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.