The Siege of Karak Zorn
Focused Multiplayer Campaign
This campaign follows the aftermath of the Ironbrow Expedition to Karak Zorn. Following the rediscovery of the abandoned hold, adventurous dwarf settlers have slowly carved a path down the World's Edge Mountains to help reclaim it and search for lost fortunes. However, elven spies have sent word to the High Loremaster that a terrifying demonic prison of unknown origin has been uncovered in the depths of the hold. After Teclis's requests for the hold to be resealed were ignored, he has sent word to all available forces to cut off supplies to the hold and besiege the dwarfs. However, the first elven armies, using powerful magic to protect themselves from the hostile land, meet resistance not from the dwarfs, but an army of lizardmen, angered by their disruption of the Geomantic Web. Pragmatically, Thorek searches out Kroq-Gar and agrees to help him restore the Web in return for an alliance against the elves.
Hopelessly outmatched by the oncoming elven forces, both Ironbrow and Kroq-Gar send requests for assistance from their powerful allies, but they are desperately far off and may not be able to reach Karak Zorn in time to rescue it. Thorek sends one final call for aid to the imperial colony of Sudenburg, but he knows the humans there are poorly equipped, terribly unorganized, and unlikely to be of any help, though he is unaware that the Grand Theogonist himself has just arrived at the head of an army of fanatics bent on dying in the desert. Though they may be unfit to help anyone in this hostile land, they might yet be interested in dying in the jungle to honor Sigmar's old alliance with the dwarfs.
Meanwhile, the High Loremaster coordinates his allies to surround Karak Zorn and dispatches plans to seize all supply routes to the dwarfs and lizardmen defending the mountain passes. His spies have informed him of the relief forces being mustered, but he is confident there will be nothing remaining for them to find when they arrive, and the demonic prison will be resealed and hidden from the knowledge of the untrustworthy. He makes contact with one final potential ally, who would be very interested to know where the dwarf settlers have been getting their firewood from. They might be very far away at the moment, but he knows they are privy to paths even he cannot walk.
Hopelessly outmatched by the oncoming elven forces, both Ironbrow and Kroq-Gar send requests for assistance from their powerful allies, but they are desperately far off and may not be able to reach Karak Zorn in time to rescue it. Thorek sends one final call for aid to the imperial colony of Sudenburg, but he knows the humans there are poorly equipped, terribly unorganized, and unlikely to be of any help, though he is unaware that the Grand Theogonist himself has just arrived at the head of an army of fanatics bent on dying in the desert. Though they may be unfit to help anyone in this hostile land, they might yet be interested in dying in the jungle to honor Sigmar's old alliance with the dwarfs.
Meanwhile, the High Loremaster coordinates his allies to surround Karak Zorn and dispatches plans to seize all supply routes to the dwarfs and lizardmen defending the mountain passes. His spies have informed him of the relief forces being mustered, but he is confident there will be nothing remaining for them to find when they arrive, and the demonic prison will be resealed and hidden from the knowledge of the untrustworthy. He makes contact with one final potential ally, who would be very interested to know where the dwarf settlers have been getting their firewood from. They might be very far away at the moment, but he knows they are privy to paths even he cannot walk.
Scoring Settlements
Karak Zorn
Karak Azgal
Karag Orrud
Tlaqua
The Temple Avenue of Gold
Karak Zorn
Karak Azgal
Karag Orrud
Tlaqua
The Temple Avenue of Gold
Campaign SCoring and Setup
Scoring
Scoring Settlements - Each player on each team will collect 1 Warpstone for each Tier 2 or higher scoring settlement held by their team on turn 30 and on turn 60 (including AI vassals and military allies, and if an AI is allied with both teams it counts for neither). Anti-Expeditioners team call also collect 1 Warpstone for each scoring settlement that is in ruins or held by an enemy of Karak Zorn or the Last Defenders. On turn 60, settlements that are upgraded to Tier 4 will be worth 2 Warpstone and if Karak Zorn is in ruins on turn 60 it is worth 3 Warpstone for the Anti-Expeditioners. If all teams except one concede the game, once scoring takes place in addition to any scoring that has already occurred following the rules of next upcoming scoring turn. During this scoring the conceding teams forfeit all Warpstone they would earn and the winning team is awarded Warpstone as if they held all objectives, and any objectives they do not actually hold at this point are treated as being at the lowest scoring tier level.
Legendary Lord Glory - At the end of the campaign, the player who collects the most 'defeated _____" Traits on their LL from defeating the opposing team's LL can choose the next campaign's focused faction group, and the player with the second most may choose a faction to appear as a minor focus (if there is a tie for first, all tied players may only choose a minor focus and there is no second place reward, and if there is a tie for second place then no player earns the second place reward).
