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Campaign Rules

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IronFront Campaign (based on Flames of War: Firestorm Bagration) Contents


1. 2. 3. 4. 5. Introduction .......................................................................................................................................... 3 Background ........................................................................................................................................... 3 Campaign Overview .............................................................................................................................. 4 Campaign Set Up ................................................................................................................................... 5 Rules & Regulations .............................................................................................................................. 6 5.1 5.2 5.3 6. A) B) C) 7. A) B) C) 8. Terrain ........................................................................................................................................... 6 Restrictions ................................................................................................................................... 7 Bonding ......................................................................................................................................... 7

Commander Checklist ........................................................................................................................... 8 Manoeuvre step ................................................................................................................................ 8 Combat Step.................................................................................................................................... 10 After Action Step ............................................................................................................................. 11 General Checklist ................................................................................................................................ 12 Planning Phase ................................................................................................................................ 12 Battle Phase .................................................................................................................................... 12 Strategic Phase ................................................................................................................................ 13 Campaign Conclusion .......................................................................................................................... 16

Summary ..................................................................................................................................................... 17

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1. Introduction
Welcome to IronFront Glimmerwood, a Warmachine Campaign that invokes battles of Honour and Courage! This document serves as a guideline on how to execute and what one can expect from participating in this campaign. For any queries or disputes, please consult the Event Organiser (EO), who holds the final word on anything relating to the IronFront campaign.

2. Background

Glimmerwood lies between Ord, Lael, Ios, Cygnar and the Bloodstone Desert. Although not much is known about this mysterious area, a secret lies deep within and control of this territory could determine the fate of Western Immoren! The Guardians of the Enkheiridion have formed a secret sect, The Calderan League, to safe guard its relic, The Lost Pages of the Enkheiridion. However, a select few are aware of this relics existence and are determined to take control of the relic, hoping to change their personal fate or the outcome to the current Western Immoren wars. As scouts have made aware of Calderan Leagues size and existence, these select few have called for an alliance, named The Gears of Fate, to fulfil their personal agenda. Latest scouting reports indicate that the relic currently lies in Thornheim and the time to seize the relic is now.

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3. Campaign Overview
IronFront Glimmerwood uses a campaign map to show the outcome of your games in the battle for Glimmerwood and also allow Generals to better strategise the teams concerted efforts towards their objectives. All of the important IronFront Mercenaries, fortresses, terrain and objectives of the campaign are represented on the map itself. Duration: 4 Campaign Turns (4 Weeks) Teams: Team The Gears of Fate The Calderan League Requirement 1 General, 4 Commanders 1 General, 4 Commanders

*Each team must elect a Deputy General

The campaign is broken down into 4 Campaign Turns, with each Campaign Turn played each week. A campaign turn consists of a 1) Planning Phase, 2) Battle Phase and 3) Strategic Phase.

Planning Phase
Generals decide on their strategy and tactics

Battle Phase
Commanders execute the Generals plans by playing games of Warmachine

Strategic Phase
Generals reorganize their forces and execute saboteur moves in preparation for the next campaign turn

Each side has a General who is in charge of the strategy. The General devises their plans in the Planning Phase for each of his Commanders to execute. The General then steps into the Commander role and play Warmachine games with his other Commanders during the Battle Phase. Once all games have been fought, the two Generals redeploy and reinforce their armies in the Strategic Phase ready for the next campaign turn. At the end of the Campaign, Victory Points are tallied to determine the Campaign outcome and overall winners.

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4. Campaign Set Up
The campaign begins 4 days after The Gears of Fates onslaught into Glimmerwood and last 4 Campaign Turns. The IronFront Glimmerwood campaign map forms the playing board for the campaign. The map is divided into 4 territories: Plains, Hills, Forests and Marshes. Each area has a Control Indicator to show which side is in control of the area at the start of the Campaign Turn. All fortresses and some areas are highlighted with Victory Points. These are objectives and will determine the outcome of the Campaign. Certain fortresses across the map are also indicated as Supply Depots. These fortresses and the rail lines that link them to the rest of the map are crucial in keeping your troops fighting well. Both sides have a Mercenary Pool where IronFront Mercenaries that have been destroyed are placed prior to being healed and sent back into action.

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5. Rules & Regulations


In addition to Warmachine/Hordes Mk.II Rules and Erratas, the following rule modifiers are used for the purpose of this campaign.

