You begin the game with 1 Territory, your capital territory. These are drawn
for at the beginning of the campaign and provide you with all of the following
Each additional territory provides points and the ability to take Characters, Non-Core Troops, Magic Items, War Machines, and Monsters to their owners. You may not take any of these without owning these territories.
GM Note: A good way to get a feel for this is to use the campaign territories given in the Warhammer book. (Forests= War Machines, Mines= Magic Items, Towns= Characters, and so on). We used to do it that way, then our GM got more creative and made territories he designed himself. Do whatever you're comfortable with, but make sure you try to keep things relatively balanced around the board. Don't put all the War Machines in a small area of the map, and so on. On the other hand, don't worry about being TOO scientific with the distribution either, the world is not a perfectly even place. :)
To take these territories, you must move a banner to them, and defeat the indigenous populations' defenses. These defenses are equal to the size of the territory plus 50%. Therefore, a 1200 point territory will be defended by an 1800 point army, wheras a 300 point territory will be defended by a force of only 450 points. Optional Rule: After Year Four, Neutral territorial defenses grow to twice the territories points rating. This will encourage people to fight each other more, and take neutral territories less.
If you defeat this force, and enter the territory with more active regiment points than the size of the territory, you claim that territory for your own, and may put your army's pin in the map for that territory. (Example: Sir Harold, the Bretonnian Lord, moves his army into the 600 point territory of Aquitania. He enters with 1000 Regiment points, and easily defeats the 900 point force defending the territory. He may then take control of it.)
The neutral territory's defensive force may consist of core troops, plus whatever the territory allows. (Example: Aquitania, the 600 point territory above, provides a 50 point magic item and a character point. The defending forces will be a 900 point force, consisting of core troops, plus a hero-class character or level1 wizard. The force may also have up to 50 points in magical items as well.)
Neutral forces may be fought by any other players in the campaign (or formerly in the campaign, a nice way to keep people who have been defeated from feeling left out) that you are not allied with. Certain neutral battles may be reserved by the GM for play at their discretion.
You recieve money at the end of Fall from all territories you controlled at the end of that Summer (this makes the bookkeeping MUCH easier for the GM this way), in the amount of their respective sizes. You may use this gold to pay upkeep for your troops, to purchase reinforcements, to send to allies, to pay for water crossings, or other uses, like Seige equipment if you find yourself near a castle.
Upkeep is very important. All nations must pay 10% upkeep in their winter turn. Any amount you cannot pay forces you to lose twice that amount in points to desertion.
Moving in Winter requires a roll on the following table.
Winter movement may also be involuntary. If someone attacks you in winter, and defeats you, you must retreat your remaining forces to another territory if possible. Doing so incurs further winter casualties. If a banner is forced to move in winter and rolls a 1, it is destroyed.
Forced marching: You may move 2 spaces through your and your allies territories only. You may not fight in a battle the turn you force march, unless you are attacked in the 1st territory, in which case you are "ambushed" (see battle section). If you would fight in the 2nd of the 2 territories, you do not move into it, and must stay in the 1st.
Some maps may have mountainous sections on the map. (If not, the GM may want to create some... otherwise Skaven and Dwarves won't have a special ability! Of course you could always just make up a new ability too...) These are not territories in the normal meaning, and my not be owned, or passed through. However, some mountains may have passes drawn through them, and they may be crossed, in Summer and Fall only, at a cost of 10% of the army value. Of course, some races may also build tunnels. See the race rules section for more info.
Water Crossings are allowed between straits, or where two territories share a water border. You may travel safely across a straight by paying 10% of the army value.
Sea Crossings (which differ from water crossings--see below note) also cost 10% of the size of the banner. In addition, they also require the banner to spend an entire season at sea. You must declare your destination at that time. During that season, a die is rolled on the following table:
Important Note: Water Crossings vs. Sea Crossings
Depending on the map you use, one or both of these may not matter, but the difference lies in the relationship between the starting territory and the destination territory. If the the borders of the two territories meet over water, then a normal water crossing is required (or in the case of the Samurai Swords map, we used water crossings when there was a line drawn between the two territories, as these were taken to be more routine routes. Any Crossing where there is no shared border (or line between) the two territories requires the more dangerous Sea Crossing.