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Made in gb
Roarin' Runtherd





I was bored at work today and got doodling and came up with this.



(you win a billion teef for figuring where i got the inspiration. . .)

Anyway, after making my map, and including pieces of my existing Scenery (most WIP) and giving myself Ideas for future scenery I figured I needed some fluff and rules for my campaign.

So alot of it is just brain storming but:

about 453.M4, Orks invade Planet Wes IV.

Warboss Kr'aag the Kr'azy establishes himself proper like.

After the Planet administration sends an SOS which is intercepted by elements of the Black Consuls, they arrive over the planet.
The responding force is made up of squads of:
1st Company (termis)
Tac squads of 2nd Company with accompanying Rhinos, Dreadnaughts and Razorbacks.
2nd Company Devistators
10th Company Scouts

For whatever reason, their Spaceship (Zeus) crashes leaving them unable to contact the imperium and more importantly under strength.

Due to the fact that the BC were all out destroyed shortly after (455.M41,) this task force has been forgotten by the Imperium meaning they are unable to reinforce.


The Orks on the planet have established themselves, with Kr'aag taking over the White Castle. Slowly their spores are coming to maturity meaning there is reinforcement possibilities for them.
The rest of the human force has been wiped out, including the planetarey guard IG forces.

Just to make things interesting for all concerned, A Tau Empire scouting force has also made their way into the system and is staring to make probing attacks. They have made their base in the marshes to the west. If they can prove that the planet has suitable resources and can be taken with minimal loss, the Tau command will send more forces.


So wadaya think?

Any Ideas I could take on board?

As I think more and come up with other rules/ pre-requisites, I shall obviously update here.

C&C Welcome and of course the Prize goes to whoever guesses the Coastline. . .



This message was edited 4 times. Last update was at 2011/03/06 14:07:40


Orkses 1848 - Kr'aag da Krazy's Mob
SM 1906 - 2nd Company Black Consuls
Tau 1850 - Eoro'Gal Ka'Lissera (Recon Cadre)
Eldar 1002 - Wife's Warriors. . .
DR:70SG-MB++I+Pw40k10#+D-A+++/wwd361R--T(M)DM+ 
   
Made in us
Fixture of Dakka






On a boat, Trying not to die.

I would love to see a scenario with the last stand of the BC, the overrunning of the garrison, then the Tau Invasion.

BC- Zeus Wreckage last standish type.
IG- Cathedral (irony ftw!)
Tau: wherever.

Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. 
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

The Zeus is definitely a last stand sort of mission for the BC. As are the Marshes for the Tau and the White Castle for the Orks.

You have other buildings there though and for the most part they should be used to give some kind of bonus.

For example, if the BC take the forest they may find resistance fighters ala units using the IG conscript rules. If the Orks take it then they have more room for more spores to grow, and if the Tau take it maybe they can employ more kroot or something.

The Depot could allow an extra heavy support choice, and the port complex could have a working vox system that would allow an army to call in for more reinforcements.

Just my 2 cents on it.
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Is Grimish Forest full of wild ponies?

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

If so then the BC could get the equivalent of a rough riders squad.
   
Made in gb
Roarin' Runtherd





Orlanth wrote:Is Grimish Forest full of wild ponies?



You got it!

It is fairly new as well as grim. . .

Anyway by the time BC arrive, the IG are totally slaughtered. (i.e. I don't have any of their models.)

Now as for the campaign, I have roughly 1750 points per army - Ork, SM and Tau.

After each battle, I reckon I will roll for each removed model.

SM and Tau get regen on a 5+

Because orks grow like mushrooms in the "new" forest, they can regen on a 3+

Once a model is dead dead, he will be removed for the rest of the campaign.

I am pondering a roll of dice to determine each force size (250points per D6 spot?) but i may just have total available points and go hammer and tongs.

Maybe a bonus for each territory owned?

I figured that in order to bypass the bridgehead to get to the island, you could gain the port complex territory and get access to the barge/ ship.

Also I had the SM starting in the Zeus, Tau in the marshes (although Itchenor may find itself as a jungle) and the orks are in the castle.

I have various bits of scenery such as the Zeus (from battle for Macragge box set) the ruined farm (placed roughly where I live. . .) and the orky tower in the forest (lolly sticks and a thickshake cup)

The rest shall come as and when I get around to it. In the meantime shoeboxes etc will do for buildings.
Anyway I think it is an interesting project and will help me keep focused on what scenery I want.

Keep the C&C and Ideas coming.

