Wednesday 9 January 2013

Border Princes 14: Army Specific Rules

While we wait to get our first official rolls in for placing HQ territories, here is a final rules update which you will want to bear in mind when choosing your HQ.  Just as every faction has its own special rules which effect the army in battle (e.g. Eternal Hatred, Blessing of the Lady, etc.), so too does each each faction operate differently on a broader scale during the CAMPAIGN PHASE.  Some will help, some will hinder, but hopefully all will add flavour!

Factions are presented alphabetically.

Bretonnians 

Bretonnians value honour and chivalry above all else.

  • They may only break an ALLIANCE by ANNOUNCING THEIR INTENTION TO DO SO and NOT by invading, razing or withdrawing support.
  • If any ALLIES of a Bretonnian realm BREAK their alliance by any dishonorable means (invading, razing, withdrawing support) then for the remainder of the campaign the KNIGHTS of the Bretonnian faction (NOT Peasants) will HATE all the troops of the turncoat faction and will not enter alliance with them subsequently.
  • Additionally, Bretonnian armies are assumed to be made up largely of the many fiefs of the Border Princes which were founded during the Crusades against Araby centuries ago.  As such, Bretonnian forces can use knowledge of the local landscape to gain tactical advantage.  As such, no matter the scenario or other rules, Bretonnian players may always select their deployment zone after terrain is generated, but ONLY in PLAINS, ROAD, RIVER, and BRIDGE sections.  (NOTE, I have toned this rule a bit from the way it appears in the General's compendium - in the GC this rule applies in ALL territories but I thought this was a bit much and not that fluffy - Bretonnians may have been here a long time but I don't see any reason why they'd have brilliant tactical knowledge over mountains, etc. 
Empire

The engineers of the Empire are experts at making battlefield defenses and equipment.

  • When defending a FORTIFIED section, Empire troops may add 250 pts. (rather than the normal 200) to their army lists.
  • Also, when FORTIFIED, the Empire Banner may make an ADDITIONAL roll on the DEFENDED OBSTACLES TABLE in ADDITION to any other defensive objects.  For example, when defending an HQ (which usually allows 3 rolls on the defensive objects table) the Empire Banner may make FOUR rolls on the defensive objects table.
Orcs and Goblins

Orc and goblin Warbosses care little for the health and wellbeing of the individuals in their army and think nothing of driving them through grueling night-and-day treks.

  • ONCE each turn. a SINGLE banner from an Orc and Goblin player may make a FORCED MARCH which enables that banner to MOVE THROUGH TWO MAP SECTIONS.  
  • The controlling player must note which single Banner (if any) will be attempting to force march whn he submits his orders.
  • After a FORCED march is declared, the Orc and Goblin player must roll on the chart below and consult the results.
Orc and Goblin Forced March Table (1d6)

1: Mutiny The troops refuse to obey the general's orders to march through the night.  The banner does not move AT ALL this turn and instead acts as though it received HOLD orders instead.

2-3: Fatigue The banner presses on as best it can, but exhaustion overtakes the troops  The banner can move into one map section only.

4-6: Forced march The banner completes a successful FORCED MARCH.  Move the banner 2 map sections.

NOTEs: 

  • If a DIFFICULT TERRAIN test is failed before the FIRST LEG of a FORCED MARCH, the banner is halted and cannot move at all, regardless of the result on the FORCED MARCH table.  If a DIFFICULT TERRAIN test is failed before the SECOND LEG of a FORCED MARCH, the banner moves only ONE territory and then stops.
  • Orcs and goblins on a FORCED MARCH will only fight foes in the territory where they END their movement.
  • DON'T PASS IN THE NIGHT rolls similarly only apply to the LAST LEG of the FORCED MARCH.
  • An Orc and Goblin Banner on a FORCED MARCH is ALLOWED to take control of MORE THAN ONE TERRITORY (which is obviously awesome).
  • However, a FORCED MARCHING banner may NOT return to the map section where it began the turn (in other words, double back on itself).  While it may be tactically sound to do so under some situations, Orcs are all about forward momentum and get frustrated if they don't feel they are 'makin' 'eadway.'
Warriors of Chaos

Many Chaos armies are more concerned with destruction, raiding and murder than controlling and maintaining a successful realm.

  • Whenever a Warriors of Chaos Banner is victorious in combat, it may attempt to PRESS THE ATTACK.
  • On a 1d6 roll of 5+ the banner may PRESS THE ATTACK and follow the defeated enemy banner into whichever territory it retreats to.  BOTH Chaos and defeated banners are then forced to HOLD in the following turn and fight a battle in the following turn.  DIFFICULT TERRAIN TESTS must be taken as normal and SUPPORT (etc) applies as normal.
  • Note that you CANNOT press the attack against SCATTERED foes.
In the Empire, Witch Hunters and Priests remain ever watchful of signs of Chaos.  In the Border Princes, the powers of Chaos have comparatively free reign.

