Warhammer: The Old World Slow-Grow Narrative Campaign

Tue May 07 2024 at 10:00 am to 10:00 pm

General Games Malvern | Melbourne

General Games Malvern
Publisher/HostGeneral Games Malvern
Warhammer: The Old World Slow-Grow Narrative Campaign
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Crack out the square bases and misfire dice, it's time to play some Warhammer: The Old World!
When:
Round 1 Kicks off on the 19th of March, and each FB Event marks the start of a new round.
Where:
While we encourage (and provide play space and terrain) people to play in-store at General Games Malvern (where we also run two miniature nights a week), games can be played anywhere which suits the paired players, as long as results are reported back to the LOs!
As players sign up they’ll be added to a group messenger chat which will be used to clarify rules, make announcements, and organise games!
Cost: $25
Rules:
The complete rules can be read below, or in this document:
https://docs.google.com/document/d/1hCDW0-o83__LwvB3RubDHytPB1tkyH52o4zIgkfFba8/edit?usp=sharing
Best Coast Pairings: https://www.bestcoastpairings.com/event/AGF9QL6W64?active_tab=overview
General Games Malvern Warhammer: The Old World Narrative Campaign
As players sign up, they may select one of the settlements on the map as theirs, placing a flag corresponding to their army onto the tile, and a single adjacent tile, to which they do the same.
They then muster a 500 point army, which will be added to across the campaign. No named characters may be selected, and each consecutive army should contain the models from the previous army, although wargear and upgrades may be adjusted and changed (and appropriate conversions or such are of course fine, a.la a character being given a mount for a new round can of course be a new model).

- The Campaign Turn:
Each round of the league will be one Campaign Turn. In this time, each player will be paired with another, and will play a narrative game of Warhammer: The Old World at whichever points value is appropriate for the round.
After completing the game, each player may (in order of Attacker then Defender) select an unoccupied tile on the map which borders a tile they control, and take control of it. Then, the winner of the game may select an additional tile - this additional tile may be selected from among tiles their opponent controlled, provided it satisfies the above conditions, however may not be the player's starting settlement unless that player controls no other territories.
Finally, once all games have been completed, each factions’s Regional Strength will be calculated (each tile they control counts for one “point” of regional strength, with one additional point for each settlement they control). Note that regional strength is not cumulative between rounds, and instead acts as a “snapshot” of how players are doing.

Landmarks and Monuments:
- Towns:
A player may, in Lieu of taking any tiles after a game, instead elect to found a town. A town marker is placed on the tile they select (the first of which must always be their initial settlement, as long as they still control it). A town may not be placed adjacent to another town or castle (otherwise there wouldn't be enough resources to support it!) and a player may only have one town per five tiles controlled.
If a game is played where, if an opponent were to win the game, they might take the tile containing the town from the controlling player, that player may “conscript” an extra 100pts of their most basic Core unit for that game (peasants from the town coming out to defend their homes). These should be Militia, Peasants, Basic Skeletons, Goblins, Marauders, etc., and; may not take any unit upgrades or command; may not be joined by characters; and do not count towards the point value for any army building calculations. This may only be claimed once, regardless of how many towns would potentially grant this benefit.
Each town a player controls adds a single additional point of Regional Strength each round.
- Castles:
A player may, if they control both a town and a Mine, and would be eligible to found another town, elect to forgo taking any tiles post a game in order to construct a Castle. A castle marker replaces a town marker, and all the rules for towns above apply as normal.
In addition however, any game in which a tile adjacent to the castle may be taken by an opponent, the controlling player may adjust their allowance for Rare units up an extra 25% (i.e. they may take up to 50% of their army from the rare choices).
Furthermore, a tile containing a castle may only be taken if all adjacent tiles are no longer controlled by the player who controls the castle, at which point it may be taken as normal.
Each Castle a player controls adds a single additional point of Regional Strength each round.
- Mines:
Across the landscape are several mining sites, manned by a variety of skilled or unskilled local settlers. A player may take a tile containing a mine like any other, no additional rules apply.
- Swamps:
Tiles containing swamps can't be selected as territory (many have tried, but everything they built kept sinking into the swamp!), however all tiles which border a swamp are treated as though they border all others bordering the same swamp, except for determining control of tiles adjacent to a castle.
In any game in which the shortest connection between players’ territories is only via swamps, the attacker has had to march their armies across these treacherous places, and as such are subject to *Delayed Reserves* (Deploy as per the Meeting Engagement mission. If this mission is already being played, roll twice for each unit, with any result of a one forcing the unit into reserve). The defending general however wasn't expecting an attack from ground they previously thought protected - they are subject to *Disordered Deployment* (Divide their deployment zone evenly into three segments, and roll a D3 for each non-character unit prior to deployment - they must be deployed in the segment corresponding to the result).
- Mountains:
Mountains may be taken as territory, however without a standing army and built up defences it's near impossible to completely control a mountainous region. Thus for the purposes of taking adjacent tiles, all tiles adjacent to a mountain are treated as though they border all others.
As with swamps, in any game in which the shortest connection between players’ territories is only via mountains, the attacker has had to march their armies across these treacherous places, and as such are subject to the Delayed Reserves rule. The defending general however wasn't expecting an attack from ground they previously thought protected - they are subject to the Disordered Deployment rule.

