0% found this document useful (0 votes)
105 views6 pages

Annihilation v1.0

A Campaign System for Warmachine and Hordes is designed to represent the initial engagements fought between two factions over a period of a day or two. Each player must choose their complete force pool before any of the battles are fought. They are limited to spending 80% of the total points across all games.
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
105 views6 pages

Annihilation v1.0

A Campaign System for Warmachine and Hordes is designed to represent the initial engagements fought between two factions over a period of a day or two. Each player must choose their complete force pool before any of the battles are fought. They are limited to spending 80% of the total points across all games.
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

A Campaign System for Warmachine and

Hordes by Owen Conlan


OVERVIEW
This campaign system is designed to represent the initial engagements
fought between two factions over a period of a day or two. It is an escalating
campaign comprising games that progressively grow in points. The factions
have limited resources and losses in each game will have an impact on their
ability to fight effectively in subsequent battles.

SELECTING YOUR ARMY


Each player must choose their complete force pool before any of the battles
are fought. They are limited to spending 80% of the total points across all
games. For example, if the campaign will comprise four games of 15, 25, 35
and 50 points then the player may choose a total pool of 100 points
((15+25+35+50) * 0.8). The number of ‘casters should be based on this
points total. For example, two ‘casters are allowed in 100 point games, so
the pool may contain two casters. Each caster should be distinct, i.e. you
cannot include an Epic and basic version of a ‘caster in the same pool. It is
important to note that free warjack and beast point allowances from ‘casters
are not part of the pool. The total pool must obey all field allowance
restrictions for the number of ‘casters. Here is an example 100pt force pool
for Khador –

Warcasters
• Karchev the Terrible
• Supreme Kommandant Irusk
Warjacks
• Destroyer (#1) 9

Copyright © 2010 by Owen Conlan (www.farfaraway.org)


• Destroyer (#2) 9
• Devastator (#1) 9
• Devastator (#2) 9
• Juggernaut 7
Units and Solos
• War dog (#1) 1
• War dog (#2) 1
• Battle Mechaniks (Leader and 3 Grunts) 2
• Great Bears of Gallowswood 5
• Greylord Ternion (Leader and 2 Grunts) 4
• Iron Fang Pikemen (Leader and 5 Grunts) (#1) 5
• Iron Fang Pikemen Officer & Standard (#1) 2
• Iron Fang Pikemen (Leader and 9 Grunts) (#2) 8
• Iron Fang Pikemen Officer & Standard (#2) 2
• Widowmakers (Leader and 3 Grunts) (#1) 4
• Widowmakers (Leader and 3 Grunts) (#2) 4
• Winter Guard Mortar Crew (Leader and Grunt) 3
• Koldun Lord 2
• Man-o-war Drakhun (with dismount) (#1) 5
• Man-o-war Drakhun (with dismount) (#2) 5
• Manhunter (#1) 2
• Manhunter (#2) 2

For convenience it may be worth considering troops of the same type as a


group from which you can assemble different units. For example, there are
sixteen Iron Fang Pikemen (excluding the UAs) above. Two of those are
Leaders, so the maximum number of IFP units that can be fielded in one
battle is two. However, the units do not need to be fielded as described
above. Continuing the example, two min units could be fielded instead of a
min and a max. As casualties mount up the number of troops that can be
included will be reduced and this complicates things. More on that below.

THE GAMES (AND AFTERMATH)


Each game can be played using any scenario the players like and the armies
should be built using normal composition rules. Losses during each game will
impact what troops are available for later games. Here’s what should be
noted after each game –

• Grunts destroyed in each unit


• Beasts and ‘jacks that suffer more than half damage

Copyright © 2010 by Owen Conlan (www.farfaraway.org)


• Beasts and ‘jacks that are destroyed
• Beasts and ‘jacks that survive (and the warlock/’caster that was
controlling them)
• Solos, Unit Officers, Characters, Drakhuns, multi-wound grunts, etc.
that suffer more than half damage
• Solos, Unit Officers, Characters, Drakhuns, multi-wound grunts, etc.
that are destroyed

When choosing a force for your next game the attrition suffered can begin to
take a toll –

Warcasters and Warlocks


• A ‘caster or warlock that is destroyed must ’sit out’ the next game.
Any ‘jacks and beasts that survived a game cannot receive a bond if
their ‘caster/warlock was destroyed.

Beasts and ‘jacks


• Beasts and ‘jacks that are destroyed may not be used again.
• Beasts and ‘jacks that suffer more than half damage may be used in
the next game, but suffer a permanent -1 to either their MAT, RAT,
DEF or ARM (randomly chosen) due to the rushed repair job/healing.
All damage is removed from the beast/’jack before the game begins.
• Beasts and ‘jacks that suffer more than half damage that ’sit out’ the
next game are available for the following game and are fully
repaired/healed.

