Campaign Rules

Here are the rules we're going to be using for the map-based campaign.



Rules are to be used as per the original Mighty Empires rules (you can download them from the GW site), except where described below.

Banners

A character must be able to be a general to lead a banner. Characters like Assassins, Liches, Necromancers and battle standard bearers may not lead a banner.

Removed Rules

The following rules will not be used (exclude the entire phase where applicable):

  • Ships and Sea Battles
  • Equinox Magic
  • Dragonrage
  • Racial Rules
  • Espionage
  • Construction Limits (no limits)

Tiles

Tiles in the current edition of Mighty Empires are somewhat different from those in the original game. For game purposes, tiles containing mountains count as Highland tiles. Swamp tiles are also counted as Highland tiles for the purposes of discovering settlements etc, although they are obviously not actually highlands. All tiles containing rivers are River Valleys. All other tiles count as Lowland tiles

Any movement that passes into, out of or through a Swamp tile requires a Route Roll (this is different from the Mighty Empires rules, where Swamps are impassable).

Turn Order

Turn order will be different from that described in Mighty Empires, in that all players will take turns completing each phase before moving onto the next phase. Turn order will continue being determined by rolling a dice, which will decide which player will go first in each phase.

Movement

Movement is the same as per the Mighty Empires rules (except for Swamps as already noted). Banners that are attacked by an enemy banner may not move – they are “pinned” in place and must fight a battle.

Banners require a character leading them to move. If they do not contain at least one character to act as their general, they may not move.

Scouting

Scouting is as per normal, however if a banner successfully scouts a tile occupied by an enemy banner that has not yet moved, the defending scouts may immediately elect to engage the attacking scouts, rather than do any scouting of their own. The defending player must state that he wishes his scouts to engage the attacking scouts. The attacker must then roll twice on the Scout Skirmish Chart, and choose the lowest result.

Note that if the attacking player then decides not to move into the tile scouted by his forces, the defender may not move. His scouts have been busy driving off the enemy, and have had no time to find a safe passage for their own forces.

Recruitment

Existing Depleted units may be returned to full strength at the appropriate cost during the Winter Season, however no other changes may be made to existing units. They may not add extra equipment or increase their starting number of models.

Wandering Monsters

Whenever a Dragonrage is rolled on an Event or Scouting chart, a group of unaligned wandering monsters has appeared. If triggered by scouting a tile, they will appear in that tile. If triggered by the Winter Events table, they will appear on a random tile within the Empire of the rolling player that is not part of his original Realm. If there is no such tile, they will appear on an unaligned tile, or within another player’s Empire if necessary.

The monsters consist of 2D6x100 points of monsters chosen from any army books the players choose. The monsters will attack any player’s force that they move onto (and may be engaged as usual). If they defeat a garrison (or a settlement is undefended), they will raze it immediately. If they have appeared in an occupied tile, they will attack whatever is there as normal in the next available turn (or raze an un-garrisoned settlement immediately). They move before all players at the start of each turn, moving one tile in a random direction. This may take them off the campaign map, in which case it is assumed that they have wandered off.

Tabletop Battles

This section will operate entirely differently from the rules as stated in Mighty Empires.

Battlefield Terrain
The nature of the battlefield terrain will depend upon the campaign tile where the battle is taking place. Using the table below (or another mutually agreeable method), generate and place the terrain before the battle. The items across the top of the table represent the general nature of the tile’s terrain. Many tiles have a variety of terrain represented upon them. As a general rule, if at least 1/3 of a tile is covered by a terrain type, then it is a legitimate choice for the table below. The Defender chooses which tile type to roll against.

  Plain Forest Swamp Mountain Farmland
Forests D3 2D3 D3 - 1 D3 D3 - 1
Hills D3 D3 - 1 D3 - 2 2D3 D3 - 1
Walls/Hedges 0 0 0 0 D3 Fields*
Difficult Terrain D3 - 1 D3 - 1 2D3
(Swamps/Lakes)
D3 - 1 D3 - 2

* A field will consist of a series of hedges or walls (no more than 36” in length, including corners where appropriate), joined to form the boundary of a farm or field.

