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Campaign Overview
Wars are rarely won in a single battle.The greatest warlord knows that in order to seizevictory, he must grind the enemy through a series of engagements, control vital objectives,and marshal his forces with efficiency and lethality.While the overall goals and methods of the various factions of both WARMACHINE and HORDES vary considerably, their goals allalmost always the same: control of objectives, victory in battles, and domination of theenemy.This unofficial supplement is designed to allow players to enhance their tabletop games by providing a campaign system through which story lines can develop and overarching strategycan effect individual battles.To use this system, players should have some sort of partitioned map (tiles, squares or irregular territories are fine) and a number of markers to designated terrain features, built upareas, and control.This system was developed to use a tile based map.So any mention of tiles in these rules may be replaced with any unit designation players chose to use.
Play Sequence
Campaign play is broken down into a number of phases.Each player participates in each phase according to initiative.Each player must complete their phase actions before any player may continue on to the next phase.The phase sequence is as follows:ŸRequisitionŸAdministrationŸAnnihilationŸResolutionŸConsolidation
Requisition Phase
During this phase, players tally up their resources.Resources are divided into two categories:upkeep and wealth.Upkeep points are short term resourceswhich pay for the general upkeep of an army.If a player cannot meet his upkeep requirements, he will suffer the effects of Depletion (p. 4).Wealth points arelong term resources which allow a player to buy new detachments,territory upgrades or supplement upkeep points.Both upkeep and wealth points are determined by the territories controlled by a player andany upgrades which may be present on those tiles.
Administration Phase
During this phase, players issue their orders for their force.Players may issue up to three (3)orders per detachment.Each player must issue all of his orders for the turn according toinitiative sequence.
 
Possible orders are as follows:
ŸSpyŸBuildŸRecruitŸRaise DetachmentŸAttacŸHireŸMove OutŸOccupy
Spy
- the player bids a certain amount of their wealth.All bids are secret and should becollected.During resolution, bids are revealed and the playerwho bid the highest isconsidered to have the highest initiative during the following turn.Note that all players who bid must still pay their wealth even if they don't win the bid.
 Build 
- the player builds an enhancement for one of their territories (p. 3).The territory must be announced when the player declares that he is building.Building costs 10 wealth.Shoulda player lose the territory in which the building is occurring, the building (and the wealth) islost.
 Recruit 
- the player recruits an additional faction unit for one of his detachments.He must pay the unit's cost in wealth.Note that normal restrictions on Field Allowance, Characters,etc. still apply within the detachment.
 Raise Detachment 
- the player raises an entirely new detachment.For 25 wealth points, the player may assemble a 15 point faction detachment complete with warcaster / warlock exactly as if he were building a 15 point army.
 Attack 
- the player declares an attack with one or more of his detachments against an enemyterritory.Note that a player may only declare one attack per turn regardless of how manydetachments he has.ŸIf an attack has been declared against a player, that player may not declarean attack.ŸPlayers may not declare attacks against a player who has already declared anattack.ŸPlayers may not declare an attack against a players who has already hadattacks declared against them this turn.The exceptions to this rule occurs when:ŸA player declares two or more attacks against the same opponent withdifferent detachments (vying for a multiple warcaster / warlock battle).ŸWhen multiple players may declare attacks against the same player if that player has multiple detachments.
 
The effect of these rules should be to ensure that each player has the opportunity to play atleast one game each campaign turn and that no player is obliged to play more than one game per campaign turn.
Abstraction within the campaign:
In reality, we know that having multiple detachments should allow for an army to focus its attention on multiplefronts and wage several simultaneous campaigns.However, the effects of this within this campaign systemwould be an exorbitant number of games each campaign turn as players declare two or three attacks each.Therefore, each player should fight only one tabletop battle each campaign turn.The advantage, then to havingmultiple detachments is the ability to strike from a number of different positions or defend those positions.
 Hire
- the player may hire a minion or mercenary unit for one of his detachments.Unless the players faction is minions or mercenaries hired units will always be subject to Depletion (p.4).
Move Out 
- the player may reposition his army to any tile in his possession.A player maynot Move Out and Attack in the same turn.
Occupy
- the player's detachment may take control of an uncontrolled tile adjacent to any of his controlled tiles.A detachment may not Attack and Occupy in the same turn.
Annihilation Phase
In this phase, each player resolves their attack (if applicable) by playing an appropriatelysized game.Annihilation rules may be found on page 4.
Resolution Phase
In this phase, the effects of the players' Orders take effect.New detachments or units becomeavailable.New upgrades to territories are completed.Spy bids are revealed.When a newdetachment becomes available, it must be placed on a friendly faction controlled tile of the player's choosing.
Consolidation Phase
Detachments may move up to two (2) continuous friendly faction controlled tile.Adetachment currently occupying a friendly faction controlled tile may dig-in instead of moving.Units which are dug-in may add +2 to the distance traveled by attacking enemies for the following campaign turn.
Eliminating a Player
When a player is reduced to only one tile and is attacked, he must chose to make a Last Standor Flee.
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