Post by e1567 on Feb 9, 2009 21:15:39 GMT -6
So we had two members of the campaign dropout so we started anew with only 5 people this time. We got through our first turn and we only expanded our territory no battles as of yet, I will post up a map once andrew gives it to me.
I will have a complete printout of the rules for everyone present next week and I will remove the rules from this forum to save space and I will add updates to the rules here to save paper.
Mighty Empires
The most updated rules
Mighty Empires
Games Set-up: In this campaign we will be using the GW Mighty Empires Box set which contains:
• 1 Mighty Empires Booklet that is a waste of paper
• 48 snap-together Hexagonal Mighty Empires Map tiles
• 24 Castle pieces
• 12 City pieces
• 12 Mine pieces
• 72 Banners/pennant flags
Each player will also have to provide suitable tokens to represent different army banners.
The map will already be provided for you please take not that there are three different types of tiles and these different types will affect later game play.
• Highland tiles: Are represented by the mountains in the tiles. These areas offer obstacles for armies and make it difficult to build structures in them.
• Plains: Are the ideal area to build up an army and provide simply army deployments.
• Forest: Provide much cover for your forces and act much in the same way as plain tiles.
Realms
Creating the Realms
A Mighty Empires game may be fought between two or more players. Each side is represented by one player who commands the armies and dispatches the strategy of a realm. The realm is the player’s homeland and is populated by one of the Warhammer races. The player might be a king, a powerful baron, a freelancing warlord, or any type of head of state appropriate for his or her chosen race.
Once the map is complete, the possible sites for realms are indicated by the position of the capital cities. To establish where the realms lies each player rolls a die, and the highest scoring player chooses one of the capital tiles as the center of his realm. The player places an empire flag within the city to claim ownership. The player with the next highest roll then chooses his capital and so on until each player has chosen a capital.
Each realm consists of a capital city plus a one tile wide band of territory around it, making a total of seven tiles. This territory may contain villages, cities or fortresses, or it may be barren and unoccupied. Each player determines what lies within his realm using the chart below. First nominate one of the territory tiles, then roll 2D6 and compare the result to the tile type. The result indicates the type of settlement in that tile. The player places a settlement piece of the appropriate type and attaches his own colored flag. The player then continues to roll for each tile until the territory is filled.
Barren. If the tile is barren place a flag and barren marker within the tile. The tile is currently windswept, infertile and generally unsupportive of agriculture or industry but as a benelevoent ruler you have the possibility later on to change this tile into a productive territory.
Village: The presence of a village counter in a tile does not indicate that there is literally one village in the area. It means the area is fertile, productive and inhabited by a substantial population spread throughout villages, farms and small market towns. These areas provide the agricultural and industrial lifeblood of the realm and are ever bit as important as cities and fortress. Place your flag within the tile along with no other markers.
Fortress: A fortress counter represents a great castle or fortress built to defend the realm against attack. A tile which has a fortress is not necessarily otherwise empty. As well as the fortress, the tile contains villages, farms and other settlements. Place a castle marker along with your flag in the tile.
City: The city counter represents a city with outlying villages and communities. The city attracts wealth and trade from the surrounding area, and has a large population. The capital city represents the very heart of the player’s realm. Place a city marker within the city with your flag if the city is your capital also place a capital marker.
Fortress:
2D6 Lowland Highland
2 Barren Barren
3 Barren Barren
4 Barren Barren
5 Barren Barren
6 Village Barren
7 Village Barren
8 Village Village
9 Fortress Village
10 Fortress Fortress
11 City Fortress
12 City City
The Realm’s Armies
Once the players has located and populated his realm, it is time to determine its military strength. Military strength is represented by a point value. Your realm automatically begins with a single banner worth 1,000 points along side your Empire’s leader, this banner will be subsequently called your Empire Banner.
As players works out his or her armies they must make a list of each unit or character together with its size, troop type, armament, weapons and points value. Once units are chosen they cannot be amalgamated or diveided during the campaign season, so it is important to select suggcient units to form several independent forces.
Divide the Army into Banners
The empire’s army is divided into seperat field armies called banner. Banners are placed on specific map tiles to indicat where troops are deployed. Because each banner represents a different body of troops, it is necessary to fix numerous banners, these can be special markers or simply minatures. It is very important that you mark down which army banner represents which of your army lists.
At the beginning of each campaign season each banner must contain a minimum of 500 pts and a maximum of 1750 points. Each individual banner must ahere to that specific armies rule book for restrictions of certain types of troops. Magical items and any limits on certain types of troops are empire wide. In your army rule books it states that certain items and unit choices can only be made a certain times for your army this is being expanded to your entire empire. Simply put your empire functions as a massive army list but must be broken up and divided amongst your empire.
The Campaign Season
The mighty Empire map represents a medieval environment where roads and rivers are rarely passable during the winter and where military conquest is largely restricted to the warmer months. This period stretching from the spring to the autumn equinox, is known as the campaign season. During the campaign season armies march to war and plans are hatched over the winter are finally put to the test.
The campaign season covers six months of activity. It ends with a period of retrenchment in which armies retire to winter quarter, crops are gathered, and the battling nations prepare for the following season. This remaining portion of the year is called the winter and has its own section.
Campaign turns
The campaign season is divided into six turns, each turn representing approximately one month.
Month
Spring 1 2 3 4 5 6 Winter
During each Campaign turn, each plaer takes an individual turn. To determine who goes first during any campaign turn, each player rolls two D6. The highest scoring player goes first, followed by the next highest and so on (in case of ties roll off to see who goes first).
During each player’s individual turn the player works through the sequence given below. Special rules for each phase of the sequence are explained later. Once every player has taken his individual turn, the campaign turn is over and another begins.
1. Scouting: A banner may scout an adjacent tile.
2. Movement: A banner may move into an adjacent tile is has successfully scouted.
3. Battle: If a banner moves into a tile already occupied by one or more enemy banners there will be a battle. If the enemy retires to a fortress or city there may be a siege instead.
4. Siege: A besieging force resolves any assault or other actions.
5. Raze: A banner may raze any uncontested tile which it occupies, whether its civilian inhabitants are friendly or not. A fortress or city under siege cannot be razed while it remains defended.
6. Reorganization: A banner may be split up or combined with other banners in adjacent tiles.
1. Scouting.
When armies move it is assumed that small detachment are sent ahead to locate settlements asses forage potential and ensure the safe passage of the army. This is defined as scouting and follows the following rules.
Scouting Declaration
During the scouting phase, the player indicates which banners are attempting to scout and the adjacent tile. Each banner may attempt to scout only one adjacent tile per turn. It is not permitted for a player to attempt to scout the same tile twice during the same turn.
Scouting unknown tiles
An unknown tile is a tile which is empty, it contains no settlements or empire flags.
The existence of settlements in the unknown tile is established when the tile is scouted and an appropriate settlement piece is placed in the tile. Once a tile’s contents have been established they are fixed, further scouting cannot alter or affect what is in a tile.
Follow the scouting chart seen below, then roll and follow the results. If the result is barren the tile contains no settlements but still becomes part of the scouting player’s expanding empire. An empire flag is placed in the tile.
If the result indicates an event, then some problem has beset the force and the tile is not successfully scouted. A further roll is made on the scouting event chart as explained later.
If the result indicated there is a settlement in the tile, it normally becomes part of the player’s empire. A village, fortress or city piece is placed in the tile. If a settlement resists the invader, then a battle occurs and it takes until the end of the next turn for the invader to conquer the tile at which time the conquers flag is placed into the tile. During this time an opposing army can attack this tile and the first banner in the tile counts as the defender.
The number of playing pieces in the mighty empires set places a limit on the total number of settlements that can be discovered it is convenient to rule that once all of the pieces of a settlement type have been used no further settlements of the type can be discovered or built, any further scouting results of that type are assumed to be barren instead.
Scouting Charts
Scout chart
2D6 Result
2. Barren: The tile is barren place your territory marker and a barren counter in the tile.
3. Event. The scouting force meets with an unexpected event which prevents it from accomplish its mission. Roll on the event chart.
4. Fortress: If the roll is double 2s the fortress resists the invader. If the roll is not a double the fortress submits to your rule. Place a fortress with your own flag in the tile.
5. Village: The tile is fertile and inhabited by friendly people who quickly submit to your enlightened rule. Leave the tile empty but place your flag in it.
6. Village: If the dice roll is double 3s the inhabitants of the tile resist your presence. If the roll is not a double the village submits to your rules and becomes parts of your empire. Leave the tile empty but place your flag in it.
7. Barren: The tile is barren. Place your territory maker and a barren counter in the tile.
8. Village: If the dice roll is double 4s the inhabitants of the tile resist your presence. If the roll is not a double the village submits to your rules and becomes parts of your empire. Leave the tile empty but place your flag in it.
9. Village: The tile is fertile and inhabited by friendly people who quickly submit to your enlightened rule. Leave the tile empty but place your flag in it.
10. City: If the dice roll is a double 5 the inhabitants resist your presence. If the roll is not a double the city submits to your rule and becomes part of your empire. Place a city with your own flag in the tile.
11. Event. The scouting force meets with an unexpected event which prevents it from accomplish its mission. Roll on the event chart.
12. Barren: the tile is barren place your territory marker and a barren counter in the tile.
Scouting Event chart
2D6 Result
2. Mass desertion among then ranks places the troops in severe disarray. The force loses 2D6x20 points of troops in the same way as subsistence shortfall
3. Mutiny the troops are paralyzed by momentary unrest. The banner may not move this turn and may not scout or move in its following turn.
4-5. Sickness sweeps the army incapacitating the force for a short while. The banner loses 2D6x4 points of troops in the same way as subsistence shortfall.
6-8. Due to unfortunate breakdowns in communications the army’s scouts head off in the wrong direction. Nominate a tile side as 1 and number the remaining sides 2 to 6 clockwise. Roll a D6. The scouts will scout in the tile indicated by the dice roll. Roll again on the scouting charts. Assuming the tile is successfully scouted. The force may choose to move into it or not in the same way as normal.
9-10.The scouts encounter a merchant convoy carrying a shipment of gold bouillon the scout expedition is a failure but soldiers bring you 2 gold crowns that you add to your empire treasury.
