So I had worked on this for a few months but back burner-ed it due to my love of Warmachine and the wait for The Ogre kick starter box to arrive. I was thinking about using this as a basis for the Warmachine Thorn wood game.
Please Comment below.
Campaign Rules
Table of Contents
Introduction
Scale
Equipment Availability
Unit Formations
Command and Control
Command Posts
#Supply
Isolated Units
Demolition
Retreating and Pursuit
Satellite Reconnaissance
Strategic Turns
Repair and Salvage of Units
Introduction
Scale
The armies of the Last War were not the massive armies of World War II. There were not hundreds of divisions, hundreds of thousands of infantry, thousands of tanks. The modern tank, and infantry battlesuit were very expensive to produce and maintain. Battalions, not Divisions became the basic maneuver element. Most campaigns consist of several battalions vs. several battalions.
Equipment Availability
To keep your campaigns historically accurate, consult the link below to determine which Ogres were available when. This can make for some diverse scenarios, lets face it, it gets a little boring running Mark V & VI's all the time.
Click on the link below for a timeline of equipment availability
Equipment Availability
Unit Formations:
For ease of movement and record keeping units should be grouped by Battle Groups. Units will travel by Battle Group; it is a lot easier to assign the 1st GEV Battle Group to London and the 2nd GEV Battle Group to Bristol than 4 GEV in London and 2 GEV in Bristol and 1 in York and 1 in Lancaster. Also it is easier to track the kills of a unit if it is in a parent formation.
Battle groups
Battle groups cost between 10 to 50 points
Strike forces may contain up to 100 AP worth of battle groups
Task forces may contain up to 125 ABof battlegroups
Click on the links below for sample Battle Groups
PanEuropean
Combine Formations:
Battle Group work sheet:
Command and Control:
A command post must available for a unit to participate in an offensive. Units can defend without a command post. A command post can control up to 5 Battle Groups.
Command Posts
Command posts control a certain number of subordinate Battle Groups. The Battle Group must be in supply to issue orders.
Alpha Army level command post (CP): Cost 50 pts. Represents the overall army/theater commander. An Alpha Command Post can command all formation (up to 10 Battle Groups) and issue orders to any unit in the theater.
If destroyed, a Beta command post must be "promoted" to an Alpha command post, all units controlled by that CP cannot attack/strategic move and are at a 1 to all die rolls until reassigned to a new command post. All Beta Command posts cannot issue orders to one of their subordinate units until a new Alpha Command post is designated.
Beta Battalion level command post (CP): Cost 30 pts. Represents area commander. Can command up to 6 Battle Groups, operational norms are 5 Battle Groups. If destroyed, all units controlled by that CP cannot attack/strategic move and are at a 1 to all die rolls until reassigned to a new command post.
Gamma Battle Group Level command post (CP): Cost 10 pts. Command post in charge of a special unit or task force. Can command up to 4 Battle Groups, operational norms are 3 Battle Groups. If destroyed, all units controlled by CP cannot attack/strategic move and are at a 1 to all die rolls. Exception: Special ops units will move toward extraction points or nearest friendly command post.
Hardened Command Posts An existing command post can be hardened at a cost of 5 points per defense factor.
Transport All command posts come in integral transport and move at Hover Truck speed.
Issuing Orders All command posts have a command point rating. Command points are required to issue orders to subordinate units. Typically Alpha Command posts have 5 command points, Betas have 5 command points and Gammas have 3. Command points can increase with experience.
Supply:
Supply sources a metropolis or major city connected to at least one other metropolis or major city. Cities with a port are connected to every city that contains a port. Blockading a port. If a port is located inland the port can be blockaded if ground units are stationed along the river/channel that connects the inland port to the open sea. Blockaded ports cannot trace supply by sea, reinforcements cannot be shipped into the city.
Isolated Units:
If a unit or formation is cut off from supply it is isolated. Isolated units have a 1 to the die roll. If the isolated unit has access to a supply depot it will consume 1 logistic point per turn. The number of logistic points contained in a supply depot will be determined prior to game start. Each turn an isolated unit, without logistic points, has a one in six chance of surrendering.
Demolition:
Factories, supply depots, rail lines and bridges can be demolished.
Structure
Number of Engineer stands
Time in SMU
Supply Depot
2
1
Factory
4
2
Bridge
2
1
Railway
1
1
Structures must be rigged and blown in the same order. You cannot rig something but not blow it. This is done to simplify the game, players will want to rig everything to blow, then give an order like "Blow it if it looks like it is going to be captured". Well what does "it looks like it is going to be captured" mean. If 4 GEV enter the board, do I blow it, do I blow it when there are 6 GEV? This is going to cause arguments, plus you will never be able to capture anything.
