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[Campaigns] My Local Campagin ~ The Reclamation Of Vogen  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Fresh-Faced New User




To help me organize some things, get some feedback from the public, and help me kill time at work, I have decided to post this up.

In a few days, my LPG will be starting a new Campaign, an all City-Fight one at that. The armies that will be playing are..

2 Chaos (Thousand Sons Succsessor Chapter, Khorne)
1 Tau (Balanced)
1 IG (Balanced)
1 Nids (Nidzilla)

Rules

Tau – Cannot be allies with Chaos

Chaos – Cannot be allies with Tau

Imperial Guard – Can be allies with anyone *

Tyranids – Can be allies with any non-imperials **

* If IG become allied with chaos at any time, they cannot become allies with any imperial army thereafter.

 

** at the start of each multiplayer mission, the Tyranid player roles a d6. On a d6 role of 1-3, the Tyranid army becomes neutral (for the moment) and may become allied with any non-imperial army, on a d6 role of 5-6, the Tyranids cannot be allied with anyone that game.

 

Each Player has 10 colored pins (Representing your army) and starts off with one pin on the map (At the maps edge’s)

 

Each player also has one larger push-pin which represent the armies general. This is your special character (which can be brought in almost any game of 1000+ points) and can only be used in battles which the push-pin is present on. You can choose to give up a turn, in which you can move your general onto any currently-occupied territory you control. You may also more your general anywhere on the map if you control the Spaceport or Water Purification plant.

 

Twice Per week, you can place an additional pin on any territory adjacent to your currently owned territories.

 

If more then 1 pin ends up on a particular territory, you play a game with that many players (varying point-games)

 

You may choose to “fortify” a currently owned territory which gives you 1 additional Stratagem. (this may be done no more than three times per territory)

 

Once all your pins are gone, you lose the game.

 

If someone enters your square but you don’t have time to play, have one of your “allies” play the game for you (It is assumed your allies have stepped up to defend your lines)

 

Units gain Experience points which goes towards special abilities and such as listed on page 242 of the Warhammer 40k Rulebook.

 

The player with the most victory points at the end of the campaign wins.

 

Each player will need lists for the following games..

 

400 Point Combat Patrol

750 Point City Fight

1000 Point City Fight

1500 Point City Fight

 

These lists cannot be changed until you have played in at least 4 games. After that the list may be changed once, then you must wait another 4 games until you can change it again. ( a game were you are playing against 3 different enemies counts as 3 games)

 

<h1>Special Map Rules </h1>

 

The Vogen Campaign

 

122nd Cadian HQ

2/4 VICTORY POINTS: Imperial Guard players may claim their base for 2 Victory points. It counts

as having two ‘dots’ of fortifications. However, if the base falls, the player that takes it can claim

the Imperial Guard base for 4 victory points as the Guard’s morale is broken.

 

Administrative Quarter

2 VICTORY POINTS

 

<st1:street w:st="on"><st1:address w:st="on">Angel Square</st1:address></st1:street>

4 VICTORY POINTS: If a non-Imperial player takes <st1:street w:st="on"><st1:address w:st="on">Angel Square</st1:address></st1:street>, they can elect to topple the

statue at the centre of the square. If this occurs, all Imperial forces (Imperial Guard and all their

variants, Sisters of <st1:city w:st="on"><st1:place w:st="on">Battle</st1:place></st1:city>, Adeptus Arbites, and all Space Marine Chapters) suffer from –1

Leadership for the rest of the Campaign. If a imperial army claims it again, they can restore it and gain +1 Leadership for the rest of the campaign.

 

Arbites Precinct

4 VICTORY POINTS: Any player wishing to occupy the Precinct House must first clear the

Adeptus Arbites stationed there. Find a willing Imperial Guard player and play a game against

them. If you win, you may occupy the Arbites Precinct House. The Precinct House already has

two ‘dots’ of Fortifications .This battle only occurs if no one defeats them. After the Adeptus Arbites have been destroyed, they do not return.

 

Basilica Imperius Dominatus

2/4 VICTORY POINTS: All non-imperial teams that occupy this territory gain the 4 points, while imperial gain the 2.

 

Building 235

4 VICTORY POINTS: The High Ground mission is always played in this location with Building

235 as the objective.

 

Cartel House Dwellings

1 VICTORY POINT.

 

 

 

 

Dealers’ Accommodation

2 VICTORY POINTS. A rogue Callidus Assassin is still operating here and targets all opposing forces. (both imperial and non-imperial) At the beginning of a players turn, that players makes a pinning test on all units within 36” of the table center. The assassin cannot be killed.

 

Execution Square

2/4 VICTORY POINTS: 4 Victory Points for Chaos/Tyranid players, 2 for all others.

