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Tactical Scenario Campaign RulesThese are my lightweight rules for a simple but fun campaign that's especially designed for groups that have a hard time getting together, have members that occasionally go AWOL, are likely to have new members joining part way through, have some members that play much more regularly than others, want to play a campaign game whenever they can get together, enjoy multiplayer battles, and want to be able to use lots of their miniatures when they do. If this describes your gaming group, then these rules are for you! This flexibility comes at a cost: there's no map of the world, there are no troop placements that change from turn to turn, and there's no gradual development of armies or fortifying. On the other hand, you'll always be playing interesting battles. In the TSC, the scenario is determined by a competetive, tactical pre-game that determines the location and circumstances of the battle. These rules offer a zero-sum game (well, very nearly), meaning that for every advantage which is gained by one player from a battle, another player has a corresponding disadvantage. This means that players that drop out for a while, or who can't play as often as other players, will still be competetive when they do get a chance to play. There's also a slight handicap for players that are doing well. (While their success affords them greater possibilities in terms of army selection, controlling a larger empire spreads their forces thinner.) Well, enough of an introduction, let's get to the rules! 2. Battle Setup - Make the Map 3. Battle Setup - Make the Army Lists 4. Tactical Game - Scenario Generation 5. Playing the Battle - Setting up Terrain | |||||
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