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Campaign Manager: Referee Guide


Referee's guide for the campaign manager.


Creating a Campaign

Create a new campaign by clicking "Create new Campaign" on the main page.  You will be guided through the steps and options available.

Type and Genre

Select whether the campaign is map-based (where you move battleforces around on a strategic map) or a tournament.

General Settings

Specify all the options that applies for all types of campaigns:

Specify a name for the campaign, which factions and unit categories are available, which result types are possible, and optionally a start and end date.  If no start or end date is specified, the campaign can be started and stopped manually.

Select a campaign display style; Choose something that matches the campaign genre - for instance, 'Science Fiction' for WH40K and 'Parchment' for WHFB.

Optionally, select a sponsor logo and link (both should be provided as URLs, the first to an appropriate image, the second to the sponsors home page).

Select which scenarios the application should select from, when battleforces engage in battle. Note that each scenario specifies a point value range - this indicates the point values where random scenario generation will allow the selection of the scenario - thus, Bunker Assault will never be selected for battles less than 1500 points, and Sabotage will never be selected for battles above 1500 points.

Map Settings

If you selected a Mapbased campaign, you must also set some options that applies only for this type of campaign.

Select which map to play on, from the drop-down list. The following maps are available:

Only the maps relevant for the Genre chosen are presented (so you can't play Warhammer 40K in Bulderhaven!)

Select which logos should be available to choose from as battleforce logos for players, and also which logos should be available to select from as control logos.  There must be at least one logo for each player, since the application will prevent different players from using the same logo.

Special Rules

Select which special rules (see below) are in force for the campaign, and which settings applies to the selected rules. All special rules have default settings, so to get a default campaign, just leave all the special rules unselected.

Invite players

Select the campaign from the front page.  For each army to make room for, click "Create new army for campaign" and choose whether the invitation is open to all, or specific to a particular player (you don't have to do this for Open Tournaments, see below).

Once the invitations are ready, notify your intended players that they may join the campaign (using this guide).

Start the Campaign

If you created the campaign with a specific start time, it will start automatically at that time.  Otherwise, start it manually by clicking "Start Campaign now".

If all goes well, there shouldn't be anything to do from now on until the campaign completes.

Tournament Rounds

Tournaments, in particular swiss draw tournaments, require the referee to start each round. This allows the referee some leeway to give all battles a chance to resolve, and to speed up the rounds if the battles complete early.

The referee can choose to select the scenario from the list of allowed scenarios, or let the computer select a scenario at random.  All games in the round will use the same scenario.

Ending the campaign

If you created the campaign with a specific end time, it will end automatically. Otherwise, it can be stopped at any time by clicking "End Campaign now".

It is possible to cancel a campaign; This ends the campaign without awarding honour icons.

Dispute Resolution

The main job for the referee during the campaign is to arbitrate disputes.

Invalid Units

The referee can Invalidate any unit in the tournament, if it has wrong points, contains copyrighted material (like listing the cost of each upgrade) or is otherwise marginally valid.  An invalidated unit can be edited by the player, but may not be selected for battles.  Once the unit is in order, the referee can revalidate it.  This is a less harsh way of dealing with mistakes than summary dismissal, and should be preferred for honest mistakes.

If a unit is found to be completely illegal, it can be dismissed by the referee.  The referee can do this while the unit is locked in battle.  A unit with a too high point value can usually be left in; The owning player can correct the mistake at his or her leisure.

If a unit us found to be invalid in the specific battle (eg, being a seventh Troop choice), it should be excluded from the battle by the players, but no further action is needed.

Combat Results

If two players disagree on the outcome of a battle, they will mark the battle "disputed" and implicitly call on the referee to resolve the situation.  The referee should investigate, letting each player present their position, and choose one of the following actions:

Adjustments

The referee can adjust the APs and VPs the players currently have.  This should be done sparingly.

AP adjustment

This would typically be used if there are no battles ready for game night. Select a positive adjustment (5 is good), awarded to all players, to encourage them to engage in battle.

VP adjustment

This would typically be used if a player wilfully abuses the campaign or the other players, by cheating or posting spam in the fluff section.  If a player persists in being a nuisance, he or she can be effectively expelled by adjusting their AP to a large negative number.

Bad Fluff

Abusive fluff , such as storylines that take unwanted freedoms with another player's stories, or personal attacks, or unsolicited advertising, can be deleted by the referee.  This requires that at least two players agree that the fluff piece is bad.  Wilful abuses of the fluff entry system can be penalized by removing AP or VP or both from the offending player.

