Simple (in theory) CtA campaign

By MortenOlsen, in Battlelore

I've come up with an idea, how to create a BL campaign using CtA. Notice that the rules haven't been playtested yet.

First create a campaign track. The track should be single line or row with an uneven number of dots or squares on it. At the beginning of the campaign, a marker should be placed at the halfway point on the track. Whenever a player wins a battle, the campaign track should be moved 1 spot closer to the loser of that battle. If ever the campaign track reaches one of the ends, then the winner of the campaign has been found. I suggest using 11 squares for the campaign, requiring 5 wins in a row to win the campaign.

Then choose sides (pennant or standard) and take all the deployment decks associated with the chosen side. Also at this point a scenario should be chosen by agreement. Then each player shuffles his deployment deck and draw two times the normal amount (8 for a standard game 10 for epic) of cards. Note on a campaign sheet the cards drawn and the units on them. All units indicated on those cards are in that players army. Each player should then select the usual number of cards (4 or 5) and deploy the units as usual.

When this has been done, the war council should be called using the normal rules. Note the make up of each players council on the campaign sheet.

After agreeing upon the number of specialist cards to be used in the campaign, each player then selects a number of specialist cards using the normal rules. Note the cards chosen by each player on the campaign sheet and remove the chosen cards from the game. If a specialist card calls for a new unit to be deployed and/or replaced this should be noted on the campaign sheet as these changes last for the duration of the campaign. Also note the placement of these units on the campaing sheet.

Then play the battle as usual.

When the battle is over, start by moving the campaign track towards the loser of the battle.

Then each player tallies their losses. Start of by removing any lost units from the army list. Then combine units of less than full strength of the same banner color and type to create unit of full strength. IAfter this if any units are of less than full strength note it on the campaign sheet.

Each player can then try to recreate as many deployment cards as possible using all the units in the players army (ex. the pennant player lost 2 units of red swordsmen from the card A3 during the battle. But the player has not used the two red swordsmen on the cards B6 and C3. If the player so chooses he/she can then transfer the two red units to A3 removing them from B6 and C3 and from his army list). If all units on a deployment card are dead, then the deployment card is returned to the pile of unused cards (ex. a player lost 2 blue cavalry, a red swordsman and a blue swordsman during a battle or by transfering units after the battle, which corresponds to the pennant card B6. If the player so chooses he should then return B6 to the pile). If specialist units corresponding to the make up of a specialist card are destroyed, then the specialist card is returned to play in the pile.

After this both players receive reinforcements. A player can choose between restoring 1 unit of his or hers choice to full strength (incl. specialists) or gaining a new unit. If the latter is chosen the player draws a deployment card from his deck of unused cards and his opponent selects the unit gained. That unit is then added to the army list and a deployment card of choice. After 4 battles (1 month) a player can heal 4 units to full strength or gaining all the units on the drawn card. If is behind on the campaign track (i suggest on the 3rd square from the end), then the weekly gains are doubled as reserves are closer by.

Then both players can change their war council. A player can change 1 level per week (battle) (ex. a player with a lvl 3 cleric wishes to gain a lvl 3 warrior instead. After the first battle, the player removes 1 lvl from the cleric making him a lvl 2 cleric and adds it to the warrior gaining a lvl 1 warrior instead. After the 2nd battle another level can be removed from the cleric and added to the warrior). The same rules apply for monsters, if a player wishes to deploy a monster a level has to removed from another member of the council.

A new map should then be chosen. This time its the player behind on the campaign track that should select the map, as the battle is taking place in his country.

Each player should then deploy their guards from their available cards, ignoring any units that are dead on those cards and also placing fewer figures in units that are not all full strength.

Afterwards the specialists are called. This time only 1 specialist card is chosen, and the player behind on the track selects first.

Also when placing landmarks the player ahead on the track, can only choose which section of the battlefield the landmark is placed in. The lossing player chooses the spot adhering to the normal rules and the extra rule, that the landmark can't be placed the 2 hexes closest to the edge of the board (Test closest only).

Then play the battle as usual and follow the above rules again until a final winner has been found.

Note on specialist cards:

Bow Upgrade+Archer Stakes - These cards are grouped together and costs the equivalent of 2 selections for both. If all human archers in an army is killed the longbows are lost. If all ranged units are killed, the stakes are also lost.

Kings Allies - Only 1 extra figure can be added to a single unit. This is permanent and the extra figure can be healed as usual. If your warrior level ever changes, the card and extra figures gained through it are lost.

Illusionary Troops - The chosen unit is kept between battles, always healing 1 figure between battles as long as at least 1 figure remain. The unit can't receive reinforcements. If your wizard level ever changes, the card and unit gained through it is lost.

Prayer - After each battle reduce the number of lore tokens gained by 1. After a battle where only 1 lore is gained through this card is lost.

infiltration - After each battle reduce the number of units that you can move by 1. After a battle where only 1 unit is moved by way of this card, discard it.

Vantage Point - This card can't be lost.

Forced Enrollment - This card can't be lost. In an Epic game you may select an additional deployment card and your opponent may choose 2 units on that card, you deploy those as extra reserves.

Mounted Knights - The knight granted by this card have to be placed adjacent to a green banner in all battles. If no green banners are deployed in a battle, the knights must be deployed as reserves.

Clan Chiefs - The restriction on all dwaves in the section apply at all times. If it can't be followed, the chiefs won't join the battle but will remain on the army list.

Note to landmarks:

Warrior Camp - The change is permanent.

Healing pool - The healing has to take place during the battle. The player owning this landmark may place it - not his opponent.

Wizard landmark - The player owning this landmark may place it - not his opponent.

Summoning circle - The player owning this landmark may place it - not his opponent.

I'm hoping to try these rules tomorrow. If anybody tries them, please comment and suggest any changes.

Sounds like it could work, but in my opinion, players should create the terrain randomly. If I'd be losing, I would just hoard up all the hills and forts to my side and be virtually undefeatable. If I remember correctly, there was a terrain generator on battleloremaster.com that works on excel (How cool is that? :P ). Maybe I'll try out your campaign sometime.

Edit: The generator is here http://www.rogercooper.com/BattleloreRandomTerrainGenerator.htm