Rules for the Campaign July - September.
The winner of the previous campaign declares an attack on
a hex adjacent to one he owns.
The second place player also declares an attack but may
not attack anyone already nominated.
Following the battle, the defender may then declare an
attack and play continues.
Unless agreed otherwise by both players, the Points are :
July 1,000
August 1,250
September 1,500
The campaign ends in September; the player with the most
hexes is the winner.
If the attacker wins they take over the hex
There is no change if the attacker loses or draws.
If a hex is lost and a third army later attacks the same
hex,
the previously defeated defender can play a 600 point
troop only army in this new battle.
They must start in reserve.
If they lose this battle they are wiped out and may not
join in further battles for this hex.
An attacker can’t challenge the same hex before winning
another hex
Attackers have some control over when they attack.
They may choose to roll for night fighting in round one
on a 5+ or 3+ (attackers choice)
The Attacker can select to have the Arial Bombardment
rule (See below)
Only the attacker can use unique characters in every
battle
The defender can only play unique characters in three
battles over the campaign
If a unique character dies they may not be played until
the next calendar month.
The Defender can choose the deployment type as follows:
The defender can choose to be highly mobile
This means that all Heavy Support units must start in
reserve.
The Defender can also select to have the Arial
Bombardment rule
The missions are otherwise setup as per the Handbook.
Or
The Defender can choose to fight from a static location
The Defender places all the terrain and sets up first
Objectives are placed alternately starting with the
Defender
The Attacker has the first turn but the defender can
seize initiative as normal
In addition the defender can select to have Constructed
Defences
The Defender can also select to have the Arial
Bombardment rule
The missions are otherwise setup as per the Handbook
Constructed Defences
The Defender must select not to play Elite units (They
are away setting up defences)
or any Elite units that they do play must start in
reserve (They get back just in time).
They gain one of the following random fortifications /
Stratagems
1 Ammunition Store. One object is used as the
Ammunition Store.
All units within 12” may
re-roll to hit.
2 Medicae Facility. One object contains medical
supplies.
All units within 12” gain the
Feel No Pain special rule.
3 Concealed Deployment. Place four markers on the
battle field. Up to three units can be hidden at one of these locations or they
may outflank instead. Write down the location or “outflank”. Each enemy unit
can detect if a unit is hidden at a range of Initiative +1D6”.
Hidden units can’t be
targeted.
4 Booby Traps.
All area terrain is dangerous
for the attacker and any, already, dangerous terrain effects them on a 1 &
2.
5 Communications Tower.
The defending army can Re-roll
for reserves and ignore night fighting penalties.
6 Fortifications
The defender gains an Aegis
Defence Wall
Arial Bombardment
The Attacker or the Defender must select not to play Fast
Attack units
or any Fast Attack units that they do play must start in
reserve.
The Defender can roll for reserves to gain a bonus attack
with the following rules
Range unlimited Str 6
AP - Heavy 1, Large Blast, Full
Scatter
This attack will always scatter 2D6”
The Attackers bombardment occurs after deployment and
before movement in turn one.