11. The scouts encounter a mercenary band. Roll a D6 on a roll of 1-4 they succeed in recruiting D6x20 pts of troops. On a roll of 5-6 they are brutally slaughtered by the mercenaries and are never seen again. Whatever the result of the encounter the tile remains unknown and the force cannot move into it this turn.
12. The scouts either accidently or moronically stumbled upon a Dragons Lair, yes this is bad, and retreat without scouting the tile. The force is therefore unable to move into the tile this turn. Furthermore, the scouts may have disturbed the sleeping dragons. Roll a D6 on a result of 1-3 the dragons are not woken and there is no further effect. On a result of 4-6 D6+1 dragons are woken and emerge from their lair to lay waste to the countryside (see Dragon Rage rules for details on this horrific attack.)
Events
If the scouting charts indicate an event then something has happened which prevents the scouting troops from accomplishing their mission. The tile is not scouted and if it is unknown it remains unknown. Furthermore it is not possible for the banner to move into that tile during that turn. To discover what has prevented the scouts from fulfilling their mission roll 2D6 and consult the scouting even chart.
Independent Settlements
The inhabitants revolt against their rightful ruler. The rebels are cowards and will not meet your righteous armies in direct battle. Move your banner into the tile but your banner must spend the next full turn rooting out the rebels. Simply put the banner may not scout or move in the following turn at the end of which the tile and any contents will convert to your empire.
Scouting a known tile
A tile which already contains a city, Fortress, village or barren territory marker must still be successfully scouted before a banner can move into it. This does not apply to your own empire. If a map tile belonging to a rival player is successfully scouted, and if there is no banner in the tile to defend it, then the tile changes its allegiance and become part of your empire. Settlements in the tile become your settlements, the old flag is removed and your flag fastened on in its place. These settlements have been “liberated” by the player and brought within his empire, its people cheering your troops and promising to remain faithful to your rule.
If the tile has been found to be independent the banner will enter the tile and hold for a full turn.
If the tile belongs to a rival player and contains a banner the tile does not change hands when it is scouted. The tile will only become part of the player’s empire if he enters the tile with his own force and defeats the occupying enemy force.
Whenever tiles containing an enemy force are successfully scouted, roll a D6 and consult the Scout Skirmish Chart. The scouts spy on the enemy’s forces, while the enemy’s own outriders and pickets will naturally try to screen their forces and see off the intruders.
Scout Skirmish Chart
D6 Results
1. Enemy outriders spot the scouts and drive them away. The contents of the enemy’s force remain unknown. Unfortunately, one of the scouts is captured and forced to reveal details of his side’s force. The player must tell the enemy the total points of his own banner.
2. Enemy outsiders stop the scouts and drive them away. The contents of the enemy’s force remains unknown.
3. Enemy pickets drive the scouts away before they can gain much information. The approximate size of the enemy’s force has been revealed the enemy player must reveal the total point value of the force. He does not have to give further details.
4-5.The scouts succeed in driving away the enemy’s pickets and manage to get a good idea of the size and strength of his force.. The enemy player must reveal the individual point value of the banner in the force and provide a detailed contents list of the defending banner. This can be achieved by showing the relevant army sheet.
6. The scouts avoid contact with the enemy and compile a thorough report of his forces. The enemy player must provide a detailed contents list of his entire force. This is achieved by showing the player the relevant banner on his army sheet. In addition your scouts go the extra effort to achieve your greatest appraise they have carefully scouted the terrain where the battle field will take place. You may place all of the terrain for the battle field with the limit of 6 pieces of terrain following the normal rules for pitched battles.
Dragon Rage
2. Movement
During the movement part of the turn a banner may move into an adjacent tile which it has successfully scouted during the scouting phase. Banners never moved more than 1 tile at a time, and may never move into a tile unless it has been successfully scouted during the scouting phase.
When moving a banner. The player repositions the piece as shown below. The banner is placed on the edge of the tile adjacent to the tile it has moved from. Banners always move from tile edge to tile edge in this way and are positioned so that it is obvious which edge they occupy.
Blocking Terrain
A banner may trace any route from the edge of the map tile it is in to its destination tile. Banners may avoid mountains where possible by going around them. If a banner cannot trace a route without crossing an area of mountain its route is blocked and it will be necessary for the force to test to see it a route is found through the blocking terrain. To determine this roll a D6 on a roll of a 1 or 2 you are unable to move your banner into the terrain and cannot make any other moves this turn.
Subsistence Rule
Armies make demands on the lands through which they move i.e. food for the troops, fodder for their horses, drought animals and cards for transport, and so on. This is represented by subsistence. If a banner is cut off from the capital city for a full campaign turn (simply put if at the beginning of your turn the banner cannot draw a line to your capital or another city and at the beginning of your next turn if this is still the case the banner will be destroyed) they are considered destroyed. Razed tiles, unscouted tiles and enemy tiles all block this line. But in an attempt to simplify the ideas of trade routes supply caravans if your banner fails the subsistence rule you may pay one crown to save it from destruction.
Moving into Battle
If a banner moves into a tile containing a force of one or more hostile banners there will be a battle. The moving banner is referred to as the attacker and the enemy as the defender. Defenders may avoid a battle by taking refuge in a city or fortress in the tile, in which case there will be a siege.
When forces are brought to battle the result can be determined immediately using the Battles Without Models rules described later. Alternatively players will use their models on the respective army roster to fight out battles.
Invading enemy territory
If one of your banners successfully scouts a tile and moves into an undefended enemy territory the tile immediately changes allegiance. This is not the case for a capital, when this happens treat this tile and a scouted rebel tile, i.e. you must spend an entire turn in the tile to take it over.
3. Battles
When opposing forces meet in the same tile the result of the battle may be determined by using your army lists or by using the battle without miniatures described later on.
Terrain
Normally in WHFB (Warhammer Fantasy Battles) each player chooses a certain amount and kind of terrain and takes turn placing said terrain but this does not take into account the Mighty Empires setting. There are three major types of tiles: Plains, Forest, and Highlands/mountains. Each tile will be labeled as such and for campaign turns the first two have little affect on the game. But when a battle is fought each play places down 3-4 pieces of terrain but they should attempt to place terrain following the tiles theme. If both players cannot come to agreement on what this means call over an unbiased party to help set up terrain.
Rules for the Battle
All normal rules for the tabletop battle are applied from the WHFB rulebook, except in the case of a siege battle which will be discussed later on. The battle will take place between the army represented by your banner and the army represented by the defenders banner. But simply put larger forces do have the advantage, for each adjacent allied banner to the battle ground tile you may add 150pts. These points do not change your force organization chart so you cannot take more heroes, special or rare choices than you were previously allowed. You can use these points in any way you want but they cannot be used to buy upgrades for preexisting units (or expanding said unit) or characters and they cannot be used to buy characters. After the battles victor has been determined these units are automatically lost.
During the course of the battle you will of course loose units but in the case of the mighty empires campaign these units might simply be injured or even captured by the enemy. As you are playing keep track of casualties a unit suffers. At the end of the game determine the victor by using the normal rules for determining a pitched battle ( i.e. victory points claimed by wiping a unit out, getting a unit below half strength, capturing standards, table quarters, generals defeated and so on….). In the case of a tie battle the attacker retreats to an allied adjacent tile and the defender stays put. If the defender is victorious the same outcome is achieved. If the attacker is victorious the defender must retreat into a friendly adjacent tile and the tile is transferred to the attacker’s empire.
Casualty Recovery
Battles are not as cut and dry as our miniature battles will have us think some of your soldiers will of course die but the majority is merely wounded or other wise incapacitated. Following a battle some of the wounded may die, but others will recover sufficiently to rejoin the ranks. Once the battle is over and the two forces have completed any retreats, each side recovers a proportion of its battlefield losses. Recovered casualties are placed back in their units and may fight normally from then on.
Rank and File troops
Any units have the possibility of recovering soldiers even if the unit is completely annihilated. This includes any unit with more than one model in the case of a monstrous creature and a unit with only one model you must roll on a separate chart. If a unit is completely wiped out and a command was present they will return first but the banner will be lost if it was captured during the battle. A captured standard is simply a captured trophy this is transferred back to the conquers capitol.
Roll a D6 and apply the following modifiers
-2 if the force suffers a crushing defeat
-1 if the force suffers a minor defeat
+0 if the game ends in a draw
+1 if the game ends in a minor victory
+2 if the game ends in a solid victory
+3 if the game ends in a massacre
D6 Recovery
1 or less No models are recovered
2 1 in 4 casualties from each unit are recovered
3-4 1 in 3 casualties from each unit are recovered
5-8 1 in 2 casualties from each unit are recovered
9+ All casualties from each unit are recovered
In the case of units with only one model or a character apply the same modifiers. But on a 4+ the unit/creature/hero is returned to the army roster on a role of less than 1 the character becomes a prisoner of war otherwise the character is lost and units/monsters can never be captured.
Prisoners
Captured heroes can be used as political capital and can be used during the off season as a diplomatic edge for your empire or you can be a brute and simply execute them at any time. The prisoner becomes part of the banner until the off season and could potentially be captured by another force. In the case of a draw or loss prisoners will be left to the conquering army.
Battle without Miniatures
When a force moves into a tile occupied by an enemy force a battle is fought. Battle are resolved by means of the rules given below. Alternatively, battles can be resolved as tabletop war games the latter option is recommended for the simple reason of less chance is involved and more skill is present and lets face it, it is always more satisfying to play out a game. These rules are included primarily to resolve games where a player is not present so the campaign turn may continue. But alternatively if there are numerous battles happening and the current one is a bit lack luster (i.e. large force vs. a small one and so on) both players may decide to use the following rules.
Each player declares the total point value of his force. The side with the most points has an advantage but will not necessarily win. The players refer to the combat table shown below. The point values of the opposing forces are rounded up to the nearest value on the table and the two values are compared to give a factor from -8 to +8. The factor represents the attacker’s chance of winning simply put a high positive factor means the attacker will almost certainly win, a high negative factor means that he will probably lose.
Strategic Modifiers
The six strategic battle cards are used to represent any advantage gained by outmaneuvering, outfighting or outsmarting your opponent. The attacking player secretly chooses one of the three attacker cards (direct attack, surprise attack or flank attack). Meanwhile the defending player also selects one of the three defender cards (counter attack, hold, and withdraw). Once both players have made their choice they reveal their cards and compare them using the chart below. The resultant number modifies the combat table factor already obtained.
Random Modifier
There is no such thing as certainty in battle. A commander can tip the balance in his favor but who is to prevent chance tipping it back against him? To the basic factor modified by the strategic modifier, add the score of 2D6. If the score is a double, this is indicates that an important leader or hero has fallen casualty (see the Character Casualty rule).
Attacker’s Defender’s Options
Options
Counter
Attack Hold Withdraw
Direct Attack -2 0 +2
Surprise Attack 0 +1 -1
Flank Attack +1 -1 0
Combat Table
Attacker’s Strength in Points
Defender 250 500 750 1000 1250 1500 1750 2000 2500 3000+
250 0 +2 +3 +4 +4 +5 +5 +6 +7 +8
500 -2 +0 +1 +2 +2 +3 +4 +5 +6 +7
750 -3 -1 0 +1 +1 +2 +3 +4 +5 +6
1000 -4 -2 -1 0 0 +1 +2 +2 +3 +4
1250 -4 -2 -1 0 0 0 +1 +2 +2 +3
1500 -5 -3 -2 -1 0 0 0 +1 +1 +2
1750 -5 -4 -3 -2 -1 -1 0 0 +1 +2
2000 -6 -5 -4 -2 -2 -1 0 0 0 +1
2500 -7 -6 -5 -3 -2 -1 -1 0 0 0
3000+ -8 -7 -6 -4 -3 -2 -2 -1 0 0
Battle Result
Once the overall score has been established (basic factor + strategicmodifier+2D6) consult the chart below:
Score Result Losses in points
2 or less Defender Wins Defender Loses D6x50 points. Attacker loses 100 + D6x50 and is scattered.
3-5 Defender Wins Defender loses D6x50 points. Attacker loses 50 + D6x50 points
6-8 Draw Both lose D6x50
9-11 Attacker wins Attacker loses D6x50 points. Defender loses 50 + D6x50
12+ Attacker Wins Attacker loses D6x50. Defender loses 50 + D6x50 points and is scattered
Defeated
A defeated force must withdraw from the tile immediately. If an attacking force is defeated it is moved back into the tile it came from. If the defending force is defeated it must retreat into an adjacent tile which is part of the player’s empire. If a defeated defending force is unable to retreat, if there are no adjacent tiles belonging to the player’s empire the force is destroyed. A force retreating over a mountain must roll a D6, on a result of a 1 the force is destroyed. If a force which has not already taken its campaign turn, is defeated it may not scout or move during the rest of the current campaign turn.
It is possible that a defeated force may be attacked by yet another enemy during the same campaign turn, in which case the player has the option of fighting or of avoiding combat by making another 1 tile move as if defeated
Defeated and Scattered
The entire defeated force is driven in panic from the tile and is said to have been scattered. The force retreats in confusion and disorder, breaking up and dispersing as it does so. The force retreat from the tile as described above for defeated. Once the force reaches the safety of an adjacent friendly tile it reunites into its normal banner and suffers no further effects.
Draw
If the game is a draw, both sides must leave the tile and retreat as if defeated. Forces must retreat to an adjacent tile which is part of their own empire. A force attempting to cross mountain will automatically find a route, it is assumed that during the event of a draw commanders have plenty of time to find a safe route. But in the case that the force has no adjacent friendly tile to retreat to they are considered destroyed. The tile does no change hands in the event of a draw; it remains part of the defender’s empire.
Victory
The winning force remains in possession of the tile. Any settlement models or territory markers in the tile are replaced with those bearing the player’s own colored flag and tile becomes part of their empire.
Deducting Losses
The loss of troops is represented by deducting points from the value of the force. The player deducts models form any units he wants, reducing the force by no less than the number of points lost. It may be impossible for the player to reduce his force by the exact amount, in which case he will have to deduct marginally more. Any tendency on the part of players to expend poorer quality troops rather than better quality troops is considered acceptable and realistic. Models must be removed together with all their equipment. It is not possible to pay for lost points by giving up armor, weaponry, or upgrades of any kind.
Character Causality rule
Any double rolled on the random factor means that a character has been slain during the battle. Roll a D6 to determine which side has lost a character: 1-3 attacker, 4-6 defender. The selected army may nominate any character model from his force as the casualty
.
4. Siege
Unlike battles, sieges can take several turns to resolve. While the siege is in progress players must take care to record details of the defending and attacking forces, especially details of damage caused by battery and declining baggage supplies leading to subsistence short fall.
Defender’s Options
As soon as an attacking force enters a tile containing a defending force as well as a city or fortress, the defenders may choose to retreat into their city/fortress. The defending banner is placed directly next to the city or fortress to indicate this in which case no battle is fought.
A city or fortress can hold only a limited amount of troops. A city can hold up to a force of any size where as a fortress can only hold a force of 1500 troops (this also means supporting banners cannot provide more help than the fortification can hold). Ian is a dirty, dirty shizno. While the fortress or city remains garrisoned the tile remains part of the player’s empire regardless of the presence of besiegers.
Attacker’s options
Once the defenders have taken refuge in a city/fortress the attacker must decide whether to:
1. Remain in the tile and besiege the fortress/city.
2. Return to the tile he came from.
Under siege
Once a siege has begun the tile is declared to be under siege. Sieges can last for many campaign turns and are unlikely to end quickly unless the attacker opts for a direct assault. While the tile is under siege no force from any side may move through it. A besieged city or fortress therefore presents a barrier to movement and continues to do so until the siege is over. The besieger may give up the siege during any turn. His forces retreat into any friendly adjacent tile.
While the tile is under siege, fresh besiegers can relieve the original force, in which case the first banner must leave into a friendly adjacent tile where no scout role is required. Banners belonging to other players may also enter the tile to fight as battle with the besiegers. Besieged troops take no part in battles fought in the tile between other players. However if the new attacking force belongs to the besieged player the attacking army gets the normal pts boost of 150.
The defending banner may charge out of their castle at any time to force the seigers into combat if they decide to
For each of the defenders turns the defending army must check for subsitence and if it fails they could be crushed if the empire does not spend a crown to feed them.
The Attacker may decide to left their blockade and charge at the walls and comense a siege battle determined by the rules in the siege section.
5. Raze
Armies can have a very destructive effect on the land of ordered to so. A razed settlement is looted of everything of value, all crops are harvested or destroyed, the area is stripped of its livestock, and everything that is useful to the army is taken. Once a settlement has been razed it cannot support eve its own population.
Razing a Tile
A force may raze the settlement it is in aty the end of the player’s turn. The only exception is during a siege, when a settlement may not be razed until it has fallen to its besiegers. The player declares tha he is razing the settlement and places a razed territory marker in it. The settlement marker remains in it but any fortresses or cities will be destroyed. Tiles which have been razed don’t really belong to any empire but they retain their flag to show which player razed the tile.
Razed Tiles
Once a tile has been razed it is treated as a barren area. A razed tile remains barren until the following winter when a test is made to restore all razed tile.
The Purpose of Razing
Razing a tile denies its revenues and blocks subsistence to your enemies, but it also destroys its benefits to you. A deep raid into enemy territory, razing tiles as you go, can seriously weaken his empire. This is especially true during the latter half of the season when your enemy may have little chance to retaliate. Razing may also be useful as a defensive measure. If your forces are retreating they can deny subsistence to the enemy by razing tiles as they retreat. Such a measure may save your skin in an emergency.
6. Reorganization
The reorganization phase gives players the opportunity to restructure their forces.
Reorganizing Banners
Banners which have fallen below the 500 pt minimum must combine with other banners in adjacent banners where possible. The result is to bring the combined banner up to the minimum 500 pt value. All newly created banners must conform to requirement that each banner has between 500 and 1750 pts (also containing at least one hero and the minimum number or core units for the listed pts and it cannot go above the limited number of rare and special units where possible combine units otherwise you are allowed to liquidate the pts and redistribute them as you see fit). There might come a time when you are unable to keep a banner above 500pts and you are unable to combine banners in this case the banner will still operate as normal but you must at your earliest chance combine it to form a larger banner during the reorganization phase.
Siege
Unlike a normal battle a siege consists of an attacking force coming upon a force hidden behind walls. The following rules are used to determine the siege. In order to equip a banner for siege you must pay a crown during the recruitment phase of the winter season. The banner counts as having ladders for each unit and grappling hooks for skirmishers. The army also has a siege tower and a ram for the army. In addition this army will always count having these equipment. The banner will loose their equipment if they loose a siege, but otherwise they will always have this equipment but not use it unless there is a siege. If a seiging banner is beaten in a siege they must retreat from the tile as normal but in the case of a draw the attacker simply resumes their normal stance and can continue besieging the tile if the player so wishes.
Siege Banner
A banner will of course gain experience in the art of siege warfare. For each siege victory the banner gains one siege experience. Once the unit reaches to one experience during each siege they get an extra 100 pts for the battle which gets added in the same way as a supporting banner adds to battles. When the banner has two experience points they add 150 pts to their army in the same way as a supporting banner does in addition they are given an extra siege tower. When the banner has three or more experience they are considered masters of siege warfare and receive an additional 200 pts, two towers and if they reach above 2,000 points they may exchange one of their hero choices for a lord choice and equip him from bonus points awarded to the army. These bonuses only count while the banner is besieging a castle or city and will loose all bonuses while not in a siege(the lord is lost after each battle and is replaced by the hero it displaced ). If in the case of a lose the banner still looses their siege equipment but still retain all of their experience points.
The Rules for Conducting a Siege Game
The Castle
A fortress consists of four distinct areas: Walls, Towers, a Gatehouse, and a Courtyard. The battlements count as hard cover against enemy shooting, and any unit on the battlements counts as occupying the entire section in the same way as a building (rulebook pg 97).
