Monday, December 20, 2010

2011 Spring Map Campaign Rule Discussion: Part III Revised as Forces and Part IV as Campaign ActivitiesCampaign Activities

III. The Forces
III.A. Realm army.
III.A.1. A realm army must be led by a Realm General. Each realm army consists of the named hero and additional models to total 1000 points. Each realm army must be of the player’s faction. Up to 25% of the realm army may be of an allied force per WotR.
III.A.2. Only a realm army can conduct guard, invade, besiege, or interdict missions.
III.A.3 A realm army may not conduct a raid mission.
III.B. Raid army.
III.B.1. A raid army must be led by a Raid General. Each raid army consists of the named hero and additional models to total 500 points using Strategy Battle Game rules. The additional models must be of the same faction as or an ally of the named hero per Legions of Middle Earth.
III.B.2. A raid army may only conduct a raid mission.
III.C. Garrison army.
III.C.1. Garrison army composition is based on the player’s primary faction.
III.C.2. Each controlled tile with a fortress or a citadel has a garrison strength of 500 points of troops.
III.C.3. Each controlled tile with a town has a garrison strength of 500 points of troops.
III.C.4. Garrison armies do not have a named hero or any allies.
III.C.5. Garrison army are in addition to any realm armies currently located in the tile.
III.C.6. A garrison army can only guard its tile.
III.D. Unnamed hero limits. There are no limits to unnamed heroes.
III.E. Realm fleet. Each port may support a fleet.
III.E.1. Fleets may be chosen from any Uncharted Seas factions.
III.E.2. Each fleet is 500 points constructed per the Uncharted Seas rules.
III.F. Models note. Each player only needs the model he intends to play with on the table top. Player do not need to have the actual model for any named hero he has recruited. Player do not have to have Uncharted Seas models to have fleet actions in the campaign. Needless to say, if a player does not have the specific model required, he cannot play with what he does not have on the table top. See section V. and VI. for army and fleet action resolutions.

IV. Campaign Activities.
IV. A. Submit activities plan. At each gaming session and prior to actual game play, each player must submit his realm’s activities plan. Plans are revealed at the beginning of the gaming session prior to game determination.
IV .B. Army activities. Each army must be given a mission each turn. If no mission is specified for an army, it is by default holding in the current tile and continue its previous order. A mission must include the tile where the mission is to be performed.
IV.B.1. A guard mission is for an army to defend a controlled tile against possible invasion.
IV.B.2. An invade mission is for an army to enter an adjacent uncontrolled tile and win control.
IV.B.3. An interdict mission is for an army to enter an adjacent enemy controlled tile, surround and blockade an enemy fortress, citadel, or town. An interdicting army does not gain control of the tile it interdicts but the controlling player gains no economic value for the tile.
IV.B.4. A siege mission is for an army enter an adjacent enemy controlled tile containing a fortress, citadel, or town, fight a battle and win control of the tile.
IV.B.5. A raid mission is for a raid army to distrupt economic activities of a specified player’s realm.
IV.C. Navy activities. (optional) Each fleet must be given a mission each turn. If no mission is specified for a fleet, it will default stay in or return to its home port.
IV.C.1. A to sea mission is for a fleet to sail for open water. The fleet may also include one army of 1000 points.
IV.C.2. A sea assault mission is for a fleet, to invade a tile with its transported army.
IV.C.3. A blockade mission is for a fleet to blockade a port city. The owner of the port city retain control of the city but receives no economic income for the city.
IV.C.3. A raid mission is for a fleet at sea to distrupt economic activities of a specified player’s realm that has a port city.
IV.D. Maintenance activities
IV.D.1. In addition to its garrison, each player’s citadel can support one realm army and one raid army.
IV.D.2. In addition to its garrison, each player’s fortress can support one realm army.
IV.D.3. Each city can support its own garrison. In addition, each port city can support one fleet,
IV.D.4. Any excess realm army or fleet must be disbanded if there are not enough citadel, fortress, or ports. The named hero leading the army to be disbanded will be lost to the player and will be available to be recruited again later by any player.
IV.D.5. Note that realm hero cannot be lost due to maintenance activities.
IV.E. Recruiting activities. Activities plan may also include any “Recruit Named Hero” plan and how much “Empire Points” to be deducted from the players treasury.
IV.E.1. If the total number of a player’s realm armies is less than the number of fortress and citadel the player has, the player may recruit additional named hero to lead new realm armies to the number the realm may support.
IV.E.2. If the total of realm hero is less than the number of non-port cities the player has, the player may recruit additional named hero to become realm hero to the number the realm may support.
IV.E.3. All players recruiting named heroes use the same process as drafting generals and heroes. See II.C. and II.D.
IV.F. Collect empire points. Activities plan must also include “Empire Points” collected that turn and the total amount in the player’s treasury.
IV.G. Tile upgrade activities. Activities plan may also include any “Upgrade” plan and how much “Empire Points” to be deducted from the players treasury.

1 comment:

  1. Here are some questions that I still have after reading this...
    1. How many armies does a player start with and how many points in each army or is it total force points
    2. How are additional points recruited
    3. Please give an example of how a player would take a turn from start to finish
    4. how is combat initiated between 2 opponents and in what order does it occur if multiple players invade the same tile at the same time?
    5. How are reinforcements added?
    6. How are victories scored? What determines victory points.
    7. We should not start unless we have a clear end point e.g. winner is declared after 9 campaign turns and whoever has the most victory points wins or something like that.

    I might suggest that we consider using what has already been printed in White Dwarf or some other publication and then adapting as needed.

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