Greetings,
As I mentioned in an earlier post, our group feels that the "Campaign System" in the rule book, while good, wasn't quite what we wanted. We were frustrated by the fact that many armies that used lots of cavalry only got one unit of 10 unless they were lucky enough to get a plains -- so now we start with 12 horses and no unit limit so you could run two small units if you wanted to. In addition, my revised system allows players to select one of their territories, so someone could add more horses if they so chose.
Also, many of us felt that there were aspects of the rules we'd like to try but we were hampered by the book's system. For example, you get victory points for capturing unit standards, but none of us were allowed to have unit standards. And, since banners and standards add to the "look" of the army, I've allowed each army to start with 2 unit standards, 1 unit leader and 1 musician -- other musicians now are only available with territories.
I've tried to "even out" the benefits of territories. Before, if you were lucky (as I was -- this isn't a "sour grapes" thing) you could get a lot more points than your opponent got; or, if unlucky, you could be like our Viking who kept rolling plains which were useless to him. Now, for our group, we have a system that keeps armies reasonably close and still allows us to develop armies that are quite different from each other.
Note too that I've toned down the "point growing" territories (roads, bridges, passes, mines), due it part to how successful I was when I rolled up my by-the-book territories (my base army size was 1510 in a 1200 pt campaign and I only had 5 territories). We wanted to keep things on a more even keel -- and I looked to create a "Campaign System" that was more in line with our group than a modified WFB campaign.
Anyway, here (for your perusal) is an alternative system to that in the WAB rulebook:
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Each player will start with three territories -- Their "Capitol", one of their choice, and one randomly determined.
Your Capitol gives you -- 1500 points of troops, including one General (this is the only "character"), up to 12 "horses" (equal to 12 cav, 6 two-horse, 4 three-horse or 3 four-horse chariots), 2 unit standards, 1 unit leader and 1 musician. You do NOT get any elephants, Army Standards, Heroes, War Machines or Skirmishers. (note: "horses" are generic for horses, asses, onagers, camels, etc.).
Your territory of choice allows you to select something that you feel your army needs. (Note: your campaign might limit some choices -- for example, no "Lost Valley" may be selected).
Your randomly determined territory is selected in the normal manner (roll 2d6, one of which is the "tens" digit and look on the following chart):
*** Citadel -- only available as a pre-choice to "Biblical" Chariot armies, it allows 24 chariot horses (equal to 12 2-horse or 8 3-horse or 6 4-horse chariots) and cannot be risked.
*** Steppe -- only available as a pre-choice to Nomadic "Horse" armies, it allows unlimited cavalry and cannot be risked.
(General Note -- a number of territories which used to give you a Hero AND something else no longer do so -- although sometimes they give you a choice of alternatives; but otherwise, unless a change is noted, territories are like those in the WAB book).
For our local WAB campaign, I've come up with the following simple scenario generator, which I'm happy to share with all of you:
At the start of a game, each player rolls 1d6 for the type of scenario. These are added together with the following result. (note that the person who rolls the "high dice" often determines the "attacker"):
| 12 | Choice of Scenario | fewer territories has choice -- re-roll if equal territories. |
| 11 | Flank Attack | high dice is flanker |
| 10 | Flank Attack | fewer territories has choice -- or dice if equal |
| 9 | Breakthrough | high dice attempting breakthrough |
| 8 | Suprise Attack | |
| 7 | Pitched Battle | |
| 6 | Meeting Engagement | |
| 5 | Ambush | high dice is ambusher |
| 4 | Skirmish | at 1000 points |
| 3 | Last Stand | high dice is attacker |
| 2 | Last Stand | fewer territories has choice -- or dice for it if equal |
This would (on average) result in the following number of times each scenario would be played in 35 games (the 36th being a player's choice):
6 Pitched Battles
5 Meeting Engagements
5 Surprise Attacks
5 Flank Attacks
4 Breakthroughs
4 Ambushes
3 Last Stands
3 Skirmishes at 1000 points
So, about half of the time (16 out of 35) it would be a "normal" game (Pitched Battle, Meeting Engagement and Surprise Attack being fairly similar) and about half of the time (19 out of 35) it would be a more "interesting" scanario.