These rules are very simple, it save you from any book keeping which can be boring if all you want to do is have some good battles.
Aim of Campaign
Each Player has a secret objective, which is to capture an enemy
Stronghold, while keeping their own intact. If the enemy Stronghold is
captured then you are victorious, but only if you can keep your own
stronghold safe. A secret envelope will hold the name of your sworn enemy,
this must never be revealed until after you have taken the enemy
stronghold.
Starting
Each player creates the following forces:
1 x 500 point castle defence.All your forces start in your home territories.
2 x 750 point mobile forces (one for each city they own.)
Movement
The castle defence force stays at your castle, it can never move.
Your mobile forces can move at one territory / turn.
Battles
Battles are fought when two armies meet in the same territory.
The winner keeps the territory, and the loser is pushed back 2
territories.
All losses are replaced automatically.
But you may only have one army / town, so if you lose a town, you lose
an army.
When two forces meet to slug it out over territory, the battle will follow the following rules:
Castles
- A castle battle takes place on a 4'x4' table.
- The defender sets the terrain (a castle in the middle of the table, the castle must have at least two entrances approx. 4" wide.)
- The defender selects which corner any help (750 points) will deploy; the attacker will deploy in any of the remaining 3 corners.
- The attacker must enter the castle and effectively quash any resistance in 10 turns (i.e. The attacker must control most of the Castle, an impartial Judge may be needed in this case.)
- If the defense holds out for 10 turns, then the castle is not lost and the attackers must retreat as the heavens open up, fatigue sets in etc.
Outposts/Towns
- Same as a castle , on a 4' x 4' table.
- The defender create a small defendable outpost with 2 x 6". entrances.
- The attacker must enter the outpost and effectively quash any resistance in a max of 10 turns.
- This only happens if the defender has a mobile force to defend the town.
Terrain effects
Rules
Turn sequence
Absentees
Any Generals absent for a battle will be pushed back 1 territory. If both
generals are absent then both armies are push back 1 territory.
Allies
These rules are as simple as I could make them, while keeping some elements of a large campaign.