Retreating off Board Pursuit:
If a unit(s) retreat off board, they may be pursued. The pursuing units must stay within firing range. If a pursuing fail to keep up, the pursuit is terminated.
Satellite reconnaissance:
The number of satellite reconnaissance varies per scenario. Satellites do not stay in orbit for more than an hour, (ground based lasers shoot them down). Satellite Reconnaissance will give a snapshot of a large area of the map. Fixed fortifications are the easiest to spot from space. Formations that are moving are the next easiest then stationary units. There is a small chance that the intelligence section will mistake civilian or non-combat support units for combat units.
Unit
Chance to spot
Fixed Fortifications
90%
Moving Mechanized Units
75%
Moving Infantry (not in vehicles)
40%
Stationary Mechanized Units
30%
Stationary Infantry
15%
False unit
10%
Strategic Turns:
Strategic turns are over an eight hour period. To get the miles per hour of a unit use the following formula. Each inch of movement = 7.5 mph Inch movement * 7.5 = max speed. A realistic movement rate is no more than 75% of that due to natural contours in the landscape, moving around obstacles etc..
Strategic Movement Chart
Terrain Type
Ground effect units
GEV, LGEV, GEV-PC, HT
(5.08.2)
Light tracked units
LT, MSL, MCP
(5.08.4)
Infantry
and all specialist
infantry (5.08.1)
Heavy tracked units
Ogres, HVY, SHVY,
MHWZ, MCRL (5.08.3)
Wheeled
units
TK (5.08.5)
Clear
Road
Forest
Strategic Cross Country Movement
Conventional units can move 4 SMU per day without penalty, each additional hour of movement there is a 1 in 10 chance the unit will break down. Units that are broke down are treated as destroyed (single X combat result). To repair these units see the repair and salvage rules below.
Ogres can move 2 SMU per day without penalty, each additional hour of movement there is a 1 in 6 chance the Ogre will lose a tread unit.
Repair and Salvage of units
Both Combine and PanEuropean Armies salvaged units from the battlefield. In the Last War was a war of attrition, every piece of equipment counted.
Any unit destroyed with a single X result can be salvaged. Units destroyed with XX results are assumed to be nothing more than a greasy spot on the ground.
A destroyed unit can be repaired at the the purchase cost (round down) or by cannibalizing 2 other destroyed units of the same type.
Salvaging of units can be done at factories or command posts. The salvaged units are transported to the repair facilities. To reduce bookkeeping, the facilities should be within a day's travel of the battlefield and there must be free of enemy control.
Repair Battle Groups may also be available based on the campaign. Repair Battle Groups could travel to the battlefield if necessary.
Repair facilities can repair a number of points per day.
Factory = 25 points per day.
Alpha Command Post = 10 pts per day
Beta Command Post = 10 pts per day
Vulcan Ogre = 10 pts per day
Repair Battle Group = 10 pts per day
Ogre components can also be repaired
Battle group definitions
Strike team: Best remembered by the saying “Strike teams are “like” teams”. A strike team
Task force: A Unit comprised of unlike units, Example: One Ogre type III with Two light tanks and 6 GEV’s would be a strike force.
Appendices
Mark I 4 armor units
Mark II 8 armor units
Mark III 17 armor units
Mark III-B 20 armor units
Fencer 22 armor units
Fencer-B 23 armor units
Mark IV, V 25 armor units
Ninja Variable
Vulcan 25 armor units
Mark VI, Doppelsoldner 40 armor units
Sunday, October 6, 2013
Saturday, October 5, 2013
Working Document
Still working on the initial doc, but I am happy with the progress so far!
Territory
Blood and Gears
The Campaign for Thornwood
Welcome to the Blood and
Gears: The Campaign for Thornwood, a map-based event that will allow you to
play Warmachine in a whole new way. In this campaign you will be maneuvering
and battling for key positions in order to claim victory over your opponents.
This rules pamphlet contains everything you’ll need to participate in the
campaign, but you will need your Warmachine book, cards, and models to play the
battles fought throughout it.
Definitions:
The Map
The most outstanding,
and obvious, aspect of this event will be the map. The map size will vary based
on the number of participants.
The map itself is comprised of plastic hex tiles
representing different types of terrain which makes up the region that the campaign
is fought over.
There will be eight regular tiles for each participant,
which will be a mix of mountains, rivers, plains, and forests. In addition,
there will be a Special Territory tile for every two players (round down) which
represents a particularly important feature.
Detachments
Every player begins the
campaign with three detachments, each represented by a banner on the map.
