Hawkes
Sergeant
Welcome to [The Royal Army] Grand Campaign! This grand campaign consists of an open campaign map of Europe, featuring the following factions: United Kingdom, France, Prussia, Russia, Spain, Italy. We are pending on whether to add another faction. Regiments will be placed on one of any of these factions, and will be given an army piece. With this army piece, they can purchase units, take over territories, garrison territories. As this is a grand campaign, we aren't going to stick to the historical accuracy of the Napoleonic Wars. Every faction will be neutral to each other; it is up to the factions, whether they want to use diplomacy or brute force. The date for this campaign has not been set yet, but it will be a consistent campaign expected to last for 2-4 weeks, with turns lasting once every 1 day. Battles will take place on a conquest gamemode, so we can justify the amount of units each side has. Sieges will only occur on the second stage of an attack on a capital (more on this in the rules). So please, read on!
The Grand Campaign consists of a diverse variety of rules. We will start from the actual campaign map rules, and work down towards the conquest/siege rules.
Campaign rules - PLEASE NOTE, ALOT OF THESE RULES ARE SUBJECT TO BE CHANGED AT ANY GIVEN MOMENT!
Conquest rules
Siege Rules
Campaign rules - PLEASE NOTE, ALOT OF THESE RULES ARE SUBJECT TO BE CHANGED AT ANY GIVEN MOMENT!
- Each regiment starts with x amount of territories within their faction. The regiment is expected to manage their finances independently.
- The slot system and conquest point system, reflects upon how many regimental players and points you can bring into a battle. For example, x bought 10 line infantry for the cost of 100 gold. As line infantry is 1 man = 10 conquest point, he bought 10 slots and 100 conquest points for his regimental unit. He may then deploy his men into battle. He can bring 10 players into battle, and they will have 100 conquest points.
- Neutral territories have a default amount of units. Neutral territories will usually be classified as non-faction territories, for example Saxony. The default number of units in a neutral territory is 40 slots and 400 conquest points. These territories will be defended by mercenary regiments, if under attack.
- Each regiment has a regimental unit piece. With this regimental unit piece, they can purchase additional troops/upgrades. A regimental unit piece can only move 1 territory a turn, unless it is their own faction territory - if this is the case, the regimental unit piece can freely move within their faction territory. Each regimental piece has as default 10 slots and 100 conquest points.
- Regimental unit pieces may only attack once every other turn, to avoid an onslaught and cluster of battles.
- Territories have a default number of units. 30 slots, 300 conquest points. Capitals have 60 slots, 600 conquest points. (Line infantry only.)
- Regiments/Factions cannot attack their own faction.
- Factions are free to use diplomacy, but it is not against the rules if one of your other regimental members attacks the other faction, without your approval. This is a matter of trust, and risk if you wish to commit yourself to using diplomacy. Betraying your own faction isn't reccomended though.
- Whenever a regiment declares their next turn of action, they must use the turn template and post it on the thread. If they skip their turn, they will remain rooted to the territory they were stood upon.
- Battles will consist on a first post, first serve basis. If you post your attack first on the day, you will have your battle first. Battle times are flexible.
- If a battle is taking place in a territory, no other actions will be available in that territory. Once the battle is over, regiments may take action on the territory.
- Battle reports will be recorded after each battle. If you attacked the enemy and have 56 conquest points left, you stay on 56 conquest points but you keep your bought slots.
- You may only purchase units in your factions territories.
- If a capital is under siege, it will begin in 2 phases. The first phase will consist of a conquest battle. If the attacking regiment succeeds, the second phase will consist of a siege. If the attacker wins, they have taken the capital.
- If a regiment is destroyed, they will return to their capital. If the capital has been taken, a new capital will be allocated in the faction territory. If all of a factions territory has been taken, they have been eliminated from the campaign. Eliminated factions are free to be hired mercenaries for other factions.
- TO WIN THE GAME, YOU MUST TAKE EVERY SINGLE TERRITORY ON THE MAP.
- You may build forts on your faction territory every 2 turns. There are 3 tiers of forts to choose from: Class 1, Class 2, Class 3. Class 3 being the best forts.
- You may not build forts on a trade resource/capital.
- To upgrade a fort you must first start off with a Class 1 fort, and wait 2 days before upgrading to a class 2, and then wait another 2 days to upgrade to a class 3 fort, whilst still purchasing the forts.