  • Before each battle, the Chaos player may choose to sacrifice 50 pts from her/his army list to sen AGENTS OF CORRUPTION into the enemy camps and try and convert soldiers to worship of the Dark Powers.
  • AFTER the armies have deployed but BEFORE the battle begins, the Chaos player may nominate ONE unit in his opponent's army to be the target of the agents of corruption.  The controlling player must make a LEADERSHIP test for the nominated unit.  chaos units, characters and units that are Immune to Psychology are immune to the effects of AGENTS OF CORRUPTION.  If the leadership test is passed, the enemy agents are discovered and executed.  If the leadership test is failed, apply the results below depending on whether the Chaos Banner represents CHAOS UNDIVIDED or one of the mono-god armies (Nurgle, Slaanesh, Khorne, Tzeentch).
Chaos Undivided (Marks and Units from Multiple Gods)

Desertion (i.e. conversion to Chaos) depletes the ranks of the unit.  Roll 1d6 for EACH MODEL in the unit (EXCLUDING characters) and on a roll of 1 or 2 that model is removed from play.

Nurgle

Disease weakens the unit.  All the members of the unit (excluding characters) suffer -1 toughness for the duration of the battle.

Slaanesh

Enrapturing visions of unspeakable passions distract members of the unit.  The unit (EXCLUDING CHARACTERS) suffer STUPIDITY for the duration of the battle.

Khorne

Khornate cultists infiltrate the enemy camp to claim blood and skulls for their deity.  Roll 2d6 attacks on the unit at WS4 and S4 with no saves of any kind.  Characters are immune to these attacks.  These attacks DO NOT cause PANIC, as the attacks actually take place hours before the battle begins.

Tzeentch

At the start of EACH of the MAGIC PHASE for the unit's army, make a Leadership test for the unit.  If failed, some of the models fall victim to the horrible warping power of Chaos!  Roll 1d6 for each model (except characters) in a unit.  On a result of 1, the model collapses as tentacles erupt from arms, blood shoots from eyes or flames burst from pores, removing the warped model from play.  If the leadership test is passed, the unit resists the effects and suffers no ill effects that turn.  The effect REMAINS IN PLAY but may be DISPELLED from the second turn of the game (effective casting value is 5).

NOTE: this is the only Chaos ability which actually occurs DURING rather than BEFORE the battle.  As such if the unit loses 25% or more it must take a PANIC test as normal.

Tomb Kings

The relentless nature of the Tomb Kings makes it difficult to pursue and destroy such banners... after all, how do you destroy that which has been dead for thousands of years?

To reflect this, if Tomb Kings banners are MASSACRED they are NOT SCATTERED and just RETREAT as per usual.  Furthermore, if Tomb Kings have no FRIENDLY territory to retreat to and thus would normally be SCATTERED, they may fall back to an UNOCCUPIED ENEMY or UNCONTROLLED NEUTRAL territory rather than become SCATTERED, and in doing so may take control of that territory.  In this instance, the Tomb Kings player may fall back to an UNCONTROLLED NEUTRAL territory on a roll of 3+, and may fall back to an UNOCCUPIED ENEMY TERRITORY on a roll of 5+.  If the Tomb Kings player fails this roll then the army is unable to reform and is SCATTERED as usual.
Note that the Tomb Kings banner is ONLY allowed to use this special retreat move if there are NO FRIENDLY UNOCCUPIED TERRITORIES adjacent to the banner.  The ONLY time a Tomb Kings army is SCATTERED is when it is forced to RETREAT and there are NO UNOCCUPIED territories (neutral or enemy) surrounding it.

[GM NOTE: I have modified the 2nd half of the Tomb King's special rule because it was felt it didn't fit with the way we wanted the campaign to be played.  Specifically:

  • This portion of the Tomb Kings rule means that the Tomb Kings player can actually gain a territory after losing a battle.
  • It also means that the Tomb Kings can actually TAKE A TERRITORY AWAY FROM AN OPPONENT on a turn when they lose a battle.
  • Finally it means that these two ways of taking a territory occur when the Tomb Kings have been cut off from support (ie. surrounded) - it seemed very odd that they should have this benefit when outmanouvered/surrounded.
After much deliberation and a number of trial suggestions, I suggested on the above system because:

  1. It preserves the 'essence' of what the relentless rule is supposed to do.
  2. It preserves a lot of the original rule without having opponents feel that there is NO benefit to outmanuovering a Tomb King's banner - their amazing relentless ability is still terrifying, but not inevitable.
  3. The dice roll mechanic is one used by the Orcs and Goblins in a comparable role.
  4. This ruling remains extremely competitive in comparison to the other special army rules which potentially allow a player to take extra territories (e.g. Orcs and Goblins, Warriors of Chaos, Skaven) and especially next to the other special army rule which involves being massacred (Daemons of Chaos).

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