Well, how is this for lack of interest sir!
BTW, everyone in my realm is liking this idea. On the national boards where I brought it up (and you found me), it was a mostly positive reaction. Note: really read these rules. By no means are they complete but it's a start. I tried to keep them as simple as possible. They are missing the scenario table and the unit table, one of which is for obvious reasons. I think they are pretty simple and keep it from being too larpy. If anything, they could very well make event planning a dream with all the random tables and whatnot.
Fauldenfell Land War rules:
1. Participation in Land Wars is entirely voluntary. A unit does not get a homeland on the map unless they decide to participate in the campaign. For the purposes of the campaign, a unit who does not choose to participate is considered a mercenary group without a homeland. They may still be recruited by other units for the campaign, but may not initiate a land siege of any kind.
2. Once a unit decides to participate, they are given a homeland of 7 Hexes and one Capital city. A unit must select their homeland hexes adjacent to one another and each starting hex must be no further away from their capital city than 2 hexes. If possible, there must be at least 1 hex of undisputed territory between each of your starting hexes and another unit’s hexes
3. To attempt to seize a territory, the aggressing unit must already control a hex adjacent to the one they are trying to take. A unit is allowed only 1 land seizure attempt per event where a land war campaign scenario is taking place. However, a unit can defend against their land being taken as many times as is attempted at an event. If the unit wins the scenario for that hex, then they get to claim the hex as their own. If they are defeated, then that hex remains the property of the unit who controls it or remains undisputed territory.
4. There are 2 types of land sieges in Land Wars: Undisputed Territory Siege and Disputed Territory Siege.
4.1 An undisputed territory siege is one in which the unit trying to gain ground is moving into a territory that is uncontrolled by anyone at the moment.
4.2 A disputed territory siege is one in which the unit trying to gain ground is attempting to take a territory that is controlled by another unit.
4.3 To attempt to take an undisputed territory, the unit rolls a 6 sided dice. On a 5 or a 6, the hex is considered friendly. That is, the locals welcome the Unit as their new rulers, or it is an untamed land that has no people currently living on it. On a 1-4, the territory is considered hostile and the rules for claiming an undisputed territory immediately take effect (see disputed territory rules 4.3.1 and following.)
4.4.1 If a battle occurs from a failed dice roll, then the unit attempting to take the hex rolls an X sided dice (Where X is as close to the number of units participating in Land Wars as possible) on the random opponent chart. The result they get from this chart will be their primary opponent for this scenario. If a unit rolls themselves or rolls a unit that is not there that day, they re-roll until they get another unit.
4.4 If a territory is disputed (controlled by another unit), then a battle scenario begins against the unit who already controls the territory. (Note: When trying to take another unit’s land, your unit must have a minimum of 5 members at the event where the land war is taking place that day. The opposing unit must have at least one person at the event. Also, your opposition must be able to recruit a number of people from other units equal to the force you are fielding against them that day.)
4.5 Once the unit has established their primary opponent, check to see if the contested hex has a characteristic (See Special Characteristics: section 4.6). If it does not have a characteristic, roll on the random scenario chart to determine what kind of fight will take place for control of this hex. Additionally, both teams can just agree on what type of scenario they want to fight for control of this hex.
4.6 Special Characteristics: There are only 2 types of hexes that have particular scenarios that must be fought on them.
4.6.1 Water hexes must have either a boat battle or bridge battle fought on them.
4.6.2. Capital City hexes must have either a fort battle or castle battle fought on them. The opposing Unit gets to choose any additional rules for this fight. (Ex: resurrection/ no resurrection battle, Must kill their “King” with 3 stone skin, etc.) The attacking unit must be in agreement with the terms and gets a bonus equal to their opposition. In other words, game balance must also be a consideration in scenario selection.
5. A unit can recruit other units to fight as allies with them when trying to take a hex. If this is done, the opposing unit is allowed to pick a unit or group of mercenaries of equal number to the amount of people that are being fielded against them.
6. A unit is eliminated from Land Wars if they lose all their hexes. The unit is then considered a mercenary unit with no homeland for the purposes of the campaign.