Players may wish to count particularly large pieces of scenery as 2 pieces. Likewise, if a table looks like becoming too cluttered due to the results being rolled, players can agree to remove some pieces of terrain as they see fit.

Terrain can be scattered randomly, arranged by a neutral party, or one player can deploy the scenery and the other player chooses table edges.

The table above represents the amount of scenery

Blocking Terrain
If the Attacker moved through Blocking Terrain in the target tile in order to reach the enemy, the Defender may choose to engage whilst the enemy forces are vulnerable during the crossing. By doing this, the Defender is emphasizing the importance of the terrain, making it an objective

Rivers
An impassable river is placed across the centre of the table, with 2 crossing points large enough to accommodate a regiment 5” wide. Control of these crossing points (as determined by the rules in the Warhammer rulebook) will be worth 300 VPs each at the end of the battle.

Mountains
A bottleneck of impassable terrain with a gap of between 24” – 36” is arranged in the centre of the table, opening up gradually on either side. This represents the narrowest part of the mountain pass, which the Defenders have chosen as their battle ground. Control of the central point of the gap (as determined by the rules in the Warhammer rulebook) is worth 500VPs at the end of the battle.

Scenarios
Reserves
When a Defender moves additional banners into a tile in the turn a battle is to be fought, the reinforcements will arrive sometime during the battle. The reinforcements will arrive as Reserves (arriving on the Defender’s table edge from Turn 2 onwards on a 4+, +1 for each subsequent turn). If the reinforcements arrive from a tile that is adjacent to that used by an Attacking banner, they may use the Flank Attack rules.

Flank Attack
Flank maneuvers result from forces arriving from a tile edge not adjacent to the original attack. Likewise, reinforcements for defenders could effectively flank if they are adjacent to a tile from which an attacking army has arrived.

Ambush
If the attacking scouts roll a 1 or 2 on the Scout Skirmish Chart and then the army attacks anyway, the defender may choose to Ambush.

Winners and Losers
Winning battles is determined by Victory Points as normal, converted into a percentage of the army as per the existing Mighty Empires rules. Bonuses are as per Warhammer Victory Points, unless otherwise stated here.

Casualties
Casualties are not tracked by individual models. Instead, all units are considered to be at either “Full Strength”, or “Depleted”. Whenever a unit is reduced to below half strength during a battle, it is returned to half strength (rounding down) at the end of the battle and counts as Depleted until the dead models are replaced by Recruitment. Units with multiple wounds (such as Ogres) automatically regain any lost wounds at the end of the battle – Depletion is determined in whole models; not wounds.

When campaign rules state that a certain number of points of models are killed, these points are determined by removing entire units and depleting others. You must round up (so you might have to deplete an extra unit in order to make up the required points). Depleting a unit generates points equal to half the models in the unit (rounding down) including any equipment paid for on a per-model basis. It does not include the cost of command groups or unit-wide upgrades (like Night Goblin nets). It will cost this many points to bring the unit back up to Full Strength again during Recruitment.

When a battle is resolved using the Mighty Empires Battle Resolution method, an army may never take points of damage greater than the size of the enemy army. If a result is rolled that exceeds the size of the enemy army, the result is reduced to be equal to the army’s size instead. The 'character dying when a double is rolled' rule is not used.

Individual models with multiple wounds are automatically returned to full wounds at the start of the next turn. If they are forced to fight another battle before the start of their next turn, they will still be wounded at the start of the game.

Units that flee the table during a battle are assumed to rejoin the banner after the battle, unless the banner was defeated and scattered. In this case, fleeing units are lost.

As noted above, banners require a character leading them to move. If a banner has no characters leading it, it may only stay in the tile it is in until a character joins it. A character-less banner still requires subsistence from either foraging or baggage. If a banner has no character and cannot subsist, it is removed.

Undead banners require a character to sustain them. Vampire Counts banners require a Vampire, Tomb Kings require a Liche. If an undead banner has no appropriate character, the banner is removed.