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Made in ch
Hurr! Ogryn Bone 'Ead!





Geneva

Hello fellow dakka users!
So I have been working on a fun "little" campaign and more specifically its rules and it seems to me that I am struggling greatly to make rules for various factions.
Since the Title of this thread is still very vague, please let me explain, so that you might help me out.

The general idea is to combine a large scale tactical game in the sense of "Risk" with Warhammer 40k. There is a large map, divided into territories which different players can hold and conquer either on their own or in alliances. Every territory provides resources and even some specific advantages, which the player can use to buy more units and engage his enemies in battles which can be as small as a few units, to throwing all he has got at the enemies fortified capital. This campaign would, when executed, last for ever (read it could probably go on for a year of consecutive playing); just saying I am aware of that.

Now the map and the "specifics" are less of an issue at the moment, as I am still working on some general ground rules (though they are proceeding well) and army rules. I felt that the fun point in such a campaign would be to have armies that feel individual and strategy that is larger than each individual battlefield.
Be that as it may the point I come seeking help with is the following: I am writing up some rules that will allow players to play their army in a way that broadly suits their play style and the fluff of their army.

Easy examples for the Imperial Guard would be that if the IG player chooses the "army trait: armored regiment", he can attempt to repair vehicles he lost in battle if the battle is won and his mechanized units can traverse more friendly territories per turn than other players' units can. Another example would be Night Lords who's Raptors and Warp Talons are scoring (for mission purposes) and who's player can choose to gain double resources from territories he just invaded in exchange for making that territory unable to produce resources for the next 2 turns (demonstrating their tendency towards raids, rather than holding ground). A last example would be for named characters. The player has the choice to either use an army's "generic profile" or the special character's army profile. The example here would be the Black Legion who can choose between the generic setting (which allows for units across the FOC to be scoring and buffs troop units) or between the Abaddon setting (which allows the player to start the game with Abaddon, be able to revive him at his capital for a reduced price and allows for some buffs and "free" equipment for Chosen). Please note, that what I have described here is very vague and does not include all rules and serves only to show the direction this is going, as posting all the rules would take up tones of space and would be stupid since they haven't been fully worked out and balanced yet.

This is where you come in!
Sadly, there are tons of armies I do not know enough about to make up good rules for them, so all input, opinions, vague ideas, hate messages, fluff statements etc. are welcome!
I thought about limiting the spectra of armies that need input for, but just decided that any input is useful, though let it be said that I am mostly set on rules for the Imperial Guard and Chaos Space Marines (with some SM chapters and Legion of the Damned also worked out).

Tl;dr:
- Making campaign
- Different armies have different special rules that fit their fluff/play style
- Input/Ideas needed for almost all armies
- Can range from "player X generates Y troop units per victory" to "As long as character Z is alive, all units gain usr. Q"


Many thanks and best regards
FFE

(Edit: minor spelling mistakes or in-comprehensive sentences have been corrected)
(2nd edit: Since I am not actually "proposing" rules, but rather asking for people to propose rules, I assume this still fits into the "Proposed Rules" part of the forum. If not, please excuse that.)

This message was edited 2 times. Last update was at 2013/04/16 13:59:57


"Wait... wait... wait... NOW SHOTGUN THAT MOTHAF*****!!!" "I'd
AreTwo wrote: this list is dangerously cheesy, so much so that you might have been playing Chester Cheeto in disguise.

 
   
Made in us
Rogue






Erm... I can think up some stuff for tau here I guess.

Farsight Enclaves

Scoring suits I guess?

Sacean 28th Hunter Cadre: 2000
Armageddon 53rd Heavy Armored Division: 3000
 
   
Made in ch
Hurr! Ogryn Bone 'Ead!





Geneva

 Gyrtop wrote:
Erm... I can think up some stuff for tau here I guess.

Farsight Enclaves

Scoring suits I guess?


I guess the question is really what you as a Tau (and/or Farsight Enclave) player would like to see and how you would like to play if you represented that army in a campaign.
Scoring suits might be a start. Since Farsight puts a lot of importance on his bodyguards, special rules such as "If Farsight and at least one bodyguard survived a battle, one body guard in his retinue may receive +1W" or "If the Farsight Enclave player wins a battle in which Farsight fought and survived, he may revive d3 Crisis bodyguards that were killed during the battle. (If the number rolled exceeds the number of Bodyguards lost, discard the rest)".
Just throwing around ideas...

I am not a Tau player and have a hard time imagining what a Tau player could hope for when playing such a campaign, but I am taking great joy in writing this whole thing.
So yeah, any more ideas are welcome

"Wait... wait... wait... NOW SHOTGUN THAT MOTHAF*****!!!" "I'd
AreTwo wrote: this list is dangerously cheesy, so much so that you might have been playing Chester Cheeto in disguise.

 
   
Made in us
Rogue






As you said earlier, taking over a portion of the map gets you resources, if its say, 1 per turn of whatever it is you get, Aun'Va/Ethereal-led armies could get 0 resources first time, but then 2 for the rest. Seeing as they bide their time for land grabs, and build for the long term.

Sacean 28th Hunter Cadre: 2000
Armageddon 53rd Heavy Armored Division: 3000
 
   
Made in nz
Disguised Speculo





I'd make it something of a persistant army system.

Each turn you get points to buy stuff with based on the territories you own. That stuff stays with you until it gets killed. Stuff that gets killed may or may not be 'recovered' or repaired or whatever after the battle.

However, not every faction does this the same way.

Certain factions, like Orks, have high chances of recovery for any given destroyed unit, but perhaps less income. Their income is heavily tied to territory held and success in battle.

Others, like IG, get high income but destroyed units are very likely to stay dead. These guys would likely get similar income each turn regardless of their strategic situation - no decreases for losing land, no increases for gaining it.

