enemy encampments, trail enemy troops in the woods, and perform other dangerous activities to provide an army general with the information they need to prepare a battle plan. When on the march, especially in hostile territory, an army will send out scouts to scour the territory for information. Scouts are amongst an armies most elite units, composed of mounted cavalry or fast runners. Any army on the march may send out scouts. These scouts do not affect the movement of the army. A list of appropriate scouts for each army may be found below. Scouts can be drawn from any unit which may fight as skirmishers (though, as always, there are exceptions to this.) A list of units which may be designated for scouting duty for each race are provided in the Warhammer Races section. Scout units must be designated in the Upkeep phase.
Scouts may be used to trail an enemy army and explore their troop types and disposition before engaging the army in battle. The scouts may function either as an element within your army, or may act as an independent unit, called a Scouting Party. While a part of the army, scouts may attempt to investigate an adjacent army to get strategic information at any time during the Movement phase.
You may also choose to create a scouting party, which moves independently from any particular army (though it is still considered attendant to that army, reporting to its commanders any information they collect). A scouting party must be created during the Upkeep phase. A scouting party consists of 1 unit of scouts (acceptable scouts are listed under the proper army rules). This unit may include no more than 1 champion, 1 lord level character, and / or a spell-caster. No additional characters, special troop types, or units may be included.
To scout an enemy army, the scouting party must move within 1 inch / hex of the enemy army. A scouting patrol cannot be attacked by an enemy army, as they are too mobile, small, and elusive to be forced into a full confrontation. A scouting party may, however, be engaged by another scouting party which moves into the same hex. When a scouting party enters an enemy army hex, roll on the Scouting Results Table, below.
Scout table modifiers:
Scouting Results Table
Die Roll Result
1 Your scouts are caught by the enemy army, unprepared for battle, and are taken to the army's leader for interrogation. Over the course of the next several hours, they divulge your army's point size, as well as the size and type of each unit.
2-3 Your scouts moved to examine the perimeter of the enemy encampment, but were spotted and driven off before any information could be discovered.
4 Your scouting patrol is successful, uncovering information on the approximate size (points value) of the army.
5 The scouts manage to bypass enemy patrols. The scouted army must reveal how many points of characters, war machines, and rank & file are in the banner, though the specific types and size of units need not be given.
6 Your scouting party managed to clear the picket lines and infiltrate the enemy camp. The scouted army must reveal its point size (including monsters, war machines, characters, special characters, and rank & file), as well as the size and type of each unit.
Messengers are special units created during the Upkeep phase. Messengers are fast riders or runners kept in settlements responsible for getting aid from nearby communities. Some countries have a series of messenger posts with fresh horses and professional riders to carry news of dangers through the realm; sometimes the messenger is simply a fleet-footed boy sent on their first mission. A messenger created in the Upkeep phase may move toward any town, city, fortress, or any other friendly settlement during the movement phase. They will always move at a forced march, therefore, after their first turn they will be fatigued. Messengers may be escorted by an army for protection, but while acting as an escort the army must also move at a forced march. A list of Messengers available to each race is provided.
While moving on their own, Messengers are not affected by Zones of Influence, nor do they need to be kept in Supply. However, if they are Ambushed or attacked in any way, they are destroyed. When a Messenger reaches its destination, be it a friendly city, town, or village, they may heed the message and send aid. Roll a d6 on the following table. Add 1 if the settlement is giving overt aid (see Advanced Rules), and add 2 if the settlement is of the same kingdom / country / race.
Messenger Result Table
d6 Result
1 "Kill the messenger" - The bearer of bad tidings are not appreciated, and an angry mob pulls the messenger from his horse. No aid will be provided.
2 Messenger Ignored - This village will not be providing aid - the messenger may ride on.
3 Undecided - The village mayor or council (or governing body) are amenable to your plight, but fear for their own safety. Roll again next turn, adding 1 to the result.
4 - 6 Agreement - The wise councilors agree to aid you. The population center's militia is free to move into the messengers territory as long as the threat continues.
7 or more Enthusiastic Support - The townspeople are so frenzied by the news, 1 baggage train filled with food and other supplies is included with the militia force.
Most armies will have at least several baggage trains traveling with them, carrying food and other essential supplies as they venture out into the unknown (blacksmiths tools for repairing weapons and armor, extra arrows, spare parts for war machines, spare mounts, etc.), and as they are emptied reloading with more supplies from friendly settlements during the march or captured gold and other treasure collected along the way. A baggage train can hold 2 units of food supplies, or 2 gold. A baggage train may be purchased for 2 coppers during the Upkeep phase, and has a move of 6.
For purposes of these campaign rules, ships can be purchased for 2 silver during the Upkeep phase. Each ship (actually a small fleet of transport vessels of various sizes) can carry 10 units of food and supplies or 10 gold, or they may transport up to 1,000 points worth of troops. During the Movement phase, ships move 8 hexes per turn. It takes the equivalent of 4 movement points (1/2 the ships move) to load or unload a ship. Ships may not make any kind of Forced March.
Note that there are no rules for naval combat or naval blockades. In a later issue we will unite these campaign rules with Man O' War.
