01 Oct 2014
I'm Currently running a campaign with 12 people. I've made up my own rules for a lot of things they are seen as fair (except for dwarfs because they have no wizards, for which I've made special rules). This is a narrative campaign where every battle no matter how small requires a battle report with story. My cry for help is not for the rules but because my comic shop caught wind of it and has offered prize support. I have no idea how to give out prizes in a fair way for this kind of event, its all based of judging other peoples creative work. How can I or my assistant judge 12 peoples writing and say who was best? The shop wants to give out a 1st 2nd 3rd place and I would much rather just give out a 10 dollar voucher for everyone involved, but I also feel like that would be robing those that are putting in the most work of a reward. I haven't told anyone involved that prize support has even been offered though, so their is no expectation. I know I'm rambling, but I'm both drunk and flustered. The rules are at the end but I'm not looking to have those hen pecked, just looking for prize suggestions
Army Build
Your army will be 3500 points with standard Force Org.
Your army will have no named characters in it to start.
No mounts, magic items or unit upgrades can be bought.
Pick one magic item from your armybook for free.
Every unit may buy a unit champion.
Hero's and Lord's may only spend up to 40 points on equipment.
Wizard's may not purchase wizard levels. (Unless they must pay for level 1)
This army will be broken into three parts.
Scout army 500-800 points
Reserve army 1000-1500 points
Main army 1500-2000 points
Movement
You have a week (starting on mondays) to make your movement.
Real time corrasponds with game time. Day to Day
Your army move's at the speed of the slowest unit in the army.
When traveling between zones with connecting roads, the roads add +2" to your movement. (not the characteristic)
Movement characteristic translates to inches on the world map.
Three rates of movement. Each take more time.
Normal move, 1x army speed, 2 days
March, 2x army speed, 3 days
Forced March, 3x army speed, 4 days
When moving break your movement into an equal number of parts as days it will take.
Place dashes along the movement line to show where you will be at the end of each day.
Fortifying
You may choose not to move for the week with any one of your armies
You are able to attack anyone who comes within 5 inches of you. You must attack them.
If you are attacked you get to choose both the deployment and the battle.
Engaging in Battles
The following are the reasons will allow you too challenge another army.
Coming within your movement of an enemy army.
Crossing another armys movement line before they arrive or have left.
Challenge by army champion.
Only named character may issue or accept challange
Victory - Gain one magic item and one unit upgrade.
Defeat - Named character was killed and lose one magic item.
If allied army is within their normal movement they may take part in the battle rolling for reserves on turn 3.
When an army assisting joins the battle they rolls for which board edge they deploy on.
1-5 is your board edge
6 you choose which edge
Setting up the Board
Attacker and Defender is a rough description. It is decided by A) who proposed the battle. B) who is moving slower.
The defender is determined by who is moving slower. this is not based on distance traveled but which rate of movement the army. An army moving normally that attacks an army moving at a march will be the defender.
If both are moving at the same rate then the roles are based on who proposed the battle.
Each battle has an attacker and defender.
The attacker chooses the mission (The watchtower and Blood and glory are not oprtions)
What you may choose for board set up is based on which zone the fight is taking place. one with forrest,plains,and a city has three options.
The defender sets up the board but the attacker must ok it.
Take a photo of the board after deployment to be posted with battle report.
Victory and Lose
Victory
You may pick one of the three
You may pick one magic item
One wizard level
One magic banner
Any unit that has a standard may make it magical.
No points limit for magic banners
Magic items and banners taken from your armybook may have no duplicate.
Magic items and banners taken from the main rulebook may be duplicated up to three times.
On week 4 you may also choose a mount for a lord or hero with no point limit.
You receive a single unit upgrade.
May be given to any unit that has more than 50% of its starting strength.
Lose
Lose one magic item
Any unit that lost over 50% starting strength loses one unit upgrade (down to what you orginially paid for when building the army)
Any unit that flees loses their banner and magic banner
Any unit that is completely whiped out loses all upgrades
Death of Named Characters
When a named character dies roll on the following chart
Serious Injury (role another d6)
1: -1M 2: -1WS
3: -1BS 4: -1S
5: -1T 6:- 1I
Wounded: Start next battle with 1 fewer wounds (to minimum of 1)
Shaken: Next game Character has -1 to Leadership characteristic
Fight another day: unhurt, fight as normal
Same as 4.
Enraged: as fight another day, but character gains Hatred (everyone) for the next game.
If you win the battle then add 1 to the above roll.
A character may only die so many times before he may no longer be used.
Character death 3 times in 3 weeks in the 1st month
Character death 3 times in 2 weeks in the 2nd month
Character death 1 times in 1 weeks in the 3rd month
Seasons
Each month is a different season of the year
Summer
Forgery: Any zone on the World map that has no town or city will yield a single unit upgrade per army.
Fall
Firm ground: All dangerous terrain checks will have an addition save of 4+
Winter
Blizzard: Roll a D6 at the start of each battle. On a 1-2 a blizzard sweeps over the battlefield and the
maximum visibility is reduced to 24"
Thick snow: All armys have their movement characteristic reduced by 1
Conquest
All units start off with no upgrades (save the unit captian)
An army that remains in a zone for one day receives a free unit upgrade for each city in that zone.
