Kingmaker Campaign - [CANCELLED]

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SailingGuy
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Kingmaker Campaign - [CANCELLED]

Post by SailingGuy »

Please PM me if you are interested in joining this campaign.

Kingmaker Campaign
(Based loosely upon "War of the Roses" boardgame by ZMan Games)
4 to 12 players

You may view the campaign map at: http://kingmaker-campaign.wikispaces.com/England+1455

Characters:
NW - Neville/Warwick (1000 point starting army in South East England)
Per - Percy (900 point starting army in Northern Marches)
Pln - Plantagenet (900 point starting army in Northern England)
NS - Neville/Salisbury (800 point starting army in Northern Marches)
Bea - Beaufort (700 point starting army in West Country)
Stn - Stanley (700 point starting army in Northern England)
Stf - Stafford (600 point starting army in South East England)
Tud - Tudor (500 point starting army in Wales)
Mw - Mowbray (500 point starting army in Midlands)
Tal - Talbot (400 point starting army in Midlands)
Her - Herbert (400 point starting army in Wales)
Hol - Holland (400 point starting army in West Country)

Characters are not restricted to their historical "House". They may either declare for York or Lancaster.

England is divided into six areas:
Northern Marches
Northern England
Wales
Midlands
West Country
South East England

Each area contains one...
1) Walled city
2) Town
3) Port & ship
4) Castle
5) Bishop (or Archibishop) that will throw his loyalty behind one character

NORTHERN MARCHES
Adjacent to: Northern England
Walled city - Newcastle £4
Town - Durham £3
Port - Berwick £2 / Ship £5
Castle - Bamburgh
Bishop - Bishop of Durham £5

NORTHERN ENGLAND
Adjacent to: Northern Marches, Wales, and Midlands
Walled city - York £7
Town - Lincoln £4
Port - Kingston £3 / Ship £5
Castle - Pontefract
Bishop - Archbishop of York £6

WALES
Adjacent to: Northern England, Midlands, and West Country
Walled city - Carmarthen £5
Town - St. David's £3
Port - Cardiff £3 / Ship £5
Castle - Harlech
Bishop - Bishop of St. David's £4

MIDLANDS
Adjacent to: Northern England, Wales, and South East England
Walled city - Norwich £5
Town - Coventry £4
Port - King's Lynn £2 / Ship £5
Castle - Kenilworth
Bishop - Bishop of Norwich £5

WEST COUNTRY
Adjacent to: Wales and South East England
Walled city - Bristol £6
Town - Exeter £4
Port - Plymouth £2 / Ship £5
Castle - Carisbrooke
Bishop - Bishop of Exeter £3

SOUTH EAST ENGLAND
Adjacent to: Midlands and West Country
Walled city - London £8
Town - Winchester £4
Port - Sandwich £2 / Ship £5
Castle - Windsor
Bishop - Bishop of Winchester £6

Bonus Income:
Constable of the Tower of London £4 (Player who controls the most castles)
Archbishop of Caterbury £4 (Player who controls the most Bishops)
Lord High Admiral of England £2 (Player who controls the most ships)
Warden of the Cinque Ports £2 (Player who controls the most ports)

Start:
In random order, players choose a character and declare for either York or Lancaster. A player must declare for the "House" that currently has the fewest characters alligned. If there are less than 12 players, in reverse order players choose a 2nd character. The new character's "House" must be that of the player's primary character. A player may not have more than two characters. Unchosen characters are not in play. It is possible for some players to have one character while other players have two characters.

Control:
A player controls a location (city, town, port, or castle) if his character was the last to "march" on that location and occupy it.

Play:
In random order, a character "marches" to a new location (city, town, port, castle, or to "lift a siege"). That
location may be within the current area he occupies, or any location within an adjacent area. Characters march with their army (expressed as a number of FoG build points).

Example: Tudor (with 772 points) marches from Harlech to Coventry.

If a character marches to a town or port occupied by a character from an opposing "House", a FoG battle will ensue after all marches, by all characters, are completed.

Characters from the same "House" may not march to the same location. A character occupying a location that is the target of an earlier character's march, may not move away from the location and is compelled to battle his enemy (unless he retreats behind the walls of a city or castle).

If a character marches to a walled city or castle occupied by a character from an opposing "House", the character within the city/castle may either sortie (and a battle will be fought), or withdraw behind the walls where he will be besieged. Besieged characters may not march.

