Campaigns of Conquest

Introduction

These campaign rules are based on the rules written by Rick Priestly and Jervis Johnson for Mighty Empires campaign supplement designed for 8th edition of Warhammer. The supplement included a map consisting of hexagonal map tiles and variety of markers. Here the rules are adjusted for the Warmaster environment. Though the rules were designed primarily for the original map supplement, it can be used for any map system as long as it is segmented into a sufficient number of fields.

In our experience complex campaign systems tend to stumble and die out rather quickly. Philosophy of this system is to keep it as simple as possible yet still motivating to fight and contest over new territory. In the current digital age it is possible, and even more convenient to control the whole campaign on-line rather than have to arrange for all the players to meet together for the campaign to progress.

Warmaster campaign

You will need at least two – and preferably three or more – rival players compete for territory until one player conquers the others or establishes an empire of such size and power he is declared the victor. During each round of the campaign the participating players play a game of Warmaster and, depending upon their degree of success, they can expand their territories into their neighbours.

The map is used to show the territory that each player controls. Each player begins with one tile marked with a banner in his chosen colour. When games of Warmaster are fought, players are awarded ‘Empire Points’ that are used to take over adjoining tiles as explained below. As a player’s empire expands he places banners on the tiles to mark his territory.

The winner is the first player to carve out an empire of ten tiles – this is a simple way of working out who has won and you can set this target higher or lower as you wish.

Starting a campaign

In case you don’t have the original supplement with plastic tiles and markers, you will need to create a map divided into sufficient number of fields (tiles). The map needs to have at least seven tiles for every player taking part. There are various tile types. The rules distinguish common wood/countryside tiles, river tiles, mountain tiles and shore tiles. You will also need banner markers in a distinctive colour for each player. Further markers used in the rules are mines, ports, castles, cities and objectives.

Once you have a map, each player must now choose a capital city from amongst the cities on the campaign map. Choose an order in which players pick a capital city available on the map. A capital cannot be chosen next to another capital – there must be a gap at least 1 tile between them. If there are no available capital cities left on the map then the player may add a new city to the map to claim as their capital. Once each player has selected his capital you are ready to play. Note that no others tiles are claimed at this stage – players will get to do that as the game progresses.

It is good idea to put few objectives on a map to motivate players to fight over them (see Objectives). They should be placed and spread in neutral area so all players have similar chance to reach them.

The largest empire

During the campaign players will often need to do things in a certain order depending on the size of their empires. This is determined by counting the number of tiles each player controls. Tiles that contain a city count as two tiles when working out the size of a player’s empire. At the start of the turn, count how many tiles each player controls. The player with the most tiles has the largest empire, the player with the second most tiles has the second largest empire, and so on. If players are tied for the number of tiles, use the number of cities as tiebreak, then the number of castles, and finally a dice roll if they are otherwise identical. This order is for the whole turn, even if circumstances change.

Sequence of play

The campaign is fought over a number of rounds. Ideally – all players must be present for each round or alternatively (and most likely) it can be organised online through internet forums. There are also many online dice roll rooms on the internet these days, which are ideal to solve all the required rolls online. A typical group of players will usually work through one round every week, but it all depends on how often you can get together. It is even possible to play a whole campaign over a single weekend. At the end of each round, players must organise and play any Warmaster games that are required the before next round can proceed. In each round all players work their way through the following sequence of play. All the players carry out the event phase, then all carry out the revenue phase, and so on.

  1. Events

  2. Revenue

  3. Challenge

  4. Battle

  5. Conquest & Build

Events phase

Each player picks one event from the event chart, starting with the player with the smallest Empire. You cannot pick an event that has already been chosen by another player, unless all the events have already been chosen at least once.

  1. Fool’s Gold – Pick a Player. That player cannot collect any revenue during this round.

  2. Building Boom – You may place a castle, mine or port in any tile that you control, or replace a castle you control with a city.

  3. Disaster – Pick one player. They must roll a D6 for each castle, city, port or Mine. On a roll of 1 the place is destroyed.

  4. All or Nothing – You receive an extra 2 empire points this round as long as you don’t lose or draw any battles. If you lose or draw then you receive no empire points at all this round.

  5. Scouts – In any battles you fight in this round, your opponent must deploy their whole army before you deploy your army, and you decide who gets the first turn.

