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Understandings

Sequence of Play

· Roll for initiative. D6 + modifier
        Elves                        +1                
        Dwarves                   -1
        Lizardmen                 0
        Humans                     0
        Undead                     -1
        Greenskins               0
        Orges                      +1
        Beastmen                  0

* In order of initiative players declare there turn. Exception: The player with the highest initiative can decide when to have his turn.
ie. 1st, 2nd, last etc.

         *Battles are also fought in order            of Initative

* Turn options:
        *Attack one adjacent province.
        *Wait a turn to board a ship
                -Set sail landing in any non                        fortress coastal hex the                       following turn.
        *Do nothing.

* Arrange a time then play the game.

* Notify the Game Master of the result.

* Play any defensive battles.

* Notify the GM of results

* The map will be updated and posted.

* Ready yourself for the next turn.

                 
Understandings

Attack:   The attacker is always the attacker in  the scenario.  Army size is suggested on map. Players must mutually agree if  army size can't be met. 

Each turn should be completed over two club meetings. Some players may find they have several  battles during the month.
ie 1 attack and a couple of defence battles

If playing all games extends more than a month please discuss with the GM.

Gamers who fail to contact their opponent or the GM about when they will play a game, before the last meeting of the turn, will loose the battle automatically as the game needs to keep ticking over.

More Understandings

 

*All armies must comply with current Warhammer Fantasy army lists as produced by Games Workshop.

 

* Since most battles are 1000 points or less players will exclude: ‘RARE’ choice units/models from their armies.

 

* No special characters during this campaign.

 

* Models used must be a close representation of the intended figure.

I.e. no cows to represent horses.

 

* The campaign will include a range of scenarios including Boarder Patrol, Fantasy Battles and Mordheim city fights.

 

* There will be no character/henchmen development in Mordheim battles. The winner of such fights will win the province and gain a magic item (6D6 valued item) to use within Fantasy battles, above the normal point value of the battle. (Only one magic item available per township)

 

* All Mordheim warbands must be of the race played by the player and be no more than 500 points including those empire rich boys.

 

* Generals will be awarded points for:

         Victories                 5pts

         Draws                       2pts

         Battle reports        2pts

         Painted models     1 to 3 for entire                                           campaign.

 

* Army lists must be shown to the game master or to an individual with whom the opponent agrees.

 

* Issues ‘un-resolvable’ during the battle should either be diced or asked for a ruling by the GM. Either way the decision is final.

 

Suggestions with game management will be noted but not necessarily implemented during the course of this particular campaign. GM’s divine right!

 

*And finally the over all purpose of this campaign to have fun. So it is expected there to be a high level of friendly sportsmanship in all games.

 

Good fighting and good luck.

 

 

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