- Regiments are allowed to hire mercenary regiments to fight in their battles!
- The slot system and conquest point system, reflects upon how many regimental players and points you can bring into a battle. For example, x bought 10 line infantry for the cost of 100 gold. As line infantry is 1 man = 10 conquest point, he bought 10 slots and 100 conquest points for his regimental unit. He may then deploy his men into battle. He can bring 10 players into battle, and they will have 100 conquest points.
- Neutral territories have a default amount of units. Neutral territories will usually be classified as non-faction territories, for example Saxony. The default number of units in a neutral territory is 40 slots and 400 conquest points. These territories will be defended by mercenary regiments, if under attack.
- Each regiment has a regimental unit piece. With this regimental unit piece, they can purchase additional troops/upgrades. A regimental unit piece can only move 1 territory a turn, unless it is their own faction territory - if this is the case, the regimental unit piece can freely move within their faction territory. Each regimental piece has as default 10 slots and 100 conquest points.
- Regimental unit pieces may only attack once every other turn, to avoid an onslaught and cluster of battles.
- Territories have a default number of units. 30 slots, 300 conquest points. Capitals have 60 slots, 600 conquest points. (Line infantry only.)
- Regiments/Factions cannot attack their own faction.
- Factions are free to use diplomacy, but it is not against the rules if one of your other regimental members attacks the other faction, without your approval. This is a matter of trust, and risk if you wish to commit yourself to using diplomacy. Betraying your own faction isn't reccomended though.
- Whenever a regiment declares their next turn of action, they must use the turn template and post it on the thread. If they skip their turn, they will remain rooted to the territory they were stood upon.
- Battles will consist on a first post, first serve basis. If you post your attack first on the day, you will have your battle first. Battle times are flexible.
- If a battle is taking place in a territory, no other actions will be available in that territory. Once the battle is over, regiments may take action on the territory.
- Battle reports will be recorded after each battle. If you attacked the enemy and have 56 conquest points left, you stay on 56 conquest points but you keep your bought slots.
- You may only purchase units in your factions territories.
- If a capital is under siege, it will begin in 2 phases. The first phase will consist of a conquest battle. If the attacking regiment succeeds, the second phase will consist of a siege. If the attacker wins, they have taken the capital.
- If a regiment is destroyed, they will return to their capital. If the capital has been taken, a new capital will be allocated in the faction territory. If all of a factions territory has been taken, they have been eliminated from the campaign. Eliminated factions are free to be hired mercenaries for other factions.
- TO WIN THE GAME, YOU MUST TAKE EVERY SINGLE TERRITORY ON THE MAP.
- You may build forts on your faction territory every 2 turns. There are 3 tiers of forts to choose from: Class 1, Class 2, Class 3. Class 3 being the best forts.
- You may not build forts on a trade resource/capital.
- To upgrade a fort you must first start off with a Class 1 fort, and wait 2 days before upgrading to a class 2, and then wait another 2 days to upgrade to a class 3 fort, whilst still purchasing the forts.
- Regiments are allowed to hire mercenary regiments to fight in their battles!
Conquest rules
- Your line must have a minimum of 4 players.
- You may only spawn at your starting spawn, do not hop spawn locations.
- No firing out of formation.
- No crouching unless in a double column.
- Skirmishers may fire out of formations, skirmishers may crouch.
- Artillery and Skirmishers may have a sapper.
- Stick to the units you were given! If you bought 5 skirmisher slots, you are only allowed 5 skirmishers! This is very important. Regiments found breaking this rule will be instantly forfeit.
- Cavalry may not take flag points.
- Dragoons cannot fire on horseback. They must dismount and fire.
- If a line has less than 4 players, after being shot in combat - they must retreat to their spawn. They are not allowed to engage anyone.
- Line Militia must abide by line infantry rules. Partizani must also do the same (no skirmishing). Partizani are allowed to fire in a charge.
- Light infantry are allowed to use light infantry spacing (1 man spaces between each other), but no skirmish tactics.
- You may only spawn at your starting spawn, do not hop spawn locations.
- No firing out of formation.
- No crouching unless in a double column.
- Skirmishers may fire out of formations, skirmishers may crouch.
- Artillery and Skirmishers may have a sapper.
