So, having piqued the groups interest in 5th ed WHFB I was reading through my various books and wandering what to do next when I happened upon the Campaign rules in the battlebook. I like these rules; they are simple but work well. A quick survey suggested there was some interest in a little campaign, and so I decided to run one!
The rules to be used would be pretty much as written. Starting armies limited to 1000 points with increments for territories as normal. And thats it. The rest of the work has already been done, and is already in the 5th ed battle book! But I shall list the limitations for completeness:
Army size limit; 1000 points
Only one wizard, max level 1.
A General is compulsory but other characters are not allowed until the requisite territory is taken.
One magic item, up to 50 points in value.
1 warmachine
1 large monster
No allies.
Players are to tell the umpire (me) of the results of their battles, including who ended up with what territory and what objectives were or were not achieved. Also to keep track of their own veteran or elite status's of their units.
I decided some background was in order.
Somewhere between the Worlds Edge Mountains and the Black Gulf lies the small, unregarded kingdom of Ayris, a kingdom so overlooked that it was often missing from maps of the Old World altogether! This state of affairs might have continued had not a civil war broken out between the corrupt King Wossisname and his dissatisfied subjects. Whilst this was an almost entirely internal struggle, its impact was felt across the world. The kingdoms position on the edge of the gulf meant that trade in the area between Tilea, the Border princes, Araby, various of the more southerly dwarven strongholds and the Crusader Kingdoms was disrupted. This disruption threatened many of the more precarious states, and as many of these states were closely tied to the Great Powers of the world it wasn't long before the eyes of the world were turned on Ayris.
The struggle between those loyal to the king, and the rebel scum had been violent and each had fought the other to a standstill. Exhausted, they both turned to foreign powers for aid. And so armies came from far and wide, some openly supporting one cause or another, others keeping their cards closer to their chest and pursuing their own private interests. Some were simply there to secure certain resources, Ayris being the source of a particularly potent 'Potion of Strength', and a producer of vast numbers of 'Dispel Scrolls' . And a few came sensing that in the chaos would be opportunity; for riches and glory, or to carve out their own kingdom.
As the kingdom of Ayris tore itself apart, the vultures began to circle...
As the foreign powers representatives arrive they secure for themselves , by political wrangling or by force, a base of operations:
Myself, commanding an Empire army occupied a Village, a Forest(2) and a lost valley containing a Temple and a Trade Route.
Geoff, commanding the Wood Elves, controls two Towns and a bridge(80).
Rob, with dark elves, terrorizing a lost valley including a Road(50) and Village, a Trade Route and a wizards tower.
Chris, is Chaotic, and corrupts a Village, a Forest(1), and a Sacred Grove.
David, also Dark Elvish , is being unpleasant to a Village, a Trade Route, and a Pass(120).
Dafydd, is Undead, and now haunts a pair of villages, and a road (30).
Rick is also Undead and infests a Town, a Trade Route and a Mountain(1)
I will, shortly, be furnishing some, all or none of the players some sort of secret objective that they must try and achieve to further their own nefarious aims. Success or failure may result in great rewards, or penalties!
This could be interesting....
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment