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Campaigns

This period of history lends itself to a series of linked battles and as such is perfect for a campaign. This
campaign system is based upon that detailed in the ‘El Cid’ WAB supplement, and contains little paperwork with
players fighting as many battles as they like. The campaign uses no map movement but the map at the end of the
Campaign system shows the large area that these armies fought across. To make your campaign even more
interesting your group may want to use map movement, I suggest the rules published by the US hobby team in
Warhammer ‘The General’s Compendium’, adapted to a historical setting of course or the old GW ‘Mighty
Empires’ campaign system.

This campaign system is based around the continuous warfare that plagued the Polish-Lithuanian
Commonwealth from 1648-1673, the beginning of the great Cossack revolt to the defeat of the Ottoman army at
the second battle of Chocim by the Poles under Sobieski in 1673.

Armies
The campaign is intended for armies starting at 2,000-4,000 points, our group likes larger battles so our armies
started at 4,500 points which gave an excellent feel to the campaign and encouraged gamers to collect and paint
even more miniatures. If you play with armies 1,500-3000 points I suggest that you use the Mercenary table
unchanged, but for armies over 3,000 points multiply the point value by 1.5. Therefore a D6 roll of 3 gives you a
free mercenary unit worth 200 points which would become 300 points in a campaign using armies of over 3,000
points.

The armies chosen must follow the army lists and only use those allies that are detailed can be used. The period
of the campaign is up to you and should reflect the available miniatures. The following campaigns and armies
are just some suggestions:

• 1648-1654 Cossack Rebellion: Cossacks against Polish.


• 1654-1663 Muscovite Invasion: Polish against Cossacks and Muscovites.
• 1655-1660: The Deluge: Polish, Lithuanian Rebels, Swedes, Brandenburg Prussia, Austrian, Danish,
Cossack, Muscovite and Transylvanian armies are all involved. Throughout this period of history
several armies changed sides, such as the Brandenburg Prussians and Lithuanian Rebels.
• 1660 Austrian-Ottoman War: Austrians against Ottomans.
• 1672-73: Chocim Campaign: Polish against Ottomans and Cossacks.

If you have the player numbers a campaign based upon the Deluge period is fantastic fun, it contains all of the
armies apart from the Ottomans who if you have the figures can be added. The Ottomans were keen to take
advantage of the anarchy existing in the Polish-Lithuanian Commonwealth caused by the Swedish invasion. So
chose your campaign and armies and get gaming.

Fighting Campaign Battles


Players are free to fight each other as often as they like, representing the many raids, skirmishers and set battles
fought by all sides in the dark forests and open steppes that existed within the borders of the old Polish-
Lithuanian Commonwealth. Play any of the agreed scenarios within the main WECW rulebook and you can also
play the three scenarios within this book, which give a specific feel for the period. After the scenario has been
played add up the Victory points, including terrain objectives and work out the campaign results:

A Bloody Standoff: If won or lost by up to 100 VPs, both sides make one roll on the Campaign table.

A Close-Run Battle: If won by 100-700 VPs, the winner rolls twice on the Campaign table, and chooses the
result of his choice. The loser gets the winner’s rejected option.

A Smashing Victory: If won by 700+ VPs, the winner rolls twice on the Campaign table (re-roll if you roll the
same event). The loser rolls once on the Campaign table.
Campaign Table
2D6 Results

2.3 Events-You now have an event on your Army roster. The event is not rolled on the table until directly before
your next battle (after you have selected the scenario but before setup). When you are ready to do this roll a
D6 on the Events table with your opponent present.
4.5 Religious Favour-You have carried out an act of Piety. Roll a D6 immediately and check the results against
the Religious favour table.
6.8 Spoils of Battle- Your soldiers have looted something of value or have improved their training. Roll a D6
immediately and check the results on the Spoils of Battle table.
9.10Mercenaries- A group of famous but unruly soldiers has joined your army, they come for pay and plunder
and will only stay for the next battle. These soldiers are selected from one of those units listed in your allies
section and can re-roll all their misses in a round of Hand to Combat once per game. Roll a D6 and
immediately check the Mercenaries table.
11-12 Intrigue- Your spies have been busy and your Machiavellian schemes have come to fruition, you now
have Intrigue on your army roster. Intrigue is not rolled on the table until directly before your next battle
(after you have selected the scenario but before setup). When you are ready to do this roll a D6 on the
Events table with your opponent present.

Events (Roll D6 directly before next battle)


D6 Results

1-2 Internal Disputes- There is dissent amongst the allies present in the army of your foe. All allied units in
your opponent’s army must roll a D6 when they first wish to move, a roll of 1 means that they cannot
move or shoot that turn. They can defend themselves if attacked but will not counter-charge. Those units
who pass the test are free to move for the remainder of the game.
3-4 Plague- A single unit from your opponents army is suffering symptoms of a disease which has affected
their ability to fight. Roll a D6- if the score is 1-2 you choose the enemy unit that is affected otherwise
your opponent chooses. The affected unit counts as having their Strength and Toughness reduced by
-1pt for the duration of the game.
5 Old Wound- A single character from your opponent’s army is suffering from the effects of an old
wound. Roll a D6-if the score is 1-2, you can choose which character is affected, otherwise your
opponent chooses. The character affected counts as having his Strength and Toughness reduced by-1 pt
for the duration of this battle only.
6 Brush with Death- A character from your opponent’s army is suffering from the effects of a brush with
death (fall from a horse, weapons accident etc). Roll a D6-if the score is 1-2, you can choose which
character is affected, otherwise your opponent chooses. The affected character takes D6 automatic hits
at Strength 3, no saving throws are allowed. If the result means that the character has lost all their
wounds, then the unfortunate character has died just before the coming battle and cannot be replaced. If
the character has sustained some wounds but enough to kill them, then they have escaped their brush
with death, but must start the forthcoming battle with their wounds reduced by the appropriate amount.

Religious Favour (Roll D6 immediately)


D6 Results

1-2 Favour of the Church/Mosque- The religious establishment is keen to help the war against the
unbelievers and sends you a Bishop/Minister/Qadi to assist you in the next battle. You may field one of
these characters (as appropriate to your army list) at no additional points cost in your next game (this
includes any horses or equipment that the character may require).
3 Holy Banner- You are presented with a Holy Banner by the religious establishment. Your Battle
Standard Bearer’s area of effect is increased to 18’’. The banner lasts until captured in combat.
4 Holy Relic- Your Army General is favoured by the religious establishment, and is sent a gift of sacred
value. This increases his reputation and area of effect to 18’’. This lasts until the Army General loses a
battle or is killed.
5 Faith- Your religious adviser delivers a rousing speech that inspires your men into action, confident that
God is on their side. Once during the battle, you may add +1 to any combat result. You must commit
your bonus before fighting the combat-not afterwards. You cannot use the bonus to boost a combat
result once you have fought.
6 Favour of Mohammad/Vision of St George- Your General clearly has divine favour and inspire his
troops to feats of great courage. Once during the battle, one unit within 12’’ of the General may
automatically pass any leadership-based test, the unit does not need to roll.

Mercenaries (Roll D6 immediately)


D6 Results

1 You may take an allied unit (from your allied list) of up to 100 points in value for no points cost. This
unit will fight in your army in the next battle only.
2 You may take an allied unit (from your allied list) of up to 150 points in value for no points cost. This
unit will fight in your army in the next battle only.
3 You may take an allied unit (from your allied list) of up to 200 points in value for no points cost. This
unit will fight in your army in the next battle only.
4 You may take an allied unit (from your allied list) of up to 250 points in value for no points cost. This
unit will fight in your army in the next battle only.
5 You may take an allied unit (from your allied list) of up to 300 points in value for no points cost. This
unit will fight in your army in the next battle only.
6 You may take an allied unit (from your allied list) of up to 350 points in value for no points cost. This
unit will fight in your army in the next battle only.

