| Ancients
Warmaster Campaign Spring - Summer 2007 |
RULES
Warmaster
Ancients Campaign Rules Download
Appendix
A Downloads II. Conventions
a. Factions. There are seven factions in this 250BC Mediterranean
Campaign:
i. Rome – Chris N (Late Republican List)
ii. Romana-Hispania - Rick N (Imperial Roman List)
iii. Carthage – Roger D (Carthaginian List)
iv. Macedonia – Wolf T. (Alexandrian Greek List)
v. Ptolemy – Barry B (Seleucid List )
vi. Selucus – Brian C (Seleucid List)
vii. Gaul – Rob P (Gallic List)
viii. Indo-Egyptians – Chris W (Classical Indian)
b.
Factions belong to one grouping type that adds “National
Characteristic” differences in Event Card Play
and in Sources Cost. These groups are:
i. Roman Type Factions – Rome, Romana-Hispania
ii. Greek Type Factions – Carthage, Macedonia,
Ptolemy, Selucus
iii. Barbarian Type Factions – Gaul, Indo-Egyptians
c. These factions are situated around the Mediterranean
Sea:
d. Forces
i. Armies. Armies are composed of “Combat Units” or “CUs”.
The CUs each represent 200pts in the Warmaster Ancients
Rules standard army list. Any Army must command of (“stacked
with”) a general.
ii. Fleets. Fleets also are composed of CUs. Each fleet
CU represents a sufficient number of vessels to transport
one army CU (200 WMA points). The campaign will include
naval battle fights as well using NAVWAR. The ratio of
opposing fleet CU strengths in naval battles will be
directly proportional to the actual model/miniature fleet
strength used.
III. Turns.
a. Year Turn. Each “Year” turn will consist
of several phases and four seasonal turns.
i. Alliance Phase.
1. During the Alliance phase players may negotiate among
themselves to make formal alliances or “under
the table” informal alliances.
2. Formal Alliance last for the whole year and may not
be broken until the next Alliance Phase other than through
playing Event Card ___.
3. Only Factions in a Formal Alliance can support each
other:
a. By providing army CU or navy CU supports.
b. By transferring revenues.
4. Informal alliances can be made or broken at any time.
They essentially are and “gentleman’s agreement” to
cooperate indirectly, i.e. not to fight each other and
or to coordinate to attack specific opponents. Treachery
may be employed here as this is the shadowy side of diplomacy
and the adherence or downright duplicity to in any agreements
is purely up to the players.
5. The Alliance phase ends when all players have e-mailed
in their intentions to enter into any number of formal
alliance or not.
ii. Draw Events Phase.
1. In the 250BC year, each player draws three random
events to be played in the following years.
2. In every year following 250BC, each player on draw
one random event to be played in that year.
3. A player may never have more than three events in
his hand at anytime, and may choose to discard whichever
card (s) he desires after a new draw to keep at three
cards.
4. Event cards may also be awarded as a result of battle.
iii.
Season Turns – Spring, Summer, Fall, Winter
1. Orders Phase. This is the phase where the game action
occurs.
a. Each player will e-mail their orders to the Campaign
coordinator NLT midnight on 2nd and 4th Thursday of each
month.
b. Army Orders: An army can be given one of the following
orders each seasonal turn.
i. Move. Move from one friendly territory to another
adjacent friendly territory.
1. Troops may be left behind in garrison.
2. Can be over water if transported by the same number
of Fleet CUs.
ii. Attack. Move into an adjacent unfriendly territory
or contains an enemy army.
1. Troops may be left behind in garrison.
2. Can be over water if transported by the same number
of Fleet CUs.
iii. Fortify. Any army can build up the defense value
of a Stronghold by converting army CUs into Fortification
Points (FP).
1. Stronghold value will increase by 1 FP for very 2
CUs converted.
2. Rome may convert 1 1CU into 1FP.
3. The max level for any Stronghold is 5 FP.
iv. Siege/Subjugate. Any army may conduct a siege or
subjugation attempt by accumulating Siege/Subjugation
Points (SP).
