{"title":"Map Based Campaigns","description":"\u003cp class=\"font-claude-response-body break-words whitespace-normal leading-[1.7]\"\u003eNo two campaigns are ever the same.\u003c\/p\u003e\n\u003cp class=\"font-claude-response-body break-words whitespace-normal leading-[1.7]\"\u003eAt the start of each campaign, players choose their starting positions on a grid that will eventually become the world. The campaign map is generated entirely by the players themselves as their armies move over the continent revealing the terrain as they go. The map you fight over during this campaign will never exist again.\u003c\/p\u003e\n\u003cp class=\"font-claude-response-body break-words whitespace-normal leading-[1.7]\"\u003eBattles are fought control of the land and resourses as armies move together. Win, and you expand your kingdom. Lose, and defend what remains.\u003c\/p\u003e\n\u003cp class=\"font-claude-response-body break-words whitespace-normal leading-[1.7]\"\u003eAs the campaign progresses, your force grows and changes with every game. Units gain experience, develop new skills, and carry the weight of their battles forward into the next, building a roster with a history written on the tabletop.\u003c\/p\u003e\n\u003cp class=\"font-claude-response-body break-words whitespace-normal leading-[1.7]\"\u003eAt the end of the campaign, the player who controls the most territory is declared Campaign Victor. But the map tells a richer story than a simple points tally, every player will have their own tale of the battle that turned the tide, the desperate last stand, and the territory that changed hands three times before the campaign was done.\u003c\/p\u003e\n\u003cp\u003eCampaign places are limited so sign up in store online to secure your spot for the next.\u003c\/p\u003e","products":[{"product_id":"map-based-campaigns","title":"The Reclamation of the Eastern Reaches — A Warhammer: The Old World Map Campaign","description":"\u003ch3\u003eA grand hex map kingdom-building campaign. Forge your empire. Crush your rivals. Write history.\u003c\/h3\u003e\n\u003chr\u003e\n\u003cp\u003e\u003cstrong\u003eThe Setting\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003eThe Eastern Reaches lie open and unclaimed, ruins of dead kingdoms swallowed by the steppe, forgotten gold in the mountain passes, and ancient settlements ripe for conquest. A generation of ambitious lords, Dwarfen expeditionary holds, undead dynasties, and warlike tribes converge on this broken frontier. Each seeks to carve a kingdom from the wilderness. Only one will succeed.\u003c\/p\u003e\n\u003cp\u003eThe campaign is fought across a large hex map representing the Reaches, tracked week by week and updated after every session. The war table lives at the Strangled Oak where Berthold the landlord keeps the ledger, reads the campaign log aloud at the start of each session for his patrons, and charges for ale but not for the table.\u003c\/p\u003e\n\u003chr\u003e\n\u003cp\u003e\u003cstrong\u003eHow the Campaign Works\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003eThe Reclamation runs as a living hex map campaign using the Rout rules system, see attached documents. Each player commands an Empire represented by army banners on the map. You scout unknown territory, claim hexes, found settlements, build castles and cities, forge alliances, and go to war, all in pursuit of dominion over the Eastern Reaches and your fellow want to be Kings.\u003c\/p\u003e\n\u003cp\u003eThe campaign runs in seasons. Each season consists of six Campaign Turns followed by a Winter Turn where your empire consolidates, rebuilds, and prepares for the next push.\u003c\/p\u003e\n\u003chr\u003e\n\u003cp\u003e\u003cstrong\u003eCampaign Turns — What Happens Each turn\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003eEach Campaign Turn follows this sequence:\u003c\/p\u003e\n\u003cp\u003eSubsistence — your banners must be fed. Armies forage from the land or draw on their baggage trains. An army that cannot subsist begins to fall apart.\u003c\/p\u003e\n\u003cp\u003eScouting — banners nominate adjacent hexes to explore. The landscape and contents of each hex are revealed by dice roll, plains, forests, mountains, rivers, villages, mines, lumber yards, and the occasional nasty surprise. You cannot move into a hex you have not scouted.