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Warhammer Fantasy Battle
"Landmarks" Campaign Rules



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

Each player is on a team :

Chaos(BoC, DoC, DE, OK, O&G, Sk, VC, WoC);
Order(Bret, Dwf, Emp, HE, Liz, OK, TK, WE)

Note that Ogre Kingdoms can be on either, and will be placed in order to balance out the sides.
It would help if some players submitted to play with either of 2 army's, so vaguely even numbers can be made on each team. Unbalanced sides will not be too much of an issue, but those on the smaller side will get to play more games, those on the larger, fewer.

Starting Roster

Players start Turn 1 (1 turn = 2 weeks) with a legal Army Roster of 1000 points,
with 1 Hero, 1 Special Choice and either 1 additional Hero or Special Choice
taken from their selected army book. A maximum of 2 Wizards (characters/units)
can be taken at the start. No Special Characters, Monstrous mounts or BSB's* are
initially allowed.

*Exception - Brettonian's can (and must) have their additional choice as a BSB at the
start, but it cannot initially be a magical standard.

Adding to 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

Each turn, one or more games are played against opponents from the opposite
team. One game per Turn is arranged by the campaign admin, initially randomly,
then according to record. The final turns game will be arranged so that the most players are able to win the individual title.

A random Landmark is drawn for each battle, which has an effect in game, plus
determines what a victory enables their team to spend points on in increasing
their Roster. Details of these Landmarks are found here.

VP's are awarded according to the WHFB rulebook, and victory is determined using
the WHFB VP's table, with the exception that 100 VP's is awarded to the army
that captures the MOST total standards+BSB's rather than per standard. If an
army has no standard's or BSB, then their opponent automatically gets this 100
VP's, even if they capture standards. Some Landmarks may also have relevance to
the win/loss of a game, usually through VP's.

Joining mid-campaign/pick-up games

Players can join mid-campaign, their Roster being allowed the 1 Hero, 1
Special & 1 Hero/Special from the start, and up to 250 points spent on
whatever is currently held by the team they are joining. Pick-up games
follow the same rules (and are counted as joining mid-campaign)

Additional/pick-up games can be arranged during Turns 1-5, which allow your side
more choices - each turn the choices for a starting army will be listed on the campaign map page.
If a player plays 2 games in a turn, their best result counts towards their individual score. Players can play against opponents from their own team, but the result will only count towards the individual winner competition - no control of Landmarks will result from it.  Note that this means unbalanced team numbers are possible - those on the smaller team get to play more games !

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.