I'm running a Warmaster campaign in France. Since campaign material is in french it is probably useless for most of you I guess.
I promised somewhere else in this forum few weeks ago to give an overview of the campaign nontheless. I'm late, but here it is
GoalHistorically, Warmaster players in France have always been geographically scaterred. There have been several minors communities, and 3 major one. One in north, close to England. One in Paris. One in south. With SG giving-up the game half the community slowly moved to other games. And a lot of remaining players shifted to Warmaster Ancients few years ago mainly because they really prefer the rules. The last is especially true around Paris.
Back last autumn only the south community was active, that is actually doing more than speaking of the game: playing battles.
As a new Warmaster player I'm strongly convinced this game is one of the best of its kind and deserve better than that.
So I decided to run a Warmaster campaign for Paris-based players to bring the local community back to life. Or at least try to

6 player agreed to participate. Not bad.
BackgroundLong before the Elven a mighty and advanced civilisation rules the sea south Ulthuan from the sacred island of Atlantis.
This island was engulfed by sea due to mystic reasons implying a plot from the Chaos Lords, utterly destroying its civilisation.
Tens of centuries later, a mad sorceress found this island and a century-old ritual to bring it back out of the sea. So he did. But the ritual partially backslashed and he died. Every major empire sent scouts to this new island. They found sunken treasures and lost knowledge. Soon each empire sent a military force to seize control of the island, its gold, artifacts and secrets.
The campaign start with each empire landing on Atlantis. Each player control and empire and will try to claim supremacy over the island treasures over a 6-month campaign.
RulesThe campaign is more an excuse to incite playing Warmaster. So I decided to keep campaign rules light and simple. Mighty Empires (ME) was a perfect fit. There was only 3 problems.
First, ME rules require player to meet at the start and end of every turn. Most player living 40-50km from others that was not an option. So I first adapted ME rules to remove this aspect. This required to remove all dice roll with fixed values, change phasing a bit and re-design events.
Second, ME rules require a lot more turns and/or battles than we could afford since my player agreed to play at average a battle per month for 6 month. So I modified the rules to speed campaign a bit.
Third, I had to adapt ME to to Warmaster. This was the easiest part since other guys over Internet already did that job and that was a major inspiration.
In addition to that, I spiced the campaign up by adding a special character and an elite unit per player. Each have special rules and could be bought using PE. I converted and painted special characters for every player. To this date I'm finishing painting the last character. You can have a look to the greens and terminated minis here:
http://www.sg.tacticalwargames.net/forum/index.php?topic=960.0BattlesWe play 2000pts battled, plus gold. Rules are agreed between players.
But in practice, all players play with what we call WMMF (WarMaster Medieval Fantasty). It is basically and fantasy-extension to Warmaster Ancient, adding monsters, flying, magic, artillery and machines. We use unmodified official Warmaster armies, but play them with Ancient-based rules. This makes us far happier than Warmaster rules since we believe Ancient rules are far more mature, fun, interesting and balanced.
To this date, quite a lot of WMMF battles have been played and we are happy with them and to this date most Warmaster players use them instead of official rules. That was a major reason for player to get back from Ancient to Fantasy.
EmpiresRaces played:
* 2 Orcs
* 1 Chaos
* 1 Kislev
* 1 Dwarf ("Nain" in french)
* 1 Lizardmen ("Hommes-Lézard" or "HL" in french)
* 1 Dark Elves ("Elfes Noirs" or "EN" in french)
ProgressionWe played turns 1 to 3 and are playing turn 4.
Until now, Kislev, Lizardmen and Dark Elves have gain total control of half the island unchallenged.
One Orc has been swapped out of the board (he's back with reseted empire).
Dwarves are fortified in mountains mining gold (as is ought to be).
Chaos and Orcs are loosing every single battle.
But turn 4 is seeing big changes with Orcs and Chaos starting winning.
Maybe turn 5 and 6 will see major changes. Who knows.
For those interested in having a look to the board turn-by-turn, here it is:





