Ok all, here's version one of the rules I thought we might use. In actual fact, it's not necessary for anyone but the two generals (Archaon and Franz) to know these rules but I thought it might make it easier (and more fun) for anyone who is interested to follow what's going on on the campaign map each turn.
Beyond the stuff that follows, here's how things would work for those who aren't generals.
1) The generals play out the map phase and announce the battles that occur that campaign turn (between 0 and 2).
2) Players volunteer to play each battle. It will be necessary to have one game of WM played for each battle on the board but if more players are available then even better, we can average the results.
3) Players report results and post any battle reports they fancy (the more the merrier).
4) The generals complete the end phase of the campaign turn.
REPEAT....
So, here's the detailed bit (feel free to offer suggestions etc):
STORM OF CHAOS CAMPAIGN RULESDeploying for battleThe Chaos and Empire forces are each represented by two armies, these are initially deployed at their starting territories as listed in the ‘Armies’ section. Armies are designed before each campaign turn begins to a points value agreed with the opponent. The starting territories are automatically captured.
The campaign turn1. Generate campaign points.
D3 +1 per player. CPs are not carried over from turn to turn.
2. Rebuild Defeated or Broken armies.
Armies that are defeated must spend 1 CP to return to full fighting readiness. Armies that are Broken must spend 2 CP.
3. Spend campaign points.
Roll a D6 each campaign turn, the highest goes first. Re-roll ties.
Players take it in turn to spend ONE campaign point, resolving any movement or actions before moving onto the next player. Continue until all points players wish to use are spent. Note that some actions require multiple campaign points to complete, these actions may be carried over across multiple campaign turns. Campaign points can be used for the following actions:
Moving armies: it costs 1CP to move from one territory to another. The player must then equal or exceed the Difficulty level of the route proposed. If the roll is failed the army remains stationary but the CP is lost. Defeated or Broken armies may not move. If a territory is unclaimed or belongs to you, your armies may move onwards freely, but if it belongs to the enemy, you must capture it before you can move further.
Fortifying castles: it costs 2CP to raise a castle’s defence value by one point. The maximum defence value of a castle is 3.
Fortifying settlements: it costs 1 CP to raise a settlement’s defence value by one point. The maximum defence value of a settlement (mining village, farming village, market town, large town, major city) is 2.
Building Roads: it costs 2CP to improve a reduce the difficulty level of a route of march from any territory you control by 1 (to a minimum of 2).
Espionage: Expend 3 CP to roll once on the following chart:
D6 Result
1 Spy captured. Enemy gets +1 CP next campaign turn.
2-3 Misinformation planted. Enemy -1 CP next campaign turn.
4-5 Enemy tricked. You may immediately use 1 of his CPs to move one of his armies in the next campaign turn.
6 Assassin. Choose one hero in the enemy’s armies that will play no part in battles fought during this campaign turn.
4. Resolve battles.
Any opposing armies that end the campaign turn in the same territory must fight (play a game of Warmaster).
Capturing territoriesUnclaimed/Undefended territories
Territories with a Defence Value of 0 are automatically captured if an army finishes its campaign turn on them but not if it merely moves through them to get to another territory. Any benefits accrued from captured territories will apply in the following campaign turn.
Enemy/Defended Territories without an army
Enemy territories without an army or unclaimed territories with a Defence Value greater than 0 are only captured by the expenditure of a number of Campaign Points equal to the territory’s Defence Value. You can combine this with movement to get to the territory and move again. So, for example, if you had 3 CP, you could move to a fortified mining village (DV1), then when your turn to act came around again you could spend 1 CP to capture it, and later spend your last CP to move on to another territory.
Enemy territories with an army
If there is an enemy army in a territory you must play a game of Warmaster to claim it in the resolve battles phase. Battles are fought in the order in which they were initiated. The winner captures the territory, the loser’s army is classed as Defeated (or Broken) and must retreat. In the case of a draw, the army that moved into the territory last will retreat in good order to the closest friendly or unclaimed territory that can support it.
Once a territory is claimed
Whenever a territory with a Defence Value greater than 0 is captured reduce its Defence Value by 1 (to a minimum of 0).
Retreating armiesArmies beaten in the Resolve Battles Phase will attempt to retreat in good order to the closest friendly or unclaimed territory that can support it, rolling to equal/beat the route of march as normal. A retreating army that fails the route of march roll, or which cannot retreat to such a territory will retreat by the shortest route to a friendly or unclaimed territory but is now considered to be Broken. If a retreating army must enter a friendly territory that contains an enemy army then they are Broken and will retreat to the next nearest friendly/unclaimed territory.
