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Tactical Scenario Campaign Rules

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4. Tactical Game - Scenario Generation

Each side's army is represented by a counter on the tactical map.  At the start of the battle, place the counter on the fortress (the hex furthest away from the enemy's side).  Roll to see who moves first.  Players then take turns moving their counters or keeping them stationary.

While the opposing armies are distant, moving (or not) succeeds automatically.  Even in difficult terrain, an army can stay organized enough that the will of the General is carried out without major incident.

When the enemy is close, however, tactical movement is fraught with uncertainty.  In the borderlands or deeper in enemy territory, maps can be unreliable.  Scouts sometimes mistake enemy diversions for the main battle force, or fail to come back at all!  Enemy raids and harassing skirmish groups can occasionally force an army away from its intended route, or a rash decision might lead a General to attack an enemy diversion.

To represent this, whenever an army attempts to move or remain stationary when the enemy is within three hexes' movement, the player must roll on the following table:

2D6 Result

2-3

Advantaged
The army can move one hex or remain stationary.  The army is Advantaged until the beginning of its next turn.  This still applies on an unmodified roll of 2 or 3 if you are in difficult terrain.

4-8

Success
The army can move one hex or remain stationary.

9-12

Failure
The enemy player may move the army one hex, or leave it where it is.  The army is Disadvantaged until the beginning of its next turn.

When moving over adverse terrain (anything other than plains or hills), there is  penalty to the dice roll.  This is generally -1 for Badlands and -2 for other types of adverse terrain, but some races handle some terrain types better than others.

  Army
Terrain Chaos Dwarves Empire Elves Orcs Kislev Undead
Plains - - - - - - -
Hills - - - - - - -
Forest +1 +1 - - +1 - +1
Islands +1 +1 - - +1 +1 +1
Badlands - - +1 +1 - - -
Swamp +1 +1 +1 +1 +1 +1 +1
Desert +1 +1 +1 +1 - +1 -
Snow - +1 +1 +1 +1 - -
Mountains - - - - - +1 +1

Regardless of the penalty, a roll of 2 or 3 is still Advantaged.

A battle occurs when one of two things happens:

  • The two enemy armies occupy the same hex on the tactical map;
  • An army reaches an undefended village or fortress and declares that it is attacking it.

There are twelve basic scenarioes in the TSC.  If two armies have collided over a village or fortress, the scenario is is Village Pillage or Storm the Walls, respectively. If, on the other hand, enemies have an undefended enemy village or fortress and attacks it, the scenario is automatically Hasty Defense.

If the two armies collide somewhere other than a village or fortress hex, the particular scenario is determined by cross-indexing the organizational status of the attacker (the army that moved) and the defender (the army that was stationary) on the following chart:

  Attacker
Defender Advantaged Moving Disadvantaged
Advantaged War of Deception Desperate Raid Last Stand
Stationary Unseen Enemy Battle Ambush
Disadvantaged  Breakthrough  Surprise Attack Helluva Night

When two armies enter the same hex, the stationary army is the Defending army and the moving army is the Attacking army. This is important, since it determines which role each army will play in the scenario.

Some scenarios have other roles as well, such as the Invading army and the Home army; since the attacker can be either, it is important to keep these concepts clear.

Playing the Battle - Setting Up Terrain >
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