The Gatehouse
Treated like a wall. Whichever side controls the gate may freely open and close it during the Movement Phase. It may also be battered down, as described below.
Automatically hit in close combat. Add the number of hits cause by any model to the strength of the attack: if it's 10+ a wound is caused. Gates have 3 wounds; after they are gone the gate is destroyed.
Moving within the Castle
All units on a wall or tower count as skirmishers.
Defending the Walls
When a section of the castle is charge, any defending models on that section may move up to 2" to block the progress of the attacking unit. If there isn't any, the attacking unit may simply move over the battlements in their next turn.
Otherwise the two must fight. Defending units count as occupying a building and fighting behind a defended obstacle as described in the main rules. A model defending a castle wall will only be hit on a roll of 6 in close combat; in addition they gain a +1 combat resolution for occupying high ground until they lose a round of combat, though there are no outnumbering bonuses.
Siege Attackers
All infantry units - except for skirmishers - on the attacking side have ladders. They may charge any wall section, but not tower sections as the ladders are not long enough. When an attacking unit reaches combat with the defenders of the wall, the front rank may attack as normal. However, as the castle is so well defended, attackers require 6's to hit. Additionally, the attacking unit cannot count its ranks or outnumbering bonuses while fighting over the walls.
Grappling Hooks
Skirmishing units on the attacking side are equipped with grapples. They work in the same way as siege ladders but allow the skirmishers to charge towers too.
Siege Towers
It's placed in the middle an attacking unit, displacing 6 models. Skirmishers may not push towers. Models may move up and down the siege tower during the unit's movement. The addition of a siege tower to a unit makes them a Large Target.
Gets a free normal move of 2D6" before the game begins; afterwards they move at the same speed as the pushing unit. May not march.
Once a siege tower contacts a wall section, the access ramp is lowered, and any models within or atop the tower may be ranked up to fight on the ramp. Models fighting from a tower follow all the usual combat rules and negate the defended obstacle status fo the battlements.
It can be separately shot at and destroyed, having Toughness 7 and 5 wounds and with a 3+ save. It is a Large Target.
Battering Rams
Placed in the same way as towers and moves in the same way. A unit equipped with a battering ram always counts as Strength 10 when attacking a gate and inflicts D3 wounds on it. May not be used to attack normal units.
Deployment & 1st turn
The attackers deploy first. They may be deployed anywhere on the battlefield, but no closer than 24" to any part of the castle. The defending force is then deployed anywhere in the fortress. The defenders have the 1st turn.
Special Deployment
Any troops with special deployment rules, such as Dark Elf Shades, may not use them in this scenario.
Winning the Game
Each wall section and tower counts as a distinct section. The courtyard is divided into three equal-sized sections. To control a section, a player must have an unbroken unit of Unit Strength 5+ within it. Flyers cannot claim sections. If a section is contested, it cannot be claimed by any side. The player who controls the most sections after 7 full turns is the winner.
The Winter Season
After the final turn of the campaign season, play ceases for the duration of winter. The winter may be inactive from the point of view of battle but it is still a busy time for the rulers of the various empires. Gains must be consolidated, fortifications built, armies brought up to strength and reequipped. Winter is the time to prepare for the next season’s campaigning.
The winter season
The winter lasts for the equivalent of 6 ordinary campaign turns. Players will need to consult with each other to resolve some procedures, but most calsuculations can be made independently by each player. It is a good idea to begin the winter season as soon as the final turn of the campaign season is over, while the players are gathered together. In a any case players should set a date when they can meet to complete their winter business prior to starting a new campaign season. Once each player has completed his winter taskes the next campaign season is ready to begin.
1. Winter Quarters: Banners retire to winter quarters.
2. Events: Roll on the winter events chart to determine any unexpected occurrences with in your empire.
3. Revenue: Collect revenues due from the empire.
4. Diplomacy: Players may consult with each other and make alliances or pact. Prisoners may be exchanged.
5. Recruitment: Fresh troops can be raised and existing units upgraded
6. Recovery: Razed settlements are tested to determine if they recover.
7. Construction: At this time structures are built in your empire.
8. Deployment: Banners are repositioned anywhere in the empire as long as they can travel a line from their capitol in the same was as the subsistence rule.
1. Winter Quarters
During the winter quarters phase every banner is removed from the map and is considered to move back to the capitol. Any unit that cannot make it to your capitol because of a broken path will be destroyed unless you pay 4 crowns if you do choose to pay they can be resupplied as normal.
2. Winter events
Winter is both a time of rest and renewal for the armies of the empire and a time of hardship for many of the empire’s inhabitants. While seasoned campaigners toast themselves with ale and log fires and bards add new verses to their heroic songs, for many the winter brings only privation and despair.
Winter is a time when newly conquered people may be tempted into dissent and when disease can wreak havoc among populations already weakened by hunger and war. The turning of the seasons also brings with it the fear that this year might once more be the year of the Dragon rage. Every few years for reasons unknown, dragons come roaring from the heart of the mountains, bringing terror and destruction to princes and paupers alike. These events and other are covered during the events phase and are represented by means of test made once by each player. The player rolls 2D6 and consults the chart below.
2D6 Result
2. Massive Rebellion: Roll a D6 for each of your territories with no castle or city on a roll of one you lose that tile this occurs after you have collected revenue .
3. Peasant Revolt: Peasants refuse to pay your entirely reasonable taxes, ungrateful scum……. have you not protected them from the authoritian rule of your enemies! Lose D6 crown or revenue this year.
4. Rebellion: An underling rebels against hour rule. Randomly select a fortress in the empire, which becomes an independent settlement. The fortress yields no revenue this year.
5. Plague: plague ravages the land and you loose 3 crowns to pay of the masses.
6. Raids: Test for each settlement lying in a tile adjacent to an enemy held tile(including any independents). Roll a D6 if the results is a 4+ raids and banditry prevent revenue being collected from that tile this year.
7. Increased Revenue: you merchants and traders have had a very successful year with goods and wares being sold and transported to the far reaches of the empire. The tax revenue from all this activity adds an additional crown to your treasury for each city and fortress in you empire, including your capitol.
8. Plentiful Harvest: The fine weather and hard work of your farmers has resulted in a bountiful harvest. For every three villages in you empire, receive 1 additional crown of revenue this season.
9. Special Tribute: In gratitude for your just and enlightened rule, your minions selflessly levy an additional tax to pay for statues of you to be erected in every city and village in the empire. Collect an additional D6 crowns of revenue this year.
10. Famine: Widespread famine makes it impossible for you empire to rebuild and repolulate razed territory this year. No recovery roll is made in the recovery phase.
11. Treachery: For each city or fortress in your empire that borders an opposing empire or independent settlement, roll a D6 on a roll of 6, that settlement switches its allegiance with the enemy. Exchange your flag for that of the opposing empire or an independent settlement. The revenue from that settlement can now be collected by your enemy.
12. Great Migration: A tribe of wandering barbarians decide to join your empire, you add one banner to your empire containing 500 pts of your choice.
4. Revenue
Gathering Revenue
Revenue may only be gathered if the player’s capital city has not fallen to the enemy or been razed. If a capital falls to the enemy or has been razed the player is unable to collect revenue that year. Being unable to collect revenue does not necessarily mean that the player is defeated as he may still have an army and other territories, however his lack of revenue means that he starts the campaign season with no reinforcements.
Revenue is collected in the following values:
Settlement Type Revenue Value (crowns)
Capital City 7
Other City 5
Village 2
Fortress 3
Isolated Settlements as in tiles that cannot draw a line to the capitol provide no revenue this season.
5. Diplomacy
This phase has little play in this specific campaign this is more of a reminder that you can exchange prisoners and make treaties.
6. Recruitment
During the recruitment phase players can spend revenue to recruit and train new troops, and to reinforce or upgrade existing units.
Crowns for points
A gold crown of revenue buys 100 points worth of troops. An empire witn an income of 25 crowns therefore has a potential to buy 2,500 points or less. It is very unlikely that a player will want to use all of his revenue to expand his armies: there are many other expenditures to eat away at the budget. With the conversion of crowns to points you can do one of two things with these points.
1. You can create a brand new banner. There is a distinct advantage in creating a new banner all of your troops are fresh and eager. To create a new banner you spend 3 crowns and create a 500 point banner. You can then add points to the banner after this point using the same conversion of one crown equaling 100 points.
2. Your other option is to reinforce an old banner. To do this you simply add points to the banner but this also has a set process you can do the following to a preexisting banner:
• Add new units to the banner using points converted from gold crowns
• Used the points converted from gold crowns to preexisting units and characters(yes at this time you can change their equipment).
• You also have the option of changing units and characters into points and completely changing the banner’s composition
Any points that are left over from a banner you can shift to another banner but any points left over after the phase are lost. For example you have five crowns and convert it into 500 points to divide amongst your banners but only use 480 points the left over 20 are lost unless you fit them into somewhere else in your banner.
7. Recovery
Reestablishing Barren Territories
Settlements which are barren may recover over the winter as citizens return to their homes and new settlers take over abandoned territory.
A test is made for each barren tile in a player’s empire.
D6 Result
1 The tile remains barren and cannot be repopulated using revenue this turn
2-3 The tile is still badly damaged a player can repopulate this tile at the expense of 3 Crowns
4-5 The tile is habitable it can be repopulated at the cost of 1 Crown
6 The winter season was surprisingly good to this territory it is automatically repopulated.
8. Construction
During the construction phase a player may spend revenue on the construction of ships, cities and fotrtesses within the bondaries of their empires. The number of pieces in the mighty empires game limits the number of settlements and ships that it is possible to have in play. It is conjvenient to rule that it is only permitted to build new settlements and ships if models are available to represent them.
Fortresses and Cities
The construction of fortresses ancd cities places major demands upon the economic resources of an empire. At the same time, a carfully sited and garrisoned citadel can protect and safeguard important military trading routes.
A tile that is not barren may be converted into a fortress at a cost of 5 gold crowns. There is can be no greater expression of egotism and vanity by an empire’s ruler than to have a city constructed and inevitably named after himself. Such a project involves a huge expenditure in terms of manpower and resources and is usually regarded as an acto of folly by either a glitteringly wealthy or otherwise eompletely lunatic king. A village may be built up into a city at the cost of 15 gold crowns.