Legendary Lord Glory - At the end of the campaign, the player who collects the most 'defeated _____" Traits on their LL from defeating the opposing team's LL can choose the next campaign's focused faction group, and the player with the second most may choose a faction to appear as a minor focus (if there is a tie for first, all tied players may only choose a minor focus and there is no second place reward, and if there is a tie for second place then no player earns the second place reward).
Setup
Teams - This campaign is divided into two teams and will utilize team concurrent turns. During faction selection players will automatically join the team of the faction they select. Players may not select a faction from a team that already has the maximum number of players based on an even division of players. If the player number is odd, then the Tormentors gain the extra player because the Protectors have the overall advantage of native terrain and friendly factions.
Selection Order - Randomly determined by d100 roll before faction selection. Highest result must choose first.
Faction Choice - Players may select any faction during their turn as long as the faction's team has not reached its maximum player count. The player is automatically on the team of the faction they pick.
Warpstone Rules - Players may spend Warpstone accumulated in previous campaign to take advantage of the following game-changing options:
Initiative - 3 Warpstone (can declare after selection order rolls but before any selection) - The Player may make an additional selection order roll and choose which result to use.
(Dirty Mordred)
Rogue Faction - 6 Warpstone (3 Warpstone if game has an odd number of players, limited to 1 player, the first to declare, and must be declared when selecting a faction) - The player's selected faction does not join a team and becomes a third team of one person. This faction only scores Warpstone if the other two teams tie for Warpstone earned during a scoring. In this case, the Rogue Faction steals 1 Warpstone from the Warpstone earned by each other player (for example, if both teams of 3 players tied and each player would have earned 2 Warpstone, each player instead earns 1 Warpstone, while the Rogue Faction earns 6 Warpstone).
Unlikely Allies - 8 Warpstone (12 Warpstone if selection a faction with global teleportation, can declare when selecting a faction) - You may select any faction on the map and must join the team with fewest current players. If the teams are currently even, you must roll to randomize which team you join. Costs 4 extra Warpstone if the Faction chosen utilizes any type of teleportation mechanic that is not locked to unchangeable geographic locations (for example, no extra cost is imposed for Wood Elves, but Be'lakor, Golgfag, Oxyotl and all Daemons with cults are penalized to discourage repeated use of these factions).
DLC - 1 Warpstone = 1 USD - You may exchange Warpstone for Total War: Warhammer DLC at any time.
Selection Order - Randomly determined by d100 roll before faction selection. Highest result must choose first.
Faction Choice - Players may select any faction during their turn as long as the faction's team has not reached its maximum player count. The player is automatically on the team of the faction they pick.
Warpstone Rules - Players may spend Warpstone accumulated in previous campaign to take advantage of the following game-changing options:
Initiative - 3 Warpstone (can declare after selection order rolls but before any selection) - The Player may make an additional selection order roll and choose which result to use.
(Dirty Mordred)
Rogue Faction - 6 Warpstone (3 Warpstone if game has an odd number of players, limited to 1 player, the first to declare, and must be declared when selecting a faction) - The player's selected faction does not join a team and becomes a third team of one person. This faction only scores Warpstone if the other two teams tie for Warpstone earned during a scoring. In this case, the Rogue Faction steals 1 Warpstone from the Warpstone earned by each other player (for example, if both teams of 3 players tied and each player would have earned 2 Warpstone, each player instead earns 1 Warpstone, while the Rogue Faction earns 6 Warpstone).
Unlikely Allies - 8 Warpstone (12 Warpstone if selection a faction with global teleportation, can declare when selecting a faction) - You may select any faction on the map and must join the team with fewest current players. If the teams are currently even, you must roll to randomize which team you join. Costs 4 extra Warpstone if the Faction chosen utilizes any type of teleportation mechanic that is not locked to unchangeable geographic locations (for example, no extra cost is imposed for Wood Elves, but Be'lakor, Golgfag, Oxyotl and all Daemons with cults are penalized to discourage repeated use of these factions).
DLC - 1 Warpstone = 1 USD - You may exchange Warpstone for Total War: Warhammer DLC at any time.
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, except for when waiting for reinforcements. 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 or military ally 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.
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, except for when waiting for reinforcements. 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 or military ally 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.
|
Scoring - Turn 30
Expeditioners - Anti-Expeditioners - |
Scoring - Turn 60
Expeditioners - Anti-Expeditioners - |
Warpstone Ledger
Mr Scruff: 6 - 3(Initiative)
Santos: 19
Iron: 6
Bottech: 23 - 9(DLC)
William: 6
MoneyMaker: 3
A Dirty Mordred: 1
Pato: 0
Mr Scruff: 6 - 3(Initiative)
Santos: 19
Iron: 6
Bottech: 23 - 9(DLC)
William: 6
MoneyMaker: 3
A Dirty Mordred: 1
Pato: 0