Monday, September 12, 2011

Monday Night Mordheim: Return to Complex Map Campaigns

Last time I was here, I mentioned that I had done some work on adapting a complex campaign structure to the peculiarities of Mordheim. Well, I did some work on that, and what I am about to present to you is the rules that I have constructed for using Mordheim for a complex map campaign. Undoubtedly someone will poke holes in this like cheesecloth, but I'd love to hear some feedback on this!

Complex Map Terrain Changes to Mordheim

1. Territories Rules:
A. Types of Territories: Urban, Necropolis, Tainted, Riverfront, Park
B. Each type of territory provides different amounts of gold Crowns that can be used for the purchase of defenses and territory enhancements, it CANNOT be used to purchase things for the warband itself.
*Urban: Generates 5 GC per campaign turn.
*Necropolis: Generates 1 GC per campaign turn, but 6 for Undead Warbands.
*Tainted: Generates 1 GC per campaign turn, but 6 for Skaven and Possessed.
*Riverfront: Generates 8 GC per Campaign turn, and unit starting in a riverfront territory can move to any contiguous riverfront territory, breaking normal troop movement rules. This represents them using the river to sail up and down to other territories.
*Park: Generates 3 GC per campaign turn, but 1 for Undead.
C. Territory enhancements can be purchased from the GC gathered per campaign turn. These can vary depending on the type of territory and the cost.
*Tower: Costs 50 GC, large tower at center of game board that you get to set up in, regardless of scenario played.
*Pinned Scenario: 50 GC, only one particular scenario can be played in that territory.
*Blockade: 50 GC, block free movement on rivers. Available only on riverfront territory.
*Rubble, rubble, everywhere: 20 GC: All movement on the table top counts as difficult terrain.
*Alter 30 GC: All sigmarite warbands are at +2 to all rout checks.
*Totem 30 GC: Magic users get additional +1 to spell casting checks.
*Fortified: 75 GC: Defender gets to place terrain and set up first.
*Forge: 25 GC: Rare roll +1
D. There are two types of territory, occupied and unoccupied. A warband can take an unoccupied territory just by walking into it.

2. Defenders Rules.
A. A defense unit is a henchmen group. It must be a non-limited henchman group type, but otherwise follow normal henchmen rules, but do not count towards warband limits. This is representing 'locals' or the equivalent wearing your warband's colors and helping defend your territories.
B. Defense Units can only be purchased from the GC generated from territory, at standard costs.
B. Defense Unit henchmen do not gain experience.
C. Each territory must follow the warband's limits.
D. Defense Units can move at a rate of one territory per campaign turn.
E. Hired swords can be hired for defense purposes, but they still cost the normal amount and still cost the same in upkeep, both of which can only come from the GC generated from territories. These Hired Swords cannot be moved, and will never join the warband. This represents the locals banding together and hiring a neighborhood bruiser.
F. If a defense unit fails, all members are automatically considered dead. If they succeed in driving away an attacker, then they would roll normally for injury results.
G: Defense Units never make rout checks. They fight until the bitter end. This represents the fact that most of them are defending their homes.
H. Appropriate Defensive Unit Types by Warband
*Mercanaries: Warriors
*Possessed: Brethern
*Witch Hunters: Zealots
*Sisters of Sigmar: Sigmarite Sister
*Undead: Zombies, Ghouls
*Skaven: Verminkin, Giant Rats
*Orcs: Orc Boyz, Goblin Warriors
*Dwarf Treasure Hunters: Clansmen, Beardlings
I. If the attacking warband outnumbers the models in the defensive unit by a ratio of 3:1, the defensive unit automatically flees to an adjacent friendly territory. With two exceptions.
*Skaven will flee if outnumbered 2:1.
*Dwarves can choose to defend regardless of number, but it will result in a battle where the opponent might get some extra XP!

3. Warband Rules.
A. Any thing the warband buys can be given to a defensive unit. However, this will not be able to be gotten back from the defensive unit.
B. At any time, a henchman unit can be split off from the warband and declared a defensive unit, once declared a defensive unit they can NEVER join the warband again. This represents some of the henchmen 'retiring' or some such. However, they can be replaced, even if they are a limited henchman group.
C. At any time, a hero can for the period of one campaign turn leave the warband and go to any territory to aid in defense. The hero will not take part in any attack actions that the warband undertakes. The hero will still gain experience during that campaign turn (should they participate in battle), and afterwards, they still partake in the exploration phase, and can rejoin the warband after that turn.
D. Only the warband can attack. All other units are used only defensively.
E. Warbands if they are in an occupying territory can be joined by defensive forces, and this does not count against thier maximum warband number, but do count towards the rout check number. This is the only time that the defensive units will rout.
F. A player can at any point, gather 250 GC from territory income and start a second warband (using only the 250 GC), which can also attack. That player would then have two attack actions a round.

4. The Campaign Turn.
A. Each person rolls to see who goes first during the campaign turn.
B. Highest roll goes first in each phase, then descending.
C. Movement Phase; In order, each player gets the chance to move any of their units/warband into other territories. Each player moves all of their units BEFORE going to the next player.
D. Combat Phase: Resolve any battles that result because of having multiple players units in the same territory. Winner of battle takes territory. Each battle will result in its own post battle sequence.
E. Diplomacy Phase: In order, each player gathers their income due to their territories. They can then buy additional defensive units and territory enhancements. They may also trade territories, equipment, and even captives during this phase.
F. Repeat until victory conditions are meet.

There you go. And I would like to take this opportunity to say; 日本の人々を歓迎する. I am assured this means "Hello to the People of Japan!". I could be completely wrong, I don't exactly trust my source to the fullest. I just wanted to say that because I have seen that the third highest amount of traffic coming from Japan (US and UK are first and second respectively). I just want to say that I really respect those people viewing this website from Japan, reading a blog in a different language, about a game that is out of production. That my British and American friends is dedication!

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