- Stick to the units you were given! If you bought 5 skirmisher slots, you are only allowed 5 skirmishers! This is very important. Regiments found breaking this rule will be instantly forfeit.
- Cavalry may not take flag points.
- Dragoons cannot fire on horseback. They must dismount and fire.
- If a line has less than 4 players, after being shot in combat - they must retreat to their spawn. They are not allowed to engage anyone.
- Line Militia must abide by line infantry rules. Partizani must also do the same (no skirmishing). Partizani are allowed to fire in a charge.
- Light infantry are allowed to use light infantry spacing (1 man spaces between each other), but no skirmish tactics.
Siege Rules
- You must approach the fort in a line.
- Once inside the fort, you may go out of formation.
- Once again, stick to your player slot limit.
- Only fire out of formation when inside the fort.
- Conquest points will be replaced by minutes. 10 conquest points = 1 minute of siege time.
- Once inside the fort, you may go out of formation.
- Once again, stick to your player slot limit.
- Only fire out of formation when inside the fort.
- Conquest points will be replaced by minutes. 10 conquest points = 1 minute of siege time.
In order to purchase units for your faction, you're going to need to know how to gather gold and know how much each unit costs.
Each regiment is giving a fraction of their factions territories. Each faction territory generates wealth/gold.
1 territory = 10 gold.
1 trade resource = 20 gold. (trade resources do not count as a territory).
1 capital = 50 gold (capitals do not count as a territory).
You will receive the amount of cash each of your territories gain every turn. For example... X is on his 3rd turn. He has 2 territories, a capital, and a trade resource. He makes 90 gold (10+10+20+50).
Now using this gold, you may purchase units within your territory. Here is the list of units you may purchase.
Line Infantry - 1 slot, 10 conquest points = 10 gold.
Light Infantry - 1 slot, 10 conquest points = 15 gold.
Foot Guards - 1 slot, 10 conquest points = 15 gold.
Skirmishers - 1 slot, 3 conquest points = 25 gold.
Artillery - 1 slot, 2 conquest points = 30 gold.
Light Cavalry (Hussars/Light Cavalry) - 1 slot, 5 conquest points = 50 gold.
Heavy Cavalry - 1 slot, 5 conquest points = 60 gold.
Specialist Units
Partizani (Russia/Spain only) - 1 slot, 1 conquest point = 1 gold.
Line Militia (Russia/Spain only) - 1 slot, 2 conquest points = 5 gold.
Line Cavalry (France only) - 1 slot, 5 conquest points = 65 gold.
Lancers (All factions except UK) - 1 slot, 3 conquest points = 70 gold.
Dragoons (All factions except UK) 1 slot, 3 conquest points = 70 gold.
Rocket Artillery (UK only) 1 slot, 5 conquest points = 20 gold.
Grenzers (Austria only) 1 slot, 3 conquest points = 30 gold.
So. If I were to buy some line infantry, I would do the following.
X buys 10 line infantry slots. I spend 100 gold, and gain 100 conquest points for my regimental unit piece. I apply this to my default 10 line infantry slots. My regimental unit piece now has 20 line infantry slots, 200 conquest points.
Fort Building prices
Class 1 Fortification - 500 gold, Light Defences (Hugomount, Le Haye Saint, etc.)
Class 2 Fortification - 1000 gold Medium Defences (Hohenfels... I'M RUBBISH WITH NAMES!)
Class 3 Fortification - 1500 gold Heavy Defences (Riverwood, etc.)
Upkeep!
Upkeep costs will be very important in this campaign, as it stops armies becoming too large and destroying everything in sight. You will have to minus upkeep from your faction income in order to continue keeping your army stable - if you cannot pay for upkeep, you will lose 5 slots and 50 conquest points a turn; you may also suffer putting yourself in debt and end up with e.g -60 income.
35-40 slots, -20 gold per turn.
41-50 slots, -40 gold per turn.
50-65 slots, -50 gold per turn.
65-80 slots, -80 gold per turn.
80-100 slots, -120 gold per turn.
Regiment leaders must keep track of their economy! If they fail to keep track or attempt to cheat, there will be consequences.
Each regiment is giving a fraction of their factions territories. Each faction territory generates wealth/gold.
1 territory = 10 gold.
1 trade resource = 20 gold. (trade resources do not count as a territory).