1. Armies or garrisons attempt that a siege or subjugation
roll on the Siege/Subjugation table to accumulate SPs.
2. When the SPs accumulated are equal to the to the
Stronghold’s
FP it falls to the attacker.
3. When the SPs accumulated against a territory are equal
to that territory’s resource points RP, it submits
to the attacker and is now part of the attacker’s
faction.
v. Recruit. An army may recruit new troops as an action.
1. 1 Resource Point (RP) is expended and the army may
recruit up to 200AP pf units.
2. Each Faction Army List is includes Appendix A. Each
unit entry on these lists will specify in what territories
that unit type can be recruited in. For the most part
most any unit can be recruited in Home Territories, but
as armies leave their homelands they must draw upon local
levies, tribes, militia, etc which can provide core type
foot and light troops but may not be able to provide
special units like Elephants, Elite Legions, Guard Phalanx,
Camel etc.
c. Fleet Orders: Fleets can be give one of the following
orders each seasonal turn.
i. Move. Move from one sea in to another adjacent sea.
1. If enemy fleets are in that sea also, a battle will
occur unless of the fleet evades.
2. Fleets may attempt to evade with command activation
rolls.
3. Fleets may not move into “Deep Water”.
These are the dark blue sea areas on the map as sailors
fear to trespass so far into to Neptune’s realms.
ii. Transport. A Fleet may transport army CUs equal to
the total number of fleet CUs in the fleet from one territory
adjacent to the same the fleet is in to another territory
also adjacent to that same sea. If the territory that
being moved into is not a friendly territory or contains
and enemy force, a General must be leading the amphibious
force.
d. Examples of orders (Keep them Simple!):
i. “Army-1 Attacks Bruttium with 7 CU, leaves 2
CUs in garrison at Italia.”
ii. “Fleet-5 move to Upper Adriatic Sea.”
iii. “Fleet-3 transports Amy-4 with 6 CUs from
West Sicily to Carthage.”
e. Orders Activation. Armies and Fleets do not always
do what the high command wants them to do. Weather, local
hostiles, supply shortages, or even just plain incompetence
or willful disobedience can delay or halt a planned campaign
or major transfer.
i. Armies.
1. Move. A simple move will occur unless there is an
order “blunder” or “12” on a
2D6.
2. Attack. An attack will be executed if the army general’s
command rating or less is rolled on a 2D6. If the general
rolls a “12” and “blunders”,
then the army will not move and will have to take an
attrition roll. A general must be present in the army
to attack.
3. Fortify, Siege, Subjugate do not require order activations.
4. Mountain Movement. Movement into a mountain area is
always (Pyrenees, West or Central Alps) is always hazardous.
a. There is a -1 Command Roll Modifier for this move
attempt and a blunder occurs on “11” or “12.”
b. Mountain moves not be attempted in a Winter Seasonal
Turn.
c. An attrition roll is made whenever attempting such
a move, and is also made for the end of each turn that
an army remains stationary in the mountains.
d. A “blunder” that occurs in an attempt
to move on or off the mountains incurs a +1 modifier
to the attrition roll.
5. Recruitment. Automatically activates.
6. “Land Bridge” Movement. There are three
land bridges on the board that allow movement across
narrow waterways without the support of fleet transport.
a. The Land Bridges are between:
i. Thrace and Pontus
ii. Bacticia and Mauretania
iii. Bruttium and Syracuse
b. There is a -1 Command Roll Modifier for this move
attempt and blunders occur on “11” or “12.”
c. There is a +1 modifier to the attrition table for
a Land Bridge “blunder.”
ii. Fleets.
1. Fleets normally have a command value (CV) of 8, a
9 for Carthage and 7 for Barbarian Factions.
