Kislev Army: Rules & Lore
Kislev Army: Rules & Lore
KISLEVITE
                                       ARMY
                                    By Rick Priestley and
                                        Stephan Hess
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         still look very barbaric to the eyes of                   defence points and serve to protect the
         westerners. The army’s infantry are mostly                armies in their encampments.
         reduced to guard duties, but they are hardy
                                                                   One of the most unusual units in the
         and determined fighters, armed with long
                                                                   Kislevite army are the bear troops. These
         axes and tall bows.
                                                                   comprise hand-reared and trained Bears
         The Kislevite army contains some troops                   under the guidance of a bear-riding
         which are unknown to the men of the                       beastmaster. These beastmasters are
         Empire and Bretonnia. There are the war                   remarkable individuals who have the power
         wagons with their steep wooden sides, like                to direct and to some extent control these
         mobile fortresses crammed with fighting                   ferocious creatures.
         men. On the open steppes these form
NEW RULES
            The winters of Kislev are savage, merciless and cruelly long. When the land lies under the grip of
            the ice, an ancient primeval force stirs in the heart of the nation. It is a strange magical power, the
            power of frost and chill, of ice that holds the rivers in its thrall, and cold that snaps branches and
            tumbles trees to the ground.
            In ages past, the Khan-queens of the Gospodars learned how to draw upon the icy magic to weave
            their spells of frozen destruction. It is a power that seeps out of the earth itself, a distillation of the
            magical energy that flows over the world and settles into the soil and rocks from where it is driven
            by the harsh cold of winter. When the spring returns to the north, the power of the Ice Mages of
            Kislev wanes, and they are at their weakest at mid summer before it grows again with the coming
            of winter.
            Of all the Ice Mages, the greatest is the Ice Queen of Kislev, Tzarina Katarin, daughter of the Tzar
            Bokha, and bearer of the ancient blade Fearfrost. She is so suffused with magic that even her flesh
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                                                                                                                 t
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                                                                                                                     Sp
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                                                                Hi
                                                                                    Co
                                                                           Ar
                           Troops
                           Knights    Cavalry           3        3         4+       –       3      110      –/4       –
                           Horse      Cavalry          3/1       3         6+       –       3       80      2/–      *1
                           Archers
                           Bowmen    Infantry          3/1       3          0       –       3     55        –/–       –
                           Axemen    Infantry           3        3         6+       –       3     45        2/–       –
                           Bears     Monsters           5        3          0       –       3     85        –/1      *2
                           War Wagon Artillery         3/3       4         4+       –       1     130       –/1      *3
                           General   General           +2        –          –       9       1     125        1        –
                           Hero        Hero            +1        –          –       8       1      80       –/2       –
         NEW RULES
                                                             Special Rules
                           1. Horse Archers. Kislevite Horse Archers            Bear units – not to characters that ride
                           are armed with short compact bows and so             Bears or Shaman that have transformed
                           only have a short range (15cm). Because              into Monster Bears.
                           their weapons are so handy they can shoot
                                                                                3 War Wagon. The war wagon consists of
                           behind, or to the side without turning
                                                                                two stands: the armoured wagon stand and
                           stands to face their target. Just measure the
                                                                                the horse team stand. In normal use, the
                           range from any stand edge, front, side or
                                                                                horse team stand is placed in front of the
                           rear.
                                                                                wagon, forming a column of two stands.
                           2. Bears. Although they are monsters,
                                                                                For purposes of movement and shooting
                           Bears are mounted facing the long edge of
                                                                                the player can measure from either stand,
                           the base like infantry. As creatures of the
                                                                                but the unit is always arranged so that the
                           forests and mountains under the control of
                                                                                team moves in front of the wagon and not
                           human Beastmasters, Bears are able to
                                                                                the other way round. So, for example, if
                           move over or into any wooded or
                                                                                you want to reverse direction, swap the
                           mountainous terrain features in the same
                                                                                stands around.
                           way as infantry. This does not entitle them
                           to claim defended status. Due to their               Although it consists of two stands, the War
                           irascible, ursine nature, Bears cannot be            Wagon is treated as a single piece – the
                           brigaded with units of other troops, only            stands are not removed individually except
                           with other Bears. Due to their ferocity, a           to denote ‘stockaded’ status as noted later.
                           Bear unit which scores more hits in the first
                                                                                The War Wagon cannot ‘charge’ an enemy.
                           round of a combat than the enemy will
                                                                                It is not a chariot! It is more like a mobile
                           automatically strike one more Attack per
                                                                                defence point or artillery platform. Its
                           stand before the combat result is worked
                                                                                movement rate is 20cm at full pace and
                           out. Resolve these attacks as normal and
                                                                                10cm half pace (same as infantry). In
                           then work out the results. Bears must
                                                                                respect of terrain its movement restrictions
                           always pursue retreating enemy where
                                                                                are the same as artillery.
                           possible and must advance if they are able
                           to do so. Note that these rules apply only to        The War Wagon can shoot all round – from
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          the front, side or rear edge of either stand.     he can elect to fall back as usual. If an
          It has a range of 30cm. Due to the number         enemy wins a round of combat and
          of handguns and even the odd very small           continues to fight further rounds then he
          calibre cannon, the enemy’s Armour value          must move stands which are not already
          counts as one worse to shooting from the          fighting frontally into contact with any
          War Wagon.                                        accessible edge of the War Wagon exactly as
                                                            in a normal pursuit (see p42). Because
          For example, a stand with a normal
                                                            stockaded War Wagons do not retreat, the
          armour value of 5+ will need to roll a 6 to
                                                            enemy will gain no bonus for pursuing in
          avoid a hit from the War Wagon.
                                                            subsequent rounds of combat. Where
          Because it is classified as artillery the War     enemy are fighting both a War Wagon and
          Wagon is permitted to shoot over friendly         other Kislevite units as part of a multiple
          units on lower ground (see p67 of the             combat, it is possible that the War Wagon
          rulebook).                                        remains in place whilst accompanying units
                                                            retreat. In this case the usual pursuit rules
          A War Wagon is able to form a stockade or
                                                            apply where possible (stands pursue
          wagon laager. Once an order has been
                                                            enemy in contact to their front). If
          received, a War Wagon can either move or
                                                            accompanying troops retreat so far that it is
          form a stockade but not both. A War Wagon
                                                            impossible to pursue both the War Wagon
          cannot use its Initiative to form a stockade
                                                            and accompanying troops then the pursuer
          and if it uses Initiative to evade it cannot be
                                                            may choose which to pursue.
                                                                                                                  NEW RULES
          given an order to form a stockade that turn.
          In reality, this involves removing the horse      A stockaded War Wagon stand has no sides
          teams and forming the wagons represented          or rear in combat (it is assumed to
          by the single model into a circle or wagon        represent a circle of actual wagons) and so
          laager. To represent this in the game, the        does not suffer a Combat penalty for
          horse team stand is removed and the               fighting enemy to the side or rear.
          wagon stand can be turned on the spot to
                                                            4. Bear. Generals, heroes and shamans can
          face as the player prefers.
                                                            ride a Bear. The Bear adds +1 Attack bonus
          A wagon that is stockaded at the start of the     to that of its rider.
          Command phase will automatically cease
                                                            5. Tzarina. The General may be the
          to be stockaded if it uses its Initiative to
                                                            Tzarina Katarina riding a horse-drawn sled.
          evade or if it receives an order to move.
                                                            Note that this is not a chariot! If the
          The horse stand is placed touching the
                                                            General is the Tzarina then she has the
          wagon stand and the piece moves as
                                                            power of a Wizard and can carry a Wizard’s
          normal. If the War Wagon does not evade
                                                            magic item if desired. The Tzarina may add
          and if no order is successfully given, the
                                                            +1 to the dice when casting a spell once
          War Wagon remains stockaded.