  6. Diplomacy – Pick one player. They may not issue a challenge against you this round.

  7. Land Grab – The first tile you claim this turn only cost 1 empire point rather than the normal 2.

  8. Elite Army – In any battles you fight this round, you may take one unit over Min/Max value.

Revenue phase

Each player collects revenue from any mines they control. The gold is added to the player’s treasury each round and can be spent or saved up and spent in future rounds. Players must keep track of how much gold they have.

Mines generate 2D6 × 10 gold pieces to a player’s treasury each round if they are on a river tile, and 3D6 × 10 gold pieces each round if they are on a mountain tile.

artillery column

Exhausting a mine

If all of the dice rolls are the same (e.g. you roll two 1’s on a river, or three 5’s on a mountain) then the mine is exhausted. Collect revenue as normal and then remove the mine from the map, but leave the banner behind to show who controls the tile. A new marker may be created on the tile latter in the game if desired.

Challenge phase

Each player must issue a challenge to another player, starting with the player with the smallest empire. The challenger and the player they challenged must fight a Warmaster battle in the battle phase. A player who has been challenged cannot issue a challenge that round – his army is already committed to battle!

Forming a team

A player can challenge a player who has already been challenged to a battle. The player who has been challenged can choose to either fight one battle against all his challengers (see team battles), or he can choose to fight a series of individual one–on-one battles against each of his challengers in turn (see multiple battles). Any number of players can form a team in this way.

Breaking up a team

A player can challenge a player who is already part of a team – this will break the team up. For example, if Andy and Phil had formed a team against Bob, then Max could challenge one of them in order to break up the team.

If you do this then the player you have challenged fights a battle with you, leaving the remaining team member(s) to fight their opponent. So, carrying on our example, if Max challenges Phil, then Max and Phil fight a battle, leaving Andy to fight against Bob.

Battle phase

Players can agree to fight battles of whatever size they find convenient – there is no need for all battles to be fought at a preset size or with a pre-selected army list. Just play Warmaster games as you normally would at 1000pts, 2000pts, 3000pts or whatever is your preferred size.

Army bonuses

Each player receives a bonus to use when they select their army.

  • The player who has the largest empire receives a bonus of 1/40 of the total army points. So in 2000pts battle he may field 2050pts, in 1000pts he may field 1025pts.

  • Any player may spend up to 200 gold pieces from his treasury to add extra points to his army. For those 200 gold pieces he may add 1/10 of total army points. So in 2000pts he may add 200 points, in 1000pts battle he may add 100 points. If the player spends less then 200 gold pieces, the number of points is proportional. So if he spends 50 gold pieces in 2000pts battle, he may add 50 points, in 1000pts battle he may add 25 points.

Multiple battles

Sometimes a player will have to fight more than one battle in a round (see challenges). A player can use all bonuses they are entitled to in each and every battle they fight that round. However, gold spent in one battle is used up, and may not be used again in a later battle.

dwarf helmet

Team battles

Sometimes players will fight together as a team (see challenge). When this happens the team must split the total points value of their force between all the players in the team in a mutually agreeable manner. For example in 2000pts game a two player team might take 1000 points each, or one might take 1500 and the other 500 and so on. Each player is then allowed to add bonuses to their individual total as described above.

  • Each player in a team controls his own army. Both players move their units in the movement phase, both players shoot in the shooting phase etc.

  • Units may not charge, shoot or cast magic spells against units controlled by another player in the team.

  • Characters form one army may not join units belonging to another team member’s army.

  • Commanders can only command units from their army.

  • Only units that belong to the same army count as “friendly units“ for the purpose of the rules. Units belonging to another team member’s army do not count as friendly units.

  • In team battles the break point of each team army counts together, so both armies withdraw only when total break point is reached.

  • Each army has its own general. If one general is killed, his army doesn’t withdraw, however the team can no longer win the battle. It can only lose or draw. Commanders can only command their own armies and wizards can only cast bonus spells on their own troops.

Conquest and building phase

When you play a game of Warmaster you earn empire points as shown on the chart below. Empire points are used to take territory, to build cities, castles, ports or mines or to remove territory from a rival player. Players take it in turns to spend their empire points, starting with the player with the smallest empire and working up.