2. Move. Fleets must make a command roll in order to
move from one sea to another.
a. If the command roll is less than the CV of the fleet,
it moves as planned.
b. If it fails, it stays in its original sea position
and takes a roll on the attrition table.
c. If the command roll is a blunder, the entire fleet
is lost at sea. “Poseidon is a Bi’otch”
3. Transport. Fleets must make a command roll in order
to transport army units from one territory to another
across the sea the fleet is stationed.
a. If the command roll is less than the CV of the fleet,
it transport occurs as planned. The transported army
may make no other actions once landed other than a battle
against any enemy armies present. An army that loses
in an Amphibious attacked is completely destroyed.
b. If the sea transport fails, the fleet takes a roll
on the attrition table, and the corresponding number
of fleet CUs and their transported army CUs are lost.
c. If the command roll is a blunder, the entire fleet
and all of the Army CUs being transported are all lost
at sea. “Neptune is a Mutha!”
4. Pirates Fleet CUs may be hired for two RPs each. They
may not take any other action in the turn they are hired.
They may be placed in ANY sea zone. A Pirate Fleet (has
more pirates than regular fleet CUs in it) has a CV of
9.
f. Confusion. Make your orders clear, if the Campaign
Coordinator misinterprets your orders, your forces will
be stuck with whatever the coordinator thought you were
trying to do.
g.
If orders are not received by the by-weekly deadline,
that Faction
will be deemed to be under “Turmoil
at Court” and not have any armies or fleet moves/actions
completed that turn. They may defend normally if attacked.
2. Events Play Phase. During this phase players may play
one of their event cards in their hand. Some events
may cancel out or reverse moves/actions from the orders
phase. Some cards may be played at other times as specified
on the card, i.e. during Battles or after a certain
event has occurred.
3. Battle/Siege/Subjugation/Laurels Phase.
a. Battles.
i. Land Battles will be either resolved on the table
top using Warmaster Ancients rules. 1 CU = 200 WMA army
points.
ii. Any army may draw an additional 1 CU from local militia
if it is fighting in a province under its control. These
can only provide troops that are allowed
iii. Naval battles will be played on table top using
NAVWAR.
iv. If a battle has not been played and results not turned
in by the deadline for the next orders phase, then the
Campaign Coordinator will resolve the battle using simple
Combat Resolution Rolls.
1. Each force will roll one D6 for each CU.
2. The side with the most “5’s” and “6’s” wins.
3. For each “6” rolled an enemy CU is destroyed.
4. For each “5” an enemy CU is “disrupted” and
knocked out of the battle.
5. In the event of a tie, and another round is fought
and so on until a round is won.
6. When a loser is determined all CU’s disrupted
are eliminated. The winner gets his disrupted units back.
7. At then end of the each General rolls a D6 on a “6” the
General is eliminated.
v. Tabletop Battles Resolution.
1. Tabletop battles are resolved normally WMA rules.
2. After a battle is one, or time expires calculate losses.
a. All fully eliminated units are lost.
b. All units with two stands lost the loser’s army
are also lost.
c. All other units regroup in their army.
d. If lost units has Battle Honors they are lost with
the unit.
e. E-mail in the results and list of lost units to the
campaign coordinator.
f. The new CU level for the army will be recalculated
by dividing totally WMA point by 200, rounding up.
vi. An army that loses a battle must with draw to an
adjacent territory. If that territory is non-friendly
it suffers attrition.
b. Sieges/Subjugation.
i. Sieges and Subjugations are resolved with die rolls
only.
1. Subjugation – Roll a D6 for each CU present.
Each 5 or 6 rolled earns a subjugation point. The territory
fights with a D6 for each RP level in the territory.
On a 6 the subjugation force looses a CU (randomly determined)
In subsequent rounds the territory only fights back with
its RP value minus its accumulated subjugation points.
2. Siege - Roll a D6 for each CU present. If a number
of 6’s rolled is equal to the Defense Level of
the Strongpoint the Defense Level is reduce by one. If
the number of 6’s is twice the Defense level then
that level is reduced by two. Siege Trains add +1 to
each die roll (5 or 6 needed). The Stronghold attacks
the besieger with a number of dice equal to its Defense
level at the start of the turn. Each 6 rolled by the
defender incurs a one CU loss on the besieger.
ii. Once a stronghold’s defense level is reduced
to zero it falls to the besieger.
iii. A Stronghold must be reduced before subjugation
attempts can be made on the territory where it sits.
iv. To subjugate a territory, the attacker must accumulate
a number of subjugation points equal to the resource
value of the territory. When he does so, the territory
becomes part of his faction.
c. “To
the Victor go the Laurels”
i. Having proved his worth as the winner of a tabletop
battle, a player may petition the gods for favors.