\u003c\/p\u003e\n\u003cp\u003eMovement — banners advance across the map, claiming new territory and threatening enemy hexes. All banners must maintain an unbroken supply line back to their Capital at all times.\u003c\/p\u003e\n\u003cp\u003eBattle — when opposing banners meet in the same hex, a game of Warhammer: The Old World is fought. Victory claims the hex. Defeat means retreat, casualties, and a roll on the recovery table to see who makes it back.\u003c\/p\u003e\n\u003cp\u003eSiege — Castles and Cities can be garrisoned and held against attackers using the full Rout siege rules. Defenders can ride out to give battle or withdraw behind their walls and force a siege. Sieges can last multiple turns and carry over between weeks.\u003c\/p\u003e\n\u003cp\u003eRazing — banners can strip a hex of resources, denying the enemy food and revenue. A razed hex yields nothing until it recovers during the Winter Turn.\u003c\/p\u003e\n\u003cp\u003eFortifications — banners not engaged in battle can fortify their hex, giving defenders a points bonus and access to defended obstacles in the following game.\u003c\/p\u003e\n\u003cp\u003eReorganisation — forces in the same hex can redistribute troops and baggage between banners, merge depleted units, and stockpile supplies in settlements.\u003c\/p\u003e\n\u003chr\u003e\n\u003cp\u003e\u003cstrong\u003eThe Winter Turn — Governing Your Expanding Empire\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003eAt the end of each six-turn season, banners return to winter quarters and the empire is governed. The Winter Turn covers:\u003c\/p\u003e\n\u003cp\u003eRandom Events — disease, peasant revolts, plentiful harvests, treachery, and the occasional seam of gold. Winter is rarely quiet.\u003c\/p\u003e\n\u003cp\u003eGather Revenue — every settlement in your empire generates Crowns based on its type and location. Capitals, cities, castles, villages, mines, and lumber yards all contribute — but only if your Capital still stands.\u003c\/p\u003e\n\u003cp\u003eDiplomacy — player alliances are negotiated, prisoners are ransomed, and diplomatic missions are dispatched to independent settlements on your borders. Agreements can be public or secret, but all must be declared to the GM.\u003c\/p\u003e\n\u003cp\u003eRecruitment — Crowns are spent to reinforce depleted units, recruit new troops, purchase characters and equipment, and hire allied forces from any army you have made a treaty with.\u003c\/p\u003e\n\u003cp\u003eRecovery — razed settlements roll for recovery. Spend Crowns to improve the odds for territory you want back.\u003c\/p\u003e\n\u003cp\u003eConstruction — build mines, lumber yards, villages, castles, and cities. Upgrade existing settlements. Lay roads and highways to extend your banner's reach across the map. Construction capacity is limited by the number of forest hexes in your empire — timber is the engine of expansion.\u003c\/p\u003e\n\u003cp\u003eBaggage — purchase supplies for the coming season. An empire that goes to war underprepared will feel it by turn three.\u003c\/p\u003e\n\u003cp\u003eEspionage — hire assassins, spies, saboteurs, and agents and deploy them in secret against your enemies. Assassins target enemy characters. Saboteurs torch settlements and poison stockpiles. Spies reveal army lists and movement plans. Agents counter enemy operatives — or smuggle your own past enemy lines.\u003c\/p\u003e\n\u003chr\u003e\n\u003cp\u003e\u003cstrong\u003eBattles and Casualties\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003eGames are played using standard Warhammer: The Old World rules with scenario selection based on the situation on the map, open engagement, ambush or siege depending on what the campaign turn produces.\u003c\/p\u003e\n\u003cp\u003eVictory and defeat are determined by percentage of losses rather than a fixed points threshold, keeping games meaningful even when banners are unevenly matched. After each battle both sides roll on the casualty recovery table — some of the fallen make it back, some do not. Modifiers apply based on whether you won, lost, were scattered, or were pursued from the hex.