Campaign Notes for a Grand-Strategic Game By Aaron W. Throne (This article was originally published in Lone Warrior 127)

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Campaign Notes for a Grand-Strategic Game By Aaron W. Throne (This article was originally published in Lone Warrior 127) When I moved to Arlington, Virginia last August, I found myself without my computer for a while. This forced me to do creative things with my wargames/miniatures collection. During that time I had the idea to run a multi-nation campaign using the City State Warfare boardgame published by Judges Guild in the early'80s. However, I needed a campaign system to deal with all of the strategic stuff like equipping armies and maneuvering them against the enemy. So I bought a pad of hex-paper and a box of colored pencils and went to work. What I ended up with was a simple set of rules for what I call a "grand strategic" scale wargame. I decided to make the rules as simple as possible so that they could be used with any rules set to fight out the actual battles, and I included a simple combat system so that battles between NPC countries could be played out quickly, if the player desired. After some rounds of play-testing I am fairly happy with the result. It's not perfect by any degree, but it is simple enough that you can modify it to meet your needs without much trouble. Every few months I seem to find something to change in the rules to suit my mood at the time, whether increasing starting army sizes or experimenting with "fast" armies. I make my maps on hex-paper using colored pencils to draw in the actual terrain features and cities. Then I use a regular pencil to mark the locations of armies (counters would work better), keeping track of the armies on separate sheets of paper. You should be able to use these rules with a pre-published map without much trouble. The funny thing is that I never actually used these rules for a City State Warfare campaign like I originally intended. That's the way things go sometimes... If you actually use any part of these rules I would love to hear how it worked for you. You can contact me through e-mail at lionrampant@msn.com. Campaign notes for a grand-strategic wargame Armies may be from 50 to 500 points. To conduct combat, roll percentile dice. Multiply that percentage by the point value of the army to determine the damage done to the foe. The percentage number can be affected by weather, terrain, and the general's ability score. Every army has a general. Roll ldl0 to determine his ability. 1-4 = 1 5-7 = 2 8-9 = 3 0 = 4

A higher number is better. In combat, multiply the ability score by 5. This number can either be added to your army's combat roll, or subtracted from the enemy's combat roll. Terrain has the following effects on combat: Woods - The attacker subtracts 10 from his combat roll Hills - The attacker subtracts 5 from his combat roll Mountains - The defender subtracts 10 from his roll. The attacker subtracts 15. Cities - The attacker subtracts 15 from his roll Fortified Cities- The attacker subtracts 30 from his roll The winner of the combat is the one who inflicts the most damage. If the loser survives, he must retreat one hex toward a friendly city. Wild Events: After each battle roll 1 D4. If a 1 is rolled, then something out of the ordinary has occurred to affect the combat. Draw a card from a standard poker deck, with jokers removed. Numbers (ace - 10) Diamond: The winner loots the loser's baggage train and finds valuables. Multiply the value by 5 and add that value to the player's stockpile. Hearts: Many of the "casualties" of the battle were actually deserters. Multiply the card value by 5%, and multiply that number by the number of deaths. Restore that many troops to both sides. Use the original casualty figures to determine who won and lost the battle. Clubs: Especially bloody battle. Multiply deaths by 5% times the card value. This will give you the number of extra casualties to subtract from both armies. Use the original casualty figures to determine who won and lost the battle. Spades: The losers fight tenaciously, shedding blood for every inch of ground they give. The winner's casualties are increased by 5% times the card value. Use the revised casualty figures to determine who won the combat. Jack of Clubs: The loser's general is killed in battle, assuming the losing army wasn't already decimated. The army must appoint a new general by heading to the nearest city. Queen of Clubs: The survivors of the losing army (if there are any) are completely routed. The army disbands and the survivors immediately head to the nearest city with no "down time." The army's general is lost. King of Clubs: The King's son was a part of the losing army, and he was killed in battle! All of that side's armies must immediately head to the nearest city for a period of mourning. Once they have spent one turn in the city they may leave again. Jack of Diamonds: The loser's general is captured! The losing kingdom must pay 25 resource points in ransom or he is killed, with results just like Jack of Clubs. Queen of Diamonds: If any losing units survive, there is a 50% chance for each unit that it will go mercenary and join the winning side. The winning side can either accept the new soldiers and begin paying for them starting at the next purchase season, or they can ignore them, in which case the mercenaries head to the nearest city not owned by their original player to offer their services to that player. In a 2-player game they will simply be lost if the winner doesn't want them. King of Diamonds: The King's son was a part of the losing army, and he was captured! The winner can either execute the prince (causing the results in King of Clubs) or can ransom him

