MEDIEVAL Campaign Rules - Flip Through
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In todays video we will watch a Flip Through of my Campaign rules i have been working extensively for the past few months.
The rules designed for the Medieval Era and many ideas came from my Wargaming experience but also from Blood and Crowns Rules (The Card initiative mechanics) and the Solo wargaming guide book and Barons War rules (Unit Quality and morale) all three videos on this books will be linked below
The rules obviously need to be play tested but i believe i am in the right track
For those who manage to watch the whole video ;) i would be grateful if you could give me feedback and maybe ideas on how to improve or what i might add.
The game sequence and various sub stages of the rules is as per below :
-Roll for defenders’ reaction time
--Attacker Rolls to determine the Starting Month of the Campaign and defender rolls for weather
Continue Rolling every new week (one round of initiatives). Check weather table for movement restrictions if any.
-Draw activation Cards from deck and perform actions with your armies (Max 3 actions)
-Check your supply lines and accordingly roll on Health and Provisions Chart (For sieges 4 weeks without supplies for standing armies 3 weeks without supplies)
-Check your mutiny factor (when equal to triple armies' morale factor). Roll for mutinies.
-Every End of the campaign season Roll for revolts
-Every end of the Campaign season add new recruits from owning player settlements
-Calculate VP(every Round)
-Check victory conditions (Every Round )
-New initiative start from the top
The below rule sets and Book have inspired me as i used many mechanics to prepare this first draft of the Campaign rules
The solo wargaming guide by William Silvester
Link : https://youtu.be/vyHx82AsVGE?si=jbdcpopsUUPke2cO
Blood and Crowns Rules written by Eric Hansen by Firelock Games
Link: https://youtu.be/t_L36U1rBG8?si=wrvBH5_LbkNC91_x
Barons War Rules by Andy Hobday
Link:https://youtu.be/puXVgTCINv4?si=_0MqWUHBa1su09_v
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