The campaign consists of 8 turns with 5 phases per turn: strategy, army movement, battle, end, and result. During the strategy phase, players can reinforce armies and plan army movements. Armies have 4 movement options: hold, patrol, advance, or rush. The goal is to achieve primary victory conditions like taking key territories, breaking through to exit the map, or holding home territories. Secondary conditions track kills to determine victory if primary conditions are not met.
The campaign consists of 8 turns with 5 phases per turn: strategy, army movement, battle, end, and result. During the strategy phase, players can reinforce armies and plan army movements. Armies have 4 movement options: hold, patrol, advance, or rush. The goal is to achieve primary victory conditions like taking key territories, breaking through to exit the map, or holding home territories. Secondary conditions track kills to determine victory if primary conditions are not met.
The campaign consists of 8 turns with 5 phases per turn: strategy, army movement, battle, end, and result. During the strategy phase, players can reinforce armies and plan army movements. Armies have 4 movement options: hold, patrol, advance, or rush. The goal is to achieve primary victory conditions like taking key territories, breaking through to exit the map, or holding home territories. Secondary conditions track kills to determine victory if primary conditions are not met.
The campaign consists of 8 turns with 5 phases per turn: strategy, army movement, battle, end, and result. During the strategy phase, players can reinforce armies and plan army movements. Armies have 4 movement options: hold, patrol, advance, or rush. The goal is to achieve primary victory conditions like taking key territories, breaking through to exit the map, or holding home territories. Secondary conditions track kills to determine victory if primary conditions are not met.
The campaign is ordered through a Primary Victory Conditions
series of campaign phases. Each player
I. Take Territory acts simultaneously during these phases Three territories on the map are in the order outlined below. This order noted with the TT reference. attempts to bring a manageable order to One of these will be located in the tumult and chaos that a campaign the players beginning territory. represents. When selecting this as a Primary During a campaign phase each player Victory Condition the player gets the opportunity to take part in the must select one of the territories planning phase, movement phase and outside of their beginning finally the resolution phase. Once each territory as the target of their player has finished the resolution phase victory. If at the end of any then the campaign phase is considered campaign phase they control this complete. After this any battles that territory then they are considered need to be resolved are played and any to have won the campaign. affect they have on the campaign is II. Breakthrough recorded and resolved. Then a new Three territories on the map are campaign phase begins. noted with the BK reference. One of these will be located Campaign Set Up within the players beginning As we are playing a narrative campaign territory. When selecting this as it is important to understand how the a Primary Victory Condition the campaign should unfold beforehand. player must select one of the We are using a map to organize the territories outside of their campaign. The map will be small to beginning territory to be their limit the amount of movement that each breakthrough point. If they are player will have to do to initiate a fight. able to move an army into this territory and subsequently move Victory it off the edge of the map then There are three victory condition open they are considered to have won to each player. These are decided in the campaign. secret and are only revealed when one III. Hold Territory player has completed theirs or the Three territories on the map are defined number of turns has been noted with the HT reference. completed. One of these is located in each of the players territories. If a player If the number of turns runs out and who selected this as their none of the primary conditions have Primary Victory Condition holds been achieved then victory will be all three of these territories at the determined by secondary victory start of a campaign phase then conditions outlined later. they are considered to have won If when determining Secondary Victory the campaign. Conditions two or more players have achieved the same number the Secondary Victory Conditions campaign is considered to have resulted During the course of the campaign each in a stalemate with nobody emerging as player should track the following the clear victor. statistics for their side after each battle Army Creation and Size is resolved; HQs killed, Troop squads killed, and Vehicles killed. Vehicles Each player in the campaign begins must have the vehicle keyword and with two hundred power points from have more than seven wounds to count which they will conduct their for this category. campaign. This represents the total forces at their disposal during the time I. Assassinate that the campaign represents. If the player has selected this as their Secondary Victory Initially only one army is deployed on Condition and has killed the the map. The minimum size of this most HQs they are considered army is fifty power and the maximum to have won the campaign. size is sixty power. This army begins II. Disrupt the campaign on the players HT If the player has selected this as territory. their Secondary Victory At the beginning of the third campaign Condition and has killed the phase two armies are deployed to the most Vehicles they are players BK territory. The minimum considered to have won the power of each of these armies is forty campaign. and the maximum power is sixty. The III. Demoralise armies may not occupy the same If the player has selected this as territory by the end of the third phase. their Secondary Victory This is the only time that two friendly Condition and has killed the