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Warhammer Fantasy Battle
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This campaign focuses on the struggle between the forces of Order and Chaos, fighting for control of vital strategic Landmarks across the Old World. Glory is to be found in both individual acheivement on the battlefield, and in aiding your faction to victory on the final turn by capturing and holding these Landmarks to aid the recruitment of your sides forces during the campaign. Details of the Landmarks in the campaign are here. The campaign map and other weekly info will be here. Factions Starting
Roster The Army Roster is added to between turns, not changed**. Players have 250 points increase in army list each turn - what they can spend this on is restricted by what territories their team won during the last turn. Note that any army fielded must still be a legal army according to it's Army book. **Exception - if a character is equipped with mundane items that are not allowed/useless when they are equipped with for example a BSB or magic weapon/armour, the points spent on those are released to be re-spent elsewhere. The Dog and Duck of War Landmark, allows units from the Dog's of War and Regiments of Renown pdf's, plus other units featured in WD etc. Units (not characters - these are not allowed) from the Dog's of War pdf are counted as a choice (CORE/SPECIAL/RARE) according to their listing in that pdf - and if not CORE, also require that choice available. Units and accompanying characters from the Regiments of Renown pdf are counted as the choice they are listed in the pdf. Games VP's are awarded according to the WHFB rulebook,
and victory is determined using Joining
mid-campaign/pick-up games Additional/pick-up games can be arranged during
Turns 1-5, which allow your side Painted Miniatures The used of unpainted miniatures is permitted for this campaign. However, to encourage the progressive painting of miniatures throughout the campaign, during the final Turn 6 battles the following rule will apply: The side with the most total painted unit strength of models (you know the criteria by now), wins a tied roll for first turn (even if both sides are totally painted). Additionally, for every factor of 2 you outnumber your opponents painted unit strength of models with your own painted unit strength of models by, you get a additional +1 to the roll for first turn. Brettonians don't get out of this through Prayer ! During the Turn 6 battle, unpainted models do not receive the 5+ WARD for S5+ hits, they just get 6+ WARD. In a unit with both painted and unpainted rank and file models in it, hits on rank and file count as taking out unpainted models until there are only painted ones left.WINNING For this campaign, there is both a winning faction, and an individual winners title to be sought and fought for. The winning faction is declared as the faction which controls the most Landmarks at the end of Turn 6. If this is a draw, then the faction that controlled most Landmarks through the campaign is declared winner. If that is even, then it is truly a draw ! The individual winner is declared after Turn 6, and is the player with the best win(2)/draw(1)/loss(0) score for their best games from each of 6 turns that ALSO WON THEIR FINAL TURNS GAME. Yes, to win, you have to win your final turns game. Tie breakers are, in order : 1. On the winning faction. 2. Best average record for all games played, not just the 6 best from each turn. 3. Most total games played. 4. Best average record of the opponents they played against en route (all games) 5. An additional final game played between the tied players in the 2nd week of the 6th Turn, played using the Rosters from Turn 6. This game will award the win to the most VP's in the game rather than using the WHFB table. An exact draw here means a drawn individual title. |