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![[Post New]](/s/i/i.gif) 2012/02/02 05:06:20
Subject: Awesome Map Based Campaign Rules v2
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Lead-Footed Trukkboy Driver
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Map based Campaign rules:
Terminology -
1. Banner - Represents your commander and attack force on the campaign map
2. Territory - area on the map that you may attack to gain a benefit.
3. campaign turn- when each player has finished attacking a territory.
4. Attacker - one who initiates attack on a territory.
5. Defender - one how defends a territory that is attacked.
6. Casualties - units that are destroyed during the course of a game.
7. Commander - an HQ unit that will always be restored at the beginning of your campaign turn.
8. Unconquered - a territory that is not controlled by any player.
The Grid - Each player has eight territories around his stronghold territory in a grid-like pattern. The first player's
opponents are adjacent and are therefore 2 territories separate each stronghold. This grid must be square shaped where
possible.
Each player has an 2000 attack list, 1500 defender list and an 1750 defender's list. Roll off to see who goes first/second/last/etc...for campaign moves.
Each unconquered territory is defended by a volunteer or random player from the campaign.
All the attacker's casualties are cumulative but may be replaced later. Units which ran off the board live to fight later
in the campaign. Defender lists are unaffected by casualties.
Territories a player conquers lends one special ability. Roll randomly for each
territory after it has been won by an attacker.
d6:
1. Factory/Breeding Pit - Allows one destroyed vehicle or monstrous creature to be replaced per campaign turn.
2. City - Allows +250 points to owner's defender lists. Is not cumulative(i.e. a second city does nothing more)
3. Medicae/ chirurgeon -Allows one damaged non-vehicle unit to be restored to original starting strength per campaign turn.
4. Supply Depot/Bio-supplies- Allows all repairs/wounds restored to one vehicle/monstrous creature per campaign turn. Also allows owner to leapfrog (attack two territories
away from current position once per supply depot)
5. Training Ground - One eliminated troop choice may be replaced per campaign turn.
6.Space Port - Allows owner to attack any territory, not just those adjacent to their banner. Also allows owning player to
replace only one Elite, Fast Attack or secondary HQ unit per space port. (Not per campaign turn! Elites are hard to come by!)
Bonus Territory
7. Stronghold - Attack this territory and win to eliminate the opposing player. Defender uses full 2000pts and
sets the terrain. Use a Planetstrike mission if possible.
When attacking a territory occupied by another player's banner, the defender uses his attack list and
both player's record casualties.
If you attack a territory owned by another player and win, then you now control that territory and receive
the benefits from it.
When the attacker loses a game, or his commander is killed, then his banner returns to his stronghold to regroup
and the territory is not gained!
All territory benefits are conferred when the campaign turn has come full cycle.
Victory condition: Eliminate all other players from the campaign by winning an attack on their stronghold.
Automatically Appended Next Post:
Please point out any obvious errors or holes in the logic structure...Playtest if you can.
Automatically Appended Next Post:
Defender Strategies: How to beat superior forces
1. Cut the head off - killing the HQ effectively wins the battle!
2. Cripple the Elites- They are very hard to replace and losing them can be more painful than losing the battle.
3. Destroy the Troops - Troops hold objectives and they can't do that if they are dead!
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This message was edited 8 times. Last update was at 2012/02/13 18:43:36
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![[Post New]](/s/i/i.gif) 2012/02/03 23:01:19
Subject: Awesome Map Based Campaign Rules v2
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Lead-Footed Trukkboy Driver
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I'm posting an example map with legend on the article of the same name...
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![[Post New]](/s/i/i.gif) 2012/02/04 04:44:48
Subject: Awesome Map Based Campaign Rules v2
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Tail-spinning Tomb Blade Pilot
Where people Live Free, or Die
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I really like it.
