Campaign Rounds

The campaign is fought over a number of rounds. Not every round will result in a battle, and so several rounds may be played out during a single session. If any battles are staged then the engaged players must fight the battle before the round can end. At the end of each round the players will gather together and are allowed to adjust their banners on the map based on how well they fought. Ideally all players should be present at the end of each round, but this is absolutely vital (see ‘End of Round’).

Each round represents the scheming of leaders, involves the diplomacy of warlords, and the execution of perfectly laid battle plans. Of course, such plans seldom survive contact with the enemy. This campaign has been designed to allow for grand strategy, intrigue, alliances, and betrayal all the same. Each campaign round traces the steps of empire building by following a specific order as follows:

Round Order
1. Support
2. Upkeep
3. Muster
4. Construction
5. Diplomacy
6. Orders
6. Battles
7. Resolution

Support – Add up all supply gained from tiles, their corresponding buildings, and trade deals with other players. This goes into a pool that you can then later use to pay for upkeep, muster, construction, or trade.

Upkeep – Remove supply from your supply pool to pay for the upkeep cost for any number of armies and map pieces you ow. Those armies and map pieces that are not paid for in this way are disbanded. All disbanded map pieces are destroyed immediately
When a map piece is disbanded, immediately add half of the cost of the building (rounding down) to your supply pool. Disbanded map pieces are immediately destroyed, and the owning player cannot benefit from it’s effects or abilities that turn. Disbanded armies are immediately destroyed and no refund is garnered, but the warlord traits are preserved for the next army you muster (generals are easier to keep on hand than armies).

Muster – Drawing from the remainder of your supply pool, you may purchase another army up to a maximum of 3 armies total.

Construction – Drawing from the remainder of your supply pool, you may place any number map pieces (buildings or emplacements) on friendly tiles.

Diplomacy – This is the time to negotiate with your erstwhile enemies. All players may make deals and agreements on where to move or attack. In addition, during this step, players may trade any support they have remaining to other players in exchange for any promises or any other nefarious dealings. None of these agreements are binding, game wise, beyond the honorability of the player.

Orders – In this phase each army, missile battery, and artillery piece is given an order. These are written secretly on a slip of paper, denoting which units will activate and what they will do. After everyone has finished writing down their orders, the orders are revealed simultaneously. All supply used to move armies and activate map pieces is immediately removed from players’ supply pools. If a player accidentally spends more supply than he has, none of his orders take effect. Immediately after orders are revealed, resolve any emplacement orders and their effects before battles take place.

Battles – When two opposing armies end their movement in the same tile, or an army lands in a tile owned by an opposing player, a battle will ensue. This battle is resolved by playing a game of Warhammer 40,000 using a base point value of 1350 modified by battle bonus points and buildings as described later. Generally, the players will set up when their battles can be played out at their own convenience, but the battle must be completed before the next campaign meeting or the game can’t proceed! Note that if at any time a person cannot fight a battle due to personal circumstances, they can, with opponent’s permission, roll off to determine the winner. This is discouraged as it leads to a much less thematic game.

Resolution – After the battles are fought the players meet again. This is the last stage of the campaign round. First, players must note which battles have been won and lost. A player winning a battle has a chance to garner a new tile, and a defending tile has a chance to destroy the attacking army as discussed below. Determine the results of all battles and move the territory markets (flags) accordingly. Remove warlord traits from defeated army if applicable. Lastly, check to see if any player has met the win conditions or loss conditions. If a player has met the loss conditions their tiles all revert to neutral status and they can no longer take part in the campaign. If a player has met the win condition then immediately declare a winner! The player has triumphed against all odds and captured the planet for his faction!

Campaign Rounds

The Fall of Panexos Dadamh