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Imperial Artisans ... The Painters, Crafters & Writers Guilds => The Imperial Office => Topic started by: S.O.F on March 06, 2014, 10:17:46 PM

Title: Ladder Narrative Campaign Rules (SOF looks in his archive)
Post by: S.O.F on March 06, 2014, 10:17:46 PM
Right so digging through some old files today I turned up a set of ladder campaign rules I wrote back in the 6th edition based off combining ideas from WAB Shieldwall, General's Compendium, and Warhammer Skirmish works. These have not been updated at all and require a bit of converting to fit with current 8th edition styling but as I felt it better to share these in case someone was looking to come up with a campaign of their own. Sadly I didn't transcribe the whole of the Skirmish scenarios though I think I have a pdf of them somewhere. Anyway here it is warts and lots of them.

LADDER NARRATIVE CAMPAIGNS


INTRODUCTORY CHAPTER: THE SPARK FOR WAR
When one has two rival kingdoms bordering each other it is only natural for there to be a little friction, a raid here reconnaissance in force there but generally no large scale war exists. The beginning chapter to the Narrative campaign is the raid or series of raids and border misinterpretations that breaks this uneasy state into all out war.   

THE SCENARIOS
Generally at the onset of the campaign there maybe no clear aggressor thus in the Introductory Chapter the aggressor position is decided on a D6 roll between players the higher roller choosing which role he wish to start the campaign as. At this point the scenario is decided either on mutual agreement or by rolling a D6 from the following list of scenarios:

1-2 Raid and Pillage
3-4 Raid
5-6 Scouts and Pickets

THE RESULTS
If the aggressor player in the initial games meets with success then the enemy is found weak and ripe for invasion. The game now progresses to Chapter 1. Should the scenario met with failure on the part of the aggressor then a new scenario is generated in the from the Introductory Chapter list in which the homeland player of the previous game is now the aggressor. Should such losses by the aggressor continue for a great deal of time players are free to agree that one side has gotten fed up with the raids and has launched the Invasion, each player rolls a D6 the higher score may then pick which position they prefer either Homeland or Aggressor and then move on to Chapter 1.

CHAPTER ONE: INVASION
The raid has proved the enemy to be weak and ripe for destruction the invasion has now begun.


 
THE SCENARIOS
Having made the move to invade the neighbor the Aggressor player may either choose the scenario, have it randomly decided, or met with some sort of agreement between the two players on an agreed scenario from the following list:

1 Beachhead
2 Defend the Pass
3-4 Storm the Watchtower
5-6 Over the Bridge

THE RESULTS
Should the Aggressor either win or draw the scenario then the narrative progresses to Chapter 2. In the case of defeat the Narrative returns to the Introductory chapter.



The Invasion Scenario is played and should the Invader prove victorious then the story progresses to Chapter 2. Should the Invader lose the campaign returns to it's opening chapter of Raids. Should 4 Raids have already been played then the Defender of the Invasion Scenario plays another Invasion Scenario as the Invader and the Invader becomes the Defender. Should the game end in a draw the game still proceeds to Chapter two but the game played there is automatically Breakthrough.

CHAPTER TWO: CONSOLIDATION
The Aggressors main army and that of the Homeland forces meet for the first time as the Aggressor seeks to build on the foothold it now has in the Homelands kingdom.

THE SCENARIOS
The Scenario in this chapter depends on the results of the previous chapter. Should the Aggressor fought to a draw in the previous chapter then the Breakthrough Scenario is played. Should the Aggressor have Massacred the Homeland army at the invasion then

After initial success the Invader meets the Defenders army in all out battle for the first time. The next Scenario is determined at random by roll of D6: 1 Meeting Engagement, 2-5 Pitched Battle, 6 Breakthrough (Invader is treated as the Attacker). Should the Invader win the campaign moves to Chapter 3I while if the Defender wins it is Chapter 3D. In the event of a Draw the Chapter is repeated.

Chapter 3I: Initiative to the Invader.
The Invading army continues to advance rapidly through enemy lands and are able to attack the defender on the Invaders terms for the most part. The next Scenario is decided by D6 roll: 1-2 Ambush (the Invader has been to hasty and the Defender is able to capitalize), 3-4 Surprise Attack (Invader is the Attacker Scenario is just Pitched battle but the Invader gets the first turn automatically), 5-6 Flank Attack (Invader is the Attacker). Should the Invader win then move to Chapter 4, if the game is a Draw go to Chapter 5, if the Defender wins go to Chapter 3D.