That said, it seems quite bloody (which may very well be the point). In my humble experience playing 40k, it seems that most of the 'winning' army is killed off in most games. At first glance it seemed to me that "take the enemy's stronghold = that player is gone" was harsh, but now it seems that it will be difficult to get to the enemy's stronghold with more than 750 points of attackers.
I love the "realism" of the campaign. The difficulty of gaining reinforcements (and any meaningful reinforcements at that) means that tactical thinking will be at an all-time high.
Two questions, out of curiosity:
(1) Do "defenders" lists use a different FOC, or is every list bound by the normal FOC?
(2) Once rolled for, does the territory type (ex: spaceport, factory, etc...) stay the same regardless of controller?
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This message was edited 1 time. Last update was at 2012/02/04 04:45:44
Menaphite Dynasty Necrons - 6000
Karak Hirn Dwarfs - 2500
How many lawyers does it take to change a light bulb?
-- Fifty-Four -- Eight to argue, one to get a continuance, one to object, one to demur, two to research precedents, one to dictate a letter, one to stipulate, five to turn in their time cards, one to depose, one to write interrogatories, two to settle, one to order a secretary to change the bulb, and twenty eight to bill for professional services.
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![[Post New]](/s/i/i.gif) 2012/02/04 23:05:45
Subject: Awesome Map Based Campaign Rules v2
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Lead-Footed Trukkboy Driver
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1. Use the same FOC for attacker and defender...or use the modified ones in the Planetstrike book. The player could vote for it...
2. Yes once a territory's resources are determined, it will always contain that resource. That would be the advantage of attacking a territory that is held by another player.
It would be very hard to attack a player's stronghold right out of the gate...which was the intention. You would need to amass territories so that you can rebuild after an attack...
If all player's forces seem to get decimated early on, then perhaps each player should be awarded one restored troop choice per campaign turn...needs playtesting.
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![[Post New]](/s/i/i.gif) 2012/02/06 16:13:46
Subject: Awesome Map Based Campaign Rules v2
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Lead-Footed Trukkboy Driver
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Attacker strategies:
1. Reserve HQ and Elite units - is necessary to prevent their loss early on in the battle/war.
2. Strong Retinues - are the only unit that is automatically restored at the end of every match and
protects your HQ unit, which is a major setback.
3. Army Composition - Elites and Fast Attack will be difficult to replace,
while troops and Vehicles will be much easier to come by.
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![[Post New]](/s/i/i.gif) 2012/02/06 18:37:28
Subject: Re:Awesome Map Based Campaign Rules v2
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Fresh-Faced New User
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A lot of the rules for repairs deal with vehicles...anything for armies without thus unit type?
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![[Post New]](/s/i/i.gif) 2012/02/07 02:14:07
Subject: Awesome Map Based Campaign Rules v2
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Lead-Footed Trukkboy Driver
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Perhaps sub a breeding pit for heavy support creatures(Tyranids, Chaos Demons) where applicable
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![[Post New]](/s/i/i.gif) 2012/02/13 18:41:24
Subject: Awesome Map Based Campaign Rules v2
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Lead-Footed Trukkboy Driver
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For extra fun use the Planetstrike missions...Campaign turn = Mission (up to the sixth turn)...
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![[Post New]](/s/i/i.gif) 2012/02/27 04:26:06
Subject: Awesome Map Based Campaign Rules v2
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Lead-Footed Trukkboy Driver
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Veteran Bonuses:
Whenever a non vehicle unit survives a battle it gains one new ability. This applies only if the unit is not altered in
any other way; no replacements!
Roll Randomly on 2d6. Reroll if the unit already has that USR.
2. Move Through Cover
3. 3d6 use highest Run moves
4. Fleet
5. Infiltrate
6. Scout
7. Fearless
8. Feel No Pain (5+)
9. Furious Charge
10. Scoring
11. Stealth - +1 Cover saves
12. Tank hunters - + 1 Armor Penetration rolls
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This message was edited 2 times. Last update was at 2012/03/03 20:33:01
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