Earning Empire Points

The number of empire points a player has to spend depends on how well he did in the battle phase. Players who lose earn 1 point, drawing players earn 2 points, and winners earn 3, 4 or 5 depending upon level of victory. Results of a battle are determined as follows:

  • Lose – 1 Empire Point. Army is forced to withdraw while earning less victory points than the opponent OR army earns less victory points when no side withdraws. A player also loses when he willingly surrenders.

  • Draw – 2 Empire Points. In case one army is forced to withdraw but gains more victory points than its opponent the battle is a draw and both armies get 2 EP. A player also gets 2 EP when no side withdraws but they have more victory points than the opponent.

  • Minor victory – 3 Empire Points. Army is victorious when it forces the enemy to withdraw and earns more victory points at the same time.

  • Major Victory – 4 Empire Points. Army breaks the enemy while not losing more units than half of its break point.

  • Massacre – 5 Empire Points. Army massacres an enemy when forcing him to withdraw while not losing more than 25% of its break point.

In a team game all players in a team earn one less empire point (so if their side wins a victory each player earns 2 Empire points).

If a player fights more than one battle in a turn then he must average out the empire points for the battles they fought, rounding any fractions down. For example if a player fights two battles, loses one and scores a major victory in the other, then he would score (1+4)/2 = 2½, rounded down to 2 empire points.

territory tiles

Spending Empire Points

Empire Points can be spent as follows. Only one unused empire point can be carried over to the next campaign round.

  • Claim Tile (2 EP) – place a banner on a tile without a banner that is adjacent to one of your own tiles.

  • Conquer Tile (3 EP) – Remove another player’s banner from a tile that is adjacent to one of your own tiles and replace with your own. You must have fought and won a battle against the player in the preceding battle phase.

  • Build (1 EP) – Add a castle, city, mine or port to a tile you already control (see Buildings).

  • Raids (1 EP) – Player can raid a free territory in which case he gains 3D6 × 10 gold pieces. Alternatively he can raid territory of another player. He gains 2D6 × 10 gold pieces that are taken from the treasury of the player who’s territory was raided. You cannot get more gold pieces than the raided player actually has. You also cannot get the gold guarded in castles and cities (see Castles and Cities).

  • Plunder (2 EP) – If you win a battle against another player, you can plunder one of his tiles. You don’t need to be bordering their territory. Choose one opponent’s tile. If there is a mine or port, remove them. If there is no building on the tile, remove opponent’s flag. Tiles with castles or cities cannot be plundered.

Mountains – It costs 1 extra empire point to Claim or Conquer a Mountain tile.

Castles or Cities – It cost 1 extra empire point to Conquer a tile that contains a castle or city.

Buildings – You can spend empire points to add a castle, city, mine or port to a tile that you control. Alternatively, you may instead replace a marker on a tile you control with another one. There can be only one building on each tile.

Castle

Makes it more difficult for players to conquer the tile (see above). Castles can also hold 25 gold pieces against enemy raiders. Cannot be built on marsh tiles.

City

To build a city there must already be a castle on the tile. You may upgrade a castle in the same turn that you build it, and the city replaces the castle. The tile counts as having a castle and in addition counts as two tiles when working out who has the largest empire. Cities cannot be built on mountain or marsh tiles.

Mine

Generates gold pieces in the revenue phase. Can only be built on river or mountain tiles. You can spend gold from your treasury to increase the point size of your army in a battle (see Revenue phase). Gold mines on a river generate 2D6 × 10 gold pieces, gold mines in a mountain generate 3D6 × 10 gold pieces. Mines on tiles that were conquered are destroyed.

Port

Can be built on river or shore tile (if you have any on your map). Player with a port can claim and and conquer river or shore tiles which are not adjacent to the player’s own tiles.

Objectives

Mage Tower

Player who owns a tile with Mage Tower may add +1 to the spell casting roll once per battle.

Dwarf Brewery

Player who owns a tile with Dwarf Brewery may once per battle re-roll one save roll each round of a single combat phase.

Orc Idol

Player who owns a tile with Orc Idol may once per battle add D3 attack dice to a single unit during one combat phase.

territory tile

How to win

A player wins instantly when he claims his tenth tile or if he knocks any other player out of the game by conquering the last tile that player controls. Tiles that contain a city count as two tiles for determining when a player wins the game.

