BRITTANY Campaign Rules

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Starting a new Campaign based no the wars of Bretton succession and this time I am utilizing some of the rules from the Warriors of God Board game I used to play long time ago.

Here some of the basics of Brittany Campaign Rules
During the game, the players vie to gain control of the contested (not the neutral France) areas. Every contested area that you control provides additional troops and (more importantly) earns you victory points at the end of each turn.
A contested area is either uncontrolled, controlled by England (Montfort), or controlled by France (Blois).
Contested areas have an Area Value from 1 to 3, which is important for sieges, raising troops and gaining victory points. The Area Value is the Roman numeral next to the coat of arms.
Every leader has a rank, which you can tell by the number of stars on his piece. The more stars, the higher the rank and the more victory points your enemy will win if he kills or
Leaders have stars that depict their level.
3 stars: Kings and Crown Princes of England and France.
2 stars: All other Kings; Regencies; Major Lords; Grand Marshals.
1 star: Royal family; Minor Lords; Mercenary Leaders. Non-noble Generals.

Leaders can command troops as per below equation.
Star Numbers x 2 +Leaders unit So a one-star leader can command 3 troops including his own a two-star leader 5 etc.

Here is the Abbreviated Sequence of Play:
Phase 1: Determine the Initiative Player and the Number of Action Impulses for the Turn
Phase 2: Conduct the Action Impulses
Phase 3: Resolve Battles
Phase 4: Determine Control of Areas
Phase 5: Raise Troops and Place Mercenaries
Phase 6: Deploy Troops and Recruit Mercenaries
Phase 7: Dispose of Captured Leaders
Phase 8: Determine Leader Death
Phase 9: Place Leaders
Phase 10: Dispose of Leaderless Troops Phase 11: Adjust the Score

Each player rolls one die.
The player with the higher roll is the initiative player for the rest of the turn and his unfortunate foe is the non-initiative player. Remember the lower die roll because you will use it in a moment to determine the number of action impulses. If the players rolled the same, the initiative player from the last turn wins the tie. The English win tied initiative rolls.
The initiative player now takes the losing die roll and adds two (if the roll was a tie, use either number). The result is the number of action impulses for the initiative player this turn, while the non-initiative player gets one less action impulse. For example, if the lower die roll was 3, then the initiative player would get 5 action impulses and the non-initiative. player would get 4 action impulses.
The players now alternate action impulses until all action impulses are used. The initiative player goes first.
After all the action impulses are over, move on to the next phase.
A player can do one of three things as his action impulse:
• Move leaders
• Remove an enemy control marker
• Pass

A player may use an action impulse to perform one of the following leader moves:
a) Move up to three leaders from the same area to an adjacent area across a river border with Bridge.
b) Move up to two leaders from the same area to an adjacent area across border with forest.
c) Move one leader to an adjacent area across a border with Mountains.
d) Move up to two leaders from the same area to an adjacent friendly-controlled area by a sea connection.
e) Move one leader to an adjacent area by a sea connection.
f) move one leader to an adjacent area across a border with hills
There is one major restriction on moving leaders (the Flypaper Rule):
• A leader may not move away from an area if the number of enemy leaders in the area is equal to or greater than the number of friendly leaders in the area. An enemy control marker counts as an enemy leader and a friendly control marker counts as a friendly leader.

• A leader may not move away from an area if the number of enemy leaders in the area is equal to or greater than the number of friendly leaders in the area. An enemy control marker counts as an enemy leader and a friendly control marker counts as a friendly leader.

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