Thanks


Kr'aag the kRAzy

Orkses 1848 - Kr'aag da Krazy's Mob
SM 1906 - 2nd Company Black Consuls
Tau 1850 - Eoro'Gal Ka'Lissera (Recon Cadre)
Eldar 1002 - Wife's Warriors. . .
DR:70SG-MB++I+Pw40k10#+D-A+++/wwd361R--T(M)DM+ 
   
Made in us
Fixture of Dakka






On a boat, Trying not to die.

instead of the rolling to see if a model is used, consider this:

Roll a d6 to see how many points you need to add or subtract:

Winner: add x points

1. 100 pts
2. 200 pts
Etc

Loser: subtract x points

1. 100
2. 175
3. 250
etc

This message was edited 1 time. Last update was at 2010/07/31 20:33:37


Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. 
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

I'm not sure about a bonus for each territory, but the major land marks definitely should give a bonus.

The units gained by the BC for capturing the forest don't have to be IG models, I would just suggest using the conscript stats. They could be members of the remaining populace who have just managed to hide from the orks.

Conscript stats reflect basic untrained people who have been given a gun, either that or penal legion rules could be used. Again, not the models, but the rules.

Or you could do a blanket bonus.

If you get the forest D3 units get the stealth or dangerous terrain rule.

If you get the desert then maybe add +1 toughness to D3 units due to the units needing the ability to survive in a harsh desert environment or something like that.

There should be no bonus for the "bases" in my opinion though, the satisfaction of removing another faction from play should be enough.

Use city fight rules for the south city, the cathedral could add to the BC Ld if the BC has control of it, but cause the BC to lose Ld if it is lost to an enemy.

I can't see any really good ideas for a bonus from the farm, but the depot can have just about anything you want it to be, extra choice slots, extra wargear, etc.

   
Made in gb
Horrific Howling Banshee





Buxton, Derbyshire, UK, Europe, Earth

Whoever did that map is a mighty fine artist

 
   
Made in us
Nigel Stillman





Seattle WA


I see you did a fine representation of my home... the bridge... it’s a troll joke


See more on Know Your Meme 
   
Made in gb
Moldy Mushroom





edf

 
   
Made in ie
Implacable Black Templar Initiate




Dublin, Ireland

What im dying to know is where you got the inspiration from?

Nice picture.

(\ __ /)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination


 
   
Made in gb
Roarin' Runtherd





http://maps.google.co.uk/maps?hl=en&ie=UTF8&ll=50.821553,-1.2854&spn=0.876223,2.458191&z=9

This message was edited 3 times. Last update was at 2011/02/20 17:46:56


Orkses 1848 - Kr'aag da Krazy's Mob
SM 1906 - 2nd Company Black Consuls
Tau 1850 - Eoro'Gal Ka'Lissera (Recon Cadre)
Eldar 1002 - Wife's Warriors. . .
DR:70SG-MB++I+Pw40k10#+D-A+++/wwd361R--T(M)DM+ 
   
Made in gb
Roarin' Runtherd





War on Wes VI
(Pronounced Wessix or better still, Wezzzix in the local lingo)

Wes VI is a backwater world. Far from Space Lanes and having little of interest on it. A single Imperium Outpost was stationed there. Unfortunately for them, the Imperial Guard base was over run by a small WAAAGH! led by Kr’aag the Krazy. All contact was lost after the lone distress call sent by the Imperial Guard Commander.
A detachment of Black Consuls was sent there to restore order, but their transport Zeus developed a mysterious fault as it came in to land and was destroyed along with most of the equipment and Marines. A small contingent survived with minimal equipment, but have no way of contacting Imperium space and are stranded and forgotten by the Imperium (This date places the start of the conflict before 455.M41 when the Black Consuls were considered lost.) They are left with a small unit of First Company Terminators, a few squads of Second Company Marines and a handful of Tenth Company Scouts. Support is minimal with only a few vehicles remaining.
Coincidentally, a reconnaissance mission by the Tau Empire has led them to Wes IV. Small and Mobile , their small force consists of rapidly customisable XV-8 battle suits and vehicles. Pathfinders and Kroot are supported by Firewarriors. Of course, Stealth Suits and Sniper Drone Squads find a place in the order of battle. Their mission was to discover whether this world is suitable for colonisation but they will have to control and examine more of it than they have already infiltrated before they can send a confirmation or denial back to the Ethereal Caste.
Eldar. Who truly knows why they interact with other races? They do things that have no logical reason to others but nevertheless that they carry out operations in their own time and way. Perhaps they were responsible for the loss of the Zeus – or perhaps not. There is an enclave of Eldar on Wes IV and they have their own agenda.
As the conflict nears its trigger point, certainly there is one question left to ask. Where are the remnants of the Imperial Guard?