                                                            during the battle. The player must
          A stockaded wagon counts as a fortified           announce he is using the power of the
          target to shooting and to close combat            Tzarina before rolling for the spell.
          attack. A non-stockaded War Wagon counts
          as a target in the open.
          A stockaded War Wagon cannot be driven
          back by enemy shooting. However, it is still
          necessary to roll as if it were driven back to
          establish if the War Wagon becomes
          confused.
          In combat, a non-stockaded War Wagon
          cannot pursue and is destroyed if forced to
          retreat. This is the standard rule for
          artillery.
          In combat, a stockaded War Wagon will
          neither pursue nor retreat – it always holds
          its ground even if defeated. An enemy unit
          that wins a round of combat can still
          continue to fight by remaining in contact or
                                                                                                                        47
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                                                CHILL
                          4+ to cast..............................range: 30cm
                          A fierce chill envelopes the unit, freezing its
                          warriors and hindering its ability to fight.
                          The spell can be cast on an enemy unit that
                          is engaged in combat and within range,
                          whether the wizard can see it or not. Every
                          stand in the unit including character stands
                          deducts -1 from its Attacks during the                           DESIGNER’S NOTES
                          following combat phase. Remember, a unit                What made us go for Kislevites as our first new
                          can only be affected by one Chill spell in a            army for Warmaster? In fact that decision was
                          turn.                                                   made for us by the natural enthusiasm of
                                                                                  designer Colin Grayson who started making
                                       MONSTER BEAR!                              Kislevites way before he’d even finished the
                                                                                  Empire models for our initial release. Not that
                          4+ to cast.................................range: n/a
                                                                                  we minded. The models looked great!
                          The wizard transforms himself into a                    Furthermore, with Colin’s steely determination
                          gigantic ferocious super-natural bear and               behind the project we figured the work would
                          hurls himself into the enemy’s ranks with               get done. And – hey – we like Kislevites too!
                          teeth and claws.                                        Colin’s take on the Kislevites is close to eastern
                                                                                  European armies of the 16th and 17th Centuries
                          The Wizard can cast this spell on himself if            – so they have a very Muscovite or Polish feel
                          he is with a unit that it engaged in combat.            overall. That helped us to get a handle on the
                          The Wizard adds +2 Attack bonus to the unit             character of the army and inspired us to take the
                          and, because of the spectral unearthly and              range in certain directions, as you will see.
                          hideous appearance of the Monster Bear the              One of the major considerations with all the
                          unit is considered to cause Terror. If the              existing Warmaster armies was the number of
                          Tzarina uses this spell she adds a further +2           blister packs in the range. When we designed the
                          Attacks (+2 from General and +2 from                    game we had a finite number of different blisters
                          Monster Bear) making +4 in total.                       to work with based on the design time available
                                                                                  and the shelf space allocation in GW stores. That
                                              FREEZE                              meant fixing the number of different things in
                          6+ to cast..............................Range 60cm      each army to about ten blisters worth. Although
                                                                                  the Kislevites are intended to be sold via Mail
                          An ill wind turns the enemy so brittle that             Order, the amount of variety in the existing
                          wood, flesh and even iron shatters and falls            game determined many of the initial design
                          to the ground in splinters.                             parameters, and we didn’t want to mess too
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         much with that. Also, Colin can only work so          two ‘interesting’ units, the characters and the
         fast! So, we decided to stick to the general          Tzarina – eight things in total – well within our
         format for Warmaster armies – about ten               self imposed limit of ten and the same as the
         different things, of which all the different          Dwarf army in fact.
         characters are taken as one.
                                                               The Rules
         Working Out The Army                                  The army was always going to be similar in some
         Core to the army are the Knights – Kislevite          respects to the Empire. Following the precedent
         Winged Lancers – inspired directly by the Polish      of the old version of the Empire Army book for
         Winged Lancers of historical fame. Quite why          Warhammer, some Warmaster players will
         these riders chose to attach these large and, one     undoubtedly want to add the odd unit of
         imagines, cumbersome devices to their saddles         Kislevites to their Empire armies to add visual
         is something of a mystery. I’ve heard it suggested    variety (just count them as the equivalent
         that the ‘wing’ evolved as a lasso deflector –        Empire type). The Knights were allocated
         mobile steppe warfare involving a fair degree of      standard Knight profiles the same as for the
         cowboy style lassoing I guess. Another theory         Empire Knights. This felt about right. We didn’t
         revolves around the supposedly scary whistling        want to create a super-knight army (that has to
         noise made as air rushes through the feathers –       be the Bretonnians doesn’t it!) so we put a limit
         though quite why anyone would be more scared          of four units per 1,000 points. Originally, we set
         of whistly features than a hulking great Pole on a    a minimum too, but at 110 points a unit this
         warhorse waving a ten foot lance in your              gobbled up so many points there just wasn’t
         direction I couldn’t say!                             enough left for other troops, so this was
                                                               abandoned giving us a -/4 min/max.
                                                                                                                          NEW RULES
         Equally core to the Kislevite concept are lightly
         armed steppe cavalry – the rough equivalent to        The Horse Archers really define the character of
         huns and all those multitudinous mounted              the army so we opted for two compulsory units
         nomad tribes that were the principle export of        with the standard rules for mounted units of this
         the eastern steppes during ancient and medieval       type – short range and the ability to shoot all
         times. Colin designed some early concepts along       round. This is the same rule as for Wolf Boyz and
         these lines amongst his first Warmaster scale         Pistoliers.
         models – very similar to the Warhammer models
                                                               The foot Bowmen get standard Human stats
         we produced some years ago. When he came to
                                                               with no armour as is usual for troops not
         make the actual models he decided to dress
                                                               primarily destined for close combat. The
         them up a little more in keeping with the rest of
                                                               Axemen cometh with the same stats plus a 6+
         the range. Although the earlier models are a
                                                               save… no surprises here.
         little small and lack the finesse of Colin’s later
         work I rather like them, and they are quite
         different in appearance, so with any luck you’ll
         be able to get hold of both types.
         Some infantry were going to be necessary – we
         weren’t looking at an entirely mounted nomad
         style army –and at least one unit had to have
                                                               The Bears provided us with more of a challenge!
         missile capability to give the army some long
                                                               We weren’t sure how to do them – with handlers
         range firepower. Going back to our eastern
                                                               or riders, or mounted as cavalry or infantry. In
         European source, we decided to give the
                                                               the end we did the Bears with a Bearmaster
         infantry heavy axes – rather like the later
                                                               riding one of the bears – which looks good, and
         medieval bardische – and bows. Bows seemed a
                                                               mounted them as infantry but with monster
         more natural choice than handguns, which sit
                                                               rules (an exception to the normal arrangement).
         better with the Empire army in terms of the
                                                               The Bears gave us some trouble in play testing as
         Warhammer world.
                                                               we originally classed them as to be compatible
         With the basics sorted, it was time to introduce      with the base style and movement rules. This
         some fun elements –and obviously Colin had a          threw up all sorts of questions about their ability
         few ideas which he was keen on realising. In          to support other infantry stands, climb ladders,
         particular he wanted to create a unit of Bears        and pursue which were difficult to answer
         either with handlers or riders. We also wanted to     without a great deal of messy explanation. The
         create a large piece and came up with the War         finished rules have Bears as Monsters and are a
         Wagon, of which more later, and interesting           little more complex than usual for Warmaster –
         character mounts. An option to mount                  but we found them easy to remember in
         characters on Bears seemed only right and             practice. The extra first round strike if you score
         proper, and we also decided to push the boat          more hits than the enemy is a bit scary… but we
         out and make a model of the Tzarina herself to        are talking grizzly bears here and those things
         serve as the army’s general. Taken as a whole         are dangerous! We fixed a min/max of -/1 to give
         that gave us two cavalry units, two infantry units,   the Bears their rather special status.
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                          The War Wagon rules were designed to emulate          Every army has a basic missile type of spell and
                          the Hussite war wagons used in eastern europe         in the case of Kislev it’s the Icy Blast. This is
                          in late medieval and early post-medieval times.       much like a Death Bolt – but colder.