 
Chapter 3D: Initiative to the defender
The Defender has halted the Invaders advance but most ensure the Invader manages to push no farther. This Scenario is decided by a D6 roll: 1-3 Reinforcements, 4-6 Capture. Should the Defender win go to Chapter 6, should the Invader Chapter 3I, and in case of Draw the Chapter is played again.

Chapter 4: Securing Victory
All the is left for the Invader is to quell that little resistance that remains before it can flee back to the safety of fortifications. The Scenario is selected by a D6 roll: 1-2 Last Stand, 3-4 Rear Guard, 5-6 Flight. Should the Invader win go to Chapter 8 and if the Defender prevails then go to Chapter 5. In case of Draw the Chapter is replayed.

Chapter 5: Enemy at the Gates
The Invaders have pushed the Defenders back to their capital. The next game is played as a Siege Scenario or is the players wish an entire Siege campaign. Should the Invader win go to Chapter 8 and if the Defender does Chapter 7. In Siege there are no draws!

Chapter 6: Meeting of Armies
The Defender has stalled the Invaders forces and is now able to move troops to face the enemy in open battle. The Scenario is decided by a D6 roll: 1-3 Meeting Engagement, 4-6 Pitched Battle. Should the Defender win then go to Chapter 7 while if the Invader wins go to Chapter 3I. If the battle ends in a draw the Chapter is played again.

Chapter 7: Back from Whence They Came
The Defender must drive the enemy back across the sea, river, mountains or whatever imposing feature they crossed to attack. The Scenario is decided by a D6 roll: 1-3 Last Stand (Invader is the defender in the Scenario), 4-6 Rear Guard (Invader the Defender). Should the Defender in the campaign win the game then return to Chapter 1 and the Defender is invading the former Invaders lands or if the players have grown quite worn out with the campaign it may end in a Defender victory as their lands are again safe from the enemy. Should the Invader win the battle go to Chapter 3I. In case of a draw the Chapter is replayed.

Chapter 8: Uprising
The Invader has all but secured the land when those few left with fight in them rebel. The Rebellion Scenario is played and if the Invader wins the campaign has ended in Victory for the Invader should the Defender win supporters flock back and go to Chapter 3D. In case of draw this Chapter is replayed.
 
Skirmish Games:
These can occur between any Chapter and are of the players choosing as to what they are.

Pre Battle Skirmishes:
These Skirmishes are ideal precursor to any of the major engagements during the middle of the campaign. I suggest the players agree to play skirmishes or not but if one prefers to leave things to chance. Before any scenario in Chapter 2, 3I, 3D, 4, 6, or 7 roll a D6 on a roll of 5 or 6 a Skirmish Scenario is played. Again the scenario is up to either the players or if they prefer by random rolling using the following chart.
 
Scenario         2D6 Roll
Artillery Duel          2
Ogres for Hire       3
Bridging the Gap       4
Cut the Bridges       5
Storm the Barricades       6-7
Take the High Ground    8-9
Retrieve the Relic       10
Wizard Duel          11
Warmachines of Navarown    12

Should the Scenario Not seem applicable to the current army or armies involved feel free to insert a scenario from the list of Skirmish Scenarios that is race specific and or rerolling on the table.


Post Battle Skirmishes:
These Skirmishes are ideal for ending of an any battles during the middle of the campaign. I suggest the players agree to play skirmishes or not but if one prefers to leave things to chance. After any scenario in Chapter 2, 3I, 3D, 4, 6, or 7 roll a D6 on a roll of 5 or 6 a Skirmish Scenario is played. Again the scenario is up to either the players or if they prefer by  random rolling using the following chart.

In the case of a Major Victory or Greater the Loser playing the Defender/Pursued.
Scenario      D6 Roll
Baggage Train    1-2
The Chase       3-4
Slave Train       5-6

In case of Minor Victory
Scenario         D6 Roll
Never Leave a man behind    1-2
Rally Around the Flag   3-4
Swordfight          5-6

Inter Chapter Skirmishes:
These Skirmishes are those that just break up the steady pace of the campaign throwing in Armies that may not be involved in the campaign and thus giving either player a chance a play to something different. Again players can either chose to play or do so by D6 roll of a 6.