Units
• Grunts are destroyed permanently and their unit suffers a permanent
loss. The units point cost remains the same, even if it is under
strength. The exception is when a max unit drops to the min unit size
(or below), then it drops to the min unit point cost.
• Units that suffer losses may be combined with the restriction that no
more units than original Leaders may be fielded.
• Models in Unit Attachments that are destroyed are no longer available.
However, if any models in a multi-model unit attachment survive then
they may be included for the full cost of the UA.
• Multi-wound grunts and Unit Officers that suffer more than half
damage must ’sit out’ the next game. If they suffered less than half
damage they are returned to full health with no penalty and are
available for the next game.

Copyright © 2010 by Owen Conlan (www.farfaraway.org)


Combining units may be a little complicated. As leaders are not tracked
separately they may always be considered to be a grunt. Units still cost
either their min or max points even if there are not enough models to make
up their full size and the player must attempt to field as close to legal unit
sizes as possible. For example, if five Iron Fang Pikemen (from the group of
sixteen) are killed the player may either field one unit of six, one unit of ten
or a unit of six and a unit of five. The unit of five will still cost the same as a
min unit.

Solos and Characters


• Solos and Characters that are destroyed may not be used again.
• Solos and Characters that suffer more than half damage may be used
in the next game, but suffer a permanent -1 to either their MAT, RAT,
DEF or ARM (randomly chosen) due to the rushed healing. All damage
is removed from the model before the game begins.
• Solos and Characters that suffer more than half damage that ’sit out’
the next game are available for the following game and are fully
healed.

Bonds
Beasts and ‘jacks that survive a battle may develop a bond with their
controller (if they survived too). Select one ‘jack or beast that survives and
randomly choose a bond for it. Each warcaster/warlock may only have one
bond at a time.

WAGING WAR
Armies do not have infinite resources with which to wage a war. The loss of
every trooper weakens the ability to fight effectively not only in the current
battle, but in the following battles. The example campaign used in
ANNIHILATION is designed for two players and comprises four games
escalating from 15 to 25 to 35 and finally to 50 points in size. The complete
pool of points available to construct the army that will fight in these games
was 80% of their total sum, i.e. 100 points. This is just an example and you
can choose to have a campaign last for as many games as you want and
those games can be as large as you want. You could also adjust the
percentage to represent a greater or lesser penalty for sustaining losses.

The basic campaign for ANNIHILATION has the following structure –

Copyright © 2010 by Owen Conlan (www.farfaraway.org)


This is a very simple campaign structure where each game follows on directly
from the previous one. All of the scenarios are described on pages 90-93 of
Warmachine Prime MkII. The winner of each game receives a number of Game
Points that are 10% of the points size of the game. There are some
additional bonuses and penalties for winning and losing –

• Game 2: The winner of Game 1 automatically wins the starting


roll for this game. This represents the tactical advantage the army
gained from winning the initial engagement.
• Game 3: The winner of Game 2 can choose any one unit (excluding
their warcaster) to benefit from Advance Deployment for this
game. This represents the eagerness of the army to dominate their
enemy.
• Game 4: The player with the most Game Points so far (if there is one)
gains a -1 modifier when making CMD checks for this game. This
represents the confidence the army has to vanquish their foe.

Remember to keep track of the losses sustained by each army after each
game. Don’t forget to award any bonds that may apply.

THE WINNER
Total up the Game Points accrued by each player over the course of the four
games. The player with the most points is the winner, but there are different

Copyright © 2010 by Owen Conlan (www.farfaraway.org)


degrees of victory. Subtract the Game Points of the losing player from those
of the winning player and compare them on the table below –

Difference Victory Description


Margin

11-12.5 Annihilation You completely massacred your opponent. You


have not only one the day, but have also dealt
a blow to your enemy they will not soon
forget.

4.5 – 1.5 Victory Your enemy put up a good fight, but


ultimately you vanquished him. It has been a
bloody day, but victory is yours.

0.5 Minor Your victory is tenuous and right now the


Victory enemy may be planning their counter attack.
Do not rest on your laurels.

The game structure of ANNIHILATION is quite straight forward as are the


victory conditions. The rules for army composition and attrition on the other
hand are more complex, but a player who does not heed early losses may find
himself unable to field a viable force in the later battles. With the game
points weighted towards the later games that could prove disastrous!

Copyright © 2010 by Owen Conlan (www.farfaraway.org)

You might also like