Wednesday, January 17, 2024

Rennui Unification Wars 1. - Archive

The information below is outdated by better rules since!


This is a campaign played with the Hex Conquest wargaming rules and Battles of the Riverland simulations on Roll20, because I'm lazy.


Great Ren, before being united, consisted of the Great Tetrarchate, similar tribes with their own territory.
The great tribes were Kú Tú, Tek Jüin, Bek Po and Shan Da.
Each tribe held four provinces, which were divided to four smaller territories. Each province had one or more fortresses.


One game turn equals one year.


Starting Armies
Each conquering army starts with 15 units, 1 of which must be a General, 2 of Crocophant/Steppe Beast and 2 of Chariots. Roll 1d8 for each zone and freely distribute defending units. Purchase any further units as per the above. Units from a fort may sally to adjacent zones to protect it or increase the defending army's strength. No more than 3 main armies may be active at the same time. Reinforcements arrive in the turn they were purchased in.

Once an entire sovereignty is conquered, its remaining army may choose to enter another one's service (except its conquerors).

Purchases
Archers, Spearmen - 2 Wealth
Chariots, Heavy Infantry - 3 Wealth
Crocophants and every surplus General over 2 - 4 Wealth

Fast Battle Resolution

The Skirmish
Roll 1d6 for every two Skirmish type units. Sum up the result and add +1 if the player has more of the type than the opponent. The player receiving the higher score is the winner of the Skirmish.

The Cavalry Battle
Roll 1d6 for every two Cavalry type units. Sum up the result and add +1 if the player has more of the type. The player receiving the higher score is the winner of the Cavalry Battle.

The Infantry Battle
Roll 1d6 for every two Infantry type units. Sum up the result and add +1 if the player has more of the type. Add +1 if the player has won either the Skirmish or the Cavalry Battle. Add +3 to the result if the player had won both.
Re-roll any ties in this phase, but never in the other phases.

Results
If the player had won the Skirmish and Cavalry Battle, but lost the Infantry Battle, they may retreat.
If the player had won the Infantry Battle, but the Skirmish and Cavalry Battle is either a tie or a loss for the winner of the last phase, the enemy may retreat.
During a retreat, the losing player must sacrifice one unit of each type (1 Skirmish, 1 Cavalry) for security.
If the player had won the Infantry Battle, but the Cavalry Battle and Skirmish were tied, this player also loses two Infantry units.

If none of the above applies, and...
the enemy had won all three phases, 50% of the army is lost. 
the enemy had won two phases, 25% of the army is lost.
the player had won two phases, the enemy army loses 50% and retreats.
the player had won all three phases, the enemy army disintegrates.


Master map for the campaign with original dispositions

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