I will have a complete printout of the rules for everyone present next week and I will remove the rules from this forum to save space and I will add updates to the rules here to save paper.
Mighty Empires
The most updated rules
Mighty Empires
Games Set-up: In this campaign we will be using the GW Mighty Empires Box set which contains:
• 1 Mighty Empires Booklet that is a waste of paper
• 48 snap-together Hexagonal Mighty Empires Map tiles
• 24 Castle pieces
• 12 City pieces
• 12 Mine pieces
• 72 Banners/pennant flags
Each player will also have to provide suitable tokens to represent different army banners.
The map will already be provided for you please take not that there are three different types of tiles and these different types will affect later game play.
• Highland tiles: Are represented by the mountains in the tiles. These areas offer obstacles for armies and make it difficult to build structures in them.
• Plains: Are the ideal area to build up an army and provide simply army deployments.
• Forest: Provide much cover for your forces and act much in the same way as plain tiles.
Realms
Creating the Realms
A Mighty Empires game may be fought between two or more players. Each side is represented by one player who commands the armies and dispatches the strategy of a realm. The realm is the player’s homeland and is populated by one of the Warhammer races. The player might be a king, a powerful baron, a freelancing warlord, or any type of head of state appropriate for his or her chosen race.
Once the map is complete, the possible sites for realms are indicated by the position of the capital cities. To establish where the realms lies each player rolls a die, and the highest scoring player chooses one of the capital tiles as the center of his realm. The player places an empire flag within the city to claim ownership. The player with the next highest roll then chooses his capital and so on until each player has chosen a capital.
Each realm consists of a capital city plus a one tile wide band of territory around it, making a total of seven tiles. This territory may contain villages, cities or fortresses, or it may be barren and unoccupied. Each player determines what lies within his realm using the chart below. First nominate one of the territory tiles, then roll 2D6 and compare the result to the tile type. The result indicates the type of settlement in that tile. The player places a settlement piece of the appropriate type and attaches his own colored flag. The player then continues to roll for each tile until the territory is filled.
Barren. If the tile is barren place a flag and barren marker within the tile. The tile is currently windswept, infertile and generally unsupportive of agriculture or industry but as a benelevoent ruler you have the possibility later on to change this tile into a productive territory.
Village: The presence of a village counter in a tile does not indicate that there is literally one village in the area. It means the area is fertile, productive and inhabited by a substantial population spread throughout villages, farms and small market towns. These areas provide the agricultural and industrial lifeblood of the realm and are ever bit as important as cities and fortress. Place your flag within the tile along with no other markers.
Fortress: A fortress counter represents a great castle or fortress built to defend the realm against attack. A tile which has a fortress is not necessarily otherwise empty. As well as the fortress, the tile contains villages, farms and other settlements. Place a castle marker along with your flag in the tile.
City: The city counter represents a city with outlying villages and communities. The city attracts wealth and trade from the surrounding area, and has a large population. The capital city represents the very heart of the player’s realm. Place a city marker within the city with your flag if the city is your capital also place a capital marker.
Fortress:
2D6 Lowland Highland
2 Barren Barren
3 Barren Barren
4 Barren Barren
5 Barren Barren
6 Village Barren
7 Village Barren
8 Village Village
9 Fortress Village
10 Fortress Fortress
11 City Fortress
12 City City
The Realm’s Armies
Once the players has located and populated his realm, it is time to determine its military strength. Military strength is represented by a point value. Your realm automatically begins with a single banner worth 1,000 points along side your Empire’s leader, this banner will be subsequently called your Empire Banner.
As players works out his or her armies they must make a list of each unit or character together with its size, troop type, armament, weapons and points value. Once units are chosen they cannot be amalgamated or diveided during the campaign season, so it is important to select suggcient units to form several independent forces.
Divide the Army into Banners
The empire’s army is divided into seperat field armies called banner. Banners are placed on specific map tiles to indicat where troops are deployed. Because each banner represents a different body of troops, it is necessary to fix numerous banners, these can be special markers or simply minatures. It is very important that you mark down which army banner represents which of your army lists.
At the beginning of each campaign season each banner must contain a minimum of 500 pts and a maximum of 1750 points. Each individual banner must ahere to that specific armies rule book for restrictions of certain types of troops. Magical items and any limits on certain types of troops are empire wide. In your army rule books it states that certain items and unit choices can only be made a certain times for your army this is being expanded to your entire empire. Simply put your empire functions as a massive army list but must be broken up and divided amongst your empire.
The Campaign Season
The mighty Empire map represents a medieval environment where roads and rivers are rarely passable during the winter and where military conquest is largely restricted to the warmer months. This period stretching from the spring to the autumn equinox, is known as the campaign season. During the campaign season armies march to war and plans are hatched over the winter are finally put to the test.
The campaign season covers six months of activity. It ends with a period of retrenchment in which armies retire to winter quarter, crops are gathered, and the battling nations prepare for the following season. This remaining portion of the year is called the winter and has its own section.
Campaign turns
The campaign season is divided into six turns, each turn representing approximately one month.
Month
Spring 1 2 3 4 5 6 Winter
During each Campaign turn, each plaer takes an individual turn. To determine who goes first during any campaign turn, each player rolls two D6. The highest scoring player goes first, followed by the next highest and so on (in case of ties roll off to see who goes first).
During each player’s individual turn the player works through the sequence given below. Special rules for each phase of the sequence are explained later. Once every player has taken his individual turn, the campaign turn is over and another begins.
1. Scouting: A banner may scout an adjacent tile.
2. Movement: A banner may move into an adjacent tile is has successfully scouted.
3. Battle: If a banner moves into a tile already occupied by one or more enemy banners there will be a battle. If the enemy retires to a fortress or city there may be a siege instead.
4. Siege: A besieging force resolves any assault or other actions.
5. Raze: A banner may raze any uncontested tile which it occupies, whether its civilian inhabitants are friendly or not. A fortress or city under siege cannot be razed while it remains defended.
6. Reorganization: A banner may be split up or combined with other banners in adjacent tiles.
1. Scouting.
When armies move it is assumed that small detachment are sent ahead to locate settlements asses forage potential and ensure the safe passage of the army. This is defined as scouting and follows the following rules.
Scouting Declaration
During the scouting phase, the player indicates which banners are attempting to scout and the adjacent tile. Each banner may attempt to scout only one adjacent tile per turn. It is not permitted for a player to attempt to scout the same tile twice during the same turn.
Scouting unknown tiles
An unknown tile is a tile which is empty, it contains no settlements or empire flags.
The existence of settlements in the unknown tile is established when the tile is scouted and an appropriate settlement piece is placed in the tile. Once a tile’s contents have been established they are fixed, further scouting cannot alter or affect what is in a tile.
Follow the scouting chart seen below, then roll and follow the results. If the result is barren the tile contains no settlements but still becomes part of the scouting player’s expanding empire. An empire flag is placed in the tile.
If the result indicates an event, then some problem has beset the force and the tile is not successfully scouted. A further roll is made on the scouting event chart as explained later.
If the result indicated there is a settlement in the tile, it normally becomes part of the player’s empire. A village, fortress or city piece is placed in the tile. If a settlement resists the invader, then a battle occurs and it takes until the end of the next turn for the invader to conquer the tile at which time the conquers flag is placed into the tile. During this time an opposing army can attack this tile and the first banner in the tile counts as the defender.
The number of playing pieces in the mighty empires set places a limit on the total number of settlements that can be discovered it is convenient to rule that once all of the pieces of a settlement type have been used no further settlements of the type can be discovered or built, any further scouting results of that type are assumed to be barren instead.
Scouting Charts
Scout chart
2D6 Result
2. Barren: The tile is barren place your territory marker and a barren counter in the tile.
3. Event. The scouting force meets with an unexpected event which prevents it from accomplish its mission. Roll on the event chart.
4. Fortress: If the roll is double 2s the fortress resists the invader. If the roll is not a double the fortress submits to your rule. Place a fortress with your own flag in the tile.
5. Village: The tile is fertile and inhabited by friendly people who quickly submit to your enlightened rule. Leave the tile empty but place your flag in it.
6. Village: If the dice roll is double 3s the inhabitants of the tile resist your presence. If the roll is not a double the village submits to your rules and becomes parts of your empire. Leave the tile empty but place your flag in it.
7. Barren: The tile is barren. Place your territory maker and a barren counter in the tile.
8. Village: If the dice roll is double 4s the inhabitants of the tile resist your presence. If the roll is not a double the village submits to your rules and becomes parts of your empire. Leave the tile empty but place your flag in it.
9. Village: The tile is fertile and inhabited by friendly people who quickly submit to your enlightened rule. Leave the tile empty but place your flag in it.
10. City: If the dice roll is a double 5 the inhabitants resist your presence. If the roll is not a double the city submits to your rule and becomes part of your empire. Place a city with your own flag in the tile.
11. Event. The scouting force meets with an unexpected event which prevents it from accomplish its mission. Roll on the event chart.
12. Barren: the tile is barren place your territory marker and a barren counter in the tile.
Scouting Event chart
2D6 Result
2. Mass desertion among then ranks places the troops in severe disarray. The force loses 2D6x20 points of troops in the same way as subsistence shortfall
3. Mutiny the troops are paralyzed by momentary unrest. The banner may not move this turn and may not scout or move in its following turn.
4-5. Sickness sweeps the army incapacitating the force for a short while. The banner loses 2D6x4 points of troops in the same way as subsistence shortfall.
6-8. Due to unfortunate breakdowns in communications the army’s scouts head off in the wrong direction. Nominate a tile side as 1 and number the remaining sides 2 to 6 clockwise. Roll a D6. The scouts will scout in the tile indicated by the dice roll. Roll again on the scouting charts. Assuming the tile is successfully scouted. The force may choose to move into it or not in the same way as normal.
9-10.The scouts encounter a merchant convoy carrying a shipment of gold bouillon the scout expedition is a failure but soldiers bring you 2 gold crowns that you add to your empire treasury.
