Faction-neutral campaign rules for growing a 500-point warband into a full 2,000–2,500 point army over a series of phases — muster list escalation, Campaign Points, and veteran units & characters gaining experience and battle scars as the campaign goes on. Any army can walk the Path to Glory, not just Chaos.
Self-hosted campaign tracker for the whole group — login accounts, warband/XP tracking, NewRecruit roster import, a full battle-result approval flow, and Veteran Ability / Battlefield Losses / Seasoned Commander / Death & Dishonour rolls as buttons.
In a Path to Glory campaign, participants start with small forces which they add to over a number of weeks or months, turning a modestly sized warband into a mighty and all-conquering warhost. This lets participants collect and paint a new army, playing games as it grows and testing their mettle against fellow players at each step of the way.
New players can focus on learning the rules with a small, manageable force before scaling up to 2,000+ points; experienced hobbyists can use it to kick off a new collection. Throughout the campaign, units and characters gain experience, becoming grizzled veterans through characteristic increases and new skills — so a participant's army ends up unlike any other, shaped entirely by the games it fought along the way.
A Path to Glory campaign requires one of the participants to take on the role of Overseer — responsible for organising the campaign, keeping track of games played, points won, and more.
The goal of the campaign is for participants to collect and paint an army, most often of 2,000 or 2,500 points. Each participant begins with a 500 points army and adds to it during each campaign phase, increasing its size in 250 or 500 point increments.
Before the campaign begins, the Overseer decides how many phases it will consist of. During each phase participants play a number of games and, away from the battlefield, work towards collecting and painting the models needed to expand their army for the next phase. As a general guide, campaign phases should last no less than two weeks but no more than six weeks.
Prior to the start of the campaign, participants must each write a 500 points muster list (as described in the Battle March rules) and submit it to the Overseer — this represents the army they field throughout the first phase.
Prior to each subsequent phase, participants update their muster list: increasing the size of their army by adding new units and characters, increasing the size of existing units, removing and replacing units or characters, or changing a unit's equipment or a character's magic items. This updated list represents the army they field throughout that phase.
At the end of the campaign, the Overseer should gather the participants together and give out awards. How many and what they recognise is up to the Overseer, but these are recommended: Champion of Champions (most Campaign Points) and Best Army (best painted or most thematic army, voted for by the participants).
During each phase every participant should play at least one game. Who plays who can be arranged by the Overseer, or by the participants themselves — though it's recommended the Overseer pairs participants up at the start of each phase to ensure a variety of opponents.
Over the course of the campaign participants earn ‘Campaign Points’ (CP) for playing games. At the end of each game, both players calculate their total Victory Points (as described on p.286 of the core rulebook). A player scores:
After each game, players report their result to the Overseer, who keeps a record of games played per phase and CP won throughout the campaign. Prizes can be awarded at the end based on accrued CP.
Participants may play as many games per campaign phase as they wish — but CP can only be won for a participant's first two games per phase, so no one can accrue an unreasonable number of CP simply by playing many games in a month.
Whilst victory in battle is the surest way to earn Campaign Points, collecting and painting a new army is the true objective. To acknowledge this, participants earn a bonus of +1 CP for every game they play with a fully painted army.