Players may purchase additional detachments later. Detachments move around the
map and capture territories, increasing your influence and resources.
Detachments can also construct fortifications, raze or repair territories, and
fight battles. Detachments are always 35points.
Territory
|
Territory
|
Resource
Points (RPs)
|
|
Fort
|
3
|
|
City
|
5
|
|
Mine
|
1d3+2
|
|
Port
|
5
|
|
Forrest
|
2
|
|
Farm
land
|
3
|
|
Plaines
|
2
|
A Territory is a single hex on the map.
Territories generate Resource Points (RPs) that can be spent to help win the
campaign by bolstering forces, improving Territories and recruiting more
armies. A Territory can only contain a single Banner from any one player.
Sometimes opposing Detachments will move into a Territory which results in a
battle.
Campaign Turn
A Campaign Turn
represents a segment of time in which armies rebuild, move, and fight battles.
Each Campaign Turn is broken up into different phases, as described later.
There is no limit to the number of Campaign Turns that this event will run;
rather the winner is determined by acquiring Victory Points (see below)
Scenarios: Or how we
find out who wins!
Scenarios will be using
the following Steamroller 2013 rules variations from the Appendix:
Section 1
- Army List Variants
- Character Restricted
- 5 point specialist
- Tier one them
force minimum
- No Mercenaries
or Minions in initial lists
- Painting
.
Baseline
- Number of rounds
.
Special
- Game timing
.
Death clock
- Scenarios
.
Kill box.
a.
Special (see below)
- Victory
.
No Caster kill: Game continues.
- Final Standings
.
No clear winner: Ties go to the defender.
Example lists all of the below lists would be
an example of how a three list character restricted list would look like.
Protectorate
of Menoth - List one
40
/ 40 (35+5) Warcaster(s) : 1/1 Warjack(s) :
4 Battle Engines : 0 Solos :
1 Units : 2
High
Exemplar Kreoss - WJ: +5
- Crusader - PC: 6
- Fire of Salvation - PC: 9
- Guardian - PC: 9
- Dervish - PC: 4
- Crusader - PC: 6
- Fire of Salvation - PC: 9
- Guardian - PC: 9
- Dervish - PC: 4
Wrack
- PC: 1
Exemplar
Bastions - Leader and 4 Grunts: 8
Choir of Menoth - Leader & 5 Grunts: 3
Choir of Menoth - Leader & 5 Grunts: 3
THEME
WARJACKS
Protectorate non-character warjacks, Fire of Salvation
WARJACKS
Protectorate non-character warjacks, Fire of Salvation
UNITS
Choirs of Menoth, Exemplar units
Choirs of Menoth, Exemplar units
SOLOS
Vassal Mechaniks, Exemplar solos
Vassal Mechaniks, Exemplar solos
BATTLE
ENGINES
None
None
TIER
1
---Requirements---
This army must include only the models listed above.
---Benefits---
Exemplar Venger units become FA 2. Additionally, reduce the point cost of each Exemplar Venger unit by 1.
---Requirements---
This army must include only the models listed above.
---Benefits---
Exemplar Venger units become FA 2. Additionally, reduce the point cost of each Exemplar Venger unit by 1.
TIER
2
---Requirements---
The army includes High Exemplar Gravus.
---Benefits---
Place High Exemplar Gravus and Exemplar Venger units after normal deployment. These models are placed at the same time as your models with Advance Deployment (if any). These models must be placed within your normal deployment zone.
---Requirements---
The army includes High Exemplar Gravus.
---Benefits---
Place High Exemplar Gravus and Exemplar Venger units after normal deployment. These models are placed at the same time as your models with Advance Deployment (if any). These models must be placed within your normal deployment zone.
TIER
3
---Requirements---
The army includes two or more Exemplar Errant units.
---Benefits---
Models/units in the army gain Pathfinder during your first turn of the game.
---Requirements---
The army includes two or more Exemplar Errant units.
---Benefits---
Models/units in the army gain Pathfinder during your first turn of the game.
TIER
4
---Requirements---
Kreoss' battlegroup includes two or more warjacks with Arc Node.
---Benefits---
Friendly models/units can begin the game affected by Kreoss' upkeep spells. These spells and their targets must be declared before either player sets up models. Kreoss does not pay focus to upkeep these spells during your first turn.
---Requirements---
Kreoss' battlegroup includes two or more warjacks with Arc Node.
---Benefits---
Friendly models/units can begin the game affected by Kreoss' upkeep spells. These spells and their targets must be declared before either player sets up models. Kreoss does not pay focus to upkeep these spells during your first turn.