Mercenaries
Mercenaries are poor but often necessary substitutes for a well-trained army. While cheaper to hire than to train a regular army unit, they are somewhat whimsical when it comes to their loyalties. They cherish gold more than anything else, and will switch allegiance or refuse to fight at the drop of a hat. A ruler may attempt to hire mercenaries during the Upkeep phase. Mercenaries may be hired in any city, where they tend to be found in the local taverns bragging about their martial prowess.
A Warmaster may attempt to hire mercenaries during the Upkeep phase. You may try this once per turn. Pay 1 copper and roll a d6 - on a 1, 2, or 3, no mercenaries are available (or they are unwilling to accept your petty bribe). On a 4 or more, mercenaries are available. Roll 2d6 to determine the cost of the mercenary army in coppers, and (2d6)x100 to determine how many points may be spent on the hired army.
If you cannot afford their price, or if you choose not to take them after all, the mercenaries will go on a rampage for your heinous insult, causing extensive damage to your proud city, and looting the local treasury - you immediately lose d3 coppers.
Mercenaries may act as an independent army, their leader the army's general, or they may be included in one of your existing armies. If fighting with a regular army, the normal rules for allies do not apply. Mercenaries may never make their leadership tests with the army general's LD. Instead, they look only to their own leader for guidance in battle. The unit may take all tests from their leader as if he were the army general - that is, they can test against the mercenary general's leadership if they are within 12".
Before a battle, roll a d6 to see if the mercenaries can fight: On a 1 or 2, they wander off the battlefield and into the nearest tavern to get drunk. On a 3 or more, they will fight as normal, operating as a part of the army according to the standard mercenary rules. Add one to the roll if they or the army they are with outnumber the opposing army by 2-to-1. Subtract one if they are outnumbered 2-to-1. If a mercenary unit is ever driven from the table during the battle, they are lost.
The Warhammer Races
Just as in a typical WFB battle, each race in the Warhammer world have their own unique abilities which impact the strategy needed for a complex campaign. These will be highlighted in later issues of Battle Song.
Keeping Magic Items in Check
"And I'll take...hmmm...five more rings of ..." KA-BOOM!
-Last words before the destruction of the Towers of Ganglia
Many of the Magic Items listed in Warhammer Fantasy Battle and its supplements - most importantly Arcane Magic and Battle Magic - are unique items of overwhelming power, constructed once and once only, and therefore their use is limited in Warhammer Campaign. Below is a list of items which are "unique." Only the given number of each item can be purchased during Warhammer Campaign. If they are lost or destroyed, the magic items are gone for good, and cannot be replaced.
Any magic item belonging to one character (such as the Moon Staff of Lileath, or Nagash's Staff of Power) is a unique item, and may be possessed and used only by that character. (See the appropriate army books and magic cards for more information.) If the character is ever killed or destroyed, there is a chance that the goods will be recovered, in which case they may be used by another character(s).
Dwarfen Runes are described in detail in the Dwarf Army Book. Note that some runes cannot inhabit the same battlefield, and numerous other restrictions unique to Dwarfen Runes should be memorized by the Dwarf player.
No. | Item | No. | Item | |
1 | Aldred's Casket of Sorcery | 1 | Gork's War Banner | |
1 | Axe of Grimnir | 1 | Gotrek's Axe | |
1 | Axe of Grom | 1 | Great Book of Grudges | |
1 | Banner of Courage | 1 | Hammer of Sigmar | |
1 | Black Axe of Krell | 1 | Horn of Urgok | |
1 | Book of Ashur | 1 | Morgor the Mangler | |
9 | Books of Nagash | 1 | Mork's War Banner | |
1 | Bugman's Tankard | 1 | Ruby Chalice | |
1 | Chalice of Darkness | 12 | Runefang | |
1 | Chaos Runesword | 1 | Silver Seal | |
1 | Claw of Nagash | 1 | Skabsrath | |
1 | Crown of Sorcery | 1 | Skull Wand of Kaloth | |
1 | Cursed Book | 1 | Sword of Bork | |
1 | Dark Mace of Death | 1 | Sword of Justice | |
1 | Destroyer | 1 | Sword of Teclis | |
1 | Dragonblade Lance | 1 | Talisman of Hoeth | |
1 | Dragon Bow | 1 | Talisman of Ravensdark | |
1 | Dragon Crown of Couronne | 1 | Talisman of Ulric | |
1 | Dwarf-Gouger | 1 | Talon of Death | |
1 | Fellblade | 1 | Tomb-Blade of Arkham | |
1 | Gauntlet of Bazhrakk the Cruel | 1 | Van Horstmann's Speculum | |
1 | Golden Helm of Atrazar | 1 | War Crown of Saphery |
Thus concludes this month's main feature. Now go out there an buy yourself a map, design that campaign, and get fighting. In upcoming issues of Battle Song, chits to represent your cities and armies will be introduced, as well as articles focusing on special rules for each of the races in the Warhammer Campaign setting. Other articles will include advanced rules for extended campaigns, magic, encounters, and random events. (We'll provide you with card cut-outs with each of these features, of course.)