| "Darkness
Over Angmar Campaign" -
Summer 2007 |
EXAMPLE
OF USE OF COMMAND RATING POINTS
I may need
to clarify the campaign rules concerning the use of
Command Rating Points … I know they
may seem complicated.
Here’s
an example:
In the previous phase, Winter, you allocated your 75
points of reinforcements between Army_01 and Army_02,
and then you marched them along roads. The positions
In the Spring
phase of Turn 1 (year 1300 Third Age) and it’s time to make your second move in the game.
I rolled the following campaign rolls for your armies
in for the “Spring” season, which were sent
to you yesterday:
UNIT / POINT VALUE / SUSTAINMENT / MOVEMENT MODIFIER
Army_01 / 425 pts / (2) Unit must return to 2X move
distance of support base. / (3) No movement through difficult
terrain
Army_02 / 400 pts / (5) Unit continues operations in
the field. / (1) Move unit at half rate
This is how to interpret these rolls:
Army unit “Army_01”, which is on the march
with 425 points, rolled a low “campaign sustainment” roll
of (2), which means that they must return to within 2X
move distance of your base of operations. Imagine that
your supply lines from the home base were not delivered
in time so your troops need to stay closer to their base
so they can get fed! For their movement modifier roll,
they got a (3), which means they can not move through
difficult terrain. Just imagine that the vanguard of
your army does not have maps for this area of the country
so you can not go marching off through the hills or you
would get lost! This roll of (3) is no big deal because
you are on a road anyway, and as long as you stay on
the road for this movement, you will be fine.
Army unit “Army_02”, which is on the march
with 400 points, rolled a high “campaign sustainment” roll
of (5), which means they can continue to campaign in
the field. The army leader of this unit made the right
plans and executed them well, so his unit is still operational
and can go further across the campaign map. For their
movement roll modifier, they got a low roll of (1), which
means they move at half speed. Imagine there was some
heavy rain and the route got muddy and hard to travel
on, thus it slowed your army down by half.
If you have
Command Rating of (5), for example, you can use these
points like might points to effect the
outcome of the campaign rolls for each season. For example,
you could use (1) Command Rating point to raise the “Sustainment” roll
of Army_01 from (2) to (3), which means they can continue
operations in the field and go further across the map
to engage an enemy. You could then use one more (1) Command
Rating point to raise the movement modifier roll of Army_02
from (1) to (2), which means they can now move at minus
one hexagon per move. So instead of the half move rate
of 3 hexagons, this army can now move 5 hexagons. If
this is on a road, then it is doubled to 10 hexes, which
is a fairly good distance to cover in one season.
After modifying the campaign rolls like in the example
above, your Command Rating would now be (3), which means
that your General can only command 3 separate armies
in the field and they must be at least 18 hexes from
the General. (Command Rating (3) x movement speed of
(6) = 18 hexagons.) You can renew your Command Rating
of your General by having him rest in any citadel, town,
or tower that you own before the beginning of the next
campaign year.
RETURN
TO CAMPAIGN RULES
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