Battle Reports and Allies
A battle report is needed within a week of the battle. It will list the following
at least a short turn by turn overview
a lose report (for yourself and your enemy)
anything of note
Post battle report on the Facebook group
Disregard the allies chart from the main rulebook
All relations must be done publicly on the facebook group.
Any deal made can be broken, but you must post that you did.
Army Build
Your army will be 3500 points with standard Force Org.
Your army will have no named characters in it to start.
No mounts, magic items or unit upgrades can be bought.
Pick one magic item from your armybook for free.
Every unit may buy a unit champion.
Hero's and Lord's may only spend up to 40 points on equipment.
Wizard's may not purchase wizard levels. (Unless they must pay for level 1)
This army will be broken into three parts.
Scout army 500-800 points
Reserve army 1000-1500 points
Main army 1500-2000 points
Movement
You have a week (starting on mondays) to make your movement.
Real time corrasponds with game time. Day to Day
Your army move's at the speed of the slowest unit in the army.
When traveling between zones with connecting roads, the roads add +2" to your movement. (not the characteristic)
Movement characteristic translates to inches on the world map.
Three rates of movement. Each take more time.
Normal move, 1x army speed, 2 days
March, 2x army speed, 3 days
Forced March, 3x army speed, 4 days
When moving break your movement into an equal number of parts as days it will take.
Place dashes along the movement line to show where you will be at the end of each day.
Fortifying
You may choose not to move for the week with any one of your armies
You are able to attack anyone who comes within 5 inches of you. You must attack them.
If you are attacked you get to choose both the deployment and the battle.
Engaging in Battles
The following are the reasons will allow you too challenge another army.
Coming within your movement of an enemy army.
Crossing another armys movement line before they arrive or have left.
Challenge by army champion.
Only named character may issue or accept challange
Victory - Gain one magic item and one unit upgrade.
Defeat - Named character was killed and lose one magic item.
If allied army is within their normal movement they may take part in the battle rolling for reserves on turn 3.
When an army assisting joins the battle they rolls for which board edge they deploy on.
1-5 is your board edge
6 you choose which edge
Setting up the Board
Attacker and Defender is a rough description. It is decided by A) who proposed the battle. B) who is moving slower.
The defender is determined by who is moving slower. this is not based on distance traveled but which rate of movement the army. An army moving normally that attacks an army moving at a march will be the defender.
If both are moving at the same rate then the roles are based on who proposed the battle.
Each battle has an attacker and defender.
The attacker chooses the mission (The watchtower and Blood and glory are not oprtions)
What you may choose for board set up is based on which zone the fight is taking place. one with forrest,plains,and a city has three options.
The defender sets up the board but the attacker must ok it.
Take a photo of the board after deployment to be posted with battle report.
Victory and Lose
Victory
You may pick one of the three
You may pick one magic item
One wizard level
One magic banner
Any unit that has a standard may make it magical.
No points limit for magic banners
Magic items and banners taken from your armybook may have no duplicate.
Magic items and banners taken from the main rulebook may be duplicated up to three times.
On week 4 you may also choose a mount for a lord or hero with no point limit.
You receive a single unit upgrade.
May be given to any unit that has more than 50% of its starting strength.
Lose
Lose one magic item
Any unit that lost over 50% starting strength loses one unit upgrade (down to what you orginially paid for when building the army)
Any unit that flees loses their banner and magic banner
Any unit that is completely whiped out loses all upgrades
Death of Named Characters
When a named character dies roll on the following chart
Serious Injury (role another d6)
1: -1M 2: -1WS
3: -1BS 4: -1S
5: -1T 6:- 1I
Wounded: Start next battle with 1 fewer wounds (to minimum of 1)
Shaken: Next game Character has -1 to Leadership characteristic
Fight another day: unhurt, fight as normal
Same as 4.
Enraged: as fight another day, but character gains Hatred (everyone) for the next game.
If you win the battle then add 1 to the above roll.
A character may only die so many times before he may no longer be used.
Character death 3 times in 3 weeks in the 1st month
Character death 3 times in 2 weeks in the 2nd month
Character death 1 times in 1 weeks in the 3rd month
Seasons
Each month is a different season of the year
Summer
Forgery: Any zone on the World map that has no town or city will yield a single unit upgrade per army.
Fall
Firm ground: All dangerous terrain checks will have an addition save of 4+
Winter
Blizzard: Roll a D6 at the start of each battle. On a 1-2 a blizzard sweeps over the battlefield and the
maximum visibility is reduced to 24"
Thick snow: All armys have their movement characteristic reduced by 1
Conquest
All units start off with no upgrades (save the unit captian)
An army that remains in a zone for one day receives a free unit upgrade for each city in that zone.
Battle Reports and Allies
A battle report is needed within a week of the battle. It will list the following
at least a short turn by turn overview
a lose report (for yourself and your enemy)
anything of note
Post battle report on the Facebook group
Disregard the allies chart from the main rulebook
All relations must be done publicly on the facebook group.
Any deal made can be broken, but you must post that you did.