5.1 Terrain
Rules for terrain placement shall follow Steamroller 2014 unless stated otherwise by EO. An average table should contain, but not limited to, five to seven pieces of terrain placed closely enough to eliminate large open areas without unduly constricting movement. Terrain placement should present a choice for the player who wins the starting roll i.e. one sides terrain may be positioned in a more advantageous defensive position. Some territories fought in this campaign are subjected to certain terrain effects as per indicated by the Campaign Map. When a territory fought indicates a certain terrain condition, consult table below for applied game modifier. Terrain Table Terrain Description Hills in this area are steep and difficult to manoeuvre around. Hills Play a game with at least 3 Hill Terrains. Hills are considered Rough Terrain. Dense forests impede Line of Sight. Forests Play a game with at least 3 Forest Terrains. Models in open terrain gain concealment. LOS to models in/out of forest is reduced to 1". Abnormal events take place as swamp waters rise and recede. At the beginning of each turn this effect is not in play, roll a D6. On a roll of 1 or Marshes 2, treat all existing Shallow Water as Deep Water. Then, all non-elevated terrain and non-obstacles are treated as Shallow Water. Deep Water remain as Deep Water. This effect last for one round. Plains The battle is brought to the plains. No Effect.

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5.2 Restrictions
Players are required to choose a Faction of choice and notify the EO during campaign registration. The player can only play with the chosen Faction throughout the duration of the Campaign. Games played in the Battle Phase are limited to 1 Warcaster/Warlock per Player. Unlike a normal Warmachine game, the following models are restricted throughout the Campaign. Restricted List Item Description 1 Non-IronFront Mercenary Solos and/or Units* 2 Character Warjacks/Warbeasts 3 Battle Engine / War Engine & Huge based Warcaster / Warlocks 4 Colossals / Gargantuans
*unless an army based on a Mercenary Contract or a Minion Pact is played

Games in the Battle Phase will be played according to the points listed below. Players have the option to switch their Warcaster/Warlock Character once per Campaign from Week 3 onwards. For the purpose of this campaign, epic incarnations of Warcasters/Warlocks are considered a different version of their original incarnation. Week 1 2 3 4 Points 35 35 50 50 Unrestricted Item 2 Item 2, Item 3 Item 2, Item 3, Item 4 Optional Warcaster/Warlock Switch Warcaster/Warlock Switch*

*only if option not used in Week 3

Any ambiguities to the above will be subjected to EOs discretion.

5.3 Bonding
Non-character Warjacks/Warbeast are applicable to Bonding rules as per stated in the Prime/Primal Mk.II Rulebook. Due to the nature of the IronFront Campaign, the following requirement to establish bonds is used instead.

Established Bond = D6 + 1 for each qualifying battle 6

If a bond is established, refer to the bonding table for appropriate applicable bond. Once a bond is chosen, notify EO for record-keeping.

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6. Commander Checklist
Commanders make up the bulk of the players in an IronFront Campaign. Each Commander fights a Warmachine battle to advance their army on the campaign map according to his Generals bidding. The Commander executes his Generals plans by playing a Warmachine Game in the Battle Phase below.

Planning Phase
Generals decide on their strategy and tactics

Battle Phase
Commanders execute the Generals plans by playing games of Warmachine

Strategic Phase
Generals reorganize their forces and execute saboteur moves in preparation for the next campaign turn

During the Battle Phase, Commanders & Generals are required to take the following steps. A) Manoeuvre step B) Combat Step C) After Action Step

A) Manoeuvre step
1) General Upper-Hand - Both Generals roll for Upper-Hand. - General with the highest roll wins and gains the Upper-Hand. - If the roll is a tie, The Gears of Fate wins. - General with the Upper-Hand chooses a Commander to find an opposing Commander first. 2) Select an Opponent - Selected Commander chooses an opposing Commander. - Commander challenges each other to a game of Warmachine. 3) Roll for Initiative - Both Commanders roll a D6. - Commander with the highest roll wins and gains the initiative. - If the roll is a tie, The Gears of Fate wins. 4) Place Battle Arrow - Commander with the initiative places a Battle Arrow pointing into the territory they are attacking. - If the territory is already under attack by one Battle Arrow, inform Event Organiser of the Battle Arrow Placement. - A Battle Arrow cannot be placed if there are already 2 Battle Arrows pointing into the territory they are attacking.

