Rules for playing a Tarvarus V campaignng a Tarvarus campaign
Tarvarus V campaign

• The campaign map is split up in to defferently sized  sections, the sections are one of three: small, medium or large. The terrain on battlefields will represent  where they are on the map (e.g.: a mountainous area), and when fighting in St. Mavaders the city fight rules apply.

• Each player starts with a section in each corner.

• Every campaign turn, aplayer can choose to move into two adjacent sections to sections owned by him, to own a section you must have moved into it in this way, it then belongs to you. All players’ moves are done at the same time, so when all players have chosen what they wish to do, then all players reveal what they wish to do at the same time, if two players reveal that they wish to move into the same area a battle ensues with both sides using the escalating engagement rules.
• To take an opposing players section you must move into it in the campaign move turn, this will initiate the following battle:
On a:
Small section: 750pts (no heavy support, 2 less elite choices and 1 less fast attack                     choice) the small sections are generally areas of mountain, forest or terrain heavy areas, and so the restriction in points and choices represents the difficulty in coordinating large armies or equipment in such areas.

Medium section: 1500pts (one less elites choice and all elite choice become 0-1, one less heavy support choice) a medium section represents an expanded area of land, but not necessarily an open area; there is still restriction on troop movement. A medium area would represent an area that a commander wouldn’t be fantastically bothered with committing his best troops to.

Large section: 2000pts (no restrictions) a large section represents, large open areas of land: rolling filed or open wasteland, as such commanders can take full advantage of their force; battles fought in these area are generally large and bloody, where commanders commit their best troops.

• You may only have one main commander; he will be the character in the codex army lists that has three wounds. While all forces have to have an HQ, these may only have a maximum of two wounds. The main commander can only be included in one army list each campaign turn, so he can only fight in one battle every campaign turn. For the Necrons this will mean a new HQ choice: A Necron Priest: same stats as lord  except he has 2 wounds and costs 85pts

• If a player suffers three defeats in a row, in the next battle he plays he may not take any elite choices, may only choose 2 heavy support and 2 fast attack and all choices in these sections are 0-1 and all troops are at -1 leadership. If the player has more than one battle in the next campaign turn then the above rules apply to all battles. If suffer two massarces in a row these rules apply (apart from massarces in small sections). This represents a battered army that is running low on equipment and troops, only able to marshal forces of basic troops.

• If a player succeeds in winning three battles; in the next battle (or battles in the case of more than one at once) all troops will gain +1 leadership (to max of 10) and 2 random units in your army will gain a battle honour.
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