To make a petition, the winner writes a short battle
report highlighting his glory and why the gods should
favor him. Pleasing the gods will allow a roll on the
following table (+1 on the D6 roll if the enemy had
more CUs than your force):
1 The gods mock your puny offering, you get nothing
2 The gods mock your puny offering, you get nothing
3 The gods mock your puny offering, you get nothing
4 The gods are mildly amused, +1 on this table next time!
5 Your most glorious unit is favored with a Battle Honor
Unit Upgrade
6 Your general is favored with a Command Special Ability
7 The gods favor your Faction, draw an event card
iv. Resource Phase. Each faction totals the total resource
value for all the territories under his control. This
is the total income for that year and is measure as
resource points (RP).
v. Attrition Phase. Each army not in friendly territory.
vi. Maintenance Phase.
1. Each faction must pay for the upkeep of it’s
CUs as follows:
a. 1 RP – Each Army CU
b. 1 RP – Each Fleet CU
c. 2 RP – Each Pirate Fleet CU
2. Factions may selectively choose not to pay for upkeep
army or fleet CUs, however, doing so will cause an automatic
loss of those CUs.
vii. Build Phase.
1. During the Build Phase there are any number of actions
that can occur and they are only limited by how much
the faction wishes to spend:
a. 1 RP – Raise a new Army or Fleet CU
b. 3 RP – Build a Defense Level One Stronghold
(or 1 RP and one Army CU in the Territory for a Roman
Faction )
c. 1 RP – Buy a Siege Train. Only good for one
siege. (Barbarians Factions cannot build siege trains
other than through event cards).
d. 3 RP – Games (Olympics or Gladiatorial) – Raise
a territory RP Value by 1 (This only cost 2 RPs for Rome).
e. 5 RP – Build a temple to the gods (Draw an Event
Card) (3 RP for a Barbarian Faction.
f. 5-10 RP raise a new army.
IV. Army Composition, Recruitment, and Losses.
a. All armies will be tracked down each unit the campaign
coordinator will maintain a roster for all armies.
b.
Each unit will have experience levels tracked by W/L
participation
in battles. W’s, wins count as
two experience points. L’s, losses count as one
experience point. When a unit achieves a multiple of
5 experience points it may roll for Battle Honors or
may elect to lose an “Unreliable” status.
A unit may only have one Battle Honor, but a player may
decide which one to keep after the roll should a unit
reach 10 experience points or more.
c.
Each General will have experience levels tracked by
W/L participation
in battles. W’s, wins count
as two experience points. L’s, losses count as
one experience point. When a General achieves a multiple
of 5 experience points it may roll for Battle Honors
or elect to drop an “unreliable” status.
A General may only have one Commander Ability Upgrade,
but a player may roll for an upgrade to a Leader or Subordinate
in a Generals Army, whenever a General reaches 10, 15,
20, 25 experience points or more.
d.
Events and “Victor’s Laurels” may
also allow Battle Honors or Commander Ability upgrades
to be taken.
e. Raising an Army.
i. A new army may only be raised during the annual build
phase.
1. It must be at least 5 CU 1000pts an up to 10 CU 2000pts
in size.
2. It must include a General. Normally, General Upgrades
may not be bought.
3. If an army is raised outside of a Faction’s
home territories, it will be limed in its composition
to troop types allowed to be recruited in that territory
it is raised
ii. Recruiting may be done by any army as an action in
a seasonal turn. One RP may be spent to hire 200 army
points of troops, Leaders, or Subordinates, NOT Generals
(These may only be purchased when an army is created.
iii. Barbarians Factions may recruit up to 2 CU’s
for each army in a season turn, paying 1 RP each. This
is possible due to the fact that Barbarian hordes are
largely “irregular” and do not require as
much formal training as a Roman Legion or Macedonian
Phalanx.
iv. Greek Faction Generals – Greeks and Carthaginians
generally chose Generals based on merit and ability more
so than nobility or position. Each General in a Greek
Type faction starts with a Commander Ability Upgrade.