Scenario         2D6 Roll
Dark Elf Raid         2
Come into my Parlor      3-4
Attack the Inn         5-6
Inn Trouble         7-8
Lure of Treasure      9
 
Bones to Pick         10-11
Shadows in the Forest    12

In case of players owning forces smaller then 2000 points or lacking time Skirmish Scenarios along the lines of the Scenarios in the chapters may replace the normal full Warhammer Scale Scenario.

Campaign Table
Should no Skirmish be played during the chapter then players should roll on the following table for various events that may take place during the skirmishes or just random events that are bound to happen on campaign. The rolling takes place after the completion of a skirmish-less Chapter. The effects are applied after the army lists for the next chapter have been created and any of the follow results which affect a unit or character are then applied. Any change in cost is then applied and army lists are altered accordingly.

2D6 Roll   Result
2   Brush With Death: A fall from a mount, accident in the workshop, or other such mishap has befallen one of your character. On a D6 roll 1-4 the player may chose the character otherwise the opponent has the chose. The character suffers D6 automatic hits at a strength equal to the characters toughness.
3   Nagging Old Wound: The stress of campaign has aggravated an old wound and a character is not acting at their full strength. On a D6 roll 1-4 the player may chose the character otherwise the opponent has the chose. For the following Chapter the character suffers -1 strength and toughness. This character must be fielded in the up coming chapter unless it is the Army General that is not obligated do to the size of the engagement.
4   Anger of the Church/God: Proper thanks has not been given either in your victory or displeasure with your defeat. A single Mage or Warrior Priest will cost an additional 50 points in the next chapter.*
5   Illness: The rigor of campaign has forced one of your regiments to unwise action and are sick because of it. (Nurgle troops count as uncommonly healthy, and Undead a run in with a Witch Hunter throwing around generous amounts of Holy Water). On a D6 roll 1-4 the player may chose the unit otherwise the opponent has the chose. The unit suffers -1 strength and toughness in the next chapter. This is only the unit characters attached to the unit are not subject to the illness.
6   Damaged Equipment: The battle has taken it’s toll on the armour of one of your regiments and replacement has proved costly. On a D6 roll 1-4 the player may chose the unit otherwise the opponent has the chose. The unit must have armour. In the following chapter the unit costs an additional 3 points per model. This unit must be fielded in the up coming chapter.
7   Mercenary Band: One of your Captains has run across a band of Mercenaries                         looking for employment and being either taken by your recent victories or                                       desperate enough to sign on have joined up with your troops. In the next Chapter
your army may include 75 points worth of DOW or 150 points of Core Troops                          from your army’s Army Book.
8   Looted Armour: A regiment in your army was able to “acquire” some armour. In the next battle a single regiment may deduct 2 points from their cost as long as they are equipt with at least Light Armour and Shield.
9   Hardened Veterans: Battle scars have hardened one of your regiments. Until destroyed in battle the units is Stubborn if the previous battle was won, or subject to hatred of your opponent’s army if the last battle was a defeat.
10   Holy or Unholy Relic: The gods have chosen one of your characters as a sort of champion, that or the character managed to kill said champion and steal his kit. May include a single magic item of up to 50 points for free in the next Chapter
11   Divine Favor: The gods are so pleased with your armies successes that in the next Chapter a single Warrior Priest or Level 1 Wizard for free, equipment is paid for as normal.*
12   Intercepted Messenger: Capturing an enemy scout has allowed you to coerce the disposition of the enemy’s troops. In the main battle of the next chapter the enemy must deploy first. 

* In these Cases Dwarf players should replace the following as:
4   Certain Victory: It is commonly assumed that your throng shall roll over all of your enemies in a swift and lopsided victory. A single slayer character or regiment of slayers will cost double the points in the next Chapter.
11   Doom: Ill is the appearance of your success and as such Slayers seeking a Glorious end have flocked to your army a regiment of slayers or a single Slayer Character fielded for half cost or free respectively.    