11. The scouts encounter a mercenary band. Roll a D6 on a roll of 1-4 they succeed in recruiting D6x20 pts of troops. On a roll of 5-6 they are brutally slaughtered by the mercenaries and are never seen again. Whatever the result of the encounter the tile remains unknown and the force cannot move into it this turn.
12. The scouts either accidently or moronically stumbled upon a Dragons Lair, yes this is bad, and retreat without scouting the tile. The force is therefore unable to move into the tile this turn. Furthermore, the scouts may have disturbed the sleeping dragons. Roll a D6 on a result of 1-3 the dragons are not woken and there is no further effect. On a result of 4-6 D6+1 dragons are woken and emerge from their lair to lay waste to the countryside (see Dragon Rage rules for details on this horrific attack.)
Events
If the scouting charts indicate an event then something has happened which prevents the scouting troops from accomplishing their mission. The tile is not scouted and if it is unknown it remains unknown. Furthermore it is not possible for the banner to move into that tile during that turn. To discover what has prevented the scouts from fulfilling their mission roll 2D6 and consult the scouting even chart.
Independent Settlements
The inhabitants revolt against their rightful ruler. The rebels are cowards and will not meet your righteous armies in direct battle. Move your banner into the tile but your banner must spend the next full turn rooting out the rebels. Simply put the banner may not scout or move in the following turn at the end of which the tile and any contents will convert to your empire.
Scouting a known tile
A tile which already contains a city, Fortress, village or barren territory marker must still be successfully scouted before a banner can move into it. This does not apply to your own empire. If a map tile belonging to a rival player is successfully scouted, and if there is no banner in the tile to defend it, then the tile changes its allegiance and become part of your empire. Settlements in the tile become your settlements, the old flag is removed and your flag fastened on in its place. These settlements have been “liberated” by the player and brought within his empire, its people cheering your troops and promising to remain faithful to your rule.
If the tile has been found to be independent the banner will enter the tile and hold for a full turn.
If the tile belongs to a rival player and contains a banner the tile does not change hands when it is scouted. The tile will only become part of the player’s empire if he enters the tile with his own force and defeats the occupying enemy force.
Whenever tiles containing an enemy force are successfully scouted, roll a D6 and consult the Scout Skirmish Chart. The scouts spy on the enemy’s forces, while the enemy’s own outriders and pickets will naturally try to screen their forces and see off the intruders.
Scout Skirmish Chart
D6 Results
1. Enemy outriders spot the scouts and drive them away. The contents of the enemy’s force remain unknown. Unfortunately, one of the scouts is captured and forced to reveal details of his side’s force. The player must tell the enemy the total points of his own banner.
2. Enemy outsiders stop the scouts and drive them away. The contents of the enemy’s force remains unknown.
3. Enemy pickets drive the scouts away before they can gain much information. The approximate size of the enemy’s force has been revealed the enemy player must reveal the total point value of the force. He does not have to give further details.
4-5.The scouts succeed in driving away the enemy’s pickets and manage to get a good idea of the size and strength of his force.. The enemy player must reveal the individual point value of the banner in the force and provide a detailed contents list of the defending banner. This can be achieved by showing the relevant army sheet.
6. The scouts avoid contact with the enemy and compile a thorough report of his forces. The enemy player must provide a detailed contents list of his entire force. This is achieved by showing the player the relevant banner on his army sheet. In addition your scouts go the extra effort to achieve your greatest appraise they have carefully scouted the terrain where the battle field will take place. You may place all of the terrain for the battle field with the limit of 6 pieces of terrain following the normal rules for pitched battles.
Dragon Rage
2. Movement
During the movement part of the turn a banner may move into an adjacent tile which it has successfully scouted during the scouting phase. Banners never moved more than 1 tile at a time, and may never move into a tile unless it has been successfully scouted during the scouting phase.
When moving a banner. The player repositions the piece as shown below. The banner is placed on the edge of the tile adjacent to the tile it has moved from. Banners always move from tile edge to tile edge in this way and are positioned so that it is obvious which edge they occupy.
Blocking Terrain
A banner may trace any route from the edge of the map tile it is in to its destination tile. Banners may avoid mountains where possible by going around them. If a banner cannot trace a route without crossing an area of mountain its route is blocked and it will be necessary for the force to test to see it a route is found through the blocking terrain. To determine this roll a D6 on a roll of a 1 or 2 you are unable to move your banner into the terrain and cannot make any other moves this turn.
Subsistence Rule
Armies make demands on the lands through which they move i.e. food for the troops, fodder for their horses, drought animals and cards for transport, and so on. This is represented by subsistence. If a banner is cut off from the capital city for a full campaign turn (simply put if at the beginning of your turn the banner cannot draw a line to your capital or another city and at the beginning of your next turn if this is still the case the banner will be destroyed) they are considered destroyed. Razed tiles, unscouted tiles and enemy tiles all block this line. But in an attempt to simplify the ideas of trade routes supply caravans if your banner fails the subsistence rule you may pay one crown to save it from destruction.
Moving into Battle
If a banner moves into a tile containing a force of one or more hostile banners there will be a battle. The moving banner is referred to as the attacker and the enemy as the defender. Defenders may avoid a battle by taking refuge in a city or fortress in the tile, in which case there will be a siege.
When forces are brought to battle the result can be determined immediately using the Battles Without Models rules described later. Alternatively players will use their models on the respective army roster to fight out battles.
Invading enemy territory
If one of your banners successfully scouts a tile and moves into an undefended enemy territory the tile immediately changes allegiance. This is not the case for a capital, when this happens treat this tile and a scouted rebel tile, i.e. you must spend an entire turn in the tile to take it over.
3. Battles
When opposing forces meet in the same tile the result of the battle may be determined by using your army lists or by using the battle without miniatures described later on.
Terrain
Normally in WHFB (Warhammer Fantasy Battles) each player chooses a certain amount and kind of terrain and takes turn placing said terrain but this does not take into account the Mighty Empires setting. There are three major types of tiles: Plains, Forest, and Highlands/mountains. Each tile will be labeled as such and for campaign turns the first two have little affect on the game. But when a battle is fought each play places down 3-4 pieces of terrain but they should attempt to place terrain following the tiles theme. If both players cannot come to agreement on what this means call over an unbiased party to help set up terrain.
Rules for the Battle
All normal rules for the tabletop battle are applied from the WHFB rulebook, except in the case of a siege battle which will be discussed later on. The battle will take place between the army represented by your banner and the army represented by the defenders banner. But simply put larger forces do have the advantage, for each adjacent allied banner to the battle ground tile you may add 150pts. These points do not change your force organization chart so you cannot take more heroes, special or rare choices than you were previously allowed. You can use these points in any way you want but they cannot be used to buy upgrades for preexisting units (or expanding said unit) or characters and they cannot be used to buy characters. After the battles victor has been determined these units are automatically lost.
During the course of the battle you will of course loose units but in the case of the mighty empires campaign these units might simply be injured or even captured by the enemy. As you are playing keep track of casualties a unit suffers. At the end of the game determine the victor by using the normal rules for determining a pitched battle ( i.e. victory points claimed by wiping a unit out, getting a unit below half strength, capturing standards, table quarters, generals defeated and so on….). In the case of a tie battle the attacker retreats to an allied adjacent tile and the defender stays put. If the defender is victorious the same outcome is achieved. If the attacker is victorious the defender must retreat into a friendly adjacent tile and the tile is transferred to the attacker’s empire.
Casualty Recovery
Battles are not as cut and dry as our miniature battles will have us think some of your soldiers will of course die but the majority is merely wounded or other wise incapacitated. Following a battle some of the wounded may die, but others will recover sufficiently to rejoin the ranks. Once the battle is over and the two forces have completed any retreats, each side recovers a proportion of its battlefield losses. Recovered casualties are placed back in their units and may fight normally from then on.
Rank and File troops
Any units have the possibility of recovering soldiers even if the unit is completely annihilated. This includes any unit with more than one model in the case of a monstrous creature and a unit with only one model you must roll on a separate chart. If a unit is completely wiped out and a command was present they will return first but the banner will be lost if it was captured during the battle. A captured standard is simply a captured trophy this is transferred back to the conquers capitol.
Roll a D6 and apply the following modifiers
-2 if the force suffers a crushing defeat
-1 if the force suffers a minor defeat
+0 if the game ends in a draw
+1 if the game ends in a minor victory
+2 if the game ends in a solid victory
+3 if the game ends in a massacre
D6 Recovery
1 or less No models are recovered
2 1 in 4 casualties from each unit are recovered
3-4 1 in 3 casualties from each unit are recovered
5-8 1 in 2 casualties from each unit are recovered
9+ All casualties from each unit are recovered
In the case of units with only one model or a character apply the same modifiers. But on a 4+ the unit/creature/hero is returned to the army roster on a role of less than 1 the character becomes a prisoner of war otherwise the character is lost and units/monsters can never be captured.
Prisoners
Captured heroes can be used as political capital and can be used during the off season as a diplomatic edge for your empire or you can be a brute and simply execute them at any time. The prisoner becomes part of the banner until the off season and could potentially be captured by another force. In the case of a draw or loss prisoners will be left to the conquering army.
Battle without Miniatures
When a force moves into a tile occupied by an enemy force a battle is fought. Battle are resolved by means of the rules given below. Alternatively, battles can be resolved as tabletop war games the latter option is recommended for the simple reason of less chance is involved and more skill is present and lets face it, it is always more satisfying to play out a game. These rules are included primarily to resolve games where a player is not present so the campaign turn may continue. But alternatively if there are numerous battles happening and the current one is a bit lack luster (i.e. large force vs. a small one and so on) both players may decide to use the following rules.
Each player declares the total point value of his force. The side with the most points has an advantage but will not necessarily win. The players refer to the combat table shown below. The point values of the opposing forces are rounded up to the nearest value on the table and the two values are compared to give a factor from -8 to +8. The factor represents the attacker’s chance of winning simply put a high positive factor means the attacker will almost certainly win, a high negative factor means that he will probably lose.