Another individual case would be Space Marines - their casualties are highly likely to return, however, they have a pool of a thousand men (or whatever - the resources of a chapter, or 100 for just a company, or anywhere in between) from which to buy units with. As Chapter Strength drops, units get pricer, and eventually cannot be purchased whatsoever.

Income need not be tied to land or other static objectives - Dark Eldar, for instance, get points from capturing enermies and raiding cities for slaves. Perhaps they have an upkeep they must maintain every turn or their slaving expedition falls over and they must return to the DE homeworld?

Keep track of units, and allow them to gain experience from battlefield performance. Eventually, you'll end up with a hardened core of veterans and a bunch of expendable rookies. Use this Veterancy to add most of the USR and such to each force. Heroes and perhaps Sgt/Nob/Exarch/other squad leaders gain individual EXP as well, improving their stats and abilities in more complex ways.

Different armies deploy differently on the map. Orks for instance just go from one territory to an adjacent one, such as in Risk. However, Dark Eldar for instance, can strike anywhere at any time as long as their base is intact. At least one faction is capable of Orbital bombardments, and there are different special locations across the map (such as an Imperial Chapel) that give different bonuses to different sides - to the IG thats a huge morale boost, but to the Orks, its just another building to be trashed
   
Made in us
Hurr! Ogryn Bone 'Ead!




Castro Valley, CA

I have no idea how that expansion for the tiles/territories works (the name for it eludes me right now), but what about some small fluff upgrades? A example would be that (bear with me since I'm a IG player) Infantry Platoon Guardsmen who survive a few battles can have their BS raised to 4 instead of 3 to represent their time spent so long at the battlefields. Of course, they will still follow their default rules and such. Or another example would be tht depending on which army you commonly go up against (as in like for every 10 battles, you go against this certain army 7 times), you get the hatred special rule against them. The downside to that would be that you would have to mark those models so that you can remember which has what buffs.

Or for tile bonuses, some spots can be a supply camps so that the standard issue weapon for the army controlling it (i.e. IG; Lasguns, SM; Bolters, etc.) can reroll To Hit rolls of 1. Or if one army tile is surrounded by enemy tiles, then the surrounded army can take the middle position of the battlefield and do a sort of Last Stand thing while the surrounding army can brin his guys in from two different sides of the field to show that they are attacking from all sides. But that all happens if the surrounding army attacks, not the other way around.

Edit: Sorry Dakkamite, I missed what you said about the battlefield experience for the troops. My bad!

This message was edited 1 time. Last update was at 2013/04/16 21:53:18


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Places

You could perhaps have 3 different Army types

Infantry - May move 1 tile per turn , an attack counts as a move , if a fuel refinery is controlled an infantry unit becomes mobile allowing 1 tile move and 1 attack

Mechanized - May move 2 tiles per turn , if your team controls a fuel refinery your force may move 2 and attack 1

Airmobile - May move 3 tiles and pass over enemy territory as Long as the territory does not contain Anti- Aircraft emplacements

Special Control Tiles -

Fuel Refinery - awards mobility bonus's to the controlling faction . * NOTE* When an attack is conducted against. Refinery the attacking player may choose to " Raid " if successful the enemy loses there mobility bonus's for the duration of the following turn

Anti-Aircraft emplacements - Any tile upgraded to have anti-aircraft guns prevents airmobile movement , note in game the defending player gets D3 Quad guns WITHOUT THE ADL -

Orbital Elevator - Any force controlling an orbital Elevator gains +1 to there total resource count a turn -


Army Special Rules -

IMPERIAL GUARD -

Mechanized Regiment -( More than 35% of points in vehicles )

Refit and Redeploy - at the end of any battle roll a D3 this is the amount of Armored Vehicles that are replaced free of charge as the Regiments effective engineers are able to rapidly repair the damage done during the battle

Airborne Regiment - ( May not take any non-flyer heavy support , chimeras or any armor not able to be rapidly deployed )

Airborne Pride - All airborne units gain The " Stubborn " special rule , if they already have "stubborn" ( Elysian drop troop codex) They instead gain Re-Rolls on there deep strike rolls - note - an Airborne regiment all units gain the " deep strike " special rule

Infantry/Seige Regiment -

Dig In - any time an infantry or Seige regiment is attacked in a tile they have occupied for more than 1 turn they gain an Ageis Defensive line free of cost

Manpower reserves - any unit in an infantry regiment that is a. Non- vehicle unit may have the " on going reserve" special rule allowing them to respawn limitlessly

SPACE MARINES ( not really my fluff area but ill try )

Drop pod deployment - For the first turn Marine company is deployed , they may choose to attack ANY tile , including those protected by AA emplacements

TAU EMPIRE -

Shadow Sun's Pursuit -
Hearing word that Commander Farsight is in the area , Commander Shadow Sun has come to this system in search , Shadow Sun gains D3 Additonal resources after every victorious engagement against a Tau force led by Commander Farsight , this bonus only works if Shadowsun is present in the Army

Field Modifications - ( Farsight only) -
Being cut off from supply lines , Farsight's troops have learned to make what modifications they can to supplement their weapons and equipment . You may choose ONE of the following

Unstable Power Source -
An "official" upgrade to the battlesuits Generator has allowed for Vastly Increased power production with a " small" hazard to the pilot -
Any Suit equip with Iridium Armor may use its 2D6 Jet pack move but must roll a D6 on a 4+ the suit takes a Non armor savable wound ( FNP allowed ) as the power source over heats and vents

" Missing " Supply shipment - As being secretly supplied by worlds that still see Farsight as a hero and not a renegade
A shipment of Iridium armor. Has gone missing . All of Farsights body guards have iridium armor free of cost and does not count toward the signature systems total

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
 
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