Those that survive the fury of battle quickly become experienced warriors. Any unit whose troop type is ‘infantry’ or ‘cavalry’ (but not ‘swarms’ or ‘war beasts’) that is not fleeing at the end of the game earns:
A unit may spend its XP after any game by rolling on the table below and adding its current XP to the result. Once a unit has rolled on the table, it is reduced to 0 XP:
| D6 | Result |
|---|---|
| 2–5 | Reluctant Warriors: failing to learn from its experiences, the unit does not gain a Veteran Ability, but neither is it reduced to 0 XP. |
| 6–8 | Grizzled Veterans: the unit permanently improves its Leadership characteristic by 1 (max 10). If already 10, treat this result as 2–6. |
| 9–10 | Experienced Warriors: once per game the unit may re-roll any rolls To Hit of a natural 1. Rolling this upgrade again grants a second re-roll. |
| 11–12 | Weapon Masters: the unit permanently improves either its Weapon Skill or Ballistic Skill characteristic by 1 (chosen by the controlling player, max 10). |
| 13–14 | Fighting Formation: the unit permanently improves its maximum rank bonus (per its troop type) by 1 (max +4). |
| 15+ | The Spoils of War: the unit permanently improves the Armour Piercing characteristic of one of its weapons by 1 (chosen by the controlling player, max -5). |
No matter how seasoned a veteran unit becomes, no one is safe on the battlefields of the Old World. If a unit with one or more veteran upgrades is reduced below 25% of its starting Unit Strength, is destroyed, or flees the battlefield, roll a D6 at the end of the game:
| D6 | Result |
|---|---|
| 1–3 | Insurmountable losses: the unit is too badly mauled to recover and loses all of its Veteran Abilities, along with any unspent XP. |
| 4 | Terrible losses: the unit survives, but many of its veteran members are replaced by untested recruits. It loses one Veteran Ability (chosen by the controlling player). |
| 5 | Mauled: despite a mauling from the foe, the unit's casualties recover quickly after the battle. |
| 6 | Lesson Learned: the recovering unit reflects on its experience. It gains 1 XP. |
Units can increase in size during the campaign. Should the Unit Strength of a unit with one or more Veteran upgrades increase by five or more between two campaign phases, it retains its upgrades, but loses D3 of its unspent XP.
Whilst regiments can gain experience and become seasoned veterans, so too can the mighty warriors and cunning mages that command them, via the same Experience Points (XP) system. Any character that was not removed from play as a casualty and is not fleeing at the end of the game earns:
In addition, an army's General earns 1 XP if their army won the game.
A character may spend their XP after any game by rolling on the table below and adding their current XP to the result. Once a character has rolled on the table, they are reduced to 0 XP:
| D6 | Result |
|---|---|
| 2–6 | Prideful Braggart: filled with pride and arrogance, the character does not gain a Veteran Ability, but neither are they reduced to 0 XP. |
| 7–11 | Grizzled Veteran: the character permanently improves their Leadership characteristic by 1 (max 10). |
| 12–14 | Weapon Master: the character permanently improves either their Weapon Skill or Ballistic Skill characteristic by 1 (chosen by the controlling player, max 10). |
| 15+ | The Spoils of War: the character permanently improves the Armour Piercing characteristic of one of their weapons by 1 (chosen by the controlling player, max -5). |
During the campaign, characters can meet various fates — for some, promotion and renown await; for others, the cold embrace of death beckons.
Promotion & Glory: as armies grow and muster lists are updated, participants may wish to promote their characters — for example, replacing an early-campaign Orc Bigboss with an Orc Warboss once the army has grown. This is perfectly acceptable, and often gives access to mightier mounts, more potent magic items and a better profile. However, when a character is promoted this way, they lose all of their Veteran Abilities and any unspent XP.
Death & Dishonour: some characters are doomed to meet an ignominious fate. If a character with one or more veteran upgrades is slain, or flees the battlefield, roll a D6 at the end of the game:
| D6 | Result |
|---|---|
| 1–3 | Dead: the character is slain and loses all of their Veteran Abilities, along with any unspent XP. |
| 4–5 | Badly Wounded: the character survives, but barely, and loses one Veteran Ability (chosen by their controlling player). |
| 6 | Lesson Learned: the character gains some valuable insight into the perils of battle. |
Transcribed from the “Path to Glory Campaigns” chapter of the Arcane Journal — The Razing of Westerland. This PDF isn't split into individual page scans the way the Warriors of Chaos / March of Chaos journals are, so there's no page-by-page gallery here — open the source directly instead. Cross-referenced rules (the Battle March muster-list rules, Gaze of the Gods table, etc.) aren't transcribed here yet — check the relevant army page or the original PDF for those.