Strategic Modifiers
The six strategic battle cards are used to represent any advantage gained by outmaneuvering, outfighting or outsmarting your opponent. The attacking player secretly chooses one of the three attacker cards (direct attack, surprise attack or flank attack). Meanwhile the defending player also selects one of the three defender cards (counter attack, hold, and withdraw). Once both players have made their choice they reveal their cards and compare them using the chart below. The resultant number modifies the combat table factor already obtained.
Random Modifier
There is no such thing as certainty in battle. A commander can tip the balance in his favor but who is to prevent chance tipping it back against him? To the basic factor modified by the strategic modifier, add the score of 2D6. If the score is a double, this is indicates that an important leader or hero has fallen casualty (see the Character Casualty rule).
Attacker’s Defender’s Options
Options
Counter
Attack Hold Withdraw
Direct Attack -2 0 +2
Surprise Attack 0 +1 -1
Flank Attack +1 -1 0
Combat Table
Attacker’s Strength in Points
Defender 250 500 750 1000 1250 1500 1750 2000 2500 3000+
250 0 +2 +3 +4 +4 +5 +5 +6 +7 +8
500 -2 +0 +1 +2 +2 +3 +4 +5 +6 +7
750 -3 -1 0 +1 +1 +2 +3 +4 +5 +6
1000 -4 -2 -1 0 0 +1 +2 +2 +3 +4
1250 -4 -2 -1 0 0 0 +1 +2 +2 +3
1500 -5 -3 -2 -1 0 0 0 +1 +1 +2
1750 -5 -4 -3 -2 -1 -1 0 0 +1 +2
2000 -6 -5 -4 -2 -2 -1 0 0 0 +1
2500 -7 -6 -5 -3 -2 -1 -1 0 0 0
3000+ -8 -7 -6 -4 -3 -2 -2 -1 0 0
Battle Result
Once the overall score has been established (basic factor + strategicmodifier+2D6) consult the chart below:
Score Result Losses in points
2 or less Defender Wins Defender Loses D6x50 points. Attacker loses 100 + D6x50 and is scattered.
3-5 Defender Wins Defender loses D6x50 points. Attacker loses 50 + D6x50 points
6-8 Draw Both lose D6x50
9-11 Attacker wins Attacker loses D6x50 points. Defender loses 50 + D6x50
12+ Attacker Wins Attacker loses D6x50. Defender loses 50 + D6x50 points and is scattered
Defeated
A defeated force must withdraw from the tile immediately. If an attacking force is defeated it is moved back into the tile it came from. If the defending force is defeated it must retreat into an adjacent tile which is part of the player’s empire. If a defeated defending force is unable to retreat, if there are no adjacent tiles belonging to the player’s empire the force is destroyed. A force retreating over a mountain must roll a D6, on a result of a 1 the force is destroyed. If a force which has not already taken its campaign turn, is defeated it may not scout or move during the rest of the current campaign turn.
It is possible that a defeated force may be attacked by yet another enemy during the same campaign turn, in which case the player has the option of fighting or of avoiding combat by making another 1 tile move as if defeated
Defeated and Scattered
The entire defeated force is driven in panic from the tile and is said to have been scattered. The force retreats in confusion and disorder, breaking up and dispersing as it does so. The force retreat from the tile as described above for defeated. Once the force reaches the safety of an adjacent friendly tile it reunites into its normal banner and suffers no further effects.
Draw
If the game is a draw, both sides must leave the tile and retreat as if defeated. Forces must retreat to an adjacent tile which is part of their own empire. A force attempting to cross mountain will automatically find a route, it is assumed that during the event of a draw commanders have plenty of time to find a safe route. But in the case that the force has no adjacent friendly tile to retreat to they are considered destroyed. The tile does no change hands in the event of a draw; it remains part of the defender’s empire.
Victory
The winning force remains in possession of the tile. Any settlement models or territory markers in the tile are replaced with those bearing the player’s own colored flag and tile becomes part of their empire.
Deducting Losses
The loss of troops is represented by deducting points from the value of the force. The player deducts models form any units he wants, reducing the force by no less than the number of points lost. It may be impossible for the player to reduce his force by the exact amount, in which case he will have to deduct marginally more. Any tendency on the part of players to expend poorer quality troops rather than better quality troops is considered acceptable and realistic. Models must be removed together with all their equipment. It is not possible to pay for lost points by giving up armor, weaponry, or upgrades of any kind.
Character Causality rule
Any double rolled on the random factor means that a character has been slain during the battle. Roll a D6 to determine which side has lost a character: 1-3 attacker, 4-6 defender. The selected army may nominate any character model from his force as the casualty
.
4. Siege
Unlike battles, sieges can take several turns to resolve. While the siege is in progress players must take care to record details of the defending and attacking forces, especially details of damage caused by battery and declining baggage supplies leading to subsistence short fall.
Defender’s Options
As soon as an attacking force enters a tile containing a defending force as well as a city or fortress, the defenders may choose to retreat into their city/fortress. The defending banner is placed directly next to the city or fortress to indicate this in which case no battle is fought.
A city or fortress can hold only a limited amount of troops. A city can hold up to a force of any size where as a fortress can only hold a force of 1500 troops (this also means supporting banners cannot provide more help than the fortification can hold). Ian is a dirty, dirty shizno. While the fortress or city remains garrisoned the tile remains part of the player’s empire regardless of the presence of besiegers.
Attacker’s options
Once the defenders have taken refuge in a city/fortress the attacker must decide whether to:
1. Remain in the tile and besiege the fortress/city.
2. Return to the tile he came from.
Under siege
Once a siege has begun the tile is declared to be under siege. Sieges can last for many campaign turns and are unlikely to end quickly unless the attacker opts for a direct assault. While the tile is under siege no force from any side may move through it. A besieged city or fortress therefore presents a barrier to movement and continues to do so until the siege is over. The besieger may give up the siege during any turn. His forces retreat into any friendly adjacent tile.
While the tile is under siege, fresh besiegers can relieve the original force, in which case the first banner must leave into a friendly adjacent tile where no scout role is required. Banners belonging to other players may also enter the tile to fight as battle with the besiegers. Besieged troops take no part in battles fought in the tile between other players. However if the new attacking force belongs to the besieged player the attacking army gets the normal pts boost of 150.
The defending banner may charge out of their castle at any time to force the seigers into combat if they decide to
For each of the defenders turns the defending army must check for subsitence and if it fails they could be crushed if the empire does not spend a crown to feed them.
The Attacker may decide to left their blockade and charge at the walls and comense a siege battle determined by the rules in the siege section.
5. Raze
Armies can have a very destructive effect on the land of ordered to so. A razed settlement is looted of everything of value, all crops are harvested or destroyed, the area is stripped of its livestock, and everything that is useful to the army is taken. Once a settlement has been razed it cannot support eve its own population.
Razing a Tile
A force may raze the settlement it is in aty the end of the player’s turn. The only exception is during a siege, when a settlement may not be razed until it has fallen to its besiegers. The player declares tha he is razing the settlement and places a razed territory marker in it. The settlement marker remains in it but any fortresses or cities will be destroyed. Tiles which have been razed don’t really belong to any empire but they retain their flag to show which player razed the tile.
Razed Tiles
Once a tile has been razed it is treated as a barren area. A razed tile remains barren until the following winter when a test is made to restore all razed tile.
The Purpose of Razing
Razing a tile denies its revenues and blocks subsistence to your enemies, but it also destroys its benefits to you. A deep raid into enemy territory, razing tiles as you go, can seriously weaken his empire. This is especially true during the latter half of the season when your enemy may have little chance to retaliate. Razing may also be useful as a defensive measure. If your forces are retreating they can deny subsistence to the enemy by razing tiles as they retreat. Such a measure may save your skin in an emergency.
6. Reorganization
The reorganization phase gives players the opportunity to restructure their forces.
Reorganizing Banners
Banners which have fallen below the 500 pt minimum must combine with other banners in adjacent banners where possible. The result is to bring the combined banner up to the minimum 500 pt value. All newly created banners must conform to requirement that each banner has between 500 and 1750 pts (also containing at least one hero and the minimum number or core units for the listed pts and it cannot go above the limited number of rare and special units where possible combine units otherwise you are allowed to liquidate the pts and redistribute them as you see fit). There might come a time when you are unable to keep a banner above 500pts and you are unable to combine banners in this case the banner will still operate as normal but you must at your earliest chance combine it to form a larger banner during the reorganization phase.
Siege
Unlike a normal battle a siege consists of an attacking force coming upon a force hidden behind walls. The following rules are used to determine the siege. In order to equip a banner for siege you must pay a crown during the recruitment phase of the winter season. The banner counts as having ladders for each unit and grappling hooks for skirmishers. The army also has a siege tower and a ram for the army. In addition this army will always count having these equipment. The banner will loose their equipment if they loose a siege, but otherwise they will always have this equipment but not use it unless there is a siege. If a seiging banner is beaten in a siege they must retreat from the tile as normal but in the case of a draw the attacker simply resumes their normal stance and can continue besieging the tile if the player so wishes.
Siege Banner
A banner will of course gain experience in the art of siege warfare. For each siege victory the banner gains one siege experience. Once the unit reaches to one experience during each siege they get an extra 100 pts for the battle which gets added in the same way as a supporting banner adds to battles. When the banner has two experience points they add 150 pts to their army in the same way as a supporting banner does in addition they are given an extra siege tower. When the banner has three or more experience they are considered masters of siege warfare and receive an additional 200 pts, two towers and if they reach above 2,000 points they may exchange one of their hero choices for a lord choice and equip him from bonus points awarded to the army. These bonuses only count while the banner is besieging a castle or city and will loose all bonuses while not in a siege(the lord is lost after each battle and is replaced by the hero it displaced ). If in the case of a lose the banner still looses their siege equipment but still retain all of their experience points.
The Rules for Conducting a Siege Game
The Castle
A fortress consists of four distinct areas: Walls, Towers, a Gatehouse, and a Courtyard. The battlements count as hard cover against enemy shooting, and any unit on the battlements counts as occupying the entire section in the same way as a building (rulebook pg 97).
The Gatehouse
Treated like a wall. Whichever side controls the gate may freely open and close it during the Movement Phase. It may also be battered down, as described below.