- Colours of War:
As the league culminates, and each player musters a full 2000pt army, photos will be taken by Dalton and submitted to a vote to all participants for best painted, which will be awarded as though said player had won a campaign section (as below).
A painting requirement will not be enforced for the league, however it is highly encouraged (and everyone is more than welcome to come instore to hobby and paint on miniature nights) - after all, what self-respecting general would suffer the dishonour of his or her troops marching to war without proudly displayed heraldry!
- Colors of War:
As above, but using English: (Simplified), in an effort to encourage Greg to paint his Beastmen.

- The Ages of Battle:
Empires take time to rise, and different forces dominate across time.
The league will be broken up into three sections, each encompassing different stages of growth of the different factions.
At the conclusion of each segment (consisting of three rounds), the regional strength of the players will be counted, and the players with the highest strength awarded accordingly (prizes will be drawn from a pool made up of entry fees taken, and each player is only eligible for this prizing once).
- Opening Skirmishes:
Scouting parties, supply wagons, and mercenary bands wander the hills and dirt tracks across the newly-revealed region.
The first few engagements in the new lands are of small groups scouting territory, guarding shipments, or testing the strength of their neighbours, representing by games of the following sizes, with pairings determined through BCP:
- 500pts
- 750pts
- 1000pts
- Territories in Turmoil:
As lands are claimed, townships begin to sprout and early treaties are made and broken, larger armies are mustered and more directed clashes break out.
These ongoing engagements are represented by games of the following sizes, with pairings determined through BCP:
- 1250pts
- 1500pts
- 1750pts
- Blood Fueds:
Glory calls to those willing to listen, and mighty Warlords are born as they seek to claim territory and utterly demolish their opponents!
War columns are seen marching from growing mustering grounds, and the ground shakes beneath the marching of countless troops, horses, chariots, and machines of war!
Direct attacks are made and war declared, representes by games of the following sizes, with pairings chosen first by “challenges” issued by players (lower ranked players having preference), followed by random selection through BCP:
- 2000pts
- 2000pts
- 2000pts
- The Sovereignty of Empires:
Kingdoms are established, borders defended, and townships thrive (or perish) per the whims of the lords of their respective realms!
Each faction has developed into a formidable fighting force, and while one has inevitably risen to dominance, all threaten a fierce fight to any who would challenge their borders!
The league concludes here, although should players wish to continue their stories and battles casually, Dalton may be persuaded to carry on the narrative and campaign outside of a prized structure for as long as people are keen to play.
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Event Venue & Nearby Stays

General Games Malvern, 50 Glenferrie Rd, Malvern VIC 3144, Australia,Melbourne, Victoria, Australia

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