\u003c\/p\u003e\n\u003cp\u003eCharacters are recovered individually and can be captured, injured, or killed outright. Injuries carry permanent effects — a lost eye, a leg wound, a character who now causes fear thanks to some particularly impressive scars. Veterans who survive enough battles can earn special abilities, making experienced units genuinely dangerous as the campaign progresses.\u003c\/p\u003e\n\u003chr\u003e\n\u003cp\u003e\u003cstrong\u003eSieges\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003eWhen a Castle, City, or Capital is attacked, the defender chooses to ride out and fight in the open or withdraw behind the walls and force a siege. Sieges are resolved using the full Rout siege rules, physical settlement walls on the table, siege equipment, gatehouse mechanics, breaching rules, and sustained siege effects for garrisons that hold out across multiple campaign turns.\u003c\/p\u003e\n\u003cp\u003eAttacking forces can bring siege towers, battering rams, and monstrous battering clubs. Defenders can deploy cauldrons of boiling oil, flaming ammunition, defensive stakes, and wizard's towers. Walls have toughness and wounds by settlement type — breaching them takes sustained effort and costs both sides dearly.\u003c\/p\u003e\n\u003cp\u003eA siege can be lifted, negotiated, or fought to a conclusion. A garrison that runs out of baggage rolls on the starvation table, betrayal, surrender, and hardship are all possible outcomes\u003c\/p\u003e\n\u003chr\u003e\n\u003cp\u003e\u003cstrong\u003eWhat You Need to Play\u003c\/strong\u003e\u003c\/p\u003e\n\u003cul\u003e\n\u003cli\u003eA legal Warhammer: The Old World army of an agreed points value, split into one or more banners between 400 and 2,500 points each\u003c\/li\u003e\n\u003cli\u003eA separate army list for each banner, these must be shared with the GM\u003c\/li\u003e\n\u003cli\u003eYour rulebook, army book, any relevant supplements, dice, templates, and tape measure\u003c\/li\u003e\n\u003cli\u003eAs always painting is encouraged, an undercoat and a few base colors doesn't take too much time\u003c\/li\u003e\n\u003cli\u003eA willingness to play in the spirit of fun — this is a campaign, not a tournament, and the story matters as much as the result\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003chr\u003e\n\u003cp\u003e\u003cstrong\u003ePractical Details\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003ePrimary campaign night is held weekly at HW Wargames, Houston. If you cannot attend in person, submit your banner movement orders to the GM before 5:30pm on campaign night. The GM will resolve any events, make any required rolls, and update the map so absent players can see what has happened before the next session.\u003c\/p\u003e\n\u003cp\u003eGames arising from campaign turns can be played at any point during the week — in store on campaign night, or by arrangement between players at any location, with the result reported to the GM.\u003c\/p\u003e\n\u003cp\u003eAny player who misses an entire campaign season without notifying the GM will be removed from the campaign. Their empire becomes an independent settlement and will be absorbed into the map accordingly.\u003c\/p\u003e\n\u003chr\u003e\n\u003cp\u003e\u003cstrong\u003eSign Up\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003ePlaces are limited. To join the campaign register your interest in store or via the contact page. Bring your army, your ambition, and a healthy respect for the fog of war.\u003c\/p\u003e\n\u003cp\u003e\u003cem\u003eThe Eastern Reaches are waiting. Your empire won't build itself.\u003c\/em\u003e\u003c\/p\u003e\n\u003chr\u003e\n\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e","brand":"HW Wargames","offers":[{"title":"Default Title","offer_id":53328095478123,"sku":null,"price":10.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0975\/1353\/7899\/files\/Theoldworldcampaign.001.jpg?v=1780267354"}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0975\/1353\/7899\/collections\/The_old_world_campaign.001.jpg?v=1780264739","url":"https:\/\/hwwargames.com\/collections\/map-based-campaigns.oembed","provider":"HW Wargames","version":"1.0","type":"link"}