 

 

Genatorium

2 VICTORY POINTS

 

Gibbet Hill

5 VICTORY POINTS: If you control the arsenal of laser silos on Gibbet Hill you may use

preliminary bombardment in every game you play. You may also destroy one ‘dot’ of Fortifications

in any square or location per round.

 

Gun Towers and Sniper’s Alley

2 VICTORY POINTS per gun tower location: Each of the <st1:place w:st="on"><st1:placename w:st="on">Gun</st1:placename> <st1:placetype w:st="on">Towers</st1:placetype></st1:place> has both Lascannon and

Heavy Bolter Sentry Guns, set on point defense mode. They are elevated 8”. Once the location is

claimed, they will fire upon the nearest enemy target every turn.

High Ground is always played in these locations, with the gun towers themselves as the

objective.

2 VICTORY POINTS for Sniper’s Alley South,

4 VICTORY POINTS for Sniper’s Alley North:

 

Hab-blocks Alpha, Beta, Gamma, Delta.

1 VICTORY POINT PER HAB: If a unit is below 75% of its original strength at the beginning of any turn, remove it from play as it is mobbed and murdered by a band of armed scavengers.

If you have all the Hab-blocks under your control, they are worth 8 VPs in total.

 

Hab-blocks Epsilon & Zeta

1 VICTORY POINTS EACH

 

Harikon’s Gate

0 VICTORY POINTS

 

Imperial Senate House

1 VICTORY POINT

 

Mercantile and Pleasure Districts

2 VICTORY POINTS EACH

 

<st1:street w:st="on"><st1:address w:st="on">North Road</st1:address></st1:street> Gate

4 VICTORY POINTS: If you control the <st1:street w:st="on"><st1:address w:st="on">North Road</st1:address></st1:street> Gate, you may re-roll any unsuccessful

reserves rolls you make in all locations.

 

Palace Gate

0 VICTORY POINTS: The Palace Gate has been destroyed and is tactically worthless. However,

the Bastions on either side are heavily fortified and count as having two ‘dots’ of fortifications.

 

Palace Grounds

4 VICTORY POINTS PER HALF: The grounds consist of hectares of rolling greenery, with much

of the vegetation now burnt to the ground. All games in these regions follow normal Warhammer

40,000 rules. Use a standard green table and scenery. The grounds cannot be fortified.

 

<st1:place w:st="on"><st1:placetype w:st="on">Palace</st1:placetype> of <st1:placename w:st="on">Peace</st1:placename></st1:place>

10 VICTORY POINTS: This is a fortress, indispensable in times of war and the jewel in the crown

of the imperium. The Grand Assault scenario is always played here. It already counts as having three ‘dots’ of fortifications. You may not move into the Palace unless you have a solid foothold in the city. Such a massive undertaking as claiming this fortress requires well-established supply lines, troop bases and specialist equipment. Therefore, to take the Palace you must have gathered no less than 8 Victory Points. If you lose control of the <st1:place w:st="on"><st1:placename w:st="on">Imperial</st1:placename> <st1:placetype w:st="on">Palace</st1:placetype></st1:place> in the Grand Assault, you must lose D3 pins as well as the pin claiming the Palace as your forces are routed. These must be the pins nearest the <st1:place w:st="on"><st1:placetype w:st="on">Palace</st1:placetype> of <st1:placename w:st="on">Peace</st1:placename></st1:place>.

 

Railhead Depots and Terminus

2 VICTORY POINTS EACH: If you control either the railhead depots or the terminus, you may

assault the 122nd Cadian HQ from this location. This bypasses the fortifications of the 122nd HQ.

 

Spaceport Complex

0 VICTORY POINTS: Any forces with a pin in the Spaceport Complex may place a pin in any

unnamed location on the map (it does not need to be adjacent to a square occupied by that

player). They may not place a pin in a named location.

They may also Deep Strike any units they wish to keep in reserve.

 

Trading Houses

2 VICTORY POINTS

 

Vogen Law Courts

5 VICTORY POINTS: Any player controlling the Arbites Law Courts may discount two ‘dots’ of

fortifications when attacking the <st1:place w:st="on"><st1:placetype w:st="on">Palace</st1:placetype> of <st1:placename w:st="on">Peace</st1:placename></st1:place>.

 

Vogen Theatre House

2 VICTORY POINTS

 

Water Purification Plant

0 VICTORY POINTS: Any forces occupying the Water purification plant may use any unnamed

location on the map when they place a pin (it does not need to be adjacent to a square occupied

by that player). They may not place a pin in a named location.

 



and the map

http://s17.photobucket.com/albums/b63/brycenielsen/?action=view&current=vogenmap.jpg


Black = Nids
Purple = Thousand Sons
Yellowish = Tau
Red = Khorne
Blue = IG

Thoughts?
   
 
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