We’re about to kick off a very special Path to Glory campaign on our Discord server. Mulptiple players will take part in trying to claim the island of Cratonia on behalf of their Grand Alliance! A maximum of 5 players from each Grand Alliance will co-operate with teach other to claim as much of island as possible. Players will be able to deploy garrisons and send messages via envoys to other allied players in the hope to find their opponents and destroy them in the field.
There may also be the odd event that crops up that affect players as they campaign across the island.
If you want to take part, then hop on over to our discord server and contact me on the TTS channel. The first moves will take place on 1st August 2023, and it’s open to all no matter your skill level.
We have the following spaces remaining:
Order (1 slot)
Destruction (2 slots)
Chaos (2 slots)
Death (5 slots)
At the beginning of the campaign, each player will be given a starting location. They will then be asked to give the Campaign Master (CM) an indication of what they would like their army to do.
Example: I want my force to move to the East and take position on the opposite river crossing near Rustok.
Once all the orders are in, the game will progress with the CM mapping out the player movements until an event occurs or armies become visible to one another. This will be known as a ‘pause’.
At the point a game is paused, players will be able to give the CM new orders for their force if they wish.
Movement occurs at a rate of 3 squares per campaign ‘day’.
Armies will all move at the same rate. Movement North, South, East, or West 1 square counts as 1. Movement in a diagonal direction counts as 1.5.
Mountains and rivers are impassable apart from passes through the mountains or bridges over the rivers.
Movement along roads increases an armies movement that by 1. Movement through forests or woods decreases their movement by 1.
Ocean travel is possible, but each square of ocean travel will cost the player 5 Glory Points.
All armies are able to see up to 5 squares away (diagonal vision across squares will count as 1.5 in this case as well).
Armies cannot view over mountains or through forests/woods.
If an enemy army moves into your sight, the CM will pause the game and update all the players in the campaign as to what their scouts report to them.
The CM will then ask the players for new orders.
Example Pause Update: After marching for two days, your army is now encamped on the northern shore of Selina’s Cove. Your scouts report back an enemy force roughly the same size as your own is around a day and a half march north of yours at a bridge crossing. They believe the force is made of Duardin from the Kharadron Overlords. What are your orders?
4. FIGHTING BATTLES
Once armies are in adjacent squares, they have the option to fight a battle.
Battleplans will be chosen at random from the core book for the players unless one or both have the option to complete a quest via a battle plan. In these cases, the player who can complete a quest can choose to override the random battleplan choice. If both players have the option to complete a quest, then they must roll off for who decides.
If you find yourself adjacent to an enemy army. You may choose to flee your movement rate. However, this would be in the direct opposite direction of that army.
In cases where two or more armies from two sides meet, the players can either fight one large battle or two one v one battles if the larger battle is difficult to organise. In the case where two games of one v one is chosen, the CM will roll off and determine who gets to choose their opponents. The winner decides the opponents for their armies.
Example: Two Order armies (Sylvaneth and Kharadron) come across two Chaos armies (Slaves to Darkness and Skaven). The four players decide they would very unable to organise a full battle between the four of them and thus opt for two 1v1 battles. The CM rolls off and determines that Order have the choice, the Order players decide that the Sylvaneth force will fight the Skaven and the Kharadron will fight the Slaves.
In rare circumstances where three or more factions from completely different Grand Alliances meet. The CM will roll a priority order, and the highest scoring player will choose who they want to fight or whether they want to withdraw. Followed by the 2nd player, etc. If a player is asked to pick whether to fight or withdraw and no enemy remains unengaged, that player can choose to wait to fight any victor’s or carry on their movement to another location.
Games where one army have more points than their opponent will be capped at +25% of the lower valued force. I.e. a force of 2000 meets a 1000pt force. The 2000 point player will be limited to raking 1250pts. This also applies to summoning. Therefore, during a battle, the total points of an army cannot be more than 125% of the opponents force.
If an army loses a battle, they flee their movement rate directly away from the opposing army.
If an army that flees finds itself pinned in by enemy armies, the CM will offer them safe passage to another location within their own territory.
5. ALLIED PLAYERS
Messages can be sent to allied players in your Grand Alliance.
Messages travel at a rate of 5 squares per campaign day. Messages can communicate anything a player wishes. Such as the location of enemy forces. Size of enemy forces. Intention to challenge an enemy, or even just to ask how the weather is.
Players will not be able to communicate with other allied Grand Alliance players during the campaign. Messages are the only method they will be able to communicate.
If allied players occupy adjacent or the same squares, then they will be able to communicate directly while being so.
Armies will initially consist of 600 point forces following the standard path to glory rules. Territory, enhancements, and glory points are all completed in the same manner as a standard Path to Glory campaign.
However, where factions are able to summon in battle, they will not be able to summon more than +25% of the opposition forces’ value in points.
If a summoning army is fighting an army that is smaller than itself. Its point limit will be that of the smaller force +25% which must include summonable units.
Example: A Daemon Khorne army of 600pts finds itself facing a Sylvaneth army of the same value. The Khorne army is able to units during the battle, which effectively increases the points value of their army. Therefore, this summoning is limited to 150 pts during the battle. This being the +25% over the opponents force.
Where an army that is unable to summon meets an army much larger than itself in battle, the larger army will be able to use 125% of the points of the army that they are able to summon. However, the army with summon abilities may summon a further 25% of their points during the battle, making the contest even
7. POST BATTLE SEQUENCE
Following a battle, players will carry out their normal path to glory maintenance and update their rosters as per the core rules and any additional rules found inside their battle tome. I would ask that they carry out their maintenance in their individual private discord channels using the dice maiden bot so that the CM can ensure everything is above board.
8. GRAND ALLIANCE TERRITORY
Alliance territory is determined by the imaginary line between allied armies and the territory behind them. If an enemy army is able to get behind this line, then they lose any territory that they cannot defend without resorting to map choke points.
For a cost of 25 Glory Points (the cost of which can be shared between players and agreed via messaging), a Grand Alliance can raise a garrison. Garrisons consist of 600 point armies made from the players faction who contributed the most Glory Points towards the fee.
These Garrisons do not move but are used to hold key locations so that player armies can continue their movement to capture and fight for more territory.
Garrisons have a line of sight of 5 and will report all enemy troop movements to all players in their alliance.
When Garrisons are challenged, a volunteer from the grand alliance will take control of that Garrison in battle. Garrisons do not gain experience or territory like the player armies. They are just 600 point armies.
If a garrison suffers a minor defeat, they are forced to retreat 5 spaces directly away from the enemy, but will make an immediate move back to their original location as soon as they are able and challenge any enemy forces present at that location. If a garrison suffers a major defeat, that garrison is destroyed.
Garrisons can be upgraded 100 points a time for a cost of 10 GP, no garrison can exceed more than 2,000 points.
There are a number of settlement on the campaign map, there are two benefits to being camped inside a settlement.
The first is that any unit casualties suffered are immediately recovered once inside a settlement.
The second is settlements grant a defensive bonus and you’ll be able to employ the settlements guard at the start of a battle to temporarily boost your forces. The settlement guard must be taken from the players faction that is in occupation and can be no more than 100 points.
If a Grand Alliance chooses to post a garrison to a town that force must amount to 600 points as per the garrison rules mentioned in section 9. Once a battle begins the force will be able to add an additional 100points of settlement guard made up of the garrison faction.
When a larger enemy force challenges a settlement that has been garrisoned, the enemy force can build a list of up to 125% of the garrison (600 +25% = 750), this is applied before any settlement guard are included in the defenders list and therefore means that the difference between the two sides should only be a maximum of 50 points in value.