Quote:
It's such an easy system to adapt to and really suits a small gaming group as much as a larger one. (although I would welcome any tips you have to make the phases between the fighting campaign more balanced)
Gonna do a translation on the way for the phases we follow in the campaign season. We use exactly the same steps, but we do many things different like baggage. I think it'd be interesting to translate the full thing at some point.
As you know theres campaign season and winter season. Campaign season divided in 6 turns (months) and winter being 6 months played in a single turn. (i go with what i have written in my own rules now):
CAMPAIGN SEASON1- Subsistency: the same i think, although our baggage rules are completely different.
2- exploration: i think it is very different. the banner rolls 2D6 and has to obtain 4+ to explorate succesfully. Then we use modifiers for each terrain feature like mountains which is a -3 to exploration, rivers -1, woods -2, etc. With all the modifiers factored you roll and have to meet the new difficulty, being a roll of 10+ an auto success. Spies in the banner helps this.
3- Movements This is prety much the same.
4- Battles: The most important thing is that we set up scenery to represent as accurate as possible what we see in the strat map we have painted. This gives the players the opportunity to think on how to use enviroment to their advantage and defending armies the chance to set up in favourable places if they have been owning the tile for more than 1 turn. Here go rules about how to deal with scenery and how to represent better what you see in the map.
1st you roll climate, using a table on 2D6 created for it. Then we use the tactical maneuvers table given in the original rules to further up strategic deployment and choose who goes 1st. We also use hidden deploy because this method is much more similar to how ancient battles were fought.
To calculate victor we use the same % system there, but have modified what happens when you lose and lose and scatter.
5- Sieges: We only do this through tables and rolls, although the system is basically the same, i have modified it in a attempt to make it less random and dice dependant. Also have added a table for when defenders comence to starve and attackers rebel agaisnt officers due to lack of baggage.
6 & 7- Raze and reorganization is basically the same. WINTER SEASON: did many modifications here, mainyl removing the excesive RPG, empire morale i think is a totally new feature of our own. which has great influence on the winter events.
1- Troops retire to winter barracks, may have to cross enemy tiles to do this (suffer casualties) and also can choose to spend winter outside in wilderness thus having more casualties.
2-winter events: this is a 3D6 roll modified by your value of ''empire morale'' which can modify from -5 to +3 this roll. goes like this although i wont explain details
-2 revolution (theres a chance that every city/castle rebels)
-1 rebellion (1 city/castle rebels)
0-1 peasant revolt (basically you collect less gold from taxes)
2-3 Plague (all your banners lose troops)
4-5 Rebels! (a rebel banner pops within your frontiers, it will move randomly around and grow if it is not exterminated)
6-9 raids (some of your frontier tiles get raided and thus wont give gold this turn)
10-15 nothing happens
16 special tribute (you make more money)
17 superior earnings (you make more money)
18 abundant crops (other way to make more money).
3-revenue: here we use our on values for revenue from tiles and special landscape features such as mines etc. But basically is the same deal.
4- Construction: Again the same deal, with our own values and buildings. Some self added buildings are watchtowers to help defend your lands without needing an army in every tile, or mountain strongholds to protect the mountain passes.
5-Calculation of empire morale: EMPIRE MORALE------------ 1 2 3 4 5 6-7 8 9 10
Modifier to winter events -5 -4 -3 -2 -1 0 +1 +2 +3
Now, for example, winning a battle adds +1 morale, while losing deducts -2. The death of your king deducts -2. Severe taxation deducts -3 while soft taxes add +1.
There are several more modifiers but i think you get the deal with this. In this step you calculate the new morale of the empire accounting all the things occured during the season and will use this value for the next winter season events.
6- Diplomacy: we have limited this to tracing alliances between 2 players which are very limited to ensure playabilty and the negotiations for captured characters and banners.
7-Recruitment: in addition to buying more troops for your banners, we have added many mercenary regiments which can be bought by players. They are expensive and require annual payment, but can strengthen one weak point of your army.
8-Baggage: buy and distribute baggage. baggage consumption during winter sieges explained here.
9-Banners deployment. Start of the new campaign season.
APPENDICES: We got rules to limit the duration of the campaign and victory points when the turn limit is met. Things that give points are for example the battles won, kings killed, cities conquered, gold and troops owned, etc.
chronologies: It is nice to keep a diary of what happens during the campaign. What we do normally, when we feel specially inspired by what is happening in the campaign, is to write short narrative stories using the characters created for our realm and where we talk about whats happening using the biased point of view of our faction (its a great moment to give as much shit as possible to our rivals too

). Basically military propaganda to exalt our greatness

.
Legendary battles: when a specially epic battle has occured, one where 1 of the sides got a stunning victory or a battle where heroic deeds happened, we mark the campaign map with a symbol and a number and do a quotation of what happened there and the year it happened.
GLORY POINTS FOR GENERALS:
This is the small part we allowed for RPG in the campaign. Basically as the generals of your banners meet certain requirements they gain traits and bonuses which make them more fearsome or...not!
fearsome trait. It works as the general wins or losses battles agaisnt a specific race. For example my elven general agaisnt orcs. 1 victory counts +1, 1 defeat -1, if he ever reaches +3 victories agaisnt dwarves total, he and his unit will begin cause fear to dwarves. This goes up in power as he meets higher values such as +5 or even +10, but theres also the -3 where he will suffer a Ld penalty when fight that enemy.
Glorious trait: Works like the fearsome trait, but counts on total victories for that general, not only 1 specific race. As he goes up in the table he will get increases in Ld range and will even allow leadership rerolls like a BSB, his death in battle however, can be a severe hit for his army.
Cunning trait: When your general reaches a +3 in the strategic maneuvers table that take part b4 a battle he gains this trait. It will allow him to re-deploy 1 unit after both armies are deployed.
Tough trait: When your general has survived wounded 5 battles he gains this trait. he gains +1 wound and can reroll the result in the ''characters death during battle'' table
Tireless trait: A general which spends at least 30 turns in the campaign season in the wilderness will gain this trait. He gains a small buff to his banner movement ability.
Legendary fighter: A general who has won 5 challenges (and survived!) will become stronger. You can choose to gain +1STr +1Ini or repeat to hit rolls for this general. Whatever you choose for him will be permanent until he dies.
Genocide: A general who has razed at least 3 cities/forts after a siege will gain this trait. He gains +1 to the throw to see who wins a siege.
Irreducible defender: A general who has successfully defended 3 sieges. He gains +1 to the roll to see who wins a siege.
Expert attacker/expert defender: when the victory counter in battles where the general was the attacker/defender reaches +3 he gains this trait. The advantage here is for those battles where you are outnumbered where he will neglect the enemy certain advantages for outnumbering him.
Well this is all more or less. Then theres also the racial rules which present the different troop limitations and also certain race specific buildings with their bonuses (for example the HE white tower of knowledge, magic monoliths or vauls anvil, empire abbeys or dwarven temples of grimmir).
Also next monday we will be playing another campaign battles. ill try not to forget the camera this time (last sunday i forgot the camera and couldnt take pics of the clash between both elven and dwarf kings

)