|
My favorite part of war-gaming is the campaign. Victories are that much sweeter and loses are that much bitter. Pitched battles against a superior foe, in addition to normal fun of throwing dice with friends. Excites me and sparks my imagination.
With that being said any advice given, is just that advice. This is you and your friends campaign.
Resources:
General's Compendium: is a terrific source, granted was designed for Fantasy but, isn't 40K, Fantasy with a more important shooting phase?
Older editions: in the third edition 40K there rules for sneaking up to an enemy camp, and other fun scenarios.
Loosely speaking you and your friends are creating a story, granted you do not know the outcome of the story. None the less you will still need to know the players in the story.
First, I would have the players on each army write their own fluff, if they have not all ready. Broad strokes are fine. Leader(s), motivation that kind thing.
Secondly, I would get/make a map. If it nice at least for myself to have a visual representation of the campaign. The Risk board game and it's versions work well for this or there are some RPG map making programs online you can find.
Third, have a consensus between all players but have one player who has the last word. The players need to feel they have control over their destiny. For example the Space Marine player is tasked with finding and secure a lost titan deep in Ork territory. The Space Marines do not know were exactly it is located and through for must investigate 3 or 4 locations before finding the titan. Then the Ork player decides how they want to respond to these incursions. The player in charge decides the mission parameters.
Lastly, Throw out everything I have written and have the fun that best suits you and your friends.
Enjoy,
Baked Beans
|