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5) Remaining Players Select their Opponents - General without the Upper-Hand chooses a Commander to find an Opposing Commander next. - Step 2 4 is repeated. - Process is repeated alternately until a Commander is left with no more opposing Commander to choose. This Commander can skip to the Strategic Phase. 6) Choose IronFront Mercenary - Each player may add up to 1 IronFront Mercenary from the territories being fought over into their Warmachine force. 7) Check for Supply - Any territory connected to a friendly Supply Depot by a continuous rail line through friendlycontrolled territories is in supply. - A territory with an Engineer IronFront Mercenary is in supply if it is adjacent to a territory that is in supply. Any territory adjacent to an Engineer IronFront Mercenary that is in supply is also in supply. - If their territory is out of supply, the Commander rolls on the Out of Supply Table to determine the effect on their force. Out of Supply Table Dice Effect Roll Under1 strength

Description The Force is cut off from reinforcements. All models suffer -1 FA. FA U becomes FA 2. FA C is unaffected. The force feels abandoned. All living warrior models suffer -1 CMD. With the exception of warcaster/warlocks and their battlegroup, Fearless living warrior models are considered not Fearless and make CMD checks at CMD 10. Models are not affected by Terror/ Abomination if the origin is from its own unit. Shortage of food and fuel threatens the force. All models suffer -1 STR. Fatigue sets in and the force does not recover. All models suffer -1 DEF. The force does not have enough materials to repair damage dealt to armours from the previous battle. All models suffer -1 ARM. The force have accepted their fate and are resolved on fighting to the death! All models gain +1 MAT and +1 CMD. Models with CMD 11+ gain fearless.

Morale Reduction

3 4 5 6

Hunger Fatigue Armour Damage Fight to the Death

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B) Combat Step
1) Identify Mission - Choose the mission according to Steamroller 2014 Scenario Selection.. Missions (based on Steamroller 2014) Supply and Balance of Destruction Demand Power Close Quarters Incursion 1-3 1-3 4-6 1-3 Two Fronts Outflank Incoming Into the Breach

1 (1) D3 Roll 2 3 (2) D6 Roll (3) D6 Roll

Process of Elimination Rally Point Fire Support 4-6 4-6

2) Play a Warmachine/Hordes game - Decide who goes first according to Steamroller 2014. - Play the mission that was selected. - If 2 Commanders in the same team are contesting for the same territory, the Commander with the initiative who placed the first Battle Arrow can opt for:o A 2v2 battle. o A 1v1 battle. The second game can only be played after the first game if finished. If the territory disputed is already won from the first battle, the second Commander can opt to place a new battle arrow from the newly acquired territory. - Dont forget to include your non-Engineer IronFront Mercenaries* selected. - Report results to EO once the game is concluded.

IronFront Mercenary No Gears of Fate Calderan League 1 Raluk Moorclaw Lanyssa Ryssyl 2 Viktor Pendrake Alten Ashley Saxon Orrik 3 Orin Midwinter Ogrun Bokur 4 Croak Hunter Harlan Versh 5 Thrullg
*Faction restrictions and animosities are not applicable.

Engineer IronFront Mercenary No Gears of Fate Calderan League 1 Renholdt Dirty Meg 2 Hugo Lobanov Potent Bradigus 3 Gamak Redhammer Daniera Madise 4 Gobber Tinker Gajan Vasco

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C) After Action Step


1) Roll to Destroy - For each IronFront Mercenary destroyed in battle, tally up Kill Points obtained. - Consult the Roll to Destroy Table to see if IronFront Mercenary is destroyed. - Remove destroyed IronFront Mercenary from the game. If an Engineer IronFront Mercenary is occupying the territory of the losing side, it is considered destroyed and removed. - If an Armoured Train IronFront Mercenary is occupying the territory that was lost, it is automatically destroyed. - Take note of the IronFront Mercenaries destroyed. This contributes to the Campaign Victory Points. - Place IronFront Mercenary (incl. Engineers) not destroyed into the Reinforcement Pool. Roll to Destroy Table Kill Points Percentage 100% - 80% 79% - 65% 64% - 50% 49% or less 35 pts Game 35 pts - 28 pts 28 pts - 23 pts 22 pts - 18 pts 17 pts or less 50 pts Game 50 pts - 40 pts 39 pts - 33 pts 32 pts - 25pts 24 pts or less D6 Score to Destroy Enemy IronFront Mercenary* 4+ 5+ 6 No roll

