Warhammer: Battle for Tamworth

To celebrate the release of Warhammer’s 8th edition, I decided to set up a small close-ended campaign at my club. Based roughly on the Risk map and reinforcements system, the campaign is a simple territorial map with ranked armies and ownership. Making the map a little special and personal, I’ve based it on our local town, Tamworth:

Warhammer: Battle for Tamworth

An 8th edition Warhammer campaign based on a map of Tamworth, focused on multiple small battles.
This small, close-ended campaign is intended to let us have a bit of fun learning the new edition of Warhammer. Intentionally short with an achievable goal inside of 36 months to keep it fresh and focused. Battles should slowly increase in size and allow the eventual use of allies.

Game rules:
The map represents player control. Every player will have a coloured object to denote ownership.
Armies are shown on the map, rated 1-10. Each point is equivalent of 250 army points, hence a maximum of 2,500.

Rank 1 armies do not have to take any heroes if one cannot fit in the 25% allowance. Instead, a unit champion may be nominated general and gains the inspiring presence rule, but does not count as a character as per unit champions.

If you cannot field 2,500 points of models, fear not! You can ally up with a friend to fight such big battles.
In any given battle, you may take an allied player from within or outside the campaign to assist you. You must follow all the allied rules as given in the Warhammer rulebook. Your ally’s army may not exceed your own in points – for example in a 2,000 point game, you ally may not field more than 1,000 of the total.

Each map turn, players may place 3 army points on the map in territories they control. This total is increased by:
Every 5 territories controlled: +1
All your lands are connected: +1
Controlling Tamworth castle: +1

Not unlike Risk, players will start with 4 randomly determined territories to deploy their initial 6 army points.

Each game turn allows reinforcement of territories and 1 optional attack (of 1 or more army points) and 1 optional consolidation, moving any number of army points from 1 territory to another adjacent territory.

Game turns last until all players have played out their battles or a month expires (which will nullify any outstanding attacks). If a player intentionally delays an attack against them, they will forfeit the battle.

The objective of the game will be to control either:
Tamworth castle and 8 territories.
12 territories.

Attacks against the castle must play out a siege, granting the attacker double his army points.
At game start, the castle is unoccupied. Any players may attack this at any time – if only 1 person attacks, they gain control with no loss of forces.

Should 2 or more players attack a single territory, the invaders join forces for the duration of the battle using the ally rules. Should their forces win, they must decide who claims the territory, else fight a second battle with their remaining forces to decide.

If one of your territories is attacked, you will lose control of it if the following battle is a defeat. You retain control in event of a draw, but both players lose 1 rank of army.
When losing a territory, your forces may withdraw into an adjacent land with 1 loss of army rank. If you have no connecting territory, you lose a further 1 point of rank per distance to the nearest friendly territory.
All attacks reduce an attacking army by a minimum of 1 point if not already stated, whether victorious or not. This takes place after the battle, so a 1 rank army can conquer a territory, but will expire upon conclusion.
Attackers should never lose more than 1 rank unless the attack is a loss, in which case the attacking force loses 2 rank.

Games can be played at any location agreed between fighting players.

Participants:

Ross – Warriors of Chaos
Monkey – Dark Elves
Josh – Skaven
Tristan – Skaven
Wiggy – Warriors of Chaos
Daryll – Warriors of Chaos
Adam – Ogre Kingdoms

Turn sequence:

1. Randomly determine starting territories.
2. Players submit 6 starting rank points on controlled territories.
3. Players review the map and submit their attacks.
4. Battles are fought.
5. Territory control is updated.
6. Consolidations are made.
7. Reinforcements are submitted.
8. Return to step 3.

Dealing with unusual attacks:

If two territories both attack each other, this is a border clash. A battle is fought as normal, with the victor taking the losing territory. However, if the attacking force is only rank 1, it does not take the territory. The fight taking place on the border, rather than invading, expires its strength before taking control. The general rule of safe here is to not attack with rank 1 armies to avoid this risk.

If several armies attack a single territory, this is known as a mass invasion. All invaders side against the defending army. A second battle is then fought between the attackers if the defender loses. This second battle is at a reduced rank of army (minus 1). No further rank points are lost from the action. If no clear victor is decided after the second battle, the largest remaining army (by rank points) claims control. If two or more equal sized invaders remain, they withdraw to their own territory.

If a mass invasion takes place against an unoccupied territory, the first battle is ignored and replaced by the second, with no loss in rank. A second (third) battle is fought after, as per mass invasion.

In all multiple player battles borne of mass invasion, the players involved decide which side they wish to fight on between themselves (if and after the defender loses). They may wish to not fight in follow-up battles, submiting and surrending the invaded land to anyone else involved.

If an attacking army leaves its territory to attack another and loses, and has its own territory invaded by a different territory altogether, the first player may choose to perform a recovery battle (with its reduced force) or withdraw as per the withdrawal rules.

Whitehorn

Aint nothing but a horn

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