Army Notes and Continuity:
At the beginning of the campaign each player should set a pool of characters which they wish to use in the campaign. There equipment, magic items, bloodline powers, virtues etc. are to be chosen at this point and should only be changed in the advent of some affect of the campaign chart or various skirmish scenarios. At this point the overall General of the force is to be designated, High Elves will roll for Intrigue at Court at this point as it is unlikely constant changes will be made during the campaign as to who the commander of the force is (after any loses the High Elf player may opt to change his General through IAC to represent his demotion).

Fielding the Overall General Character in all games is not required, however the character must be fielded in any Pitched Battle Games and The Flight Scenario defender at the least or other such games where the initial forces are equivalent. Lesser games in which High Elves are involved do not need to use IAC either as the IAC appointed commander has made the appointment to whoever the player chooses as general to command the detachment involved.

In the event of a Generals death there will be inevitable strife in the side that has lost their General to different degree’s depending on the race of the army. Consult the following chart.

Chaos (Beast, Mortal, or Daemon), Orcs and Goblins, Vampire Counts and Skaven: These races armies are held together under the leadership of their commander and the instant of his/her death leaves a power struggle to which must be filled in order to continue. The next scenario is automatically Civil War in order to decide this.

 
Empire, Dogs of War, Dark Elf, Khemri, and Chaos Dwarfs: These races armies are more able to except the appointed successor of their fallen Lord then some but are still liable to petty struggles. On a roll of a 1-3 on a D6 the Civil War Scenario is played. If the army is the aggressor in the campaign then the game is play as the next scenario. If defending the game is put off until the enemy has been driven back.

High Elves, Lizardmen, and Bretonnia: These races characters are often bound to one another or some deep cause and thus will rarely embark in war against each other. On a roll of a 1 on a D6 the Civil War Scenario is played. If the army is the aggressor in the campaign then the game is play as the next scenario. If defending the game is put off until the enemy has been driven back.

Dwarfs and Wood Elves: While Clan feuds may lead to bloodshed Dwarfs finding fighting each other the lowest and more Elf like things to do Dwarfs never engage in Civil War. Wood Elves are small in number and most often of a related kindred when involved in warfare and as such do not engage in Civil War either.

Units as well as characters should remain as roughly equivalent throughout the entire campaign as well. If in one scenario that unit carries a certain magic banner then it should be the same unit to carry it throughout the campaign. Once a unit is lowered to less than 25% of its original number or completely annihilate the equipment and banner may change for the regiments new muster.
Title: Re: Ladder Narrative Campaign Rules (SOF looks in his archive)
Post by: S.O.F on March 06, 2014, 10:18:15 PM
The Scenarios:

The Raid

Armies:
The Raider
The Raider may choose an army of up to 500 points. This must include a Character to act as it’s commander but no second characters are allowed. If the list normally requires such a character the restriction is lifted. The Raiding force may not include warmachines or large monsters. 33% of the Force must be Core troops.

The Defender
The Defending army may chose an army of up to 750 points. Initial 250 points including the General are placed in defense of the village. Starting on turn 3 the defender rolls a D6 and the remain 500 points arrive to drive off the raiders. The army may not include any large monsters or warmachines. 33% of the force must be core troops.

The Battlefield: First the table generates buildings on the following table to generate the Village by a D6 roll on the following table:

1-2 Small Village: 3 Buildings with up to 18" of hedge or wooden fencing. The Fence must have two inch entrances toward either long table edge.
3-4 Average Village: 4 Buildings with up to 18" of fencing of which 6" may be stone walls that are impassable. The Fence must have two inch entrances toward either long table edge.
5-6 Large Village: 5 Buildings with up to 18" of fencing of which 10" may be stone walls at are impassable. The fence must at least have two inch entrances toward either long table edge.
 
The Village is placed with building being up to 9" from center. Buildings are either of the Mud/Straw or Timber/Log types on page 130 of the Warhammer rulebook. The exact type should be agreed upon by the players and if they wish to use Stone Houses they may.

Any additional terrain is at the discretion of the players.
   
Deployment: The Raider selects the long table edge that becomes the attackers board edge and opposite the defenders. The Raider places their army and then the defender deploys their 250 pt forlorn hope in the village.

Who Goes First?: The Raider

Game Length: Eight Turns

Victory:
Victory is decided by victor points as normal including the following objectives.