*Only roll if IronFront Mercenary is destroyed in battle

2) Advance Victorious Troops - The victorious Commander places a control marker on the newly acquired territory. - The victorious Commander may move up to 2 IronFront Mercenary into the territory starting with the IronFront Mercenary used in the battle. - For any IronFront Mercenary not moved, place the IronFront Mercenaries into the Reinforcement Pool. A Commander has now completed his Battle Phase. Although the Commanders role has been played out, the Commander can further support his General by performing scouting duties and spectate other on-going games. It is highly recommended to feedback intelligence to the General as the information could be used to help strategise for the Strategic Phase.

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7. General Checklist
The leader of each side in the IronFront Campaign is the General. The General is responsible for developing his teams battle plan to attain the objectives they desire. Being the master strategist, the General plays a part in each of the phases as per described below.

Planning Phase
Generals decide on their strategy and tactics

Battle Phase
Commanders execute the Generals plans by playing games of Warmachine

Strategic Phase
Generals reorganize their forces and execute saboteur moves in preparation for the next campaign turn

A) Planning Phase
1) Plan your Strategy - Plan your Battle Strategy for each Campaign Turn. 2) Write your Battle Plan - Draw the Battle Plan identifying your objectives. 3) Brief your Commanders - Make sure your Commanders understand what your plan entails.

B) Battle Phase
Refer Commanders Checklist.

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C) Strategic Phase
1) Conduct Saboteur & Gatekeeper Activities The Gears of Fate places Saboteurs on rail lines in territories controlled by The Calderan League.
Saboteurs placed on rail lines block The Calderan Leagues Strategic Movement along that rail line.

The Calderan League places Gatekeepers on the map.


Gatekeepers placed on a rail line where a Saboteur is located negates the Saboteurs ability to block a rail line.

Gatekeepers placed on an unoccupied territory stops The Gears of Fates Exploitation Move into that territory.

*The following are the available Saboteur, Gatekeeper and Special units for usage. Gears of Fate - Saboteur No Name 1 Anastasia Di Bray 2 Madelyn Corbeau 3 Gul, Gobber Rogue 4 Draegyn, the Black Bastard Calderan League - Gatekeeper No Name 1 Boomhowler and Co. 2 Croe's Cutthroats Calderan League - Special No Name 1 Armoured Train

2) Make Exploitation Moves - The Gears of Fate makes up to 2 exploitation moves.


Exploitation Move: Place a Battle Arrow from a controlled territory into an adjacent non-fortress enemycontrolled territory that does not have any Gatekeeper, Saboteurs or IronFront Mercenary in it. The controlled territory used for the Exploitation Move must be In Supply.

The Calderan League makes up to 2 exploitation moves.

3) Bring in Reinforcements - The Gears of Fate places all IronFront Mercenaries, including Engineers, from their Reinforcement Pool on any of The Gears of Fates Supply Depots. The Calderan League places all IronFront Mercenaries, including Engineers & Armoured Train, from their Reinforcement Pool on any of The Calderan Leagues Supply Depots.

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4) Make Strategic Moves - The Gears of Fate makes all their Rail or March Movements in any order they wish.
Rail Movement: An IronFront Mercenary using the rail movement can move through any number of friendlycontrolled territories as long as they follow the rail lines. An IronFront Mercenary must stop immediately when they encounter a Saboteur blocking the rail line that they are using unless a Gatekeeper is present in the same territory for each Saboteur present. March Movement: Move one Engineer IronFront Mercenary from a controlled territory into an adjacent nonfortress friendly-controlled territory.

The Calderan League makes all their Rail, March and/or Armoured Train Movements in any order they wish.
Armoured Train Movement: Armoured Train moves as per Rail Movement. Armoured Train must stop immediately when they encounter a Saboteur blocking the rail line. Remove all Saboteur blocking the rail line in this territory. The Saboteur is not considered destroyed and can still be used in the following Strategic Phase.