A besieging character is not considered to be occupying the city or castle. A character may march to a location to "lift a siege", but is not considered to occupy that location regardless of the battle outcome. The besieger must fight a battle with any enemy army that either sorties, or marches to "lift a siege". The besieger may not avoid combat.

If a character marches to "lift a siege", his besieged ally may not sortie. If a character sorties from a siege, his ally may not march to "lift a siege". This rule is in place so that each FoG battle will only have one Lancastrian and one Yorkist character present.

Example:
Percy (Lancaster) is at King's Lynn.
Talbot (York) is at Pontefract.
Neville (York) is at Harlech.
Stafford (Lancaster) is at Lincoln.

Percy activates first and marches on Talbot at Pontefract. Outnumbered, Talbot chooses to withdraw within the stout walls of Pontefract.

Talbot activates second. He could sortie and force a battle with Percy, but decides to remain within the safety of the castle.

Neville activates third, and marches to "lift a siege" at Pontefract. Percy and Neville will fight a battle after all movement is completed.

Stafford activates fourth. Since only two characters can fight in a FoG battle, he can't march to Pontefract and join the conflict between Percy and Neville. He marches to the unoccupied city of York.

If Percy wins or ties in his battle with Neville, he will remain besieging Pontefract, and Neville will be considered to be "in the countryside" of Northern England.

If Neville wins the battle with Percy, the siege of Pontefract will be lifted. Both Neville and Percy will be considered to be "in the countryside" of Northern England.

Maximum army size:
No character may have an army of over 1,000 points.

Countryside:
A character is considered to be "in the countryside" if he was driven from a town or port, forced away from a siege, or failed to "lift a siege". A besieged character that sorties and fails to win the battle with the besieger is considered to be back inside the walled city or castle. A character may not march against an enemy army "in the countryside". After the start of the game, a character may only be "in the countryside" as noted above, or when an army is reformed after dropping below 200 points. A character may not choose to remain "in the countryside", he must march somewhere the next time he is activated. A character may choose to remain in a location (city, town, port, or castle) by "marching" on his current location.

Besieged:
After all the battles are completed, a besieged character rolls a 100 sided die (d100). On a result 1-50 the character loses 10% of his army to disease/starvation. On a result of 51-75 the character loses 20% of his army to disease/starvation. On a result of 76-100 the character loses 30% of his army to disease/starvation. Besieged armies may not raise new troops. If a besieged character's army drops below 200 FoG points, the castle or city is considered taken by the besieging force. The character and his army are put to the sword. The besieger occupies the city or castle.

The heir of the dead character forms a new 400 point army "in the countryside" of the intitial starting area of that character. The heir loses control of all towns, ports, ships, cities, and bishops. Although the new army is considered to be commanded by the heir, no "new heir" roll is made; unlike the procedure used upon the death of a C-in-C in combat.

Bishops/Archbishops:
For our purposes Bishops and Archbishops are treated the same, and the term "Bishop" is used. The first time a character marches to the city or town of an unalligned Bishop, that Bishop alligns with the character. The Bishop will be loyal to the character until that character dies in combat, dies in a siege, dies from natural causes, or his army is reduced to 200 points or less. If another character marches on the home city/town of a Bishop, this does not change the Bishop's loyalty. If a Bishop dies from natural causes, a new unalligned Bishop takes his place. (A character may spend his turn remaining in the city/town of an unalligned Bishop in order to earn that Bishop's loyalty.)

Ports and Ships:
A player who controls a port, also controls the ship associated with that port. He may use that ship for commerce (collecting the £), or he may use the ship for transport. In lieu of a normal march move, a character may move his army from a port by that port's ship to any area and then march to any location within that area. Before completing such naval move a 100 sided die (d100) is thrown with the following results...
1 - 10 = Storms (20% of army points lost, return to port).
11 - 20 = Severe storms (30% of army points lost, return to port, ship destroyed).
21 - 30 = Naval move completed normally, army reaches destination, but ship is lost due to severe storm while attempting to return to port.
31 - 100 = Naval move completed normally. Ship returns safely to port.

Aging:
At the end of each year, every character and Bishop rolls a 100 sided die (d100). On a roll of 1-15, the character dies of natural causes. In the case of a character, his heir takes his place. In the case of a Bishop, a new unalligned Bishop takes his place.