                          There was also a nod towards wild west wagon
                                                                                Chill is cast on the enemy during combat and
                          trains and Boer wagon laagers. The idea was to
                                                                                reduces the unit’s attacks. This is a useful spell
                          create a mobile fortress – something that would
                                                                                and relatively easy to cast at 4+.
                          make a defendable fire point during a battle. You
                          can imagine too how these might be used to            The Monster Bear spell converts the Shaman
                          make encampments for armies on the march              into a fighting monster which not only adds +2
                          over broad open plains. Colin had already             attack bonus but also causes Terror – a bit of a
                          worked out he was going to make the model in          last turn of the battle affair and especially useful
                          two parts, and that dictated some of the rules        in the hands of the Tzarina.
                          design features. He also tried hard to cram as
                          many models inside as he could to make it look        Freeze is one of those hard to cast but nasty
                          like a little fortress, but with individual models    spells that has the potential of taking out a big
                          the scope is always limited! Personally, I’m          critter or powerful stand. It is also long ranged
                          looking forward to seeing a few conversions           and therefore hard to hide from. If you were
                          with extra observation platforms, rigging, and        thinking of not bothering with that Dispel Scroll
                          banners… are these not land ships?                    when playing against Kislevites here’s a reason
                                                                                to think again!
                          The rules for the War Wagon turned out
                          somewhat longer than I would have preferred           Game Play
                          but this was partly determined by the two piece       Although the army’s troops are similar to those
         NEW RULES
                          nature of the model. Of all the Kislevite models      of the Empire, Kislevites lack the ranged hitting
                          it proved the toughest to work out rules for and      power that characterises the Empire’s forces.
                          also the most difficult to fix a points cost. The     That means they have to rely on their fighters
                          different status of stockaded and horsedrawn          more and their Knights and Bears are top class
                          means the War Wagon can be very good or very          units in this respect. The War Wagon is resilient
                          bad – so the points cost is something of a            enough if stockaded to pin the end of a line –
                          compromise. With an allowance of only one per         remember it counts as a fortified target and does
                          1,000 the War Wagon won’t come into its own           not retreat – but its real strength is as mobile
                          except in large games – but at 130 points its still   artillery. Although its range is short it
                          usable in a 1,000 point game.                         concentrates 3 attacks into one model.
                          The Kislevite characters are fairly standard for      The Horse Archers are a mandatory element of
                          humans – comparable to the Empire – and we            the game and at 80 points too valuable to waste
                          just had to have a Bear rider as the mount            – they can be used to draw enemy onto the
                          option! The Tzarina was a late addition to the        Knights – or to harass flanks/strike at artillery. In
                          plan – we liked the idea of putting the Ice Queen     truth I have struggled to get the best out of these
                          into the sled. I would have liked to have seen        troops (as I have my Gobbo Wolf Boyz) but some
                          reindeer myself – apparently the antlers are just     players seem to have a natural empathy for these
                          too fiddly!                                           fleet if fragile units.
                          With the general, the army has an obligatory 375      Kislevite infantry are comparable to Empire units
                          points in the first 1,000 and 250 thereafter – low    but lack the support of the Empire skirmishers.
                          enough to tailor the army to an infantry or           They are destined to fulfil a holding or covering
                          cavalry bias if you wish.                             role – but they are cheap enough. The army is
                                                                                geared towards an open battlefield – but the
                          Magic                                                 infantry enable the army to operate even
                          Warmaster magic is supposed to be ancillary to        amongst ruins and built up areas, though they
                          the action rather than a major feature. We didn’t     will always be at a disadvantage in such
                          want to change that, so we stuck to the formula       circumstances compared to a Dwarf, Chaos or
                          of four spells with one relatively easy supporting    Orc army.
                          spell and one gambler. We also wanted to keep
                          the ice/cold/winter theme. Taken together that
                          gave us something to work with.
         50
    WARMASTER CAMPAIGN
                                     By David Simpson
THE TALE OF A LARGE MAP, SMALL                     Brent Cross store using the campaign rules
MODELS AND THE MEN THAT PLAY                       that were in the book but with the added
          WITH THEM                                addition of a map to represent your actual
It’s not what you think, nothing to do with        territories. Now being the rabid Warhammer
catwalks and supermodel abduction plots for        Empire general that I was I jumped at the
nefarious purposes. This is in fact the story of   chance to show the superior firepower of the
an ongoing Warmaster campaign that has been        Empire’s artillery and took part with great
running at the Brent Cross GW store since,         gusto and enthusiasm.
ooh, about a month or two after Warmaster          Well anyway so as not to veer too far off the
itself was released (don’t ask me to remember      subject I have always loved map based
specifics).                                        campaigns and when I saw the first preview
Firstly I suppose I should introduce myself, I     pictures of Warmaster in White Dwarf I started
am David Simpson and have been playing with        going a bit loopy with visions of masses of
toy soldiers for about ten years which is almost   troops stoically marching over the massacred
as long as some of the younger sprogs have         bodies of their foes conquering all opposition.
been alive. Conversely there are even a few        When I finally got my hands on a copy of
rare examples of regulars (or GW staff) that       Warmaster I realised just how perfect a game it
have been playing with little painted men for      was to be integrated into a campaign. So my
longer than I myself have graced this earth, a     mate Dan and I started to pester Dean, the
scary thought indeed!                              store manager, for a Warmaster campaign. His
                                                   response went something like this: ‘sure guys,
If you want to look for the history of this        if you come up with the rules for it I’ll make
campaign you must first travel back to almost      the map’. So sure enough Dan and I sat down
two years ago. At this time there was a fairly     around the painting table armed with paper
simple Warhammer campaign being run at the         and a pen (Dan had the pen, my handwriting is
                                                   illegible even to myself) and we started
                                                   thrashing out the basic ideas and aims of the
                                                   campaign system.
                                                   Several years ago I tried to run several Mighty
                                                   Empires campaigns with a group of friends so
                                                   I had a fair idea about what that particular
                                                   system’s major weaknesses were. Chief among
                                                   them in my opinion is that in order for the
                                                   campaign to progress, a player must conclude
                                                   any combats before the next player can take
                                                   their turn, thus the system we devised would
                                                   be flexible in this aspect.
                                                   Another major problem in campaigns is when
                                                   people can’t turn up for a campaign night or
                                                   end up dropping out for one reason or
                                                   another. Since I knew that several of the
                                                   people that would be taking part would
                                                   definitely have these kind of problems I
                                                   decided to make it flexible in this aspect as
                                                   well.
                                                   However chief among the design aims of the
                                                   system was that it would be a no paperwork
      The author enjoying a game...
 28
                                                                        Warmaster Campaign
Campaign Map
system. What this means is that everything is       After almost a month of some quite intensive
represented directly on the map, there are no       writing on my behalf and testing by both me
army rosters, unit experience or anything like      and Dan the rules were ready for use in the
that. After all this was meant to be a campaign     actual campaign, however we still had no map!
on a grand scale, not a Mordheim tournament.        Dean had promised us that he would produce
                                                    the map if we produced the rules. However I
So once these basic rough notes were written
                                                    doubt that he took into account the fact that
up by Dan, put on a floppy and then published
                                                    we would need the map at about the same
on the Internet by me, I started the process of
                                                    time as he needed to make stuff for Games Day.
fleshing out each individual section. Whilst I
was doing this Dan and I also started to carry      So in the end I ended up making the main
out some play test experiments to see if what I     body of the map myself. The map is a main
had already written seemed balanced, or for         island surrounded by several smaller island,
that matter if it worked. These initial sessions    most of which are player’s starting islands (see
were extremely useful as it brought up a major      above). Each player had to produce their own
flaw in the system as it stood then. Everything     starting islands and counters. This is a great tip
is carried out with action checks in a similar      to anyone else considering setting up a
way to command checks in Warmaster.                 campaign as it means that people actually have
However in the first draft of the rules each race   to invest some time and effort to even actually
                                                    start playing which should mean that they are
                                                    more likely to stick to it.