Protectorate
of Menoth - List Two
41
/ 41 (35+6) Warcaster(s) : 1/1 Warjack(s) :
3 Battle Engines : 0 Solos :
0 Units : 5
Feora,
Priestess of the Flame - WJ: +6
- Reckoner - PC: 8
- Repenter - PC: 4
- Vanquisher - PC: 8
- Reckoner - PC: 8
- Repenter - PC: 4
- Vanquisher - PC: 8
Choir
of Menoth - Leader & 5 Grunts: 3
Temple Flameguard - Leader and 5 Grunts: 4
Temple Flameguard - Leader and 5 Grunts: 4
Daughters of the Flame - Leader & 5 Grunts: 5
Daughters of the Flame - Leader & 5 Grunts: 5
Temple Flameguard - Leader and 5 Grunts: 4
Temple Flameguard - Leader and 5 Grunts: 4
Daughters of the Flame - Leader & 5 Grunts: 5
Daughters of the Flame - Leader & 5 Grunts: 5
THEME
WARJACKS
Protectorate non-character warjacks
WARJACKS
Protectorate non-character warjacks
UNITS
Choirs of Menoth, Flameguard units
Choirs of Menoth, Flameguard units
SOLOS
Vassal Mechaniks, Flameguard Solos
Vassal Mechaniks, Flameguard Solos
BATTLE
ENGINES
None
None
TIER
1
---Requirements---
The army can include only the models listed above.
---Benefits---
Flameguard units become FA U. Additionally, reduce the point cost of Guardian
warjacks by 1.
---Requirements---
The army can include only the models listed above.
---Benefits---
Flameguard units become FA U. Additionally, reduce the point cost of Guardian
warjacks by 1.
TIER
2
---Requirements---
The army includes two or more Temple Flameguard units.
---Benefits---
Temple Flameguard units gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
---Requirements---
The army includes two or more Temple Flameguard units.
---Benefits---
Temple Flameguard units gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
TIER
3
---Requirements---
The army includes two or more Daughters of the Flame units.
---Benefits---
You gain +1 on your starting roll for the game.
---Requirements---
The army includes two or more Daughters of the Flame units.
---Benefits---
You gain +1 on your starting roll for the game.
TIER
4
---Requirements---
Feora's battlegroup includes three or more warjacks with the Continuous Effect: Fire weapon quality.
---Benefits---
For each warjack in Feora's battlegroup with the Continuous Effect: Fire weapon quality, place one wall template anywhere completely within 20" of the back edge of Feora's deployment zone after terrain has been place but before either player deploys his/her army. When a model enters or ends its activation in the wall area, it suffers an unboostable POW 12 fire damage roll and the Fire continuous effect. Models within the wall template gain concealment. These wall templates leave play after the first round of the game.
---Requirements---
Feora's battlegroup includes three or more warjacks with the Continuous Effect: Fire weapon quality.
---Benefits---
For each warjack in Feora's battlegroup with the Continuous Effect: Fire weapon quality, place one wall template anywhere completely within 20" of the back edge of Feora's deployment zone after terrain has been place but before either player deploys his/her army. When a model enters or ends its activation in the wall area, it suffers an unboostable POW 12 fire damage roll and the Fire continuous effect. Models within the wall template gain concealment. These wall templates leave play after the first round of the game.
Protectorate of Menoth - List
Three
41
/ 41 (35+6) Warcaster(s) : 1/1 Warjack(s) :
4 Battle Engines : 0 Solos :
1 Units : 3
High
Allegiant Amon Ad-Raza - WJ: +6
- Crusader - PC: 6
- Castigator - PC: 8
- Dervish - PC: 4
- Dervish - PC: 4
- Crusader - PC: 6
- Castigator - PC: 8
- Dervish - PC: 4
- Dervish - PC: 4
Vassal
Mechanik - PC: 1
Holy
Zealots - Leader and 9 Grunts: 6
Idrian Skirmishers - Leader and 5 Grunts: 6
Holy Zealots - Leader and 9 Grunts: 6
Idrian Skirmishers - Leader and 5 Grunts: 6
Holy Zealots - Leader and 9 Grunts: 6
THEME
WARJACKS
Protectorate non-character warjacks
WARJACKS
Protectorate non-character warjacks
UNITS
Holy Zealots, Idrian units
Holy Zealots, Idrian units
SOLOS
Allegiants of the Order of the Fist, Reclaimers, Idrian solos, Vassal solos
Allegiants of the Order of the Fist, Reclaimers, Idrian solos, Vassal solos
BATTLE
ENGINES
None
None
TIER
1
---Requirements---
The army can include only the models listed above.