Places
1. Ruined Farm
2. Wreck of Zeus - Blaze and Smoke galore. . .
3. Abandoned Depot
4. Desert of Liss
5. Cathedral
6. The Bridges
7. Grimmish Forest - wild ponies. . .
8. South City
9. Bridge End
10. Port Complex
11. Itchenor Marsh & Kings Bog
12. White Castle

Armies
Space Marines - Black Consuls.
Orks - Kr'aag's Boyz - Led by Kr'aag the Krazy.
Tau - Recce group. Led by Mi'Shek.
Eldar. (Not many models yet – this should grow. . .)
Imperial Guard – I have no models or codex. How long will this remain true?

Points Allocation
Campaign Points.
To start, each army hypothetically has 3500 points. (Roughly double what I have for my actual models.)
A hypothetical list is drawn up with what the starting forces have available. No model can be on the list more than twice.
WYSIWYG. E.G. I only have one SM dreadnaught, so I cannot field 2 in the same battle.
Battle Start Points.
For every battle, each protagonist rolls a single die.
Multiply the result by 250 to get the points available per game. (Total 1500 point battle then?)
This point total can then be made into a game list from the remaining available models list.
Force Organisation is therefore not mandatory.
As the campaign wears on, Squads and weapons may wear out and can't be used again. Some leeway in the will need to be given in the army lists.
It may be possible that a Tac Squad can't field 10 marines. RAW states that they can't take a heavy weapon with less than 10 marines, however I will allow it if casualties are taken. This is a casualty enforced decision and cannot be used just to gain an advantage.


Campaign Dynamics
Each army starts with an area

Space Marines Zeus
Orks Grimmish Forest
Tau Itchenor
Eldar White Castle

The campaign is run on a turn basis starting at their home base. Each army gets to one move per turn and can only be made to an adjoining area. The turn sequence is decided at start of campaign with dice roll. Highest has 1st go, lowest goes last. Draw is re-rolled until eventual order is decided.
Moving into an area initiates a battle. The attacking Army chooses whether to have first or second turn in the battle. An unclaimed area is an automatic win.
The home area, if attacked, allows the army to defend it by starting the battle with full available remaining list (about 1850 points MAX) [WYSIWYG not Hypothetical] and cannot be controlled by another army until the home army is wiped out.
Battle Dynamics
Each battle is run along classic lines - chosen at random as per rule book with standard win conditions. The area is controlled by the winner.
At the end of each battle, for each model that was removed due to wounds, roll a die. On a 5+, the model is resuscitated/repaired to fighting strength and may fight in subsequent battles.
HQ are resuscitated on a 4+. Any Model that fails the resuscitation roll is scratched off the list and cannot be used again in the campaign.
Bear in mind that any models that are on theHypothetical list twice, get another "life."
Controlling the area means a -1 on the Resuscitation roll.





What I hope to see.
I am a lone gamer. Real life, work and my home location mean that I don’t have much chance to join a gaming group. My wife has just started Eldar and we have had a few games, otherwise I play with myself - - both sides against the middle.
I hope I will have a fun time. The built in randomness should keep it interesting.
I can imagine a small 250 point surgical strike of SM deploying into a 1500 point Ork Waaagh. Pointless you may say and a foregone conclusion?
But what about the consequences of a very short battle that a squad of scouts infiltrate, pop the Warboss and escape off the table edge? The Orks control the area, but fail to resuscitate the Warboss. This can mean a whole change of dynamic to the campaign.
I also hope that I will have a game that will allow me to document and hone skills on battle reports.
Having each area being so different will also encourage me to make various terrain pieces – I have some but need more. Need More. NEED MORE. NEEEEEED MOOOORE! Also, IG may make an appearance after all. . .
Well it is ambitious but hey what are ambitions for, right?
Time will tell how successful I am (and hopefully I will share them with you, Dakka.)







Orkses 1848 - Kr'aag da Krazy's Mob
SM 1906 - 2nd Company Black Consuls
Tau 1850 - Eoro'Gal Ka'Lissera (Recon Cadre)
Eldar 1002 - Wife's Warriors. . .
DR:70SG-MB++I+Pw40k10#+D-A+++/wwd361R--T(M)DM+ 
   
 
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