                                                    You can check out more stuff on the Internet at
                                                    my website:
                                                               http://www.stomm.com
                                                    The site is linked to from almost all the other
                                                    Warmaster sites that I know (and a few that I
                                                    only found out about a couple of days ago) so
had a separate command value equal to the           finding it should not be too hard so long as you
general’s command value in Warmaster. The           persevere. If you want to ask me any questions
weakness of this quickly became apparent            about almost anything (including my campaign
when the High Elves were marching across the        system and Warmaster in general) then feel
map at breakneck speed whilst the Ork and           free to email me at:
Goblins were hardly moving at all. In the end
we decided to leave racial differences out of             stommstommson@redhotant.com.
the system until a later date (I’m starting on
that phase of the project about now).
                                                                                                29
Warmaster Campaign
               THE RULES                            The table shown below is the table used for
                                                    establishing what a territory’s rating is when
1. Maps and Terrain                                 you enter it. Needless to say you use 2d6 when
Terrain consists of three basic types. These are    rolling on this table, and as you can see this
land tiles, coastal tiles and sea areas. All of     means that there is a heavy slant towards
these types of terrain or territories are based     finding a level one territory. These values can
on a hex grid system. Land Tiles and Coastal        be altered by player actions such as pillaging
Tiles take up one hex each, whilst sea areas can    and improving. These and the use of this table
take up anywhere from two to twenty hexes,          are described in more detail in the movement
with the average being around ten.                  and actions sections of the rules.
When explored, each land and coastal tile has
                                                                   Exploration Table
a value assigned to it which gives you a number
                                                      2D6 Result         Territory Value
between 0 and 5. Each player’s starting tile is
an exception to this as it has a value of 10.              2                     5
These values are an abstract grading of an                 3                     4
area’s worth. It does not specifically represent           4                     3
towns and villages, merely a land’s potential.             5                     2
                                                           6                     1
It just so happens that the standard Citadel
                                                           7                     0
Paint pots are hexagonal in form, so guess
                                                           8                     1
what you can use as a template for your
                                                           9                     2
campaign map? The old Mighty Empires map
                                                           10                    3
tiles could also be used, but I think that the
                                                           11                    4
major flaw with these is that they move about
                                                           12                    5
too easily. What we have done for our
campaign is to use the paint pots as a template
for the tiles, then to create a three dimensional   2. Campaign Turn Sequence
map on foam card with textured water, hills,        Each campaign is divided into years, seasons
deserts, forests and so on all moulded onto the     and then campaign turns. There can obviously
actual map board itself.                            be pretty much any number of years in a single
                                                    campaign, indeed the passing of a set number
The type of terrain does not effect its value or    of years may mark when a campaign ends.
rating in any way. The only effect the type of      Apart from that, what year the campaign is in
terrain has is that it modifies the difficulty of   does not really matter that much.
moving armies into that particular terrain. So
when making your campaign map bear this in          There are four seasons to each campaign year
mind, try to equalise the types of territory in     (spring, summer, autumn and winter). At
relation to players starting positions. It would    present the only effect of a season is to mark
be unfair to have one player’s start position       when each empire rearranges its forces to
behind a load of virtually impenetrable             account for gains and losses as far as the total
mountains with another located in easy to           terrain value and thus army size of an empire.
navigate plains.                                    This is calculated at the end of each season
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                                                                        Warmaster Campaign
before the next campaign season begins. Any         relevant players have until then to fight the
player who does not do so will be unable to         battle. When and how battles are fought are
benefit from any changes in his or her total        covered in a later section, but basically a battle
territory value and if there is a negative change   is fought if two opposing armies are in the
then they will lose whole armies to balance         same terrain tile at the end of the turn.
out, starting with the furthest ones from their
respective capital tile moving in. I do intend to   3. Armies and Fleets
add some seasonal modifiers once the rest of        Armies: The size of a player’s army is limited
the rules have been confirmed as working            only by the size and number of his territories.
properly. Such modifiers would probably be in       However, the size of individual armies has a
relation to moving and actions, they might          minimum of 500 points and a maximum of
even be race specific. I mean the Undead won’t      2500 points, this is calculated in blocks of 500
be slowed down by cold weather, whilst during       points. This allows you to have armies of 500,
the summer months most races should find it         1000, 1500, 2000 and 2500 points.
easier to improve a tile’s rating.
                                                    As explained earlier, each land map tile has an
                                                    assigned value to it. This value translates
                                                    directly to the total size of an empire’s armies.
                                                    This relationship is that for every point of
                                                    terrain value is worth 100 points of army value.
                                                    So for instance, when players start the
There are three campaign turns in every             campaign they have one terrain piece which
campaign season. These roughly represent            represents their capital with a value of 10. This
months, so if a campaign is running one turn        translates directly to 1000 points as the starting
per week, then a whole campaign year should         army size.
pass in roughly twelve weeks or three months        As players search the map and discover and
of real time. This can be altered if necessary,     claim more terrain, or increase the value of
i.e. you could have four or six, even one           their existing territories their total empire
campaign turn per season rather than the            value will go up, meaning that the total
standard three. This could be done to either        amount of troops they can field will also rise.
speed up or slow down a campaign, I suppose         Conversely, the actions of enemy empires may
the excuse you could use is that the campaign       cause a player to either lose terrain or its value
is being fought over smaller or larger              to be reduced through pillaging, thus their
territories.                                        total empire value and army size would be
A campaign turn is when every player makes          reduced accordingly.
his or her moves and actions, moving around         You may form new armies and add to existing
the campaign map and doing any actions. Of          ones on territories with a value of five, with the
course if they fail their Command checks they       exception of your capital where you can add
may end up doing nothing, but that’s the way        any number of points or create new armies
of things. Each player takes it in turn to do all   within the limits that are imposed by your
their actions before moving onto the next           empire size and the army size and composition
player. The order in which this is done should      restrictions outlined earlier.
change every campaign turn, a method of
deciding the order might be to roll off with
dice, highest choosing to go first or last, but
any method which is acceptable to the players
is fine.
The reason that the order can be important is
that whoever goes first obviously will have
more freedom of movement and at the
beginning of the campaign may be able to go
for strategic territories before anyone else.
Whilst the players who do their turns after the
others will be better able to react to their        If you have any points left over (you most likely
enemies’ movements and to force them to             will) you make a note of these excess points
battle, possibly ambushing smaller forces with      which forms your reserve forces. I find that a
their own larger ones.                              counter with the relevant number placed on
                                                    your capital tile is ideal for this purpose. The
Once everyone has done their campaign turns
                                                    way that these reserve forces work is that they
it should be established which battles need to
                                                    allow you to ignore up to the size of your
be fought before the next campaign turn. The
                                                    reserve forces from casualties in a campaign
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Warmaster Campaign
season. For instance if you had a reserve force     Fleets are made by using a build action which
of 400 (the maximum) and you had a 500 point        is explained later as are the transport rules.
army which fought a battle and suffered 300
points worth of casualties (which would             4. Movement and Actions
normally cause the army to disband) you could       Land Movement: Everything in this particular
use 300 points of your reserves to replace          campaign system is achieved through the use
these casualties. You would then have 100           of actions which are performed by the armies
points of reserves that you could use later on      of a player. This section includes everything
in that campaign season. Obviously your             from moving armies around the map to
reserve forces will most likely change from one     claiming territories and building ships.
campaign season to another, sometimes you
might not have any reserves at all.                 There are two basic types of action. The first
                                                    and most commonly used is the movement
If for any reason you wish to reorganise the        action, the second are special actions. Special
size composition of one or more armies, you         actions are covered in more detail in later
may do so before the relevant armies have           sections but they are further split into two
taken any actions at the beginning of their         groups, territory actions and build actions.
