GAME TACTICA
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    • Forge of the Chaos Dwarfs
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GAME TACTICA

The Forge of the Chaos Dwarfs
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Chaos Dwarf Multiplayer Campaign

This campaign focuses on war between the Chaos Dwarfs over control of Zharr-Naggrund. The teams in the game will include both Chaos Dwarf factions, who will be responsible for gaining Influence over the Tower of Zharr and plotting the take over of either Zharr-Naggrund or their rivals' territories, and other Allies who should be chosen based on their own unique contributions or their ability to help challenge for control of Zharr-Naggrund. The ultimate goal of the game is to create a 5th tier settlement at Zharr-Naggrund, but the byzantine politics of the Conclave makes things a bit more complicated. Teams must make sure they have a solid position in the Tower of Zharr or else any move against the Conclave may quickly be turned against them by their rivals. The Chaos Dwarf factions can either attempt to control the Tower and usurp the Conclave, or defend the Conclave and go straight for their enemies' hearts.
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Campaign Setup
- Players will be randomly divided into 3 teams.

​- Each team will first chose either Disciples of Hashut, Legion of Azgorh, or Warhost of Zharr with order of selection determined by Warpstone bidding (auction style) or assigned randomly if no Warpstone is spent.

- In whatever order the first Chaos Dwarf factions were assigned, the respective teams may then choose any faction in the game for one of their Allies (choosing a faction near Plain of Zharr/Zharr-Naggrund is advised). Any Ally selection may be vetoed for the cost of 2 Warpstone, but a re-pick due to a veto may not be vetoed. Any faction vetoed is also banned for any future selection by any team. Veto decisions are made in reverse order as selection (the team selecting last must decide if they want to veto first). Some Ally choices will also cost warpstone from the player that chooses to play them (or can be donated by another player on the team).

Free Allies - Beastmen, Daemons, Norsca, Warriors of Chaos, Ogre Kingdoms
1 Warpstone - Tomb Kings, Dark Elves, Skaven, Vampire Coast, Vampire Counts
2 Warpstone - Bretonnia, Orcs & Goblins, High Elves, The Empire, Lizardmen, Wood Elves, Dwarfs, Grand Cathay, Kislev
Campaign Scoring
- Only Chaos Dwarf factions may choose occupy Zharr-Naggrund, though any faction may raze or sack it.

- The game ends if any team owns a Level 5 settlement at Zharr-Naggrund (red) or if all other teams have lost their Chaos Dwarf starting capitol (yellow). 
Note that if you have enough Influence, a Level 5 settlement can be instantly rushed!

- Crossing the River Ruin (Special Campaign Rule): If the Conclave still holds Zharr-Naggrund, armies of any team may only enter and fight in the Plain of Zharr province if they hold more seats, in the highest tier with any seats held, of at least one district of the Tower of Zharr than any other single faction. If at any point this is no longer true, then any armies currently located in the Plain of Zharr may not fight. This will be handled by two rules: these armies may not initiate or accept battles, and if attacked, these armies must either retreat or enter battle and immediately choose to concede defeat even if this will destroy the army. Whenever a seat is purchased, the purchaser is responsible for announcing to all teams via Discord if they have tied or displaced the leader of a district, and therefore removed their ability to fight in the Plain of Zharr. It is advised to only start a war with the Conclave if you have a safe lead in seats within at least one district.

- Each player on each team will earn 4 Warpstone for holding a Level 5 Chaos Dwarf settlement at Zharr- Naggrund, 1 Warpstone for holding a rival Chaos Dwarf capital, and 1 Warpstone for each district of the Tower of Zharr in which they hold more seats than any other faction. Each player will earn 1 Warpstone for each other player's Legendary Lord they defeated in battle with their own Legendary Lord and earned the unique defeat trait for.

Standard Rules

Campaign Settings

Turn timers - Campaign options will be default except for 5 minute Team turn timers and 20 minute battle timers.

Battle Rules

Autoresolve - Other than defensive battles that include your LL, battles against AI factions must be autoresolved as default, however each player is allowed to manually fight up to 2 battles against AI factions per session. If player factions are involved in both sides of a battle, then this rule is ignored. Reinforcing, supporting, or spectating players in a battle may never select Autoresolve. The campaign mod has increased the losses that will be incurred from autoresolving to make it more costly than manually fighting and encouraging players to manually fight close battles.

Taking control of the enemy - Other than during a player's first battle of the campaign during the campaign's first session, other players may, and are encouraged to take control of or join the enemy army. If multiple players control an AI army in this way, starting control of units must be split evenly or to the agreement of the players. Obviously, this should never be used to hurt the AI or help the opposing player. During Round 2, players must either be at war with a player to take control of their enemy or be allied to a player to support them.

Joining as an ally -  Players may also join on a player's side and be allocated units if they are allied in the campaign or on a team.

Pausing - Pausing during a battle is never allowed. Please respect the other players time and do not pause even when fighting AI. Egregious or pausing for obvious benefit will be considered a violation.

Ending the battle - All battles must be ended as soon as the End Battle button is available and taking time to chase the enemy from the field is not allowed. Not ending the battle for obvious benefit will be considered a violation. Choosing not to kill remaining Unbreakable units to extend a battle is also not allowed.

Withdrawing - To withdraw from a battle, players must withdraw via the map edge and may not usually use the Concede Defeat menu option for this purpose, unless they have only Unbreakable units remaining (not Undead/Daemons).

Retreating or declining battle - an Army that Retreats from or Declines an attack that it initiated on its own turn may not attack again that turn (Ambush attack exploit)


Campaign Rules

Holding a settlement - In regards to victory objectives, a player holds a settlement in the following conditions:
- The player controls the settlement
- The player's vassal controls the settlement
- The player has a hidden settlement (undercity/cult/etc.) in the settlement and no player or vassal of a player controls the settlement.

Settlement trading - If a player receives a settlement from another player, they may not trade that settlement back or to any other player (Control reset exploit).

Rules Violations
Any accidental violation of any of these rules, gives the opposing players/team the right to demand the violating player abandon a settlement as a penalty, chosen by the violator's enemies. The violating player may then reoccupy the ruined settlement if they wish.

Absences
Protected Absence -  In a campaign of 3 or more players, if a player is unable to show up to at least one session in a week, he may use a protected absence once during a campaign. During this absence, none of their settlements may be besieged or attacked by another player. In Round 1 or 2, if there is a second absence, the player will no longer count as a player for victory conditions and will forfeit that Round, though they can still be awarded points as described for players that do not accomplish their victory conditions. Substitute players may be asked to fill in for any absence.
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Disciples of Hashut
(Mr Scruff)

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Wargrove of Woe
(Pixel)

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Legion of Azgorh
(Santos)

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Clan Rictus
​(Bottech)

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Warhost of Zharr
(Iron)

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Ghosts of Pahuax
(William)

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Disciples of Hashut
​(Alec)

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Legion of Azgorh
(Lookatall)

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Warhost of Zharr
(MoneyMaker)

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Warpstone Ledger
​​Mr Scruff: 0
​Santos: 5 
​Iron: 5 - 2 (Veto Clan Mors)
​Pixel: 3 - 2 (Wood Elves)
​​Bottech: 12 - 1 (Skaven)
​William: 6 - 2 (Lizardmen)
​​Alec: 2
​Lookatall: 5
MoneyMaker: 1 
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