by Kyrian » Fri Apr 08, 2005 8:18 am
To everyone planning on attending Spring War,
We will be trying out a campaign scenario where the success in the campaign will be determined by the outcome of each individual battle. For the fighters not participating in the strategic portion of the campaign, the marshals will announce the scenario, the specific rules, and, as the battle progresses, when each team may enter the battlefield.
General information
-The campaign will take place on Saturday afternoon.
-Marshals reserve the right to modify the rules as needed to insure a smooth-flowing game.
-These rules, as posted on the board, are the final draft. The finished copies of the rules will be available will be available at Troll and will supersede these posted ones.
-All organization will be done on the realm level.
-The two core realms will be determined by realm meat grinder on Friday.
-Remaining realms will be divided equally into small, medium, and large realms.
-Core realms will randomly pick other realms to fight for them.
-Each side will be differentiated via red and blue headbands.
-Marshals may rebalance sides if needed.
-Each side will be divided into a maximum of 5 teams composed of one or more realms. Once a team has been formed, realms may not be shifted to a different team. Teams on each side will be represented by banners indicating the team color and number (I through V).
Objective
-Two sides vie for control of 4 out of the five strategic points on the campaign hex map for one turn.
-Winner of campaign determined by success or failure on the battlefield.
-Opportunity for realms to fight together.
Campaign Map.
-Campaign map consists of a series of hexes with the different terrain or missions.
-Five strategic points on the map. The strategists will move their teams on the map to try and hold the strategic points.
-The outcome of each battle will be determined by a single fight.
When teams from both sides land on the same hex, the teams will fight to determine who wins control of the hex.
-If a side loses, then they will move back to one of the adjacent hexes (with forward movement being towards the enemy starting point).
-Each side will be allowed 4 actions per turn.
? Moving a team one hex is one action.
? Combining or splitting teams count as 2 actions. Moving combined teams requires that number of actions, i.e., moving a group consisting of 3 teams requires 3 actions.
--To combine teams, both teams must be in the same hex
Roles
? Strategist
? Strategist determines movement of units on the campaign map
? Will not fight in battles
? May divide their side into a max of 5 teams. A team must consist of a minimum of one realm. A realm cannot be subdivided amongst several teams. Note: There is no way to win the campaign without dividing a side into at least four teams.
?
? War Commander
? Leads teams in battle
? Cannot be the same person as the strategist.
?
Realm battle leaders
? All realms will designate a realm battle leader.
-Determined by realm.
? Interactions between the War Commander and supporting realms should be via realm battle leaders.
Nomads
? Nomads-Wolfpack fighters-designated with white headbands
? No affiliation
? Will attack both sides and will NOT ally.
? Random encounters-Strategists will draw cards to determine if nomads will appear.
? If the nomads should win an encounter, then neither side can occupy that hex during that action.
? Reinforcements
? In fighting for a hex, the teams that are currently in the hex begin fighting.
? Depending on the scenario, there may be a messenger beacon at each side?s starting location. In order to get the rest of their reinforcements immediately, a side must get to the opposite beacon. As soon as the beacon is reached, all the other teams on that side may enter the field. If a side is unable to reach the beacon, the other teams will enter the field after a certain time period based on their distance from the contested hex.
Sequence of events.
1) Strategists make their moves on the campaign map.
2) Contested hexes are identified by strategists and game marshal.
3) Field marshal will announce the scenario and any scenario-specific rules.
4) As the battle progresses, the side marshals will indicate when a team may enter the battlefield. The corresponding banner will then be raised.
5) Once a side wins the scenario, the campaign map will be updated and the strategists will move the teams again. If neither side wins (simo or nomads win the scenario), then both teams will move off the hex.
Double-blind format.
? Each side will move their teams without knowing what the other team is doing.
? Marshal will have duplicate map to track when opposing teams land in the same hex.
Battle types
? Swamp: No running and no reusable missile weapons
? Plain: Regular field battle
? Caravan: Defenders have a start point and end point to which they must safely carry supplies. The attackers may attack the defenders at any point along the route.
? Mountain top: Defenders start out completely surrounded by the attackers. No missile weapons due to the high winds.
? Crossroads (chaos bridge battle): Defenders start at the intersection of all the roads. The attackers may line up on any or all of the roads.
? River/bridge crossing: There are three bridges crossing over a contested river. Fighters wearing only extremity armor or no armor may wade (walk on knees) or swim (crawl on hands and knees). Swimming fighters must not have any shields or weapons in their hands while crossing the river. However, they are immune to missile weapons. Fighters wearing head and/or torso armor may only use the bridges to cross.
--Beach assault (something similar to the beach assault in ?Troy?
-Objective: Attackers must carry flag past the defenders? starting line.
-Attackers? transport cannot reach the beach due to shallows. Must use small boats and attempt to establish beachhead.
-PVC boats
-Rowers: One hand to hold boat (row) and other to hold shield
-Max of four rowers. If there are 4 rowers, fighters in boat may run. If less than 4, then fighters can only walk.
-Rowers and fighters may be engaged by missile weapons while traveling to shore. Rowers may not hold the boat higher than their waists. Any missiles hitting under the PVC will not count.
-Defenders cannot melee engage until beachhead established; however may engage with missile weapons once attacking boats are in range of shore emplacements (designated archer line).
-Once the first wave of boats has landed and dropped off its passengers, defenders can melee. Defender reinforcements will be timed.
If anyone has any questions or concerns, please let me know.
Kyrian
P.S. This will also be posted in "General Mayhem".
"...change requires action, it doesn't just happen. Define your actions by how you think the game should be, not how the game is. The game will follow."--Big Jimmy