move. This basically means that to reorganise
several smaller armies into one large army all      Each different action is assigned a difficulty
the armies involved must already be in the          rating. To successfully complete the action you
same territory at the beginning of that             must roll equal to or under the difficulty rating
particular campaign turn.                           of that action on 2D6. The funny thing about
                                                    the difficulty level of the commands is that they
Once reorganised, all the armies involved may       get easier the higher the difficulty rating (I
then act as normal. It is even possible to turn a   haven’t been able to think of a better name for
500 point army and a 1500 point army into two       it yet). You also have to apply all the relevant
1000 point armies if you so wish, so long as        modifiers to the difficulty rating for each action
both armies started the campaign turn in the        attempt that you make, this includes a
same territory.                                     cumulative -1 modifier for each successive
A little tip on how to represent your armies.       action. Also unless specifically noted all
Since they are organised in blocks of 500           modifiers are also cumulative.
points from 500 to 2500 points it gives you five    For instance moving has a difficulty rating of 9
steps of army size. The old square Epic bases       which means that to move an army you must
have five slots in them and are ideal for           roll 9 or less on 2D6. However there are quite
representing your armies with                       a few modifiers to this basic roll including a -1
Fleets: Ships are used for only one thing in this   per 500 points of army size and the +1 for
particular campaign system, transporting            moving into unowned territory. Thus if you
armies. Fleets, like armies, are organised into     tried to move a 500 point army and there were
blocks of 500 points, although in this case the     no other modifiers you would need to roll a 9
500 points is 500 points of transport capacity      or less on the first move, 8 or less on the
(500 points of transport capacity = 500 points      second move and so on. In most instances
of army that can be transported). However,          there would be other modifiers to this roll for
fleets of ships are different from armies in that   terrain and so on. This is a rather complicated
they only come in 500 point blocks, you may         way of going about things (taking a point then
never combine fleets into larger fleets or for      adding a point), but it has been done this way
that matter split them up.                          to make moving larger armies more difficult.
  32
                                                                         Warmaster Campaign
                                                                                                 33
Warmaster Campaign
ever come in 500 point transport capacity              an automatic action, it still counts as an action
blocks, thus if you want to transport a 1000           as far as consideration for subsequent action
point army by sea you would have to have two           check modifiers.
fleets to be able to do so and you would also
                                                       When it comes to actually moving a fleet it is
have to split your army into two 500 point
                                                       effectively treated as an army that cannot go on
armies before even trying to board the ships.
                                                       land. The base difficulty rating for water
For an army to board a fleet requires two              movement is exactly the same as for land
things. Firstly both the army and fleet must be        movement, that being 9. However as you might
in the same territory at the beginning of that         expect there is a completely different set of
campaign turn (obviously the fleet in the water        modifiers for water movement which are given
part and the army in the land part). Secondly it       in the table below.
requires a successful movement action check
                                                       The one main thing that you must remember
on a difficulty of 9 with no added modifiers.
                                                       when calculating the action check required for
Once the army is successfully boarded the fleet
                                                       water movement is that the large sea tiles can
may move as normal.
                                                       never be owned by anyone. The only sea
If you want the army to disembark the fleet            territory that can ever be owned by a particular
must obviously be in a coastal territory. Pretty       empire is the water section of a coastal tile.
much the same procedure is used as for
                                                       If players really wish to do so then it is possible
embarking, except that modifiers for
                                                       to add further modifiers to this table to include
subsequent actions and terrain modifiers such
                                                       things such as ice flows, treacherous rocks,
as cliffs and forests must be taken into account.
                                                       coral reefs or sand banks. However I think that
Basically embarking and disembarking count
                                                       adding this amount of detail to sea movement
as a land movement action. Remember that
                                                       in a normal campaign is a bit excessive.
embarking counts as an action when
calculating the roll needed for subsequent
movement by the fleet. Also once a fleet has           5. Special Actions
had its transported army disembark, the fleet          Special actions are just that, special. There are
may no longer move and neither can the army.           two types of special actions, territory actions
It is assumed that the off loading of supplies,        and build actions. Special actions are used to
establishing a temporary harbour and so on             achieve all the other things in a campaign other
takes quite a while, besides your soldiers will        than moving troops, such as claiming new
most likely be feeling more than a little sea sick     territory, building new ships and so on.
so won’t be too happy with being ordered to            Like all actions they are carried out by
march as soon as they get off the ships.               individual armies, however there are two
There is one slight exception to the                   things that makes them most different from
embarkation and disembarkation rules. When             movement actions. Firstly only one special
attempting to do so in your capital tile the           action may be attempted by an army each
action is always an automatic success. This is         campaign turn. Secondly an army may not
because it is assumed that your capital territory      attempt any further actions after attempting a
has a well equipped dock facility to help              build action, obviously if the attempt was a
facilitate the loading of troops and cargo             failure then it would not be able to carry on
aboard ships. However, although this makes it          anyway.
  33
                                                                              Warmaster Campaign
Territory Actions: Territory actions include all         make the claim has not done any other terrain
the actions that involve a land territory tile,          actions in the same campaign turn.
from claiming the territory, through pillaging
                                                         If a claim action is successful then the territory
an enemies’ territory to raising the rating of
                                                         is added to your empire with the differing
one of your own territories. Like every action
                                                         results shown for whether it was owned or not
the success or failure of the action is
                                                         outlined above. However if the action fails it
dependent on a successful action check taken
                                                         has no effect if the territory did not previously
against the difficulty rating of the action (in this
                                                         belong to any empire, the actions for that army
case it’s 6) after all modifiers have been taken
                                                         end, just like with any other action. However if
into consideration. The other thing to
                                                         the territory belongs to another empire then a
remember with terrain actions is that unlike
                                                         battle must be fought against the garrison
movement, each army is limited to only a
                                                         forces present there, if the attacker loses then
single terrain action per campaign turn and
                                                         their army is bounced back to the territory they
that once an army has tried to perform a
                                                         previously occupied, if they win then they may
territory action it cannot attempt any further
                                                         add the territory to their empire but the
action that campaign turn. Also only one
                                                         territory value will be reduced by -2 rather than
territory action may be attempted in a territory
                                                         -1. This is more fully covered in the battles
in one turn. Thus you could not have one army
                                                         section. The difficulty rating and modifiers to a
claim a territory and use another to improve it.
                                                         claim action are given below.
The first type of territory action and at the
                                                         The other two types of terrain action are in
beginning of a campaign probably the most
                                                         effect the opposites of each other. These are
common, is the claim action. As its name
                                                         the pillage and terrain improvement actions.
suggests this action is used to claim territory
                                                         The pillage action uses exactly the same
for your empire, whether that territory is
                                                         modifiers as a claim action with the exception
previously unowned or is part of another
                                                         of the negative modifiers for enemy territory.
empire does not have any bearing other than
                                                         The effects of an unsuccessful pillage action is
in the difficulty of the check and the end result.
                                                         the same as for an unsuccessful claim action, a
A previously unclaimed piece of territory                battle is fought. However the effect of a
suffers no detrimental effects when you claim            successful pillage action are quite different to
it, whilst a piece of territory which previously         that of a claim action.
belonged to another empire will have a
                                                         If the pillage action is successful then the
permanent -1 to its territory value. Thus a level
                                                         territory value is reduced by three points to a
4 territory which is previously unowned will
                                                         minimum of zero. If this would otherwise
stay a level 4 territory once you claim it, whilst
                                                         bring the value below zero the tile becomes
if it belonged to another empire it will become
                                                         unowned. In addition to this, a successful
a level 3 territory. This degradation is caused by
                                                         pillage action will automatically upgrade the
the battling and scorched earth policy of the
                                                         nearest territory of the same empire as the
defenders. This damage can of course be
                                                         pillaging army by one point. If there are several
repaired with successful actions later on.