back for 50 resource points. If the ransom is not accepted, you can take the prince back to the nearest city and hold him there. While you hold him, that opponent cannot attack any other cities. Once he captures that city from you then the prince is rescued and things return to normal. Jack of Hearts: In a surprise raid, the defenders (if any of them survived the fight) capture the winning general. The winning side must pay 25 resource points to ransom him back, or he is executed and the army must retreat to the nearest city to have a new one appointed. Queen of Hearts: The losing king is able to use the loss as a way to raise support for the army. The losing side gets an extra 25 resource points next purchase season. King of Hearts: Even though such love is forbidden, the daughter of the winning side's King sneaks off and marries one of the losing side's King's sons! (or vice versa, if you prefer) There is a 75% chance that the two sides will declare peace once this event becomes known. If this is a 2player game, then there will be a 10-turn hiatus of hostilities (if peace is declared, of course) and all armies must return to cities, just as if a campaign season had ended. Then the kings find another reason to fight and the war starts again. If a multi-player game, the two kingdoms will be at peace for the rest of the campaign year, at a minimum (more if they want). Jack of Spades: If the losing army has any survivors, they mount a surprise raid on the winning army's supplies, destroying them all. The surviving army must return to the nearest city to be restocked. Queen of Spades: A beautiful young maiden of the losing side's Kingdom raises up arms for her country against their foes. Immediately recruit a 50 point army with a General of ability level 4, starting it at any fortified city. King of Spades: Drawn by their plight, a 75 point mercenary band joins the losing side's army for free, starting at the next purchase season. They will start at any city. Combat example: The attacker has an army worth 250 points with a level 2 general, and the defender is worth 200 with a level 1 general. The defender is in some hills, so that will affect the attacker s rolls. The attacker rolls a 30. The hills subtract 5 from his roll, so he has a 25. The defender rolls a 45. The attacker uses his general's ability to reduce his opponent's score, dropping it to 35. The defender uses his general's ability to increase his score, raising it to 40. The attacker inflicts 25% x 250 = 62.5 (rounded down to 62). 62 points. The defender inflicts 40% x 200 = 80. 80 points. The wild event roll is a 4, so no event occurs. The defender wins the combat, and the attacker retreats one hex toward the nearest friendly city. The attacker has (250-80) 170 points left in his army. The defender has (200-62) 138 points left in his army. Generals can increase in experience over time by fighting battles. If a general fights a battle and wins, he gets 0.5 points. If a general fights a battle and loses, he gets 0.25 points. Once a general has enough points to equal his current ability score, he can trade them in to move up to the next level. There is no upper limit on a general's ability. The board is set up before the game according to the following rules: Each hex represents one week's marching distance.

There are no fixed requirements for how the board is set up. Playtesting has shown that it works well for each kingdom to be set up in a 10 x 10 area with 3 regular cities and 2 fortified cities, one of which is the capitol. If the capital falls, that player is out of the game. His remaining field armies will retreat to the nearest cities and hole up for the rest of the game. Terrain is set up however the players like, though try to be fair about it. Each regular city starts with a garrison army of 50 points. Each fortified city starts with a garrison army of 75 points. There is no minimum defensive force for a city. Each player also starts with extra points with which to build as many field armies as he wants, keeping the size limits in mind. The number of points available for extra armies is equal to the number of garrison points you start with. So, for example, if you use the basic setup you will have 300 points to spend. These field armies will begin play outside of a city, with one army to a city. All armies move 1 hex per turn. There can be no more than 500 points of troops in any city. Armies cannot share the same hex without merging. Armies can merge in any way they want as long as the army is not over 500 points. Sub-sections of an army can be broken off at any time, as long as they are not smaller than 50 points. If two armies merge into one, the general with the highest ability rating takes command. The other general will reside inside the army, and if a sub-army is broken off of the main one he will be assigned to command it. If there is no pre-existing general in an army and a sub-army is broken off, then that army's general has a rating of 0 until returning to a city to get a real general assigned. There are two seasons during the game. The campaign season, which runs roughly from mid Spring through mid-autumn, and the off-season, which consists of parts of Spring and Autumn and all of Winter. The campaign season runs for 30 turns, which each turn representing a week. The game begins at the beginning of a campaign season. At the end of a combat season, all armies must return to cities. You can ignore distances between the armies and the cities for this- just put the armies wherever you want to for the offseason. At the start of the next campaigns season, the armies will once again start outside of their city, along with any reinforcement purchased for them or taken from the city garrison. After every 10 weeks in a campaign season, you get resource points from your cities. All cities produce 10 resource points, with the exception of a capital, which produces 20. These points can be spent immediately to purchase new units, which appear in any city (as long as at least a 50 point army will be the final product),- or they can be stored indefinitely and spent in a later resource stage (e.g. end of 10 week period). There is no limit to the number of resource points that can be stored, or to how many can be spent at any one time. Mercenaries can be purchased at the end of every campaign season. The mercenaries become available at the end of the off-season. To find if mercenaries become available, roll 1 Dl0.