---Benefits---
Idrian Skirmisher units become FA U. Additionally, the FA of Allegiant of the Order of the Fist solos increases by +1 for each unit included.
---Requirements---
The army can include only the models listed above.
---Benefits---
Idrian Skirmisher units become FA U. Additionally, the FA of Allegiant of the Order of the Fist solos increases by +1 for each unit included.
TIER
2
---Requirements---
The army includes two or more Idrian Skirmisher units.
---Benefits---
Add a unit attachment to one Idrian Skirmisher unit free of cost. This unit attachment ignores FA restrictions.
---Requirements---
The army includes two or more Idrian Skirmisher units.
---Benefits---
Add a unit attachment to one Idrian Skirmisher unit free of cost. This unit attachment ignores FA restrictions.
TIER
3
---Requirements---
The army includes three or more Allegiant of the Order of the Fist solos.
---Benefits---
Allegiant of the Order of the Fist solos gain Advance Deployment.
---Requirements---
The army includes three or more Allegiant of the Order of the Fist solos.
---Benefits---
Allegiant of the Order of the Fist solos gain Advance Deployment.
TIER
4
---Requirements---
The only warjacks in Amon's battlegroup are light warjacks.
---Benefits---
Each warjack in Amon's battlegroup is automatically allocated 1 focus point at the start of your first Control Phase. This focus is in addition to any points Amon allocates.
---Requirements---
The only warjacks in Amon's battlegroup are light warjacks.
---Benefits---
Each warjack in Amon's battlegroup is automatically allocated 1 focus point at the start of your first Control Phase. This focus is in addition to any points Amon allocates.
Document guide:
Plain text: Core rules
Yellow
text: Optional rules
Red Text:
experimental rules.
Example lists:
Thursday, October 3, 2013
WTC Game on!
I was reading through the lists for the Warmachine/Hordes WTC challenge.
http://www.maudlin.be/wtc/
There are some good looking lists in there!
I really did the Denmark Team White Butcher 3 list:
It makes me want to buy Greygore Boomhowler and Co and Madelyn Corbeau, Ordic Courtesan.
http://www.maudlin.be/wtc/
There are some good looking lists in there!
I really did the Denmark Team White Butcher 3 list:
Butcher3
Kommander Zoktavir, The Butcher Unleashed • Devastator • War Dog Cylena Raefyll and Nyss Hunters Max Greygore Boomhowler and Co. Max Iron Fang Pikemen Max • Black Dragon Officer and Standard Widowmakers Lady Aiyana & Holt Ogrun Bokur (Client: Butcher) Saxon Orrik Madelyn Corbeau, Ordic CourtesanI love the Old Witch list also:
Old Witch
Zevanna Agha, The Old Witch • Behemoth • Sylys Wyshnalyrr, The Seeker Winter Guard Infantry Max Winter Guard Officer and Standard Doom Reavers Doom Reavers Greylord Ternion Widowmakers Fenris Kovnik Jozef Grigorovich Eiryss, Angel of RetributionIt makes me want to buy Greygore Boomhowler and Co and Madelyn Corbeau, Ordic Courtesan.
Warmahordes Rules v 1.2
Okay guys, does this work?
https://docs.google.com/document/d/1NeLBiLoksXZrCwJuJSBhZfJPiJmMUwghb3vbQcbSGVA/edit
https://docs.google.com/document/d/1NeLBiLoksXZrCwJuJSBhZfJPiJmMUwghb3vbQcbSGVA/edit
Wednesday, October 2, 2013
Getting real with gaming
I have not use this blog in a long time. But now I think it's a great opportunity for me to start talking about what I love the most in this world, besides my family, gaming!
In the past year I've gotten really involved in a game called Warmachine. The wonderful people at the Dice Age games here in Vancouver want to start a campaign. So I think I should use this form to go more into the campaign, and other gaming news I want to cover in the local area.
As we all know, everyone loves to sit around and play a good pickup game but the game really gets exciting no matter what your time what kind of talking about when you talk about one thing I can pain.
Campaigns are amazing because they take the odd pick up game and turn it in to an epic war!
The first question is scale of combat.
Hmm, more to come.
In the past year I've gotten really involved in a game called Warmachine. The wonderful people at the Dice Age games here in Vancouver want to start a campaign. So I think I should use this form to go more into the campaign, and other gaming news I want to cover in the local area.
As we all know, everyone loves to sit around and play a good pickup game but the game really gets exciting no matter what your time what kind of talking about when you talk about one thing I can pain.
Campaigns are amazing because they take the odd pick up game and turn it in to an epic war!
The first question is scale of combat.
Hmm, more to come.
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