                                                         territories equally distant from the pillaged
The requirements for being able to do a claim            territory then the pillaging player may choose
action are that there are no enemy armies                which territory is upgraded.
present in the same territory, the tile is either
                                                         The only restrictions as to what territories you
directly linked to an existing territory owned
                                                         can pillage is that they are owned by someone.
by your empire or through a maximum of two
                                                         If you wish to pillage your own territory and
sea tiles. And of course that the army trying to
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Warmaster Campaign
fail, you will have to fight a battle against the    differences. Whereas territory actions affect a
defending militia. This represents a peasant         territory directly such as claiming it, pillaging
uprising or some such, basically your subjects       and so on. Building actions are quite literally
trying to resist your actions with force (they       what their name implies, it is an action used to
obviously don’t like their crops being burned        allow your armies to build things such as
and livestock slaughtered). One of your              bridges, temples, forts, ships and so on.
opponents or a neutral person should
                                                     As with territory actions each army is limited to
command the opposing forces, not an ally
                                                     only one building action per Campaign Turn,
(don’t get someone to lose for you). This is a
                                                     that is one territory action or one building
perfectly viable tactic for quickly fortifying one
                                                     action, not both. Also only one building action
of your territories at the expense of the
                                                     can be attempted in the same territory each
surrounding territories, in fact it is the only
                                                     campaign turn in the same way with territory
way that you can upgrade a territory other than
                                                     actions. Although you can do both a territory
your capital beyond level 5.
                                                     and build actions in the same territory with
The territory improvement action basically           different armies during the same campaign
represents your army spending time to build          turn. Build actions may also only be attempted
roads, bridges, forts and maybe even temples,        in friendly territories.
                                                                        At present the only thing
                                                                        that can be built with a
                                                                        building action are ships,
                                                                        these are built in sets of 500
                                                                        points of transport capacity.
                                                                        If the action is successful a
                                                                        fleet counter is placed in the
                                                                        water section of the territory
                                                                        the action was carried out in.
                                                                        This fleet may not be used
                                                                        until the next turn.
                                                                        As usual there is still the -1
                                                                        cumulative          command
                                                                        modifier for all actions when
                                                                        trying a build action. The
                                                                        difficulty     rating     and
                       A battle underway...                             modifiers for which are
                                                                        given earlier.
pretty much in the same way that the Romans
often did. This obviously improves the               6. Battles
potential of the territory opening it up to          When battles are fought, how they are fought
further trade, mineral exploitation, farming         and what effect the result of a battle has on an
and so on. The restrictions on this action are       army and the campaign as a whole is covered
that it can only be tried on a territory once per    in this section. In addition there is a section on
campaign turn (you cannot have several armies        garrison and scouting armies.
upgrade a territory multiple times in a single
turn) and obviously that the territory is owned      When to Fight a Battle: For most (if not all)
by your empire.                                      people the whole reason for taking part in a
                                                     campaign of any description is to fight battles.
The effects of a successful improvement action       The main thing that a campaign has over just
are that the territorie’s value increases by one     fighting a load of one off battles is that you can
point to a maximum of 5 (with the exception of       often find yourself fighting much more
capital tiles). This is an extremely powerful        interesting battles than you would normally.
action and can be used to fortify areas of           For instance a 500 versus 1000 point battle
strategic importance to your empire such as          would be very challenging indeed for the
mountain passes and islands that border on           person with 500 points.
several sea territories.
                                                     As far as this particular campaign system goes,
The difficulty rating and modifiers for taking       there are several different circumstances when
this action is shown in the table below,             a battle must be fought. In all cases the criteria
remember the cumulative -1 for successive            for whether a battle must be fought is
command checks.                                      established once everyone has finished their
Build Actions: Build actions are quite similar       campaign turns (not after each person).
to territory actions with a few fundamental
  35
                                                                           Warmaster Campaign
The two basic rules of thumb when                      defending army is the army that was in the
establishing whether a battle must be fought or        territory before any enemy armies showed up
not is if there is an army in enemy territory          in the same territory, the most common would
which can sustain a garrison at the end of the         be a garrison force. An attacker is an army that
campaign turn. If so, a battle must be fought          moved into a tile with an opposing army in it
between the army and the garrison forces. Also         (this also includes moving into a tile with a
if there are two opposing armies in the same           garrison force). A reinforcement is an army that
territory then a battle must also be fought.           moves into a tile that already contains an
Obviously you can get a combination of these           attacking enemy army as well as a defending
two circumstances if there is an enemy army in         army from the same (or allied) empire as the
a territory which can sustain a garrison and           reinforcement.
also contains an army.
Garrisons: Each territory
owned by an empire has
garrison forces, neutral
territories do not. The size of
these garrison forces is equal
to the territory level
multiplied by 100 points.
Thus a level three territory
would have a garrison force
of 300 points.
Garrison forces only fight on
their own if they are 200
points or more in size. Thus
an enemy army will never
have to fight a battle against
the garrison forces of a level
zero or level one territory
unless there is also an                               A close-up on the action
enemy army present as well.
                                                       When two or more attacking armies enter a
As you may have figured out, strictly speaking,        territory from the same or adjacent territories
a level zero territory does not have a garrison        (the ones they came from were next to each
whilst a level one territory’s garrison only ever      other), then those forces can be automatically
comes into play if there is an army from the           combined into a larger force using the army list
same empire in that territory. This is not             relevant for that force. An example would be
because there are no troops there, just that at        two 500 point armies attacking the same
such a small size they just don’t have the             territory combining into a force of 1000 points.
organisation and leadership to be able to              The main advantage of combining in this case
muster any substantial forces on their own             is it allows you to access a full army list instead
(plus a 100 point army just isn’t practical).          of two scouting lists. However keeping it as
                                                       two 500 point forces allows you to field two
Thus whenever in these campaign rules talks
                                                       generals, meaning that command checks
about a territory capable of sustaining a
                                                       should be easier to pass.
garrison, it refers to level two territories owned
by a player.                                           If attackers do not come from adjacent tiles,
                                                       then they may only combine with a successful
The Battle Itself: When it has been
                                                       action check taken at the end of that player’s
established that a battle must be fought the
                                                       campaign turn. This is taken against a difficulty
next stage is to figure out the forces that will be
                                                       of 9 modified by -1 for each territory (halved,
involved in the battle and possibly also the
                                                       rounding up) that the forces had to travel to
scenario that will be fought. The simplest way
                                                       get to the territory the battle is being fought in,
is to add up the armies and garrison forces on
                                                       ignoring the move from the adjacent territory
each side and to fight a straight battle using
                                                       to the one being attacked. Thus if two armies
these forces from the standard army lists from
                                                       attacked but they were both in a territory next
the races involved. However this almost never
                                                       to the one being attacked and had not moved,
gives an accurate depiction of what is
                                                       otherwise it would be a straight roll. whilst if
happening on the campaign map so you may
                                                       the same two armies attacked and one had to
wish to use the rules I have written bellow.
                                                       move once to get adjacent and the other had to
Armies are grouped into three general types:           move twice, it would be a -2 modifier.
Defenders, attackers and reinforcements. A
                                                                                                    36
Warmaster Campaign
Defending armies can also combine their               that is why I am not sure about deployment).
forces in exactly the same way. In the case of        The victory conditions for this game are
combining a garrison force with a scouting            simple, the attacker must get his army off the
army (500 points), use the normal list for that       other side of the table before he is forced to
particular race with the restrictions for a 1000      withdraw. If he is successful in moving half or
point force.                                          more of his units off the opposite table edge or
                                                      forces the ambusher to withdraw then he wins,
                                                      if he doesn’t then the ambusher wins. If the
                                                      ambusher wins, the enemy army is totally
                                                      wiped out, not even reserves will help.