If you roll a 1, 2, or 3, then you can purchase up to 100 points of mercenaries. These can either make their own army (with a 50 point minimum, of course), or be merged as desired with existing armies. Mercenaries cost half their regular price to hire. However, after each 10 weeks of the campaign season, you have to pay them off. For each mercenary group (either a whole army or a contingent inside an existing army) roll 1 Dl0 and consult the following chart: 1 The mercenaries swear allegiance to you forever and you don't have to pay them anymore. 2-3 The mercenaries demand 1/8 of their regular cost in payment (round the total up) or they will leave. 4-7 The mercenaries demand 1/4 of their regular cost in payment (round the total up) or they will leave. 8-9 The mercenaries demand 1/2 of their regular cost in payment (round the total up) or they will leave. 0 The mercenaries refuse to work with you anymore and leave. When mercenaries are part of a larger unit involved in combat, you need to be able to determine how many of the casualties are taken from the mercenary contingent. First determine what percentage of the army is mercenaries. Then round this figure to the nearest quarter. For example, if mercenaries are 30% of your army, round to 1/4. If they are 40% of the army, round to 1/2. Use the quartile figure to determine the number of casualties taken by the mercenaries. For example, if you were using the 1/4 percentile and the army took 100 points in casualties, the mercenaries would take 1/4 of that, or 25 points. Example of mercenaries: Player 1 purchases 80 points of mercenaries and puts them into one of his existing armies. After ten turns, Player 1 checks to see how much money the mercenaries demand to keep fighting. He rolls ldl0 and gets a 3. A 3 means he must pay l/8 of the irregular cost. He has 80 points of mercenaries, so 80 times l/8 is l0. Therefore he must pay l0 resource points to keep the mercenaries. During the next ten turns Player l's army takes some casualties. He now has only 50 points worth of mercenaries in his army. At the next purchase season, he checks again to see how much money his mercenaries want. He rolls 1 Dl 0 and gets an 8. An 8 means he must pay 1/2 of their regular cost. He has 50 points of mercenaries, so 50 times 1/2 is 25. He must now pay 25 resource points to keep his mercenaries. Optional Rules for Customizing the game This rules set was originally envisioned as a campaign tool for a City State Warfare campaign. Upon playtesting I determined that it would be better to make the system itself as generic as possible so it could be applied to a number of separate game systems. Therefore, it should be easy to customize the game to your particular system. I will give two examples of this using the game systems City State Warfare and Warhammer Fantasy Battle. For City State Warfare, you simply use the army point values as given to build your armies with, using the values per unit in the rulebook. You do not have to use all of the points given to you,

but any points you lose are gone forever. Also, you should have at least 1 leader per 20 units. Lastly, one of the leaders should be designated as the army general. When combat occurs, you can either play out the battle using the actual City State Warfare rules, or you can use the campaign combat system to determine the outcome. If you don't play out the full game, you will still need to determine casualties among the units in the army. I recommend doing this completely randomly and rerolling the first time any leader is rolled (i.e., you have to roll the leader twice for him to die). Make sure you kill enough units to cover the number of points you lost, even if you end up having to remove more points than normal. Also, if the general dies, then the army will have to retreat to the nearest city to have a new one appointed. If you do play out the combat in full, keep in mind that either side can attempt to retreat from the field if they think they are losing and want to survive. Then total up the surviving units on each side and record the new army totals. Victory is still determined by who inflicted the most kills, unless you come up with more logical scenario goals. If you use the casualty tables, you will get some soldiers back from each unit you lost. These will head towards your nearest city. To determine how long it takes them to get there, use the time given to you in the casualty table, with the following exception. Count the number of hexes between the battle site and your nearest city, including the city but not the battle site. Divide that number by 2. This gives you the minimum number of weeks it takes the survivors to reach the city. Also, keep track of the survivors per unit type. Enough survivors must make it back to form a complete unit type, otherwise you can't use them. For example, let's say you lost 5 units of heavy infantry in a battle. Each unit consists of 20 soldiers. The number of survivors per unit are 8, 4, 14, 10, and 8. This totals up to 44 survivors. Over a number of weeks these survivors make it back to the city. These survivors can be reformed into two new units of heavy infantry with 20 soldiers each. The remaining 4 soldiers are unusable and are lost. Realistically they would be put into a new unit of heavy infantry but you still have to pay the full price for the unit. Another consideration is the experience of the units. You can assume that all of the units you start the game with are Experienced. Any new units that you hire will be Green, except for mercenaries which will be Experienced. Experience can be gained through the normal method of surviving battles. This includes reformed units (see above example for a reformed unit. If all of those 5 destroyed units were Veteran, then they would form new Veteran units).

If you were playing Warhammer Fantasy Battle you would have to change things a little more. First, I would multiply the points given to the players in the initial setup by at least 10; possibly more. Second, I would apply standard tournament rules; though I might allow one or two special characters if I felt like it. If you had an all-cavalry force (including flyers) I would let that army move 2 hexes per turn on normal ground or hills. Mountains and Woods would still be 1 hex per turn. You should probably play out on the table top all of the battles in the campaign. The reason for this is due to the fact that Warhammer battles tend to be "to the death" affairs, a condition which the quick baffle system does not take into account. When setting up the terrain, try as best as you can to simulate the terrain they are fighting in. If attacking a city use the siege rules.