The first, most important requirement (apart from people to take part) is a map. The map should be marked out in squares or hexes. It's quite easy to draw one, but a good idea I've found is to use an Ordinance Survey map (or the US equivilent) of North Scotland or some other sparsley populated area as a basis to work from. Each player should then place a shield in a starting hex.
Each player should select a 1500 point army, with the following restrictions; no Special Characters, no wizards higher than level 3, no magic items costing more than 60 points and no allies.
Each unit has a certain amount of experience points.
The army which wins the scenario can keep the magic item which was the objective for the rest of the campaign.
Players can fight battles as they wish. The player who wins the battle should be awarded 2 extra territories. The player who loses should lose 1 territory. In the event of a draw, both players are awarded 1 territory.
Every time a player wins a battle, they should roll a D6.
On the roll of a 1, the territory contains a curse. Roll on the 'curse table'.
On the roll of a 4, the territory is in a good defensive position.You may fight the next battle as a seige, with you as defender.
On the roll of a 6, the territory contains a bonus.Roll on the 'bonus table'.
1. Your troops have to spend excessive time quelling a peasant uprising. In your next battle, the unit that cost the least points (excluding characters) is not able to fight.
2. The area drains magical power. One randomly selected magic item cannot be used during the next battle.
3. The area drains magical power. You may only use level 1 or 2 wizards in the next battle.
4. Sabotage! You may not use one randomly selected war machine in your next battle.
5. One randomly selected character catches a native disease. You may not use this character in the next battle.
6. Peasant uprising! The next time you lose a territory, you also lose this territory, as the inhabitants will take the oppertunity to rebel.
1. A magic weapon is found in the new territory. A magic weapon costing 60 points or less can be used for free in the next battle.
2. The peasants are dedicated to your cause, and aid you in your conquest. You may spend 90 extra points on your army in the next battle.
3. There are plentiful resources in the area. Next battle, one war machine will cost half the normal points cost.
4. The new territory has a magical aura about it. Next battle, one wizard in your army may raise his level by 1 for free.
5. Occupying the area is hard work, but eventually your army succeeds. Each unit gains 1 experience point (as detailed in the experience section).
6. The peasants are dedicated to your cause, and aid you in your conquest. If you win your next battle, you may occupy 3 territories instead of two.
If two players' realms borders on an other players realm, they may form an alliance to take on their grand neighbours. A 'Last Stand' scenario as detailed on page 30 of the Battle Book should be fought. The allies form an attacking team, with them taking 1000 points each. The other is the defender, and commands a 1000 point army in the centre of the table. If the defender wins, award 2 territories as normal and subtract a territory from each of the allies. If the allies win, both are awarded one territory and the ally who has the most points left at the end of the battle should be awarded one extra territory. The defender loses a territory as normal. In the result of a draw, the defender should be awarded a territoey and the other players should be awarded no territories.
If a player defeats the commander of a realm twice the size of his own, he is awarded 3 instead of 2 territories and the opposing player should lose two territories. This is to encourage generals to take on opponents around their level.
If a player has more than 20 territories, he can raise another army, and should stick another shield inside the borders of his realm. There is only one advantage to this; if two players attempt to ally against the player, he can, if he wishes use his extra army to take on the armies one at a time in normal battles
The rules above take account of the basics in running a simple campaign, including alliances and seiges. However there are many other ideas which you can use in your campaign. Man O'War can be used to take command of island hexes; jousts can be fought in campaigns consisting mainly of Brettonians and other good races; special territories can be awarded.
If a Necromancer (or Vampire, Liche, etc.) is killed (or, as I prefer to say, taken out of action) during a battle, roll a D6. On a 1 he is dead. If there are no other Necromancers in your campaign army, your army falls to the ground, and you must start the campaign again.
Undead are also able to
One idea which I used in my campaign was to take generals four at a time, and allow them to fight the 'Take and Hold' scenario.
The army which wins the scenario can keep the magic item which was the objective for the rest of the campaign.