                                                      However if the ambushed force wins then the
                                                      army moves into the territory they were
Reinforcements follow exactly the same rules          attempting to get to.
as attackers as far as combining with
themselves is concerned, however they may             Reinforcements are actually eligible for both
never combine with defending armies for               sides, thus you might find a situation where an
obvious reasons. They are not deployed at the         ambush is effectively counter ambushed and
beginning of the battle but instead turn up in a      that reinforcement is then flanked again by
later turn on a table edge or corner                  forces from the original ambusher. I hope I get
determined by the relation of the attackers. For      to fight a battle like this as it would be very
instance, if the reinforcements arrived from the      interesting.
hex immediately to the left of the attackers          Just one point, if one side withdraws before
then they should arrive on the left corner on         any reinforcements arrive then the battle ends.
the attackers deployment zone.                        Reinforcements from the winning side end up
The time they arrive will always be the second        in the same territory as where they were
turn of the battle or most likely a bit later. This   originally moving to (the one where the battle
is determined by rolling a D6 from the second         was fought obviously), whilst reinforcements
turn, on a score of that turn number or less          from the losing side end up back in the
that particular attacking force turns up and can      territory they were in immediately prior to
be deployed 10cm into its deployment area,            moving into the battle territory, or a random
they may not charge and Command is at -1 but          adjacent friendly or neutral tile if that was an
may carry out all other functions such as             enemy territory. The reason for this is that it is
moving and shooting as normal. This D6 roll is        assumed that the beaten army collides with the
modified by the total number of territories that      intended reinforcements and causes them to
the attacking force has travelled to reach the        panic, withdraw or whatever. This means that
territory that the battle is taking place in (use     there is a definite advantage to winning a battle
the highest number in the case of a force that        as soon as possible if you know that enemy
has managed to combine), giving a +1 to the           reinforcements are sure to arrive.
roll for each territory in excess of the adjacent     The Effects of a Battle: There are three
territory. Thus if it moved three tiles, including    possible outcomes for a battle. The attacker
the move from the adjacent territory, to the          wins, the attacker loses or it’s a draw.
battle it would give a +2 to the dice roll,           Depending on where the battle was fought will
making it impossible for them to turn up on           determine exactly what happens as far as the
the second turn but turning up on turn three          campaign map is concerned, however the issue
on the roll of a one.                                 of resolving casualties remains the same
In       addition        to       this      basic     regardless of where the battle is fought.
attacker/defender/reinforcement I have also           The way you calculate the casualties for each
thought a little about ambushes. Now it is            side is that you take the victory points scored
possible in the rules for an army to try to move      against you by your opponent and if you won
out of an enemy tile. If they fail to do so (by       round down to the nearest 100 vps, or round
failing the Command check obviously), then            up to the nearest 100 vps if you lost. If the
they count as being ambushed by whatever              battle was a draw then whichever side
enemy forces are present in that tile at that         withdrew is counted as the loser for calculating
time and remain there to ambush the army.             casualties (but only for calculating casualties).
The way this is set up it that the enemy sets up      If none of these criteria are met (a scenario for
in a column stretching down the centre of the         instance) then both sides round up vps.
table 40cm in by maybe 20cm (obviously
adjusting for table and force size) with the          Once you have established the amount of
ambusher’s setting up down one or both sides          casualties that you have suffered in vps then
of the table, possibly in the standard set up         you just convert that figure into army points to
areas, or maybe closer (I have not tested this,       figure out how much damage you have actually
  37
                                                                           Warmaster Campaign
sustained. You then remove these points firstly      defender equipment. Equally the attackers may
from any garrison forces that you were using         also purchase siege attacker equipment (again
(they are more expendable) and then from any         I’d suggest a maximum of 15% of total points).
of your armies involved. Once you have
                                                     Defending reinforcements may buy no siege
established how much damage your armies
                                                     equipment and neither can attacking
have sustained you may decide to use some of
                                                     reinforcements (although they are still
your reserves to negate that damage (reserves
                                                     assumed to be carrying ropes and ladders).
are explained in the armies section) if you wish
                                                     The reason for this is because it is assumed that
to do so. You are under no obligation to use
                                                     they are rushing to help their respective
your reserves at all, especially since in some
                                                     friendly forces and don’t have time to either
situations it would be utterly pointless. For
                                                     construct or transport any siege equipment.
instance, using a 100 point reserve to negate
100 points of a 300 point damage or if you           A territory counts as fortified if it is of level five
know that an army will get destroyed because         or above. This will include all level five
of a lack of anywhere to retreat to.                 territories as well as each player’s level ten
                                                     capital. A level five fortification has a capacity of
Which brings me to the next bit, what happens
                                                     1500 points, whilst a level ten territory has a
on the map. Basically the victorious armies
                                                     capacity of 3000 points. That equates to 300
always stay in that territory whilst losing armies
                                                     points per territory level (for if you have a level
retreat to the territory from which they came
                                                     six or seven territory for some reason). The
from previously or an adjacent friendly
                                                     way that the fortification capacity works is that
territory. If there are no friendly territories to
                                                     this figure is the number of troops that can be
retreat to then the armies involved are
                                                     set up inside the fortification at the beginning
destroyed. This includes an army that entered
                                                     of a siege battle, any excess defenders must be
an enemy territory by landing from the water
                                                     set up outside the walls of the fortifications.
with no friendly territories adjacent to the
attacked territories.                                For instance, say you had a level five territory
                                                     with a 1500 point army in it that is attacked
In addition to this if the battle is a draw then
                                                     by enemy forces. This gives you a total of 2000
both sides retreat to the territories they came
                                                     points of defending troops including the
from just as if they had lost with the same
                                                     garrison forces. 1500 points of those troops
results if there is nowhere to retreat to. This is
                                                     may be set up within the fortress wall whilst
assuming that the battle takes place in neutral
                                                     500 points must be set up outside the walls. Of
territory, however if the battle takes place in
                                                     course there is nothing stopping you from
one player’s territory then that player counts as
                                                     deploying some of your forces outside the
winning as far as retreats are concerned.
                                                     walls anyway even if you can deploy them all
If as a result of casualties (after modification     inside.
for reserves) an army no longer conforms to
the army size restrictions then it must be
reduced in size so that it does conform to these
restrictions. This might result in the total
destruction of a small army but that’s the risk
you take with fielding these smaller forces,
they are easier to move, but are not designed
for waging a full scale war.
                                                     As a side point an enemy army that enters a
Garrisons are immediately restored to the            fortified territory must fight a battle, there is no
appropriate level for the territory as it stands     option to try to claim or pillage a siege battle
after the battle (the level might have changed).     must be fought. This makes level 5 territories
In addition if the attacker wins a battle in         quite important to an empire’s defence as they
enemy territory (not neutral) then the territory     can be guaranteed to halt an enemies advance,
immediately becomes his, if slightly damaged         for how long is an entirely different matter.
(usually a -2 to territory level).
                                                     Scouting Armies and Garrison Forces:
Fortifications and Siege Battles: The rules          There are two types of army that will most
for fighting a siege battle are relatively           likely fight battles at some point in a campaign
straightforward. You use exactly the same            that are below 1000 points in size. These two
scenario restrictions as with a normal battle        types of army are scouting armies and garrison
including      defenders,      attacker    and       forces. Because these two types of army fall
reinforcements. However any defending                bellow the 1000 point level the normal army
troops can be set up in fortifications and may       lists don’t really work for them since the army
use some of their points (I would suggest a          list restrictions are for every full 1000 points.
maximum of 15% of total points) on siege             Since there are no full 1000 points in a 500 or
                                                                                                     38
Warmaster Campaign
200 point army then some                special    Garrison armies are tricky. If its a 1000 point
considerations must be made.                       garrison (your capital territory) then use the
                                                   standard army lists. In addition if it is a
The simplest would be to just take the
                                                   garrison combined with any army use the
restrictions for a 1000 point army, however this
                                                   normal army lists (if it’s below 1000 points just
won’t work for most races for smaller garrison
                                                   use the 1000 point restrictions). However it’s
sizes (200 and 300 points) as the minimum
                                                   when you get garrisons fighting on their own
requirements usually exceed these points.
