To Tame a Land
Posted: Mon Feb 20, 2012 7:30 pm
I've come up with a campaign format that is a bit abstract (no strat map) and is all about gaining renown to become Warlord. If you're interested please take a look at the first draft for the campaign:
To Tame a Land
A Campaign for Field of Glory
Decline and Fall
Background
The Emperor is old and frail, his grip upon affairs weakens. Already there have been a few small uprisings, not full-blown rebellion, but anarchy none the less for that. What the Land needs is a strong hand at the Emperor’s side, a Warlord who can keep the people united and foreign threats at bay. The Noble Houses have issued the call to arms and civil war is at hand...
The Campaign
To win the campaign a player must amass 2500 Renown, thereby gaining the support of the Emperor’s Council and the people to become Warlord. Renown is gained and lost on the battlefields of the civil war.
Each player starts with 250 Renown. Should this drop below zero, the player’s faction no longer has enough support to continue in the civil war. They may choose to be knocked out of the game, or they may become a vassal of a surviving player (see below). Their new overlord gains renown for acquiring a vassal.
Each turn represents one season. Seasons have no particular effect on the game, they are just a way of keeping track of time. A player must attack one other faction during their turn.
The Map
The map is a graphical representation of the current levels of support for each faction. It has no strategic function in the campaign but is there for flavour. Each ‘block’ of 250 renown above 250 will cause a previously neutral province to declare for the player.
All players start with one province that they will keep, unless they drop below zero renown. A second province is acquired at 500, the third at 750, etc. If a player should drop back below a threshold, a province will revert to neutral or declare for another player.
Armies and Battles
Each Faction (player) starts with two available army lists from ‘Decline and Fall’. Either list may be used in each battle and can be tailored as required; army composition is not fixed in any way.
Further lists will become available as Renown increases, and more forces flock to the Faction’s banner. The thresholds for an additional list are 750 and 1500 Renown.
Battles should be fought with Fog of war and Double moves ON. The attacker should host a 500 point battle. Either player may opt to use fewer points to gain extra renown (see below). Commanders may only be ‘Field’ or ‘Troop’ unless the player chooses to take the field. In this case they must select an Inspired commander but, if the commander is killed, the player is knocked out of the campaign. Taking the field also scores extra renown (see below).
Vassals
If a player chooses to become a vassal, they should take direction from their ‘overlord’ when deciding who to attack. Renown gained or lost by the vassal is halved and added to their overlord’s score. An overlord may choose to abandon a vassal, but must allow them to fight at least one battle. Abandoning a vassal is a sign of poor judgement and loses the overlord 25 renown.
So the vassal is under no compunction to be loyal, but nor will an overlord be forced to put up with a serpent for an underling. An abandoned vassal may offer his services to any surviving faction. If no offer is accepted, the vassal is knocked out.
Scoring Renown
Battles are where Renown is won and lost. The calculation uses the average BG points value of the army. Decimals up to 0.4 round down, 0.5 and above round up. So an army with 40 BGs has an APV of 500 divided by 40 (12.5), which rounds to 13.
Battle +250 – ((number of break points lost * APV)/2)
Own camp looted -50
Enemy commander killed, Troop +10
Enemy commander killed, Field +25
Enemy commander killed, Inspired +50
Winning with 90% PV +20
Winning with 80% PV +50
Winning with 70% PV +100
Taking the field +50
Resigning a battle -(100 + (number of break points lost * APV)/2))
Gaining a vassal +25
Abandoning a vassal -25
Other Rules
You cannot attack a faction that is more than (number of players/2) positions below you on the leader board on consecutive turns. However, you may instruct a vassal to do so.
Example: with six players, the player in the lead could not attack 5th or 6th place on consecutive turns, they would have to fight 2nd, 3rd or 4th place before they could look further down the scoreboard.
If, after reading all that, you are still interested, let me know! I know I have form for a non-starter in the past (Kingdom of the Isles) but I've learned my lesson and have realised that simple is the way forward!
To Tame a Land
A Campaign for Field of Glory
Decline and Fall
Background
The Emperor is old and frail, his grip upon affairs weakens. Already there have been a few small uprisings, not full-blown rebellion, but anarchy none the less for that. What the Land needs is a strong hand at the Emperor’s side, a Warlord who can keep the people united and foreign threats at bay. The Noble Houses have issued the call to arms and civil war is at hand...
The Campaign
To win the campaign a player must amass 2500 Renown, thereby gaining the support of the Emperor’s Council and the people to become Warlord. Renown is gained and lost on the battlefields of the civil war.
Each player starts with 250 Renown. Should this drop below zero, the player’s faction no longer has enough support to continue in the civil war. They may choose to be knocked out of the game, or they may become a vassal of a surviving player (see below). Their new overlord gains renown for acquiring a vassal.
Each turn represents one season. Seasons have no particular effect on the game, they are just a way of keeping track of time. A player must attack one other faction during their turn.
The Map
The map is a graphical representation of the current levels of support for each faction. It has no strategic function in the campaign but is there for flavour. Each ‘block’ of 250 renown above 250 will cause a previously neutral province to declare for the player.
All players start with one province that they will keep, unless they drop below zero renown. A second province is acquired at 500, the third at 750, etc. If a player should drop back below a threshold, a province will revert to neutral or declare for another player.
Armies and Battles
Each Faction (player) starts with two available army lists from ‘Decline and Fall’. Either list may be used in each battle and can be tailored as required; army composition is not fixed in any way.
Further lists will become available as Renown increases, and more forces flock to the Faction’s banner. The thresholds for an additional list are 750 and 1500 Renown.
Battles should be fought with Fog of war and Double moves ON. The attacker should host a 500 point battle. Either player may opt to use fewer points to gain extra renown (see below). Commanders may only be ‘Field’ or ‘Troop’ unless the player chooses to take the field. In this case they must select an Inspired commander but, if the commander is killed, the player is knocked out of the campaign. Taking the field also scores extra renown (see below).
Vassals
If a player chooses to become a vassal, they should take direction from their ‘overlord’ when deciding who to attack. Renown gained or lost by the vassal is halved and added to their overlord’s score. An overlord may choose to abandon a vassal, but must allow them to fight at least one battle. Abandoning a vassal is a sign of poor judgement and loses the overlord 25 renown.
So the vassal is under no compunction to be loyal, but nor will an overlord be forced to put up with a serpent for an underling. An abandoned vassal may offer his services to any surviving faction. If no offer is accepted, the vassal is knocked out.
Scoring Renown
Battles are where Renown is won and lost. The calculation uses the average BG points value of the army. Decimals up to 0.4 round down, 0.5 and above round up. So an army with 40 BGs has an APV of 500 divided by 40 (12.5), which rounds to 13.
Battle +250 – ((number of break points lost * APV)/2)
Own camp looted -50
Enemy commander killed, Troop +10
Enemy commander killed, Field +25
Enemy commander killed, Inspired +50
Winning with 90% PV +20
Winning with 80% PV +50
Winning with 70% PV +100
Taking the field +50
Resigning a battle -(100 + (number of break points lost * APV)/2))
Gaining a vassal +25
Abandoning a vassal -25
Other Rules
You cannot attack a faction that is more than (number of players/2) positions below you on the leader board on consecutive turns. However, you may instruct a vassal to do so.
Example: with six players, the player in the lead could not attack 5th or 6th place on consecutive turns, they would have to fight 2nd, 3rd or 4th place before they could look further down the scoreboard.
If, after reading all that, you are still interested, let me know! I know I have form for a non-starter in the past (Kingdom of the Isles) but I've learned my lesson and have realised that simple is the way forward!