Special Rules

The referee can, when starting a campaign or tournament, set a large number of special rules.  This sections lists the special rules available, and details their effects.  Note that availability is varies depending on the type and genre of campaign - movement costs are irrelevant for Tournaments, and Retreat to Warp is irrelevant for Fantsy.  Irrelevant optional rules are not shown in the list. Click the checkmark next to rule name to have it in effect.

Most of the rules have a default value which will be used even if the rule is unchecked.

Some special rules have an [+1] marker: Click on this marker to increase the number of entry fields for the rule.  This is used for rules that have multiple values.

Most multi-value rules have a value that varies by faction. These are marked with an [F] in this list, and have a dropdown listing faction names when creating a new campaign. Create a copy of the special rule for each faction to which it applies, and if different from the default, also one for (All). Factions with no explicit rule use the (All) default value for the rule, or if that is not set, the system default.

Special Rule
Settings and effects
Action Points Limit After one weeks play, the system will enforce an upper limit on how many AP a player can have in reserve.  This should obviously be large enough to execute the most expensive move possible, but should not be too large. Setting this value high, compared to the cost of a normal move, would allow "blitz" attacks.
Irrelevant for Tournaments.
Default value: 14
Action Points Rate
The system adds action points to each player's reserve on a regular basis.
Irrelevant for Tournaments.
Default value: 1 ever 24 hours.
Battle Size
This is one of the most important settings for the system, since it determines what size scenarios will be generated. The value is a modified dice roll, multiplied by a factor.
Default value is (3D6+2)*100, which yields battles in the 500 to 2000 point range, in 100 point increments, with an average size between 1000 and 1100.
Battle Size Escalation
This is a modifier to the Battle Size rule, allowing the parameters for that rule to vary over time.  An escalation campaign can be attractive since it allows newcomers to start with a small force and gradually build their force as the battles get larger.
No default.
Battleforce Size
This is the upper limit on the size of each battleforce. Setting this low compared to the maximum battle size makes it harder to make a flexible force, while setting it high makes it easier to construct a unbalanced (beardy or cheesy...) force.
For fixed battle size tournaments, the battle size and battleforce size should be set to the same value.
Default value: 3000 points.
Battleforce Size Escalation
This is a modifier to the Battleforce Size rule, allowing the parameters to vary over time.  Use to set up a campaign where the armies start small, and grow over time.
Custom VP awards [+1] Set to allow the referee to award each army custom VP awards - eg, "Paint", "Quiz", "Sport" etc.  Keep the labels short, they are also column headers in the campaign amry overview.
No Default.
Default FOC minimum
This is a check on army composition, when selecting forces for a battle.  The referee can specify two unit types and assign a minimum number of untis of that type that must be selected. When playing with alternate FOCs, set both values to 0.
No default.
Deploy Battleforce Cost [+1] [F] The cost (in AP) to Deploy a battleforce. Scenario rules specify where the battleforce can be deployed; Usually Deep Space and Warp nodes are available.
Defalt value: 10 AP.
Deploy to Friendly City [+1] [F] Allow a faction to deploy new battleforces to a friendly city node.
Default value: NO
Deploy to uncontrolled Node [+1] [F] Allow a faction to deploy to any uncontrolled node.
Default value: NO
Expand Cost [+1]  [F] The cost (in AP) to take control of a neighboring empty node without moving a battleforce there.
Great Sacrifice [+1] [F] When a player destroys a city, immediately deploy an undeployed battleforce (if any) to the node at no AP cost.  Should really only be set for Chaos factions...
Default value: NO
Initial Action Points [+1]  [F] The amount of APs granted each player at start.  Set low for a gradual escalation, or high to get several battleforces from each player into play quickly. The default value allows each player to start with 3 to 4 battleforces.
Irrelevant for Tournaments
Default value: 100 AP.
Initial City Deployment [+1]  [F] How many battleforces are deployed to a city node at campaign start
Default value: 1
Instinctive Behaviour [+1] [F] Automatically and at no AP cost destroy cities and spaceports in a captured node. Should only be set for Tyranid factions.
Default value: NO
May Destroy Cities [+1] [F] Allow the faction to voluntarily destroy a City facility. Should be set for factions that have the Great Sacrifice rule.
Default value: NO
Miscellaneous
[+1] [F]
Container for text-only rules. The referee can set as many of these as desired. The system doesn't use these values for anything.  They can specify references to IASL selection systems in force, or special character choices available, or referee-assigned no-show penalties.
No default value.
Modify Engaged Battleforce
Is it possible to add units to a batleforce that has a current pending battle?
Default value: NO.
Move to Orbit [+1] [F] Specify rule for allowing a battleforce to move from a surface node to an orbit node.
default value: From Spaceport.
Movement Cost [+1] [F] Cost (in AP) to move a battleforce to a neighboring node.  This also triggers an attack on any battleforces already present in that node.
Default value: 5 AP.
Mysterious Purpose [+1] [F] Set for factions that chase some unknown goal. The rule will automatically update with a new location every set period, and if the location is held by the faction indicated, the faction scores the amount of victory points set.
New Battleforce Cost [+1] [F] Cost (in AP) to create a new, undeployed battleforce. 
Irrelevant for Tournaments
Defalt value: 5 AP.
Open Tournament
Check this rule to indicate that a tournament is Open.  All eligible players can join an open tournament (it is not necessary to create invitations), and all players can challenge all other players to matches. Specify how many battles against each opponent that can score VPs.  In Open Tournaments, the referee does not set up games at all; The players does that themselves by means of challenges.
Every year, a year-long, open to all tournament is created for each genre allowed in the system.  Players are encouraged to use this tournament to arrange ad-hoc games against opponents in other clubs.
No default.
Redeploy Cost[+1] [F] Cost (in AP) to move a battleforce to a neighboring, controlled node.  A redeploy also ignores difficult paths.
Default value: 2 AP.
Referee Delegation
If this flag is set, a tournament referee may perform some actions on behalf of the players, as a time-saving convenience.  Set only if the referee does not participate in the event.
Default value: NO
Resolution Time
When a battle is created, the players have a set amount of time to finish it.  If it is not completed within the allotted time, the system decides the result randomly.
Default value: 14 days.
Retreat to Orbit [+1] [F] Determine if the factions battleforces may retreat to an adjacent orbit node if defeated in battle.  If the orbit node is occupied by an enemy battleforce, the retreat is never allowed.  The rule allows setting a "difficulty level" for the retreat, at a D6 roll of 1 (automatic)  through 7 (impossible).
Default value: NO
Retreat to Warp [+1] [F] Determine if the faction may retreat to Warp if defeated in battle. The rule allows setting a "difficulty level" for the retreat, at a D6 roll of 1 (automatic)  through 7 (impossible).
Default value: NO
Round Robin Tournament
Check this rule to indicate that a tournament is Round Robin, and specify how many games each player should play against each other player.  In a round-robin tournament, all battles are created immediately after the tournament starts, and the players can complete them in any order they choose.  For a round robin tournament, set the Resolution Time to be equal to the full tournament elapse time, and set Modify Engaged Battleforce to YES, to allow players to add units to their battleforce before selecting an army for a battle.
No default.
Swiss Tournament
Check this rule to indicate that a tournament is Swiss Draw, and specify how many rounds to play.  In Swiss Draw, battles for each round are set up when the referee click "Next Round".
No default.
Teams
[+1]
Select this rule to set up Teams play.  When playing in Teams, each player on a team controls their own army, but will never engage each other in battle (all battles between team members are resovled randomly, immediately), and will share all VPs scored.
In swiss draw tournaments, all players on the same team will engage in a single battle against against all players in another team.
Victory Points City [+1] [F]
Victory Points awarded for control of a City.
Default: 2 VP.  Does not apply to tournaments.
Victory Points Crushing [+1] [F] Victory Points awarded for a Crushing Victory.
Default: 12 VP.
Victory Points Destroy City [+1] [F] Victory Points awarded for destroying a City.
Default: 0 VP.
Victory Points Destroy Resource [+1] [F] Victory Points awarded for destroying a Resource.
Default: 0 VP.
Victory Points Draw [+1] [F] Victory Points awarded for a Draw (to both players)
Default: 4 VP.
Victory Points Loss [+1] [F] Victory Points awarded for a Loss
Default: 0 VP.
Victory Points Marginal [+1] [F] Victory Points awarded for a Marginal Victory
Default: 6 VP.
Victory Points Massacre [+1] [F] Victory Points awarded for a Massacre! Victory
Default: 10 VP.
Victory Points Node [+1] [F] Victory Points awarded for control of a Node.
Default: 1 VP. Does not apply to tournaments.
Victory Points per Battle
Set if each battle should result in a constant number of VP awarded.  The winner gets what is specified in the relevant setting, the loser gets what is leftover from this setting - eg, if this rule is set to "10 VP", then a Marginal victory will yield 6 VP to the winner and 4 VP to the loser.  Be sure to set the VP score for a Draw result to half of the value of this rule.
No Default.
Victory Points Rate How frequently are territory control Victory Points awarded.
Default: 7 days. (midnight between sunday and monday)
Victory Points Resource [+1] [F] Victory Points awarded for control of a Resource Node
Default: 1 VP. Does not apply to tournaments.
Victory Points Slaughter [+1] [F] Victory Points awarded for a Vicorious Slaughter.
Default: 16 VP.
Victory Points Solid [+1] [F] Victory Points awarded for a Solid Victory.
Default: 8 VP.