armies may occupy the same territory. most Troop squads they are considered to have won the Armies may never exceed 75 power campaign. during the course of the campaign. Armies may never have less than Stalemate twenty power. If an army ever falls If two or more players achieve their below this threshold they are Primary Victory Condition at the same considered to have been scattered and time then victory should be are no longer effective as a fighting immediately determined by which of force. They are removed from the map. them has achieved their Secondary The Campaign Turn Victory Condition. A campaign consists of eight turns. reinforced may only take the hold Players may choose to extend or option in the Army Planning Phase. A shorten this prior to the beginning of player using this option should record it the campaign. in secret and only reveal that they have selected this option when they also Each campaign turn consists of five reveal what movement the army is phases that are conducted in the making. following order: Army Planning I. The Strategy Phase II. The Army Movement Phase Each player in secret records where III. The Battle Phase each of their armies will move to and IV. End Phase how they move. Each army and V. Result Phase territory on the map should be named or numbered so that they can be easily The Strategy Phase identified. The strategy phase is the first phase of a The movement option selected also campaign turn. The strategy phase is determines the attack/defence abilities ordered into the following sub-phases: open to that army when it comes to I. Victory Determination select one in the battle phase. II. Army Reinforcement The following four movement options III. Army Planning are available to each army: IV. Strategy and Tactics Planning I. Hold Victory Determination The army remains in position At this point any player who has and fortifies the area against achieved their Primary Victory attack. The army does not move. Condition must declare so. Once this II. Patrol has been verified then that player is the The army moves slowly with Victor. scouts and patrols covering its movement. It is the most Army Reinforcement cautious way to move but it protects best against enemy Armies can be reinforced during the forces. The army may move into Planning phase. A single army on the an adjacent territory. players side may be reinforced with up III. Advance to ten power. An army is only eligible This represents the standard for reinforcement if it fought a battle movement of an army. Scouts during the previous campaign phase. and patrols are still used but to a Any power added to an army is lesser degree enabling the army removed from the players pool of to make quick time but leaving available power. An army that has been them more vulnerable to attacks. The army movement phase is the The army may move into an second phase of the campaign turn. It is adjacent territory. ordered into the following sub-phases: IV. Rapid Advance I. Reveal This represents a desperate II. Move headlong movement. Whether to III. Resolve escape a foe or to pin one in place this is best used with Reveal caution as it leaves the army in a precarious state unable to predict At this point each player reveals the the movement of any enemies in plans made for each armies movement the area. The army may move as was recorded in the previous phase. through an adjacent territory into Players should do this simultaneously another. for each of their armies.
Strategy and Tactics Planning Players the reinforced an army also
reveal that fact at this point. Each player will have a hand of three strategy and tactics card drawn from the Move appropriate deck at the start of the turn. Each player takes it in turn to move a Each card contains the information on it single army. The distance is determined that informs the player how the card by what option was selected and may be used. Only one strategy and one recorded. tactic card may be played in each campaign phase. An army may not move into a territory occupied by an enemy army. If their At the start of the campaign phase a movement would take them through an player may discard up to one card, opposing army they must stop and either strategy or tactics, and draw up to remain where they are. If the army that three cards. A player may never hold stopped had a Patrol order they may more than five cards after drawing immediately convert that order into a cards. Hold order. Most strategy cards are played at this Two friendly armies may temporarily stage of the campaign phase though occupy the same territory during this they are often not revealed until later. sub-phase. Tactics cards are used during battle Resolve only and a player may play any card at any appropriate time. After all armies have had a chance to move it is time to resolve any effects. The Army Movement Phase If two friendly armies are currently in Patrol: Reinforce, Reconnoitre the same territory they have two or Advance options, to amalgamate or fall back. Advance: Reinforce, Reconnoitre, Advance or Flank. If two armies amalgamate add their Rapid Advance: Advance or current power together. Anything above Flank 75 is wasted. Then remove the second army marker. This newly formed army may only take the reinforce option in the following battle phase.
If the decision is made to fall back then
one army may immediately move through an adjacent territory into another ignoring the presence of an enemy army in the first territory they pass through. They also lose d6x5 power as they move permanently. They may only take the flank option in the following battle phase.
The Battle Phase
The battle phase is ordered into three
sub-phases:
I. Attack/Defence II. Battles III. Results
Attack/Defence Phase
During this phase each army that is
adjacent to an enemy army must decide a strategy to conduct the battle. Each player determines and records the strategy of each army in secret and then revels these simultaneously at the end of the phase.
The movement conducted by each army
determines what strategy they may choose for the upcoming battle.