When I set out, at the beginning of the summer, to describe strategic-level play in the Valormr Campaign, I hadn’t the idea to write a set of rules. Tony Bath’s prose is completely coherent, and the rules he outlines in Setting Up a Wargames Campaign entirely playable as is. But much of Bath’s text discusses options and different ways the author ran the game, and the rules are more complex in some ways than I want for a simple campaign and don’t do enough in others.
So, I drew many ideas from the venerated text and adapted them to fit my own purposes. This, we might think, was Bath’s intent.
These strategic rules touch the tactical battlefield only at its entry and exit points: deployment and withdraw. I use Chainmail, but another wargames campaigner may use their choice of tactical combat rules. And while the Valormr Campaign is medieval fantasy, the strategic rules may be used in any ancient or medieval setting, fantasy or no.
These rules have not yet been tested in play. I embark, tomorrow, on a campaign that begins with a dragon’s predawn raid on a dwarven citadel and the encroachment of the Chaos Armies into an elven forest. With less than three weeks till summer’s end, this will be more a play-through than a play-test.
Valormr: Rules for Strategic Map Campaigns
For convenience I link the pertinent articles that comprise the rules. Entries marked by an asterisk (*) are not so much rules for the topic as examples from which to draw your own ideas.
- The Valormr Campaign
- A Simple Wargames Campaign
- Footnote in Histories*
- The Valormr Campaign Strategic Movement Map*
- Campaign Scenario and Objectives*
- Strategic Movement
- Orders of March
- Contact and Deployment
- Valormr Orders of Battle*