I'm putting together this little piece to help future wargamers get around some of the issues I had playing a mighty empires (1990) campaign with Warmaster rules. This years starting hobby project was to make a board I could use IRL instead of the TableTopSimulator Mod, I've dispersed the photos throughout.
- Espionage and agents, limit the number of Espionage to purchasing 1 of each type except agents which you can have a limit of 2. Spies is also not limited to 1 units, but limited to purchasing once so you still get the regular D6.
The first major issue we had was espionage units, they're really, really good. The first 3 campaign turns we destroyed 4 or 5 major settlements from lucky rolls from saboteurs. - Points values and Purchasing new armies, when purchasing Warmaster armies multiply the Warmaster points by 4 to achieve a proper balance. In our campaign by turn 5 or so we were dropping 3k+ points in a turn on new units and it got away from us. It is much more fun having to spend points sparingly, the challenge is in the lack of resources. We ended up having to split battles into sections and fight multiple smaller battles because I just didn't have the 4k points per side to have a full on bout.
The other thing to think about is Mighty Empires 1990 was designed for Warhammer Fantasy battles, the revenue of several villages was needed to recruit a full unit of infantry or cavalry, whilst in Warmaster several units of infantry or cavalry can be purchased for the revenue of a single village, it just doesn't scale correctly. - Generals and combining banners, When multiple banners join together for a large fight as per the Warmaster rules you can only have 1 General. Our solution was to demote one general to a hero and use the 45 or so left over points to add an extra free unit or magical items to the army. Additionally when a general died we promoted the next available hero into the role of general for free during the reorganisation stage of a turn.
- Playing very large battles, We found it best to split large battles into smaller ones we could play across multiple weekends. The thing to keep in mind is to discuss what happens with each possible outcome before joining battle, for instance we agreed that if we both won a battle there would be a third final battle between the victors, whilst every other outcome we'd follow the normal campaign rules.
- READ THE RULES, we had an awkward moment early in the campaign when the Empire player thought the outcome of a siege was one army withdrew and the other occupied the fortress (Earlier that week I had stressed the need to read the rules thoroughly, he didn't). When he realised it destroyed his army there was an awkward limbo where the Empire player was going to withdraw from the campaign if they lost their army so I ended up agreeing to some very favourable terms for him, but it demonstrated the need to press the issue READ THE DAMN RULES.
- Name Everything, we found it great fun to use the name generator in the book or even make our own names for things, and work out their own little back story ie what race is the village?, what's its name?.
- Have an escape plan, When a campaign begins to wind up its best to look into a nice story to tie up the narrative threads so you don't have to fight more and more one sided and desperate battles, unless that's what you really really want. I would caution against it though, nothing is quite so infuriating as being unable to finish a Mission on a PC game because your opponent has 1 unit hidden on the map somewhere and you spend hours hunting that 1 villager or horse for the same victory you already earnt. Keep in mind this needs to be a collaborative and gentlemanly endeavour and your opponents input is also important, if you lose, you lose and your story should reflect that.
Finally some ideas I was unable to implement in the campaign itself.
ManOwar: though we did squeak out one game in the end with a different player on Tabletop simulator I'd really like to implement ManOwar in the campaign, I went overboard this year and printed Chaos Dwarves, Empire, High elves, Skaven and Orc fleets and will probably do Brettonia and a combined Chaos fleet.
Here are some ideas for implementation:
- 'Fleets' are a 1000 point force of ships, army lists are made up just before battle.
- 'Fleets' can be deployed at the start of any campaign season in any coastal tile with an owned settlement.
- 'Fleets' move 3 tiles per turn
- Banners can be transported and use baggage for subsistence
- 'Fleets' are lost if they lose more than half their points and lose or tie in a battle.
- If they lose or there's a tie they retreat 3 tiles towards the nearest owned settlement using their next turns movement in the process.
- 'Fleets' that win a engagement but lose more than half their points are moved to the nearest coastal city with a harbour and cannot be used for the rest of the year, becoming available next year.
- Captured ships are tallied up, and earn 1 revenue per battle honour at the end of the season.
- 'Fleets' can blockade Harbour by being placed within the owned tile of the city that controls that harbour. Blockaded harbours cannot generate revenue from fleets nor can they recruit new fleets in a blockaded harbour.