                                                   that it gets tricky.
I will hopefully be producing a set of specific
                                                   Basically follow the standard army lists as
army lists for garrison forces and scouting
                                                   closely as possible. If there is insufficient
armies, but until then use the following
                                                   points to purchase a General then a Hero may
restrictions when fighting armies with these
                                                   be used instead (although he still has the
forces.
                                                   relevant Command rating and Command
For scouting armies use the restrictions for a     radius of 60cm), in the case of Undead then
1000 point army with these alterations. You        obviously a Liche Priest may be used. The only
may only have one character in addition to the     real restrictions are basically exactly the same
general (Orc armies may have two), you are         as scouting armies in what you cannot take (no
restricted to a maximum of 20 points of magic      heavy cavalry, monsters, Slayers and so on).
items (can be more than one item adding up to      However artillery may be taken as normal and
20 points). Minimum troops are halved              only one unit of light cavalry may be taken (this
rounding down. Empire, for instance, must          includes Chaos Hounds). The basic thing is
take one Halberdier and one Crossbow               that garrison armies are usually made up of
regiment, whilst High Elves must take one          militia forces or whatever happens to be there
Spearmen. However, Chaos has a minimum of          at the time. I think this covers most things,
one Marauder unit (rather than nothing). In        however, as I stated earlier I am hoping to
addition you must also take at least one unit of   write some specific lists for scouting armies
light cavalry. This is Reavers for High Elves,     and garrison forces.
Pistoliers for Empire, Skeleton Cavalry for
Undead, Wolf Riders for Orcs, Marauder                              EPILOGUE
Horsemen for Chaos (not Hounds, these are          Well, that’s about all I can squeeze into this
also restricted to one unit) and Rangers for       issue but never fear for I shall return in the
Dwarfs (I know its not cavalry, but it seems       next issue and outline further our campaign
appropriate). In addition to this no war           that has been running in the Brent Cross store.
machines, chariots, heavy cavalry or monsters      I shall introduce each of the players, their
may be taken, this includes Ogres and Trolls       empires and their armies, cover some of the
even though they are classed as infantry. This     more important battles and wax lyrical about
also applies to character mounts. Also Orcs        making terrain and other stuff for your
may not take Black Orcs, Empire may not take       campaign. Til then, cheerio...
Flagellants or Handgunners and Dwarfs may
not take Slayers.
 39
       MULTI-PLAYER GAMES
By Andy Meechan
Rick’s right you know, multi-player games         sub-commanders, be this through inter-
are a great way to play Warmaster. In fact it’s   tribal disagreements, personal ambition, or
dangerously close to being the best way to        incompetence (perceived or proven) of
play Warmaster (which would be a multi-           either party. These factors can be toyed with
player game on a large table with great           to add a bit of spin to any game.
terrain and loads of well-painted armies).
Furthermore, I am so enamoured by the             There can be only one
idea that I’ve started thinking up various        Given enough players, each side can choose
ways to execute multi-player games. So if         a player to act as Overall Commander, who
you’re at a loss some weekend and have a          spends the game issuing orders from his
few mates round, or if your Club is looking       camp and expecting them to be interpreted
for a reason to stick a couple of 6x4’s           as closely as possible. The other players
together, then read on.                           aren’t allowed to talk to each other unless
                                                  their respective Generals are within 30cm of
There are certain factors that remain
                                                  each other on the battlefield. The Overall
unchanged throughout multi-player games
                                                  Commander should also be represented by
(having more than two players for a start!).
                                                  a (suitably impressive) token on the
Employing an umpire is recommended as
                                                  tabletop, allowing direct exchange with
they can keep the action flowing by
                                                  individual Generals within range. At all
resolving disputes and round up any
                                                  other times, orders are given in written note
wandering players when it’s their turn.
                                                  form only and should be kept simple.
Other factors are less stable, such as how
Command of each side is resolved, the             The Overall Commander issues all of his
arrival of reserves in particularly large         orders before his sub-commanders. The
games, and who is charged with supplying          Umpire should collate all of the notes to be
the biscuits (usually me, but I try to            passed around the field of battle and assess
encourage the others to stock my                  them for brevity. Edits should be made
cupboards).                                       where necessary and a Command roll for
                                                  each note made in private to see if it is
                                                  delivered whole, in part, or not at all. Use
                                                  the highest Command value for the race
                                                  nominated as Overall Commander on the
                                                  allied side. (The Overall Commander should
                                                  be of a Race represented by at least one of
                                                  the allied armies.)
               COMMAND                            A variation would be verbal commands
Although some Races in the Warhammer              issued to sub-commanders; again via the
universe lend themselves to infighting and        Umpire. In this case, the Army Commander
general insubordination in the lower ranks,       issues the order to the Umpire, who carries
you’ll find that there is usually a strong        it to the intended player, or not as the case
leader at the top of the pile (he’s the one       may be. Use of command rolls can again be
wielding the biggest stick). In some cases        applied to misplace or even misdirect
the leader is not always best respected by his    orders! (My favourite blunder is giving one
                                                                                          41
Multi-Player Games
General another’s orders as well as their         This twist is advised for use in simple
own!) If a Command roll is unsuccessful           scenarios, as the Umpire is going to have to
then refer to the Overall Commander               do a lot of work mixing up and
Blunder table for the effect:                     misinterpreting messages. After all, if the
                                                  Dwarfs start writing to the Elves in their
  OVERALL COMMANDER BLUNDER                       own, heavy rune-script, the Elven
            TABLE:                                commanders either try to translate, or go all
                                                  out to provide a more elegant (i.e. Elven)
  Roll Where are they going?                      solution (it doesn’t matter what the solution
  1-2 The sub-commander receives no               is, it’s bound to be more elegant than the
       direct orders from the Overall             Dwarfs idea anyway!).
       Commander this turn and may ad-
       lib as they wish, or continue to           Death by Committee
       execute their orders from a
                                                  If you want to achieve nothing, but spend an
       previous turn.
                                                  awful lot of time achieving it, form a
  3-4    The orders are delayed and will          committee! This option for command is
         arrive next turn. Just inform the        particularly suited for Empire armies
         player that no orders were               composed from different areas of the
         received as with the result above. If    Empire, or Chaos Warbands representing
         the sub-commander is issued more         different powers.
         next turn, they may receive both
                                                  In this command, there is no overall
         sets!
                                                  commander and players are free to decide
  5-6    The orders are misdirected to            what the forces should do… together. This
         another of the allied players (who       should end in tears as the inevitable ‘suits
         hopefully receive their own set of       all’ solution is usually the least imaginative
         orders at the same time!).               (and safest) bet! The Umpire is best used
                                                  here to keep discussion times suitably
Once all orders have been issued, the             hectic, so that only quick thinking will save
individual players may begin their own            the day.
orders phase. As usual, a General failing a
command roll will prevent him from issuing
more orders but will not affect an allied                         RESERVES
army.                                             Normal battles take place on a 6’x4’, or 8’x4’
                                                  table which can comfortably pack in 3,000-
You don’t want to do it that way                  4,000 points of allied armies. Throw in
Another method of antagonising an allied          another ally to either side and you could be
force is to pitch together sides with differing   looking at 6,000 points per side; this means
views on life. High Elves and Dwarfs make         your dining room table is getting too
for a great spectacle, as neither side would      cramped to swing a Goblin Fanatic (but it
defer to a commander from the other, would        won’t stop him from trying!). At 4’ across,
treat any third party Commander (say an           the average gaming table is going to allow
Empire Commander) with disdain and                only 20cm to deploy in. To avoid an
would ultimately do their own thing.              unrealistic and unpleasant lining-up of the
(Competing         Orc      Warbosses,       or   army, reserves should be used to form waves
Necromancers tussling to show off also            of attack, each bolstering the one in front (or
make great playmates.)                            preventing your opponent from routing it!).
 42
                                                                     Multi-Player Games
43