Campaign Rules


All players would be well served to familiarize themselves with the Map Campaign rules in the General's Compendium chapters 2 and 3.

Banner Size

Banner size will be determined by opponents before the battle begins. If previous communication is impossible, then the banners shall be 2000 pts. Fortifications, supporting banners, and similar bonuses will be the standard 10% each.

Army Specific Rules

While most armies will use the army rules found on pages 40 and 41 of the General's Compendium, the following rules are specific to the Grismerie Map Campaign (taken from White Dwarf 288):

Bretonnians Bretonnian realms may not ally with Dogs of War realms. Although circumstances may force the Bretonnians into such distasteful treaties in faraway lands like the Border Princes, in their home territory, Bretonnians simply refuse to associate with mercenary scum. In addition, because of their familiar with the landscape and trade routes, Bretonnian armies always win Don't Pass in the Night rolls when moving from or to a road map section, even against High Elf and Empire banners.

Dogs of War Mercenary armies do not fare too well in a land where selfless chivalry and honor are highly esteemed. As such, the usual army-specific rule whereby Dogs of War armies can add an additional 100 points to their banner size is suspended for this campaign. In addition, Dogs of War can not ally with Bretonnian realms in the campaign.

Empire The Empire armies are familiar with the trade routes to and from Breonnia, and many Empire soldiers have served as escorts to the many trade caravans that travel to Bretonnia. Because of their familiarity with the roads, Empire armies always win Don't Pass in the Night rolls when moving from or to a roap map sections. This special rules does not apply to Bretonnia or High Elf banners.

High Elves In ancient times, the High Elves lived in the Old World and built many structures in the land now known as Bretonnia. In fact, many Bretonnian castles have been built on the ancient foundations of Elven structures many thousands of years old. High Elven banners can take advantage of their abandoned structures and their ancient knowledge of the land. Thus, when defending a Fortified map section, High Elven banners add 250 points of additional troops (instead of the normal 200 pt. bonus) and may make an additional roll on the Defended Obstacles Table.

Orcs and Goblins The mountainous areas of this region of Bretonnia, particularly those of Massif Orcal, are rife with marauding greenskins ready for a scrap. Orc & Goblin banners may add 100 points to their size when fighting in mountainous map sections to represent local tribes joining the fray.

Wood Elves The Forests of Loren lie close to the area in which this campaign is set. As such, the Wood Elves are highly familiar with the local terrain and can take advantage of this knowledge to maneuver their enemies toward battlefields with a lot of trees. In Pitched Battles, Wood Elves may set up two extra pieces of woodland scenery (instead of their usual additional one piece). In the special scenarios of this campaign (except The Joust), the Wood Elves may set up one extra piece of woodland scenery as they normally do in Pitched Battles.


House Rules

The Campaign General Upgrade

Cost: 35 points

A Map Campaign is about telling a story, and a story needs characters. To encourage the creation of characters, I am borrowing a special rule from the Wisconsin Warhammer Fantasy Battles Gaming Club and their map campaign and am introducing the special ability Campaign General Upgrade

Before the campaign begins, each player can create one single Lord Character with the Campaign General Upgrade. The upgrade costs 35 points, not considered part of their magic item limit. The upgrade gives the following benefits:

  1. The Lord may have an addition 50 points of magic items (raising the total allowed to 150 points). These must be purchased from the allowed lists for the Lord.
  2. The Lord's leadership value can be used by any units of his army up to 18" away, rather than the normal 12".

Unfortunately, there are limitations on the Campaign General

  1. The Lord's equipment, spells, and magic items must be set before the campaign. They can only be changed after the special Grail Quest scenario between turns 12 and 13.
  2. The Campaign General can only fight in a single battle each turn, to be determined by the player.
  3. Beginning on turn 13, special experience rules will go into effect for the Campaign General.

Hopefully players will be inspired to create unique miniatures, names, backgrounds and personalities for their Campaign Generals. Statistics for the generals should be emailed to the campaign administrator before the campaign begins in January 2005.


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