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Made in us
Regular Dakkanaut





So I'm working on making a planetary conquest scenario. Feel free to provide input.

Things you need: Map with divided sections, at least 3k points each (more or less depending on play style).

Map: Determine different setups for each area such as forest,plains,suburbs,city ect. Once that is finished select players that are already inhabit the planet and then determine the invaders. Select a total point cost for the game so say 10k; now you don't need 10k worth of models because they shouldn't ever all hit the gaming table at one time. Defenders will divide the map up evenly and make defense cards basicly just note cards with what troops you are putting where. Each separate square should have a card.
First turn: The attacker will attempt to make planet fall with a invasion force following planet strike if you have it otherwise just deep strike em in 1\2 first turn rounding up. The attacker can use as many points as he can muster on planet fall. Once the attacker has successfully taken that square it is their HQ. Once the HQ is established the attacker will divide the remaining forces into strike squads just like the defense cards. Strike squads enter play through the HQ square and only one can enter per map turn.

Turn sequences: Every two turns of board combat count as one movement on the map. You can move one card per turn, a movement is only one square. All map movements are made simultaneously this can either be done by each player writing down the movements first or any other way you can think of. Map movements can be used to reinforce strategic assets (explained later) or to engage\reinforce a combat.

Strategic resources: For every victory you receive one resource point(2 for flawless victories-- not a single squad died; as long as one member is alive the squad survived) These points can be used to establish buildings or invest in lords of war/strongholds.
Buildings: Train station 1 res, Hospital 2 res, Repair shop 3 res, Command center 5 res

Train station: Any card can move from on friendly station to another in stead of normal movement.
Hospital: Instead of moving you can restore one fallen infantry squad.
Repair shop: Instead of moving you can repair one destroyed vehicle, super heavys cost .5 res rounding down for each hull point.
Command center: Any unit defending a command center has furious charge and preferred enemy.

Lords of war: tba I need input on res costs
Strongholds: ^

Combat: Every five map turns alternate from night fighting to day. Deploy 6in away from table edge and up to 12in from the edge. This is to allow space for reinforcements to arrive. I would also suggest having space for at least 2 battles to take place because rember for every two battle turns you get one movement so its possible to engage multiple areas at once. I would also play it out turn one table one then turn one table two if multiple battles are to accrue this is to not throw off map movements. I would say the average battle would be 600-1000pts but that doesn't mean your opponent will have the same points as you. It is possible for 3k vs 500 just depends on how you field your cards. keep track of casualties they continue over after battle so for example if you lost 3 Marines from a squad they are gone mark it on the cards and continue on. You can choose to retreat at any time to do so the squads must reach a table edge. This doesn't count for fliers leaving the field from regular movement you can however choose to retreat with fliers. Which ever side they retreat from is the square they enter so if you lest the top of the board move the unit to the square above and add them to that defense card.

Rinse and repeat until the planet is conquered or defended. I will add more later. Input appreciate
   
Made in nz
Disguised Speculo





Turn sequences: Every two turns of board combat count as one movement on the map. You can move one card per turn, a movement is only one square. All map movements are made simultaneously this can either be done by each player writing down the movements first or any other way you can think of. Map movements can be used to reinforce strategic assets (explained later) or to engage\reinforce a combat.


I see this slowing things down to a standstill. Everyone would need to lock themselves in a room for two days and do it all then and there.
   
Made in us
Regular Dakkanaut





You think so? I mean from gaming stand point combats start 12in closer to each other which is a big difference rapid fire is turn less and charges would be easier to make. I figured a average battle would take around 30min to a hr. If you know the rules moving shooting and assaulting at 1k points should take 3-5 min assuming no rule arguments. I suppose you could have teams if you are worried about it. But its not suppose to be one day it is a campaign you have a map just mark where every one is with thumb tacks and call it good.


But do how do you feel about one map movement for every 3 turns? The battle would almost be over by that point.
   
Made in nz
Disguised Speculo





If its a one dayer it could work. Assume an hour per game though - you can always move the schedule forward but if you don't allot enough time it can screw with the whole thing
   
 
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