Objectives: The players must agree to three of the following objectives for the Raiders to attempt to complete.

Kill the Priest (Necromancer, Grail Damsel, Sorcerer): The raiders seek to kill or capture a priest or other such type character studying at the village chapel. The defender places the Priest in one of the buildings should the Raider enter the building and come into base to base contact with the Priest he is slain as he was to busy in study to be prepared to fight. The priest will not leave the building unless it is set on fire. The Raider gains 50 victory points for slaying the Priest.

Destroy the Live Stock: The Village generates D3 Livestock pens. In order to kill, run off, or capture the animals a Raider unit must remain in contact with the pen for one turn and may not be engaged in combat or fleeing. For each pen destroyed 25 victory points to the Raider. Stock pens are 3" by 3" and must be placed within 3" of a building. Stock Pens are impassable terrain as they are filled with often unpleasant animals and surrounded by fencing.

Burn the Fields (or Poison the Spawning Pools, Secure the Dead ect.): The Village Generates D3 fields. In order to set fire to the field or otherwise destroy it a raider unit must remain in contact with the field for one turn and may not be engaged in combat or fleeing during. For each field destroyed 25 Victory points the Raider. Fields are 3" by 3" and must be placed within 3" of a building. Fields are treated as difficult terrain.

Fire the Buildings: Any Raider unit or character may remain attack buildings with a torches. These count as S6 attacks hit automatically and should they "wound" the building inflict D3 points of damage. After the building is set ablaze it suffers 1 point of damage each turn after and any models inside suffer a S4 hit. When the building is reduced to 0 damage points it collapses and all still inside are slain. The Raider gets 25 victory points for each destroyed building.

Loot the Buildings: For every building entered and remained in for a turn the Raider gains 25 Victory points. Buildings may only be raided once.

 
Slay the Populace: The Village generates D6 Villagers per building in the village. Each has a basic human (or Elf, Skaven Slave, ect) profile but is unarmed and may not fight only flee. For each Villager Slain the Raider gains 2 Victory Points if all the Villagers are slain there is a +25 point bonus to the Raider.

Special Rules
Units of less then five models may rally.

All units in once in the village may Skirmish.

Notes on Races: Some adjustments should be made for some races but within this frame the scenario should work and I already have suggested alternates in the names of the objectives. Of course some tweaking is needed but should be a good game to play.

Invasion Scenario:
Situation: Raids have proved the enemy is far to weak to defend against an all out invasion and as such advanced units of the aggressor army are invading the country.

Armies: Defender 1500 points, Attacker 2000 points, neither side may include any warmachines*

Battlefield: Since the borders between Kingdoms, Countries, Regions, ect tend to be across some sort of defendable ground the layout of the battlefield may be as follows:

Mountain Passes: The first 12" of the Attackers board edge is covered in Hilly difficult/very difficult/impassable terrain with 1-3 4-12" passes running threw it which are consider the open ground that is the pass or passes which the invader is crossing threw. The Defenders board edge and the rest of the board may be generated as normal through the Mountain terrain chart or the Players agreement.

Major River: A major river cuts the table 18" in from the defenders board edge. The River must have one Bridge at least 6" wide and 2-3 more passable ford points or smaller bridges. The rest of the board may be generated by terrain chart or to players choice.

Border Fort: A single tower serves to defend an otherwise open region of the border. The tower is placed 12" in from the Defenders board edge and follows the rules as to a tower in a siege game or as agreed upon by the players. The rest of the board may be generated by terrain chart or to players choice.

Sea: The first 12" of the Attackers board edge is consider Sea space and has no terrain deployed. The Defenders edge should be sparsely seeded with terrain for the relative openness of the beach. 

Deployment:
Defender Deploys first and within 12" of their table edge.

 
The Attacker splits his army into roughly three different groups in the Major River, Sea, and Border Fort versions of the scenario. These are then designated points on which to enter the board or land on the beach. On each turn a group lands/arrives and is placed on the board by a roll of a D6. 1-2 12" left of Target point, 3-4 On Target, 5-6 12" Right of Target point. If the point is off the table the units are lost. In the Mountain Pass version the Attackers troops may deploy up to 12" in from their table edge in the passes.