Turn sequence (each turn is considered to be one year):
Muster troops (this may be done simultaneously)
March (per character in random order)
Gain £ in treasury (this may be done simultaneously)
Aging (this may be done simultaneously)

Heirs:
Characters are assumed to be the C-in-C in any FoG battle. If a character is killed in battle or dies from natural causes, his heir takes control of his forces. The same player still controls the character. The new heir loses the support of any Bishop his predecessor may have gained, but continues to control any towns, cities, ports, and ships. In addition, the heir must roll a 100 sided die (after calculating the battle results if applicable). On a result of 1-50 the character loses 10% of his army to desertion. On a result of 51-75 the character loses 20% of his army to desertion. On a result of 76-100 the character gains 15% as new troops flock to his banner. Regardless of the roll, an army may not drop below 200 points as the result of the death of the character.

Post battle results:
Before calculating any potential losses due to the death of a C-in-C, casualties resulting from the battle itself must be determined. Using the number of men remaining compared to the number of men initially present will yield a % casualty rate. This percentage is modified, and then used to adjust the number of army build points remaining. If an army won the battle, the casualty percentage is cut in half. If an army lost the battle the casualty percentage is increased by one and a half. If the armies fought to a draw, the casualty percentage remains the same. If the C-in-C was killed, after calculating the remaining army build points, the net number of remaining points is determined based on the "heir roll". If a character's army is ever reduced to less than 200 points, he loses control of all towns, ports, ships, cities, and bishops, and restarts "in the countryside" of his home area with an army of 400 points. The new army is considered to be commanded by his heir (although no "new heir" roll is made, unlike the procedure used upon the death of a C-in-C in combat or due to ageing).

Example #1: Beaufort enters a battle with 750 army build points. Of the 16,000 men he brought to the battlefield, 3,500 are casualties. This yields a casualty rate of roughly 21.9%. Since Beaufort won the battle, this rate is reduced to 10.9%. Of his original 750 army points, 668 remain.

Example #2: The next year Beaufort enters a battle with his 668 points. This time he is not so lucky, is killed in combat, and loses the battle. Of his 14,000 men involved, 4,500 are casualties. Since the battle is a loss, Beaufort's casualty rate goes from 32.1% to 48.2%. Of his starting 668 points, only 346 remain for his heir to command. Beaufort's heir rolls a 77 and 15% (52) flock to his banner. He ends the year with an army of 398 build points, a far cry from the 750 point army his father commanded two years ago.

Treasury and recruiting:
Each £ in a character's treasury will allow him to muster 5 army points. The £ is expended. Characters are not required to spend the £, and unspent £ remains in their treasury. A treasury is not lost, and is passed on to a character's heir. A besieged character may not raise new troops.

Dice rolls:
I will generate a random character order each turn. It will be necessary for me have each player's email address. The character order and d100 random rolls will be determined via the email dice server at dicemaster@nomic.net. You can see how the dice roller works at http://dice.nomic.net/email.html

Area control:
If one "House" (regardless of character) controls all four locations within an area, any enemy army that marches or sails into that area loses 10% of his army due to desertion.

Winning:
If one "House" (regardless of character) controls four total areas (ie the 16 locations), the War of the Roses is over. Besieged castles and walled cities are controlled by the character within the walls, not the besieging force.

Development:
These rules are in the development phase and are subject to change, and changes will immediately take effect within the campaign. Please PM me with any ideas and/or improvements you may have. The design intent is to make a simple strategic structure in which to fight our FoG battles.

Fair winds,
Phil
aka "Sailing Guy"
Last edited by SailingGuy on Thu Sep 29, 2011 4:25 pm, edited 1 time in total.
"To his dog, every man is Napoleon; hence the constant popularity of dogs." Aldous Leonard Huxley
Ferb
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Post by Ferb »

This sounds interesting, I remember playing lots of the old Kingmaker boardgame years ago.
However there's a lot here & I'm not sure what each player would have to do. Would we just tell you where we want to go and fight the battles and you would take care of the rest?

Also it seems we don't get to choose which house we just get whichever one is 'weakest'
A player must declare for the "House" that currently has the fewest characters alligned
Anyway I'm a tentative 'in'

Ferb
batesmotel
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Post by batesmotel »

Put me down for another tentative but it would be good to get Ferb's question answered. As anotehr question, I assume there will be some provision for switching sides. It wouldn't be the WoTR without that. But it has to involve some penalty to the character switching in order to prevent everybody from just stampeding to the winning faction.

