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"For I will go through the land on that night, and will strike down both man and beast; and against all I will execute judgments."
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File:Campaign.jpg

Key: Colors indicate starting ownership, center blue zone starts neutral. Stars indicate capital cities.

The objective of a Campaign is to take over the zones and capital city of the opposite realm.

Between the opposing zones in each tier, there is a unique battlefield. Initially, control of the battlefield is divided evenly between Order and Destruction, but as victory points are gained by each side through RvR gameplay, questing, and Public Quests, control of the battlefield shifts to the side with the greater share of those victory points. As your realm gains greater control over an individual battlefield, bonuses are granted to all players on your side within that tier. Earn enough victory points, and your realm will gain full control of that battlefront, and the tier within it. A percentage of victory points from Tier 1 spill over into Tier 2. Likewise, a percentage of victory points from Tier 2 spill over into Tier 3, and from Tier 3 into Tier 4, so your victory points gained in lower tiers increase your points in upper tiers. Even low level players in Tier 1 will ultimately be contributing to the overall war effort.

Tier 4 is where each realm will struggle for the ultimate prize – capturing the capital city of an opposing army. Tier 4 is the final battlefront. To open a capital city to attack you will first have to capture the neutral zone in the center. Once you have enough victory points to control that zone, its scenarios will lock down, and scenarios in your enemy’s tier 4 zone will open up, allowing your realm to attack that zone. If your enemies then gain victories of their own they can push the front back to the neutral zone and potentially open up your own Tier 4 zone to attack. This makes Tier 4 a constant struggle for the battlefield.

If you gain enough victory points to control the enemy’s Tier 4 zone, the enemy capital city itself will become open to attack, opening up a new range of scenarios inside that city's zone, detailing the attacks on the stronghold. If that attack is successful then the controlling realm will be able to (temporarily) conquer and ransack most of the enemy capital. Burning, looting and special NPC encounters are sure to follow. You will not be able to hold onto your enemy city indefinitely. Systems will be in place that will eventually wrest control of the city back to the rightful owners. When this happens, the campaign will begin again.

Each racial paring has a different campaign going on at the same time, and do not effect each other.

File:Campaign screen1.png


Fortress

File:Fortress.jpg

Concept Art of a Fortress

The Fortress is a huge Keep serving as a distinct zone in Warhammer Online: Age of Reckoning, guarding the Relics digged after the Skaven Invasion in the Old World. As of late 2009, they do no longer serve in the Campaign against the enemy.

External Links

Q&A with Jeff Hickman at Paris Press Event '08

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