Defeated and Broken armiesDefeated/Broken armies cannot move or claim territories. If you cannot rebuild the army in the Rebuild Armies Phase then they remain Defeated/Broken for the remainder of the campaign turn. If a Broken/Defeated army is attacked then it will fight the opposing army. For this battle, the defending army has half the points value of the attacking army but cannot break unless the general is killed and does not suffer any command penalties for casualties. Any result other than a win results in the destruction of the army. If the army wins then it is immediately returned to full fighting strength without the expenditure of campaign points.
Winning the
CampaignThe winner of the campaign is the player who, at the end of any campaign turn, has captured 75% of the territories on the map (rounding up) or the player who destroys both of his opponent’s armies (whichever comes first).
For the Chaos player this represents the destruction of the Empire, for the Empire player it represents the unification of the Empire’s divided states against the Chaos incursion.
ARMIESEach side has two forces:
The Swords of Chaos (starting territory: Erengrad)
Vardek Crom’s Kurgan Horde (starting territory: Karak-Kadrin)
The Army of Reikland (starting territory: Altdorf)
Boris Todbringer’s Middenlanders (starting territory: Middenland)
ALLIED/INDEPENDENT FORCESOne battle per campaign turn a battle may be played using an allied force in place of the usual Chaos/Empire army.
Chaos Allies:
Belakor’s Daemon Horde
Skaven
Dark Elves
Grimgor’s ‘Ardboyz
Empire (The Alliance of Light)
Dwarfs (Ungrim Ironfist’s Slayers of Karak Kadrin)
Brettonians
High Elves
Kislev
MAP AND TERRITORIES

Routes of march are indicated in red on the map above.
Altdorf. DV1.
Two allied armies may occupy Altdorf at the same time.
At the beginning of each campaign turn roll a D6. On a 4+ add +1 to your campaign total.
Due to the proximity of the Colleges of Magic, when an Empire army is attacked at Altdorf (and only at this location) it may take have an extra wizard at no extra points cost. This wizard does not count towards the maximum allocation of wizards as specified by the points value of the army. If the Empire have lost control of Altdorf they may not claim this bonus.
Drakenhof Castle. DV2
If you control this territory the maximum number of wizards (or Runesmiths) that you are allowed to take is increased by one. These extra wizards may not be given any extra equipment.
Erengrad DV0
Two allied armies may occupy Erengrad at the same time.
At the beginning of each campaign turn roll a D6. On a 4+ ad +1 to your campaign total.
Hel Fenn. DV0.
Karak Kadrin. DV2
Ownership of this Dwarven hold allows the owning player to give one unit in one of their armies a magic weapon at no points cost.
Kislev DV1
Marienburg. DV0
Major city: At the beginning of each campaign turn roll a D6; on a roll of 4, 5, or 6 add +1 to your Campaign Point total.
Mercenary Bazaar: the player that controls Marienburg may add any one unit from the ‘Dogs of War’ army list to their army paying the appropriate cost.
Middenheim. DV4.
Armies that do not control this territory may not move through this territory in a single campaign turn unless the territory is captured.
Armies that are defeated or broken that fall back to Middenheim will not need to spend any campaign points on the roll of a 3+ on 1D6 in the rebuild armies phase.
The fortress of Middenheim may not be fortified except to bring it back up to its original strength.
Middle Mountains. DV0.
Mountain pass. Armies may move through this mountain pass without spending a campaign point on the roll of 4+ on one D6 if it is unclaimed or if it belongs to their territory. They must still equal or better the difficulty level of the route of march. Note that this is in effect a ‘free move’ so a player could move his army from the pass and then move again by using a campaign point before any other player gets to act.
Nuln DV1
An army that controls Nuln (Chaos or Empire) may select a unit of Empire Cannons free of charge when attacked at this location. This free unit is in addition to the usual allowance for Cannons.
Praag DV1
Talabheim. DV1
Armies may move from Talabheim without spending a campaign point if it is uncontrolled or if it is under their own control on the roll of a 2+ on a D6. They must still pass the difficulty level of the route of march. Note that this is in effect a ‘free move’ so a player could move his army from the pass and then move again by using a campaign point before any other player gets to act.
Vanhaldenschlosse DV0