Automatically hit in close combat. Add the number of hits cause by any model to the strength of the attack: if it's 10+ a wound is caused. Gates have 3 wounds; after they are gone the gate is destroyed.
Moving within the Castle
All units on a wall or tower count as skirmishers.
Defending the Walls
When a section of the castle is charge, any defending models on that section may move up to 2" to block the progress of the attacking unit. If there isn't any, the attacking unit may simply move over the battlements in their next turn.
Otherwise the two must fight. Defending units count as occupying a building and fighting behind a defended obstacle as described in the main rules. A model defending a castle wall will only be hit on a roll of 6 in close combat; in addition they gain a +1 combat resolution for occupying high ground until they lose a round of combat, though there are no outnumbering bonuses.
Siege Attackers
All infantry units - except for skirmishers - on the attacking side have ladders. They may charge any wall section, but not tower sections as the ladders are not long enough. When an attacking unit reaches combat with the defenders of the wall, the front rank may attack as normal. However, as the castle is so well defended, attackers require 6's to hit. Additionally, the attacking unit cannot count its ranks or outnumbering bonuses while fighting over the walls.
Grappling Hooks
Skirmishing units on the attacking side are equipped with grapples. They work in the same way as siege ladders but allow the skirmishers to charge towers too.
Siege Towers
It's placed in the middle an attacking unit, displacing 6 models. Skirmishers may not push towers. Models may move up and down the siege tower during the unit's movement. The addition of a siege tower to a unit makes them a Large Target.
Gets a free normal move of 2D6" before the game begins; afterwards they move at the same speed as the pushing unit. May not march.
Once a siege tower contacts a wall section, the access ramp is lowered, and any models within or atop the tower may be ranked up to fight on the ramp. Models fighting from a tower follow all the usual combat rules and negate the defended obstacle status fo the battlements.
It can be separately shot at and destroyed, having Toughness 7 and 5 wounds and with a 3+ save. It is a Large Target.
Battering Rams
Placed in the same way as towers and moves in the same way. A unit equipped with a battering ram always counts as Strength 10 when attacking a gate and inflicts D3 wounds on it. May not be used to attack normal units.
Deployment & 1st turn
The attackers deploy first. They may be deployed anywhere on the battlefield, but no closer than 24" to any part of the castle. The defending force is then deployed anywhere in the fortress. The defenders have the 1st turn.
Special Deployment
Any troops with special deployment rules, such as Dark Elf Shades, may not use them in this scenario.
Winning the Game
Each wall section and tower counts as a distinct section. The courtyard is divided into three equal-sized sections. To control a section, a player must have an unbroken unit of Unit Strength 5+ within it. Flyers cannot claim sections. If a section is contested, it cannot be claimed by any side. The player who controls the most sections after 7 full turns is the winner.
The Winter Season
After the final turn of the campaign season, play ceases for the duration of winter. The winter may be inactive from the point of view of battle but it is still a busy time for the rulers of the various empires. Gains must be consolidated, fortifications built, armies brought up to strength and reequipped. Winter is the time to prepare for the next season’s campaigning.
The winter season
The winter lasts for the equivalent of 6 ordinary campaign turns. Players will need to consult with each other to resolve some procedures, but most calsuculations can be made independently by each player. It is a good idea to begin the winter season as soon as the final turn of the campaign season is over, while the players are gathered together. In a any case players should set a date when they can meet to complete their winter business prior to starting a new campaign season. Once each player has completed his winter taskes the next campaign season is ready to begin.
1. Winter Quarters: Banners retire to winter quarters.
2. Events: Roll on the winter events chart to determine any unexpected occurrences with in your empire.
3. Revenue: Collect revenues due from the empire.
4. Diplomacy: Players may consult with each other and make alliances or pact. Prisoners may be exchanged.
5. Recruitment: Fresh troops can be raised and existing units upgraded
6. Recovery: Razed settlements are tested to determine if they recover.
7. Construction: At this time structures are built in your empire.
8. Deployment: Banners are repositioned anywhere in the empire as long as they can travel a line from their capitol in the same was as the subsistence rule.
1. Winter Quarters
During the winter quarters phase every banner is removed from the map and is considered to move back to the capitol. Any unit that cannot make it to your capitol because of a broken path will be destroyed unless you pay 4 crowns if you do choose to pay they can be resupplied as normal.
2. Winter events
Winter is both a time of rest and renewal for the armies of the empire and a time of hardship for many of the empire’s inhabitants. While seasoned campaigners toast themselves with ale and log fires and bards add new verses to their heroic songs, for many the winter brings only privation and despair.
Winter is a time when newly conquered people may be tempted into dissent and when disease can wreak havoc among populations already weakened by hunger and war. The turning of the seasons also brings with it the fear that this year might once more be the year of the Dragon rage. Every few years for reasons unknown, dragons come roaring from the heart of the mountains, bringing terror and destruction to princes and paupers alike. These events and other are covered during the events phase and are represented by means of test made once by each player. The player rolls 2D6 and consults the chart below.
2D6 Result
2. Massive Rebellion: Roll a D6 for each of your territories with no castle or city on a roll of one you lose that tile this occurs after you have collected revenue .
3. Peasant Revolt: Peasants refuse to pay your entirely reasonable taxes, ungrateful scum……. have you not protected them from the authoritian rule of your enemies! Lose D6 crown or revenue this year.
4. Rebellion: An underling rebels against hour rule. Randomly select a fortress in the empire, which becomes an independent settlement. The fortress yields no revenue this year.
5. Plague: plague ravages the land and you loose 3 crowns to pay of the masses.
6. Raids: Test for each settlement lying in a tile adjacent to an enemy held tile(including any independents). Roll a D6 if the results is a 4+ raids and banditry prevent revenue being collected from that tile this year.
7. Increased Revenue: you merchants and traders have had a very successful year with goods and wares being sold and transported to the far reaches of the empire. The tax revenue from all this activity adds an additional crown to your treasury for each city and fortress in you empire, including your capitol.
8. Plentiful Harvest: The fine weather and hard work of your farmers has resulted in a bountiful harvest. For every three villages in you empire, receive 1 additional crown of revenue this season.
9. Special Tribute: In gratitude for your just and enlightened rule, your minions selflessly levy an additional tax to pay for statues of you to be erected in every city and village in the empire. Collect an additional D6 crowns of revenue this year.
10. Famine: Widespread famine makes it impossible for you empire to rebuild and repolulate razed territory this year. No recovery roll is made in the recovery phase.
11. Treachery: For each city or fortress in your empire that borders an opposing empire or independent settlement, roll a D6 on a roll of 6, that settlement switches its allegiance with the enemy. Exchange your flag for that of the opposing empire or an independent settlement. The revenue from that settlement can now be collected by your enemy.
12. Great Migration: A tribe of wandering barbarians decide to join your empire, you add one banner to your empire containing 500 pts of your choice.
4. Revenue
Gathering Revenue
Revenue may only be gathered if the player’s capital city has not fallen to the enemy or been razed. If a capital falls to the enemy or has been razed the player is unable to collect revenue that year. Being unable to collect revenue does not necessarily mean that the player is defeated as he may still have an army and other territories, however his lack of revenue means that he starts the campaign season with no reinforcements.
Revenue is collected in the following values:
Settlement Type Revenue Value (crowns)
Capital City 7
Other City 5
Village 2
Fortress 3
Isolated Settlements as in tiles that cannot draw a line to the capitol provide no revenue this season.
5. Diplomacy
This phase has little play in this specific campaign this is more of a reminder that you can exchange prisoners and make treaties.
6. Recruitment
During the recruitment phase players can spend revenue to recruit and train new troops, and to reinforce or upgrade existing units.
Crowns for points
A gold crown of revenue buys 100 points worth of troops. An empire witn an income of 25 crowns therefore has a potential to buy 2,500 points or less. It is very unlikely that a player will want to use all of his revenue to expand his armies: there are many other expenditures to eat away at the budget. With the conversion of crowns to points you can do one of two things with these points.
1. You can create a brand new banner. There is a distinct advantage in creating a new banner all of your troops are fresh and eager. To create a new banner you spend 3 crowns and create a 500 point banner. You can then add points to the banner after this point using the same conversion of one crown equaling 100 points.
2. Your other option is to reinforce an old banner. To do this you simply add points to the banner but this also has a set process you can do the following to a preexisting banner:
• Add new units to the banner using points converted from gold crowns
• Used the points converted from gold crowns to preexisting units and characters(yes at this time you can change their equipment).
• You also have the option of changing units and characters into points and completely changing the banner’s composition
Any points that are left over from a banner you can shift to another banner but any points left over after the phase are lost. For example you have five crowns and convert it into 500 points to divide amongst your banners but only use 480 points the left over 20 are lost unless you fit them into somewhere else in your banner.
7. Recovery
Reestablishing Barren Territories
Settlements which are barren may recover over the winter as citizens return to their homes and new settlers take over abandoned territory.
A test is made for each barren tile in a player’s empire.
D6 Result
1 The tile remains barren and cannot be repopulated using revenue this turn
2-3 The tile is still badly damaged a player can repopulate this tile at the expense of 3 Crowns
4-5 The tile is habitable it can be repopulated at the cost of 1 Crown
6 The winter season was surprisingly good to this territory it is automatically repopulated.
8. Construction
During the construction phase a player may spend revenue on the construction of ships, cities and fotrtesses within the bondaries of their empires. The number of pieces in the mighty empires game limits the number of settlements and ships that it is possible to have in play. It is conjvenient to rule that it is only permitted to build new settlements and ships if models are available to represent them.
Fortresses and Cities
The construction of fortresses ancd cities places major demands upon the economic resources of an empire. At the same time, a carfully sited and garrisoned citadel can protect and safeguard important military trading routes.
A tile that is not barren may be converted into a fortress at a cost of 5 gold crowns. There is can be no greater expression of egotism and vanity by an empire’s ruler than to have a city constructed and inevitably named after himself. Such a project involves a huge expenditure in terms of manpower and resources and is usually regarded as an acto of folly by either a glitteringly wealthy or otherwise eompletely lunatic king. A village may be built up into a city at the cost of 15 gold crowns.