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Made in za
Jovial Plaguebearer of Nurgle





South Africa

Hi guys

This is just something I've been doing at work over the last couple weeks, Its taken some time to think up and put down but I think it could be a really awesome campaign some things may be confusing but I just want to put it up to see if people think its balanced and would be fun to play. Sorry its quite long but its taken some time to put together. The graphics I have for the campaign map aren't showing up on Dakka so I hope your imagination is good

Campaign

Campaign map is split into 6, 8, 12 or 16 pieces depending on length of campaign and number of armies. Sides for the campaign map are then chosen using a roll off as a usual game starts. Campaign turns are used to choose the relevant battle sector and is rolled for like a usual game turn. The sectors are divided equally between players with them choosing to either random allocate or take turns in claiming sectors
___________
|__|__|__|__| some blue some red indicating portions of the map owned by each player
|__|__|__|__|
|__|__|__|__|

Armies:

Games are fought using small detachments in the sectors against the edge of the battle map 750-800 points due to the small forces in the sector the defending side is allowed 1 advantage either a 5 point increase so 800 points maximum or choice to have 2nd deployment and 1st turn as if initiative had been stolen. Games in the centre of the campaign map are ramped up to 1250-1325 point games from calling reinforcements.
Armies are initially only allowed one troop carrying vehicle and a choice from either the fast attack, elite or heavy support slots. Making forces very troop oriented. A victory in a sector allows an additional choice from one of the restricted sections.
Maximum points allowed per model is 150 including HQ section choice.
Having a unit with scout allows vision of 1 of the opponents units before the match begins

Deployment:

Games are always deployed based on the teams orientation regarding the campaign map terrain should also be set according to the campaign map or best possible alternative, games in city settings will be very terrain heavy.
Sector deployments can vary depending on how many sectors are held around the current battlefield allowing multiple side deployments keeping the armies at least 24 inches apart.

Game Types:

There are various different types of games that can be played.

1- Strategic point

The defending team has a strategic point that must be held at all costs while waiting for reinforcements to arrive.
A single strategic point is placed 70% across the table in favour of the defending team. The team defending starts with half their troops on the board the other half in reserve while the attacker starts as he pleases. The aim is for the defender to keep the point secured until the start of Turn 4, note secured not contested. The attacker wins if the point is contested at the start of turn 4.

2- Annihilation

The attacking force wishes to destroy the defenders entirely and leave no trace of their prior occupation of the sector.
The attacking force is trying to purge the defenders from the sector at all cost. Last unit standing wins the battle.

3- Sweeping assault

The attacking force has decided to rush through an area creating panic and the potential to outflank other sectors, causing casualties in this mission is a secondary objective.
The attacking force score 1 VP for every unit within 8 inches of the defenders table edge at the end of the 3rd turn and an additional D3 if more than 3 are present and 1 VP for every enemy unit killed.
The defending force scores 2 VP for every enemy unit killed and 1 VP if an enemy unit is stopped between 16 and 8 inches from the defenders table edge at the end of turn 3.
Deep striking cannot be done into the defenders deployment zone by the attacking force, if a scatter occurs into the deployment zone it moves to the nearest edge of the deployment zone.
Flying units do not count as a unit in the 8 inches.

4- Terrifying Maelstrom

A small warp storm is swirling in the centre of the map with warp energies erupting from it, Terrifying all nearby.
Place a large Blast marker in the centre of the map representing to warp storm. At the beginning of each player turn the marker scatters 2D6 even on a direct hit scatter in the direction of the little arrow. Being within 18 inches of the storm at any point in a turn provides buffs in terms of +1 WS and +1 BS to all units with a -1 LD. Being within 12 inches provides +1 WS, +2 BS and +1 A with -2 LD and being within 6 inches provides +2 WS +3BS +2A and all weapons are now twin linked with -3 LD. Additionally all Psychers within 24 inches gain +2 Warp charges.
The storm blocks all lines of sight through it meaning units may not fire through the storm (marker) any unit touched by the marker suffers 2D6 S5 AP3 hits armour saves may be taken cover is ignored. Any Psycher hit is instantly killed by the explosion of warp powers cursing through his mind.
If the storm is scattered off the table replace it in the centre of the map.
Re-roll to see what mission is played.

5- Maelstrom of war

War rages on through the campaign city streets, barren wastes or dense jungles are being torn to pieces by bolter fire and artillery bombardments. Corpses are piling up as the war rages on.

Play a normal Maelstrom of war game with the defender getting to choose their advantage.

6- Ambush

In a city sector surrounded by enemy sectors a stalwart group is defending themselves against the invading force, eagerly awaiting the transport units hurriedly inbound to their rescue. With the enemy so close will the transports arrive in time?

The defending army is deployed in the centre of the map within a 12 inch ring with the Attacking force deploying anywhere within 6 inches of the table edge. If ever a leadership roll is failed the attackers move towards the near table edge and the defenders move towards the middle and wait there until they regroup.

Beforehand the players discuss whether or not a piece of terrain may be moved to act as cover for the defenders, If cover is close no movements need be made. If cover is moved it is automatically reduced to 5+ cover save and difficult terrain.

At the End of turn 3 the game ends if the defenders have any units left standing for this battle type it is assumed the defenders got lost and separated from their detachment therefore the attacking troops gain the advantage usually given to the defenders. Either more points for army building or favourable starting. The attackers win if they are able to kill all the defending units or have them falling back when the 3rd turn ends.

The Campaign is won by the player who reduces the opponents down to 1 sector each.

Facts are chains that bind perception and fetter truth. For a man can remake the world if he has a dream and no facts to cloud his mind. 
   
 
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