Who Goes First?:The Defender

Game Length: Eight Turns

Victory Conditions:
The Attacker must achieve the following in each version to achieve victory if that is failed then the Defender wins by default.

Mountain Pass: Achieve at least a Minor Victory by standard VP scoring
Major River: Attacker must outnumber Defenders troops on Defenders side of the River as well as achieve at least a Draw by Standard VP scoring.
Border Fort: The Attacker must seize and or destroy the tower as well as achieve at least a Draw by Standard VP scoring.
Sea: The Attacker must achieve at least a Minor Victory by VP scoring with an additional 200 pt VP bonus going for to the Defender for any defender held table quarters

*Should players agree warmachines may be taken.

Reinforcements Scenario
Situation: The armies have met in battle and the Defender has gained an edge however the Invader has more troops closer at hand but troops are on the way to assist the Defender it’s just a matter of time.

Armies:
2000 points each

Battlefield: Random Dice rolled or to players agreement either way a single piece of terrain may be moved by the defender anywhere within 24" of the Defenders table edge.

Deployment:
Invader Deploys in an area 12" in from either short table edge and up to 12" on to the table.

Defender deploys 1500 points of their force 12" in from either short table edge, up 24" in from their table edge and no closer then 6" to their table edge.

Who Goes First?:The Defender

Game Length: Eight Turns
Special Rules:
 
Arriving Troops: The Defender should construct an order of march with the units of his army not yet deployed at the onset of the game. One of these units may enter the Defenders table edge at the start of the Defenders second turn on a roll of a +4. The unit is placed on the table edge just as a unit returning after pursuing an enemy off the table. In the event the unit does not arrive then in the next turn a D6 is rolled for that unit and the next unit in the order of march and on a +4 the unit or units are placed on the table.

The Flight

Situation: The quick victory has caught the Defenders General and his household attempting to flee his lodgings with as much of his personal belongings, army pay, and maybe even the country’s entire treasury.

Armies:
Attacker 2000 points: No Flyers

Defender 1000 points: May include double the normal Characters allowed and there is no core requirement necessary.

Battlefield
In a 9" circle at the center of the table a village, manor house, inn, or a small fort. This should be surrounded walls with at least two 2" exits at either end facing the long sides of the table. Inside the wall 2-3 buildings of various size should be placed.

The rest of the board may be randomly generated or may be to players agreement.

Deployment
Defender Places all his troops in the 9" circle at the center of the table.

The Attacker Places 500 points on the long board edge nearest the Defender up to 12" in and 12" from either short table side this may include no warmachines. The remainder of the Attackers force is placed on their long table edge up to 12" in and 12" from either short table side.

Who Goes First?:The Defender

Game Length: Eight Turns
 
Special Rules:
The defenders army includes a wagon of some sort pulled by a sort of beast of burden. It moves up to 8" a turn may not march or charge. The wagon may not be destroyed by magic or shooting as the goal of the Attacker is to capture the wagon. To capture if un-accompanied the attacker need only get into base to base contact with it and remain that way for a whole game turn. The wagon may be attached to a regiment in which it would be captured like a standard the regiment broken and pursued. However the pursuer will instead sit at the same spot as the regiment was with the wagon. Then they must hold the wagon for a full game turn.

Rebellion
 
Situation: Though the country lies in ruins those few that remain are attempting to overthrow an enemy garrison, refuse to pay tribute, etc. The enemy leaders have either agreed to meet with the rebel leaders or more likely have been ambushed by them.

Armies:
2000 points each side, no Lords for either.

Battlefield
A 12" circle at the center of the table should include a large building, inn, narrowing in the road or some other place at which the leaders of each side have come upon each other. Randomly Generated or on Players agreement for the rest of the table.

Deployment:
All Characters from both sides are placed in a 12" circle at the center of the table, the remainder of their armies are placed in up to 12" in from their respective players long table edge and 12" in from either short side.

Who Goes First?:The Defender

Game Length: Eight Turns

Special Rules
None.

Notes on other scenarios:
In order to avoid draws and replaying the Chapter in such cases when a decisive victory is required game lengths should be extended to 8 game turns. Players may also consider army break points at say 25% of the models of the original number of troops fielded, at which point that army has lost the battle, or army Rout tests beginning at 50% original strength and requiring passed Ld tests on the Army General’s Ld.