Chris
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SailingGuy
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Post by SailingGuy »

Ferb wrote:This sounds interesting, I remember playing lots of the old Kingmaker boardgame years ago.
However there's a lot here & I'm not sure what each player would have to do. Would we just tell you where we want to go and fight the battles and you would take care of the rest?
Players would be responsible for determining their own "marching orders" and fighting out any resulting battles. (The campaign system is designed to be kept fairly simple in order to concentrate on the battles themselves.) Of course a good alliance will probably be communicating between one another and formulating an overall strategy in the background (via PM and email).

Where do we concentrate our forces? Do we use ships for their movement flexibility, or dedicate them to commercial aspects? Do we strike early to "pin" our enemy in place (even at less than optimal odds)? Or do we fall back to a defensible castle or city while we rebuild? Do we march to lift a siege, or let our ally pull his own head out of the noose? Do we work as a team? Or is it every noble for themselves? (The rules do allow you to march on an ally's holding and claim it for yourself.)
"To his dog, every man is Napoleon; hence the constant popularity of dogs." Aldous Leonard Huxley
SailingGuy
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Post by SailingGuy »

Signed up so far...

SailingGuy
Ferb (tent.)
batesmotel (tent.)
"To his dog, every man is Napoleon; hence the constant popularity of dogs." Aldous Leonard Huxley
SailingGuy
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Post by SailingGuy »

batesmotel wrote:It wouldn't be the WoTR without that. But it has to involve some penalty to the character switching in order to prevent everybody from just stampeding to the winning faction.
Hmmmm... Hadn't thought of that one. I have to agree with you.

Perhaps a player that switches sides loses some of his holdings (those locations become unaligned) and rolls on a Treachery Table.

1-50 = 10% Desertion
51 - 75 = 20% Desertion
76 -90 = 30% Desertion
91 - 100 = 40% Desertion
101 - 150 = 50% Desertion
151+ = 75% Desertion
(Add 25 to the die roll for each previous defection.)

Holdings in areas dominated by the new House (ie that House controls 3 of the 4 holdings) would remain under the player's control. Bishops would always become unaligned.

Example:
Player A (York) holds Winchester (and had the Bishop's loyalty).
Player B (Lancaster) holds London.
Player C (Lancaster) holds Sandwich and Windsor.
Lancaster is dominate in SE England.
Player A also holds Kenilworth and King's Lynn in the Midlands
Player A decides to defect to the Lancastrian cause. Since his Winchester holding is in a primarily Lancastian area, it remains in his hands (actually giving control of SE England to the Lancastrians due to his defection). The Bishop of Winchester becomes unaligned. Player A's former holdings in the Midlands become unaligned.

A player defects in lieu of a march. The current location of his army would not become unaligned (nor would a Bishop at that location) regardless of other factors. The timing of a defection could have interesting implications. Defecting while besieged might grant a player a modifier to his Treachery Roll. Better to switch sides than to starve to death or die by the sword.

I'm also thinking about adding garrisons to the locations. These would not generate FoG battles, but would slowly attrit a player's army. There would be no garrisons at unaligned locations. (Yet another reason why the timing of a defection might be interesting.)

Any thoughts?
"To his dog, every man is Napoleon; hence the constant popularity of dogs." Aldous Leonard Huxley
stockwellpete
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Post by stockwellpete »

Just some thoughts . . .

i) there are some very interesting ideas here but I feel that it may just be too complicated to play on-line

ii) there don't appear to be any of the royal characters present :shock: - Henry VI, Margaret of Anjou, Prince Edward and the Beauforts for the Lancastrians; Richard Plantagenet of York, Edward Plantagenet of March (Edward IV), Edmund Plantagenet of Rutland, George Plantagenet of Clarence, Richard Plantagenet of Gloucester (Richard III). The struggle around the Crown is the main focus of the WotR and so it has to be included centrally in any campaign, I feel.

iii) there were very few sieges during the WotR - of Scottish border castles and Welsh castles only, but not of towns and cities.

iv) there wasn't really an attritional effect in terms of the warfare either. The dynamic generally was - a battle occurred, the losers were executed (the nobles) or fled into exile, everyone went home and a new political settlement was established. Losses in one battle didn't generally have an effect on the next battle (there are some exceptions e.g. Ferrybridge-Towton 1461, Barnet-Tewkesbury 1471).
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