Spoils of Battle (Roll D6 immediately)


D6 Results

1-2 Looted Weapons- One unit within your army may be equipped with pistols and carbine free of cost.
The unit may only take this free upgrade if they are allowed to by the army list.
3 Seasoned Warriors- You may add +1 to the Leadership and Initiative scores of a single unit in your
army (to a maximum of Ld9 and I4). This lasts until the unit is destroyed in combat.
4 Battle Scars- You may make a single unit in your army Stubborn-this cannot be applied to any
skirmisher unit. This lasts until the unit is destroyed in combat.
5 Weapons Training- You may add +1 to the Weapon Skill and Initiative of a single unit in your army (to
a maximum of WS4 and I4). This last until the unit is destroyed in combat.
6 Veteran Warriors- You may make a single unit within your army into Veterans-once per battle, this
unit may re-roll all its failed melee To Hit dice once per game. This lasts until the unit is destroyed in
combat.

Intrigue (Roll D6 directly before next battle)


D6 Results

1 Inside Information- You have a contact in the enemy’s camp and he betrays their order of battle for the
coming engagement. Your enemy has to place his army first and he places 2 units before you place your
first unit.
2 Bribery- A single unit of allies in your opponent’s army has started negotiations with your agents and
may not be as reliable in the forthcoming battle as your opponent would wish. The unit must roll a D6
when they first wish to move, a roll of 1-3 means that they cannot move or shoot that turn. They can
defend themselves if attacked but will not counter-charge. Those units who pass the test are free to
move for the remainder of the game.
3 Scandal- Your ruler or general has become involved in a moral scandal. The army commander has his
Leadership reduced by 1 point for the forthcoming battle only.
4 Assassination- A conspirator in the in the enemy’s ranks tries to slay an enemy’s character on the eve of
battle. Pick an enemy character as the target. Roll a D6 to see whether your assassin has managed to get
past the targets bodyguard: 1-2 (1-3 if the Army General) the assassin is discovered and killed: 3-6 your
assassin reaches the target. The assassin strikes D3 automatic hits against the victim at Strength 6 (with
no armour saving throw). If slain, the character is removed from the enemy’s army; if wounded he starts
the game with the number of the wounds inflicted by the assassin. If the general is slain then the
following battle is fought with a character who takes his place, but this character does give any
leadership bonuses throughout.
5-6 Ambush- A crack force from your army has out-scouted the enemy and placed themselves into an
ambush position. At the beginning of the battle, before any units are placed, you may place one unit into
an ambush position. The unit must be outside your opponent’s deployment zone and at least 8’’ from
this. Write down where the unit is hidden: a wood, village or the reverse side of a hill etc (be realistic
about this, a small group of rocks cannot hide a cavalry regiment). You must deploy your unit when
enemy forces are within 8’’, you may deploy them earlier if you wish. Whilst in ambush the unit may
move, charge, fire and attack normally, if they can see the target unit. Whilst in ambush the unit is
immune to all physiological tests.

Ending the Campaign


Playing a limited number of battles in your campaign (5-8 games each) will ensure that gamers stay interested
and motivated. It is up to you how you end your campaign but a large battle involving all or most of the players
is a good way to end on a high note. Alternatively the two players who have won the most battles form alliances
with their historical allied armies and play a large game to decide the winner of the campaign. If using either of
these final battle options try to keep the points values of the two opposing forces even.
Scenarios for the Deluge
Scenario 1: To the Rescue
Many battles and skirmishes during the Deluge period where purely cavalry affairs, large distances and towns
and fortifications to be protected by the slow foot soldier meant that even the Swedish army relied upon their
mounted arm. This scenario attempts to simulate one of the hundreds of skirmishes and battles that occurred
within and on the periphery of the embattled Polish Lithuanian Commonwealth. It could be a raid by one side to
capture a baggage train carrying ammunition and provisions that has fallen behind the main army, which was a
common occurrence on the poor roads or an attempt to take and ransom the coach of an important Magnate/
Boyar/Hetman/Official or General, the choice is yours depending on what pieces you have in your collection.
The other side of course is attempting to stop the raid and get their precious cargo away from harm.

