Campaign Cycle 2 and Beyond

Once the campaign has exited cycle 1, the rules of the campaign change and forces may be drafted in line with the force table below. 

Force Sizes

The forces for each game cycle will change and players will be able to change their main faction at the start of each cycle.

Game TypePointsCycleEstimated Duration
Legion Imperialis100015 campaign days
Legion Imperialis12502
Legion Imperialis15003
Legion Imperialis17504
Legion Imperialis20005

Additionally, the following rules will apply to the forces a player will take and will need to consider the following:

  • Players may change their allegiance (to balance teams if there is a large difference in player numbers)
  • The core force construction rules only apply in cycle 1
  • Construct their armies however they would like (in line with the core rules) from cycle 2
  • Games are played on a 4×4 board in cycle 2
  • Games from cycle 3 are played on a 5×4 board
  • Change the type of force they are running between cycles e.g. switch from solar to marine or mechanicus
  • Use legion/racial traits from cycle 2 onwards

Fighting for Hexes

The focus of hexes switch from sub hexes on the map and into the large hexes.  Hexes are no longer resolved in a single campaign day and they will be determined over several battles fought along a track based system across four warfronts, the results of which will be recorded at the end of the night by the campaign manager.  They still hold no tactical significance but a total will contribute to the overall victory progress for a faction.

Starting a battle in cycle 2 and beyond:

The overall winner from the previous cycle will have the first initiative and select the first battle front to fight over.  In these battles, the following procedure will apply

  1. The attacking faction (winner of the previous cycle or battle) will select a war front
  2. The defending faction will then select either:
    1. A free random boon rolled using the table on page 70 of Devastation of Tallarn, Or
    2. Use 2 boons from their bank from a previous campaign cycle to choose a boon effect for their faction in the coming battle.
  3. The attacker may then use a banked boons to choose an effect or not receive a boon at all.
  4. Battles are fought between all present players with the total outcome determining who wins the overall battleground.
  5. The grid is coloured in on their colour for that war front.
  6. Return to point 1 until an attacker wins a battle at a back lines territory, once this occurs, they will be able to attack a Stronghold

Once a side reaches a ‘Stronghold’, the fate of a large hex is at stake.

When a stronghold battle takes place, players do not receive free boons, they must pay for them from their boon bank.  Boons purchased in this way are chosen as normal.  Additionally:    

  • The defender will benefit from a specific bonus that will be alluded to on the campaign cycle track, but the exact detail will not be revealed until the battle itself.  This may be a free formation/detachment, or battlefield effect. This will be selected at random from the campaign manager’s chart.

The attacker will be able to choose which side of the table they would like to fight from  

The Outcome of the Battles 

If the attacking force has more victories on the night between all of the games, then they will take the hex.

If the defending forces have more victories, they will have defended the warfront and games will revert to the remaining fronts until another stronghold is fought.  No more battles will occur on that warfront

Securing the Hex

A hex is secured by either a player winning a stronghold battle as an attacker, or by whoever holds the most victories across all four warfronts. If the final total is 2 war fronts each at the end of this track, then there will be a winner-takes-all battle at the next available campaign night.

Calculating Boons for the next Cycle

Boon rewards will be calculated using the following process once the hex is secured:

  1. Reset any remaining boons left in the bank for each faction to zero
  2. Count the number of victories in hostile territory a faction has secured, including the stronghold victory 
  3. Add 1 boon for each successful defence of a stronghold achieved by a faction
  4. This total for each faction is what they take into the next cycle

Cycle Battle Tracks

Table 1 – Starting Point

When a cycle starts, it looks like this.  Each faction starts the cycle by holding 2 territories, the faction which won the previous cycle has the initiative and selects which front they would like to attack.  A faction must start by attacking an enemy’s defensive zone as outlined in table 2.  

Table 2 – Example

On the first campaign day of cycle 2, the traitors – having won cycle 1 decide to attack the loyalist’s defensive zone on the Eastern Front.  The battle goes well and the traitors take the territory. 

Table 3 – Example 

Fast forward 3 campaign days and the battle zone looks like this at the start of campaign day 4.  The loyalists make a push on the traitor back lines and win. This initiates a stronghold battle at the next night. 

Table 4 – Example

A few nights later…the traitors won the stronghold battle, counter attacked along the western front and have initiated a strong hold defence on loyalist grounds. 

The traitors win the stronghold battle and the hex falls to the traitors in cycle 2.  The hex map is coloured bright red.  The boons for this cycle that are carried into the next are: Traitors = 5 (4 wins in hostile territory and 1 stronghold defence)   Loyalists = 2 (2 wins in hostile territory)