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5) Total your Victory Points - Both Generals total the Campaign Victory Points (CVP) that they have earned from capturing objective territories and destroyed IronFront Mercenaries. Fortress Cyaran Anvil Thornheim Volkovo Draynar Stoddard Khordan Layraric Hexis Mymera Nonakin Territory Lyaeyl Plains of Hope Warnock Campaign Victory Points 40 30 80 40 50 20 40 40 40 30 30 Campaign Victory Points 10 10 10 IronFront Mercenary Destroyed Armoured Train Lanyssa Ryssyl Harlan Versh Raluk Moorclaw Thrullg Alten Ashley Saxon Orrik Ogrun Bokur Viktor Pendrake Orin Midwinter Croak Hunter Engineer Victory Points 10 10 10 10 10 5 5 5 5 5 5 5

The General with the higher Campaign Victory Points subtracts the opposing Generals Campaign Victory Point total, yielding the CVP Margin. Move the Campaign Victory Point Indicator (Yellow Bar) according to the CVP Margin in the direction of the General with the higher Campaign Victory Points.

A General has now completed the Strategic Phase, thus concluding a Campaign Turn.

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8. Campaign Conclusion
At the end of Campaign Turn 4, use the table below to determine the outcome of the Campaign. Gears of Fate Victory
The Gears of Fate win if it has more Campaign Victory Points than The Calderan League

Calderan League Victory


The Calderan League win if it has more Campaign Victory Points than The Gears of Fate

Victory Type Strategic Victory


The Calderan League is effectively destroyed. The Lost Pages of the Enkheiridion is in possession of The Gears of Fate. Efforts to translate and derive the tome have commenced and soon fates will be altered. A document was also found showing hiding locations of other The Calderan League members. The Gears of Fate have taken task to purge the remaining members so the Lost Pages of the Enkheiridion will never fall back into The Calderan Leagues hands.

CVP

Victory Type Strategic Victory


The victories were swift and clean. The Calderan League has pushed back The Gears of Fates assault without much commotion. Steps will be taken to purge whatever is left of The Gears of Fate so history does not repeat itself and the knowledge of the Lost Pages of the Enkheiridion remains within The Calderan League. The General and Commanders participating in this Front will have their ranks elevated within the Guardians of the Enkheiridion.

CVP

150

150

Operational Victory
The Gears of Fate has met the objectives assigned in obtaining the Lost Pages of the Enkheiridion. The Calderan League is in a state of disarray and possession of the Lost Pages of Enkheiridion is finally lost to The Gears of Fate. Efforts to translate are taking longer than expected but when that task is complete, fates will be altered.

Operational Victory
Against unbelievable odds, The Calderan League managed to hold their ground. The sanctity of the Lost Pages of the Enkheiridion is preserved. The existence of The Gears of Fate is acknowledged and preparations will be made to prevent another assault by The Gears of Fate.

100

100

Tactical Victory
The Gears of Fate has achieved the impossible and have broken through the lines of The Calderan League. Although many lives have been lost, The Calderan League is still holding their ground albeit supply depleted. The offensive has inspired certain individuals to join in The Gears of Fates goals. It would not take long for The Gears of Fate to reinforce their armies for one last attack and soon, the Lost Pages of the Enkheiridion will be in possession of The Gears of Fate.

Tactical Victory
The Calderan League has achieved the impossible. Although severe casualties have been obtained and most territories lost, The Calderan League have managed to stop the offensive by The Gears of Fate against all odds. Reinforcements from other parts of the Western Immoren have been called to join in the front and soon the The Gears of Fate will be pushed out of Glimmerwood.

50

50

Disclaimer: IronFront Glimmerwood is a map campaign based on a combination of Warmachine and the Flames of War Bagration systems. Some phrases and sentences are a direct copy-paste from the systems mentioned for ease of understanding. This Campaign was done purely for amusement purposes with no financial benefits. Big thanks to Jeff Brooks who helped a lot in providing an editable Campaign Map and Azfar Abdullah for team and campaign logos.

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Summary
General Checklist
A) Planning Phase 1) Plan your Strategy 2) Write your Battle Plan 3) Brief your Commanders B) Battle Phase Refer Commanders Checklist C) Strategic Phase 1) Conduct Partisan & Polizei Activities 2) Make Exploitation Moves 3) Bring in Reinforcements 4) Make Strategic Moves 5) Total your Victory Points

Commander Checklist
A) Manoeuvre step 1) Select an Opponent 2) Roll for Initiative 3) Place Battle Arrow 4) Choose Mercenary 5) Check for Supply B) Combat Step 1) Identify Mission 2) Play a Warmachine/Hordes game C) After Action Step 1) Roll to Destroy 2) Retreat Defeated Troops 3) Advance Victorious Troops

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