Table and deployment: The table should be at least 8x6 foot for a 2,000 point aside game. The game differs
from normal deployment by being played down the length of the table, e.g. both players set up along their 6 foot
length no more than 12 inches in (see map). In the centre of the table there is a small collection of buildings
which contains the baggage train or coach. The rest of the terrain is set up in any mutually agreeable manner; just
ensure that the deployment zone of both sides is relatively free of scenery. Try to choose the terrain to represent
the part of the Polish Lithuanian Commonwealth your scenario is set in; the open steppes of the Ukraine, the
wooded and marshy terrain of Lithuania and a myriad of other types present in the huge area. Remember the area
of conflict within these lists were vast and cover nearly all types of geographical features. I highly recommend
that you go to the ‘Perfect Captain’s’ homepage and download the maps there for the Ukrainian campaign during
the RCW (leave out the train lines of course and don’t get sidetracked and start thinking you are Doctor Zhivago,
that’s next years project).

72 inches/6 feet
12 12
inches inches

Town

Armies: This is a purely cavalry/dragoon battle of equal points, for this sized table I recommend a 2,000 point
aside game. Armies use only their cavalry and dragoons from their armies ensuring that they adhere to any
limitations in their respective lists (don’t turn up with 2,000 points worth of Swedish Dragoons). The armies can
only take a maximum of 10% of their points cost in characters, no army is to have an army standard bearer and
the Swedish force must take their king, Karl X who excelled and enjoyed this type of warfare tremendously.
Both armies start the game mounted and only dragoon units may dismount and use their normal rules (they have
to move mounted for at least one turn towards their objective). One side plays the rescuers and the others are the
raiders, it doesn’t matter who is which because they both have the relatively same objective, to capture/rescue
the wagons/coach and get it safely off their starting table edge.

Turns: The game should last for 6 turns or until one side get the wagons/coach of the table.

Who goes first: Roll for who goes first, however if any side possesses nomadic cavalry they do not get a free
march move at the start of the turn, both sides have turned up at the same time and surged towards their
objective.
Special Rules: The coach/wagons start the game in the middle of the small town, exactly the same distance from
either end. The guard of the coach/wagons has presumably lost contact/runoff from their charge and the
objectives are defenceless.
• To capture and take control of the coach/wagons at least 4 figures from a unit has to make contact
with the base and in their following movement turn the unit and the coach can be driven towards
their deployment baseline. The capturing unit stays with the coach/wagons and no figures may be
more than 4 inches away from it/them, they are considered to be formed up around it whilst
escorting their prize but do not gain any rank bonuses (standard, musician and leader bonuses still
count). The coach/wagons move a maximum of 8 inches per turn and cannot march move.
• The enemy can capture/recapture the coach/wagons in exactly the same manner but they of course
have to defeat the escorting unit.

Victory: Unless one player concedes the game continues until the coach or wagons have left the table or are
securely in the possession of one or both players (possible with numerous wagons).
• The coach is worth 600 VP points to the side that gets it of the table or is in secure possession of the
model, if you are using wagons I suggest 3-4 models at 150-200 VP points each.
• Each enemy unit or character either destroyed, fleeing or having fled the table-Victory points equal
to the points value of the unit or character.
• Enemy General slain, fleeing or having fled the table-100 extra Victory points.
• Each unit standard captured-50 Victory points.

Post Battle campaign rolls: After the battle decide the victor and the size of their victory and go through the
campaign table in preparation for your next game amidst the chaos of the Deluge.

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