This upgrade is randomly determined and its value is
added to the cost of General when he is hired (it is
not optional and it is not “free”).
f. Recruiting for Armies.
i. Armies may recruit in any season turn but may take
no other action.
ii. Recruiting Abroad.
1. When army or garrison CUs are raised outside of a
Faction’s home territories, only certain troop
types allowed by Appendix A may be recruited.
2. These must first be used to fill out missing MIN troop
types in an army, and after that can be used to purchase
other optional units within normal army units.
3. In general these CU’s will be common core type
troops and commonly available light supports.
4. An army’s MAX allowances may never be exceeded.
iii. Recruiting at Home.
1. CUs raised at home are much less limited than those
raised abroad.
2. In generally any units may be purchased as allowed
by the Faction list. There are some limitations:
a. Late Republican Rome may only purchase troops allowed
in its main section (not Troops listed under West, East,
and Africa sections which are recruited by Roman armies
abroad in the West, East or Africa).
b. “One Only Per Army” units like Alexander’s
Companions or Seleucid Hypaspist & Camels may only
have one type unit allowed in the campaign in at any
time. These units “should” be in the C-in-C’s
army.
g. Losses.
i. Battle losses have been covered previously.
ii. CU’s losses to attrition or Die-Resolved Battles.
Troops will be selected at random for elimination until
their tally equals the equivalent in CU’s lost.
If the last unit selected at random puts the loss above
the CU lost level, then that unit is “spared” and
will not be eliminated. This should give expensive units
a bit of a break as they were generally better supplied/equipped
than cheap rank and file.
h. Merging Armies.
i. Armies may merge in any season turn but one army must
remain in place (not move/attack) to allow the reorganization
to occur. 10 CU limit remains.
ii. This may cause a temporary violation of unit
MAX’s.
These excess units will automatically be the 1st selected
during CU loss due to attrition, siege, subjugation,
etc.
iii. Only one general may remain in the army. If there
is an open Leader or Subordinate slot, the General not
selected for command, may be downgraded to one of these
positions (Special Command Abilities are lost). Otherwise
he his immediately returned to the Home Territories to
await command in a newly raised army (will not have to
be purchased again and retains Special Command Abilities).
iv. Factions in a formal alliance may merge armies within
the 10CU limit. Both Generals remain in play in battles
each commanding only their troops and subordinates. The
faction with the largest portion of the force is the
senior leader. His loss results in a defeat for both
armies and he makes the required “Army” rolls.
V. Vassals. When a faction has all three of its original
home territories subjugated by another faction it is
defeated but still can play on in the campaign as a vassal.
a. On becoming a vassal, the losing faction now in effect
becomes a teammate of the faction that conquered it under
the same conditions as a formal alliance.
b. All territories outside of the original three home
territories that were under control of the Vassal Faction
go “neutral.”
c. A Vassal still manages his own resources, army and
fleet orders, and build programs. However, his home territories
and what ever territories he further subjugates count
towards the victory count of the faction which he serves
as vassal. A vassal is in no other way required to support
the faction to which he owes service.
d. A defeated faction can elect to quit the campaign
rather than continue as a vassal. The conquering faction
has no choice here. If the conquered faction elects not
to become a vassal, then conqueror simply takes full
control of the conquered home territories as per normal
subjugation.
e. “Throwing off the Yoke.” There is an event
card which allows a vassal to rebel and become an independent
faction again, however not all territories under the
control of the Vassal Faction may want to follow in the
rebellion. See “Throwing of the Yoke” event
card for specific details.
VI.
Events. Event Cards can be played at any time from
a player’s hand according to the rules on the card.
These are done by e-mailing the Campaign Coordinator
and will be done in secret. A player may even play an
event card against a faction in which he has a formal
alliance or to which he is a vassal. “Plague, what
plague?”
VII. Naval Battles. To be added.
VIII.
Victory Determination. Once one faction controls 25
territories
it will have established itself as the
dominant force in the Ancient Mediterranean and its leader
will be declared “God-Emperor.”
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