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Made in us
Land Raider Pilot on Cruise Control




California

Warfare: To be played on a Risk Style Map

1: Pick a base. This is very important. Mark which area is your base.

2: During your turn, you may attempt to conquer a territory nearby your base. If anyone wants, they may contest. This initiates a "Patrol Battle" Play a 250 point game. If you win, gain control of that territory. If you lose, you don't, but they don't either. You may only do this to unoccupied territories.

3: Once you've won, or if no-one contests, then you gain control of that area. Once it's under your control, you may "Fortify" it by placing up to 2000 points of units on it. This represents static defensive forces. They are very important.

4: If an enemy controls an area adjacent to one you control, you may attack them. In addition to taking any of the fortified points you like from the territory you attacked from so long as at least 1000 remain, you may use up to 1500 points of attackers. So, while its possible to attack with up to 2500, you can only defend with up to 2000.

5: The defending player has several advantages: he deploys first and shoots first, for one. And while he deploys in the standard fashion, the attacking player deploys in a different manner.

Table 1: Attacker deployment: Unless stated otherwise, deploy your forces on your table edge as if they just walked in from reserve.

1: Deploy any infiltrators as normal, unless you wish to outflank.

2: On attacker turn one, the attacking player rolls a reserve roll for each of his units that can Deep Strike. On a 4+, they Deep Strike as normal.

3: On Attacker Turn Two, roll a reserve roll for each non-troops choice in the attacking army and each troop that can deep strike. All come in on a 3+

4: On Attacker Turn Three, roll reserve rolls for all units. All come in on a 3+

5: On Attacker turn Four, all attacking units come in.

6: The Winner of the game gets control of the territory.

7: If two players are beginning a fight in the method detailed above, a third player may arrive using the Planetstrike! Rules. The game is from then on a three way battle. The Third player may only use as many points as the lower of the two fighting armies. This is a great way to introduce a new faction.

8: After a battle is done, calculate how many points remain in your army. If the defending player wins, then the remaining forces are in the territory they started out in. If the defending player loses, the attacker's forces are all moved into the newly gained territory. The defender's forces must retreat to an adjacent allied territory, where they are added to that territory's garrison. If there are no adjacent territories, the defending forces are eliminated. In this case, a third player counts as an attacker as well.

Scenario 2: Pitched Battle

Generally, warfare is based around defensive positions, armies maneuvering about those positions to hold them in sieges or force them to surrender, and very rarely do armies meet head on. However, when doing so, if the enemy army is crushed, it can result in a victory over the entire war.(Real life example is GeoWhen two players control territories adjacent to an unoccupied one, they may initiate a Pitched Battle. Use the following rules

1: Pick an amount of points, even for both sides.

2: Deploy using the Pitched Battle deployment type detailed in the Warhammer 40,000 rulebook.

3: At the end of each turn beyond the second, calculate which army has the most points left. The player with less points chooses one of his HQ units. That unit immediately takes a leadership test. If the test is failed, the entire army begins falling back immediately. If the test succeeds, the army remains on the table normally. However, if the test is passed by a margin of more than 4(EG, an HQ with leadership 10 rolling less than 6) the entire losing army gains the Relentless and Fearless special rules until end of turn. If the result is double ones, the entire army also gets the Feel No Pain special rule until end of turn. This represents the factor a leader's example can have on men in this sort of battle.

If no HQ units are on the table, this test instead goes to the model with the highest leadership. Being Fearless does not allow you to pass this check, nor do any other ways of passing Leadership tests.

4: The winner of a Pitched Battle gains control of the territory it was fought on.

Movement: Immediately after any battle you fought in, you may move up to 500 points worth of units. They do not need to come from or go to the same territory. However, they must move to a territory they are adjacent to. They may attempt to cross by water via a Waterport, but the usual D6 check applies.

Interception: Catching armies on the move can be one of the most effective tactics in warfare. If an opposing force is moving out of or into a territory you share a border with, you may attack that army. The forces being moved are immediately pressed into battle against the attacking forces(up to the usual attacking limit of 2500). However, special rules apply.

Play on a standard 4' by 6' table edge.

The moving forces all begin touching one of the 6' table edges. They must cross to the other. If they touch the table edge, they are immediately removed from the game, but do not count as casualties. The attacking forces begin touching one of the 4' table edges. Their objective is to kill as many of the moving forces as possible.

The game ends immediately when the last of the moving units is either destroyed or removed.

Replacements: Forces can be conscripted, sent from offworld, or other methods of raising an army. After each battle, 250 points worth of units may be placed in any territory you control. However, if the territory in question is not your base, or adjacent to your base, roll a d6. On a one, the force is lost. This represents the force being shot down when coming in, ambushed by enemies, or lost in any other method.

Full Scale War: For a much larger, more thrilling, but more time consuming game, double every points value you see in this file.

Small Scale: Or cut it in half, to represent a small group, eg, a spess mehreen chapter holding down an entire world.

This message was edited 3 times. Last update was at 2011/04/01 04:27:30


Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
Made in gb
Sneaky Striking Scorpion






Deep in the Webway

That sounds seriously cool - I might have to try that out! However, I think that instead of making it so you can immediately place up to 2000pts of defensive troops on a territory, you should have to earn them somehow, like you keep squads that survived the battle, and then gain 200pts a turn.
   
Made in us
Land Raider Pilot on Cruise Control




California

Hrmm, maybe.

Also, I have a map to start with. Here's A map of an about equally split ocean and land world. White lines are routes you can attack with over the ocean.

This message was edited 1 time. Last update was at 2011/04/09 07:33:10


Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
Made in gb
Monstrous Master Moulder





Essex,, England

Are you saying that every different province has a different 2kp defence, it will be tricky to keep track of. I can't help but think the defender should get 1k of defence forces, and then each turn, in risk style, you get some form of counter that increases your forces by 250p. If this is based on being risk-esque, all the povinces you own, divide it by 3, you get that many counters and same for continents. Adds another layer of strategy, adds borders ect.


 
   
Made in us
Land Raider Pilot on Cruise Control




California

Well, I was planning it to be ambiguous; that might be 2000 points of Tactical Marines and Bike Squads, or it might be 2000 points of Devastators and Land Raiders. This is representing how a 2000 point battle is really only a small fraction of a campaign that'll take a whole province.

Those are good ideas, though.

Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
Made in gb
Lieutenant Colonel





Somewhere in warp space

Great campagin, I might play it.


How did you make the map, because i've been trying to make one for quite a while without finding any good ways to do it?

This message was edited 1 time. Last update was at 2011/04/09 14:25:24


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Made in us
Land Raider Pilot on Cruise Control




California

Google searched "Science fiction world map" and found this, added in words and lines with MS Paint.

For those who are wondering, it seems to be a Hi-Res version of the Final Fantasy World Map. At least that's what /tg/ told me.

Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
 
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