Siege

A big advantage with Warmaster is that it has a well written siege system. Because there are fortified places such as castles and cities in the campaign system it would be shame not to include a the possibility of siege battles. To play a siege battle requires lots of special terrain and models are needed (eg. fortress walls, siege towers, ladders etc.). It may also slightly break the flow of the campaign. For these reasons siege battles are considered only as an option for players who want to play it. There is no need to play siege battles in your campaign if you don’t want to. Siege battles are played only when both players agree to do so.

Into the breach!

When a player wins a battle and decides to conquer a loser’s tile with a castle or city, he can do it either in the standard way or, if both players agree, they can start a siege. When players decide to start a siege, the tile is conquered for 2 EP as usual, however the castle or city remains in the defender’s hands. This tile counts as a half of a tile for both players for the purpose of determining the largest empire.

The situation remains the same until the castle/city is conquered or the whole map tile is conquered back. To conquer the castle/city both players must play a siege battle (Into the breach! scenario in Siege and fortresses section). In this scenario the conquering player is the attacker of course. If the besieger wins the siege battle, he conquers the whole tile. If he fails, the siege goes on. One such attempt to conquer the castle/city can be made per campaign round.

Until the castle/city is conquered the defender has a chance to conquer the map tile back in the usual manner. No extra 1 EP is needed to pay for conquering a tile with a castle or city on it as it is being held by own troops.

fortress gate
dwarf axes left

Another option to spice a campaign up is to add ship battles on sea. Main task of fleets in a campaign is to support ground operation on shores. Of course this is only possible when your map includes a sea. The main problem is that ship battles are not included in Warmaster rules and so you would need to play them using some stand-alone rule system with its own models (eg. old Man O’War game or Armada). For this reason the naval operation rules are optional and can be used only when at least two players agree on that.

Set sails!

Naval operations can only take place at sea, not on rivers. Players who agreed on involving naval operations can challenge each other to fight sea battles in the same manner as in ordinary ground battles. Sea battles are fought in Battle sequence no matter the order.

A player who wins a sea battle gets a Naval Advantage over the defeated player. Naval Advantage means you can conquer a shore tile of the player defeated at sea for 1 EP less (usually 2) while it costs 1 EP more for the defeated player to conquer a shore tile (usually 4) of the player who has Naval Advantage over him. Note that a player still has to defeat another player in a Warmaster battle in order to conquer his shore tiles.

The Naval Advantage only makes it easier or more difficult depending on the situation at sea.

The Naval Advantage is carried over into subsequent campaign rounds and lasts until the player with the advantage is defeated in naval battle by any involved player. Involved players with no shore ports can still fight sea battles for Naval Advantage, however they cannot conquer another player’s shore tiles until a sea port is built.

sea battle
dwarf axes right
Optional rules

These rules are designed to give a player an additional tool to turn the probability of success in their favour at critical moments of the battle.

General’s abilities

In the most critical of situations, a General can try to focus all his efforts to avert some dire event, or the mishaps of his subordinates. There are two abilities a General can use in such situations. Each of these Abilities can be used once per game.

Reliable Courier: One Hero or Wizard within 30cm of the General can re-roll a failed order.

Inspection of Arms: One friendly unit within 30cm of the General can re-roll all dice for either one to-hit roll or armour roll.

Abstract battle resolution

To keep a campaign going players must be active. However there are situations when even the most enthusiastic players cannot find free time to play a battle, whatever the reason.

In case a player cannot fight a battle against his opponent(s) he can either find a volunteer to fight it for him (no matter what army he uses) or he can use the Abstract Battle Resolution system. This system is designed to decide the battle with just simple dice roll. This can happen online in a virtual dice room.

In this roll-off the challenger is considered the attacker and the challenged player is the defender. First find out a strategy bonuses your army has:

Strategy Bonus Attacker Defender

Elite army

+1

−1

Scouts

+1

−1

Largest empire

+1

−1

Each 100 GP spent (max 200)

+1

−1

Roll for the outcome

A third person who is not involved in the battle rolls 2D6 and applies any strategy bonuses. High result favours the attacker, low result favours the defender.

Adjusted die roll Result

2 or less

Defender major victory

3–5

Defender minor victory

6–8

Draw

9–11

Attacker minor victory

12 or more

Attacker major victory

ogre gunners
mounted archer