1 capital = 50 gold (capitals do not count as a territory).
You will receive the amount of cash each of your territories gain every turn. For example... X is on his 3rd turn. He has 2 territories, a capital, and a trade resource. He makes 90 gold (10+10+20+50).
Now using this gold, you may purchase units within your territory. Here is the list of units you may purchase.
Line Infantry - 1 slot, 10 conquest points = 10 gold.
Light Infantry - 1 slot, 10 conquest points = 15 gold.
Foot Guards - 1 slot, 10 conquest points = 15 gold.
Skirmishers - 1 slot, 3 conquest points = 25 gold.
Artillery - 1 slot, 2 conquest points = 30 gold.
Light Cavalry (Hussars/Light Cavalry) - 1 slot, 5 conquest points = 50 gold.
Heavy Cavalry - 1 slot, 5 conquest points = 60 gold.
Specialist Units
Partizani (Russia/Spain only) - 1 slot, 1 conquest point = 1 gold.
Line Militia (Russia/Spain only) - 1 slot, 2 conquest points = 5 gold.
Line Cavalry (France only) - 1 slot, 5 conquest points = 65 gold.
Lancers (All factions except UK) - 1 slot, 3 conquest points = 70 gold.
Dragoons (All factions except UK) 1 slot, 3 conquest points = 70 gold.
Rocket Artillery (UK only) 1 slot, 5 conquest points = 20 gold.
Grenzers (Austria only) 1 slot, 3 conquest points = 30 gold.
So. If I were to buy some line infantry, I would do the following.
X buys 10 line infantry slots. I spend 100 gold, and gain 100 conquest points for my regimental unit piece. I apply this to my default 10 line infantry slots. My regimental unit piece now has 20 line infantry slots, 200 conquest points.
Fort Building prices
Class 1 Fortification - 500 gold, Light Defences (Hugomount, Le Haye Saint, etc.)
Class 2 Fortification - 1000 gold Medium Defences (Hohenfels... I'M RUBBISH WITH NAMES!)
Class 3 Fortification - 1500 gold Heavy Defences (Riverwood, etc.)
Upkeep!
Upkeep costs will be very important in this campaign, as it stops armies becoming too large and destroying everything in sight. You will have to minus upkeep from your faction income in order to continue keeping your army stable - if you cannot pay for upkeep, you will lose 5 slots and 50 conquest points a turn; you may also suffer putting yourself in debt and end up with e.g -60 income.
35-40 slots, -20 gold per turn.
41-50 slots, -40 gold per turn.
50-65 slots, -50 gold per turn.
65-80 slots, -80 gold per turn.
80-100 slots, -120 gold per turn.
Regiment leaders must keep track of their economy! If they fail to keep track or attempt to cheat, there will be consequences.
Every turn please fill out this turn template.
Name of regiment:
Faction:
Territories owned (name all please):
Position on map:
Gold:
Conquest points:
Units (please define each slot you have, e.g 20 line infantry, 5 skirmishers, etc.):
Turn action:
Faction:
Territories owned (name all please):
Position on map:
Gold:
Conquest points:
Units (please define each slot you have, e.g 20 line infantry, 5 skirmishers, etc.):
Turn action:
Special thanks to these people who're helping organizing/supporting the campaign!
- PrideofNi (letting us use a 2nd server)
- Solarz (admining/maintaining campaign)
Update: New rules involving fort building have been added!
- PrideofNi (letting us use a 2nd server)
- Solarz (admining/maintaining campaign)
Update: New rules involving fort building have been added!
Faction list
United Kingdom: 41st, 82nd, 37th (Full)
France: 63eme, 90th Perthshire (1 slot left)
Prussia: 20th (2 slots left)
Russia: 60th, KKA, 14th Yorks (Full)
Austria: Dutch Mercenaries (2 slots left)
Spain: (2 slots left)
Italy: 3rd Prince of Wales (1 slot left)
Sweden: 9y (1 slot left)
United Kingdom: 41st, 82nd, 37th (Full)
France: 63eme, 90th Perthshire (1 slot left)
Prussia: 20th (2 slots left)
Russia: 60th, KKA, 14th Yorks (Full)
Austria: Dutch Mercenaries (2 slots left)
Spain: (2 slots left)
Italy: 3rd Prince of Wales (1 slot left)
Sweden: 9y (1 slot left)
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