Foreword
The Chaos Elf armies of God-King Uelluádun Úp Eaáhávin descend on the lonely northern Dwarf kingdom of Tag Deg Ma-Kan. High General Tuk-Ag Tuk-Ogu defends the realm with a hastily assembled force. The terrain is at his advantage, but he has no hopes of reinforcements whatsoever.
Goal of the Campaign
The two main factors to the Dwarves' victory are the good use of asymmetrical warfare and interior lines. Employing these to his advantage, the High General may defeat his enemies piecemeal. Risking frontal battle, however, might prove his ruin.
Campaign Map
The game is played on a zone/hex basis (I'll probably draw it up in roll20). Movement is possible between zones in direct contact - the terrain between all other zones is impassable. The Dwarven army (along with the garrisons) should be aiming to hold back the Elven advance before they converge on the kingdom's main city.
Garrison strength for each zone is given in the order of Skirmish - Infantry - Cavalry.
Campaign Rules
Armies move a single zone each turn. The Ta-Ga Ak-Ban tunnel (N-S axis) and the U-Gu Ik-Gor Tunnel (E-W axis) are at the High General's disposal to move troops freely. Moving to the middle or end point of each tunnel costs a single campaign move. The movement sequence is immediate, so a Dwarven army stepping on a zone with a tunnel may emerge at any other entrance in the same turn. When the Dwarven army is retreating from a battle, it might use the tunnel in the same manner. The tunnels are "hidden" from the Chaos Elf armies and they cannot use them.
When Chaos Elf armies confront garrisons, use auto resolution. Garrison units which are defeated but are able to retreat swell the ranks of the nearest Dwarven garrisoned zone. Note that the capitol is empty - nearby garrisons must either be pulled back, or the main army must retreat through the tunnels when it is threatened.
The Chaos Elves aim for the capitol, thus do not leave garrisons behind in conquered zones. The two fortresses may be garrisoned by 4x Spearmen brought up from the hinterlands after the turn they were captured in.
All Elven armies use the special rules for Elves, even the one with human components.
If a Chaos Elf army's leader is killed, it pulls back two zones (up until its starting zone) and waits for two turns until a new leader is appointed.
If the Elven armies converge or join together, the Dwarven generalship may be split, so at worst its a 2 against 3 Generals situation.
Resources
There is no resource management during the campaign. Both sides must relay on the units they have from the start. The Dwarven army may NOT incorporate garrison units until it falls below half of its total starting Hit Points, and even then, at least two garrison units must be left behind in each zone.
If a unit had lost HP during a fight, but survives, it regains one HP each turn it does not partake in any combat. Units are allowed to fill back their total starting HP this way. This stands for both the Dwarven and Chaos Elf armies. The Dwarven General may detach units in safe zones (even without generalship) to recuperate. If there are safe zones nearby, the recuperating unit can stay within a tunnel safely, not appearing at any one exit until the General orders them to do so.
This rule does not apply to garrison units - they either survive encounters with full HP, or are destroyed.
Furthermore, any Dwarven unit which touches the friendly edge of the gaming surface is safely extricated from battle.
The Siege
When all else fails, the Dwarven army and any remaining garrisons which are not cut off may retreat to the capitol. There, they construct two Siege Engines. Any Cavalry can be converted to infantry units thusly: Medium Cav to Spearmen, Missile Med Cav to Archers, and Heavy Cav to Heavy Infantry, and after the siege has ended and there is still fighting to do, they might mount back up.
The Dwarven city is built on two concentric ledges, with walls on the edge of both. Outside the outer wall, the land is flat, without any cover. There are three entrances (2 grid wide) to the bottom level, and a single one (1 grid wide) to the top. Movement between the ledges and ground level- unless a wall section is destroyed and the debris creates a ramp - is only possible through the entrances. Furthermore, there are impassable zones of Dwarven steading in the first zone. Carefully placed siege engines and archers can create a killing ground of the bottom tier.
The Elven armies may prepare for the siege by:
1) raising one Siege Engine per turn, up to a total of 3
2) building mobile barricades to push forward behind (must be handled by infantry, and movement is reduced by 1 grid).
If the armies are joined, they may only do one such thing. If they are in separate zones prior to the siege, they can act separately (provided their commanders agree - please note that there is no strict hierarchy, so discontent might arise).
Moving the Elven Siege Engines closer to the wall requires the battle to be broken off for one turn.
As the Elven armies are in the same zone as the Dwarven defenders, neither side can regain Hit Points even if there is no combat in the turn.
Victory Conditions
The game lasts until at any point after a battle, the total HP of the three Elven armies reaches below a third of their original. At that point, they retreat from the Dwarven lands. When this point is reached, recuperation for the Elves is no longer possible - they must stop and recuperate before dropping down to this level (if the Dwarves allow them - please note that any combat, even if it is inconclusive, breaks the recuperation cycle).
If the Dwarven capitol falls or the High General is killed, the campaign is lost.
Armies
Dwarven Central Army - Total Starting HP = 60
1x General (with Battle Wizard abilities) - Tuk-Ag Tuk-Ogu has an Ice/Water Wizard at his disposal. When splitting up the army, the Ice/Water Wizard becomes the second General. When the army operates together, they share the same unit.
4x Heavy Infantry
8x Spearmen
6x Missile Medium Cavalry
Elven Army total starting HP = 202 (Breaking point: 67 HP total)
Chaos Elf North Division - Total Starting HP = 66
1x General Tuagá Íl'Ach-ud (Chaos Wizard ability) - a maniacal killer who stops at nothing, even sacrificing his own units, to reach victory. Prone to making bad command decisions.
12x Spearmen
4x Archers
4x Medium Cavalry
Chaos Elf West Division - Total Starting HP = 66
1x General Bliubal Omé Áchiovop - the most cautious of the three army commanders, a veteran of many wars and a long-time enemy of Dwarves.
8x Spearmen
3x Heavy Infantry
2x Archers
2x War Beasts
4x Medium Cavalry
Chaos Elf (and Human) South Division - Total Starting HP = 70
1x General Tiogupá Oé Gla'Gulhiu - has a dissent towards his Human allies, and will commit them easily to the slaughter.
If he misuses the Humans and more than half of their units are lost, they will turn on him (which is especially dangerous as their losses count towards the Dwarven victory score even if they are subdued).
16x Human Spearmen
1x War Druid
4x Heavy Cavalry

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