Thursday 6 March 2014

Warmachine Campaign - The Heart of Thornwood

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So I had a couple of the guys over the other night for gaming. We had been discussing doing a campaign in WarmaHordes for a while. I have a Mighty Empires tile set I painted up from when I used to work at the one of the GW's in town, and it seems like a waste to not use it again. It even works in an abstract way as the Thornwood with the Black River running up the right hand side into the lakes of the region.

While gaming and building we chatted about how we would work it. By the end of the night we had a decent set of rules to start from, with a few areas left to ponder about further. I think the Hordes special rule needs something more, but that's just me.

But, I'd like to hear what you guys think. Do you guys and gals have an suggestions? Comments? Issues?
Let me know below!




My Mighty Empires tile set, which hangs on the wall next to my gaming table.

The Rules (Thus far):

Campaign Turn Phases

1. Planning
2. Movement
3. Battle
4. Resolve
5. Claim
6. Build
7. Draw

Basics

- Each player selects three casters to count as their generals. These casters cannot be different versions of the same caster (ie. one casters cannot be Captain Victoria Haley and another Major Victoria Haley).
- Each player plays one game each campaign turn against one of the other campaign players. 
- Armies move D3 tiles during the movement phase of the campaign.

The Tiles

- The map were uses hexagonal tiles, so every tile is adjacent to six other tiles. This arrangement of seven tiles (the centre tile and its six adjacent tiles) are called "the flower." So where you see this, it is referring to this tile arrangement.
- Players begin the campaign with a "flower" arrangement of tiles in corner of the map with the "Fortified Encampment building on it. This building also counts as the players headquarters.
- For our purposes we used Games Workshops Mightly Empires set, however, any hexagonal map would do, even a hand drawn one.
- Tiles are captured by a player if that player has an army on that tile at the claim phase of the game.
- Each Tile can only have one building on built on it.

Buildings

- Only one building may be built per turn, during the build phase of the campaign. 
- Each building grants the controlling player a particular bonus, and each building can only be activated once per turn. Buildings are activated through ability cards.
- A building cannot be built adjacent to another friendly building. A building may be built adjacent to another building if that building is owned by another player (however, this is not without risk).
- If a tile is captured by a player from another player who had built a building on it, the new owner of the tile may choose to either keep the building or raze it, removing it from the tile. Faction buildings are automatically removed when an opposing player captures a tile. 
- Building cannot be built on mountain tiles.

Ability Cards

- Ability cards allow a player to activate a single building during the planning phase of the campaign. To activate a building, the player discards a card from their hand.
- Each player gains one (1) card during the draw phase of the campaign. A player gains an additional card if they win their game during the battle phase. 
- The maximum hand size for any player is 5. 

Special Rules

Warmachine Factions - Special Building: Train Stations
- Train stations count as adjacent for the purposes of movement. Train stations can only be used if the tiles between the stations are owned by the player, or the two players agree that movement can occur (otherwise the train would be intercepted by the opposing player). 
Hordes Factions - Affinity to Nature
- Hordes armies may build on mountain tiles.

Common Buildings

- Stables: Reduces the PC of cavalry units/models by one (1) to a minimum of one when building your army list this turn.
- Barracks: Reduces the PC of infantry units/models by one (1) to a minimum of one when building your army list this turn.
- Warjack Repair Station -  Reduces the PC of a single warjack by one (1) when building your army list this turn. A warjack can only be affected by one repair station per campaign turn.
- Taming Grounds - Reduces the PC of a single warbeast by one (1) when building your army list this turn. A warbeast can only be affected by one taming ground per campaign turn.
- Arcane Nexus: Only one nexus can be built by a player. Grants the player's warcaster/warlock the following special rule:
Arcane Attunement: Once per game, all spells/animus' cast by this warcaster/warlocks (or by warbeasts in its battlegroup) have their cost reduced by one to a minimum of one. 
- Fortified Encampment: Buildings may be build adjacent to the encampment and may ignore other buildings if they are also adjacent to the same encampment. 

Faction Buildings

- Coming soon...

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