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Made in gb
Devastating Dark Reaper



England

I'm hoping to start a campaign with some friends at some point soon, but I'm struggling to think of any bonuses that could be carried forward. For example, one game could be fought over a factory, with the winner getting... Something? Access to part of the FOC? A free upgrade to a unit? Access to a previously unavailable unit?

I don't want anything too overpowered as that would give someone an advantage if the first few bottles are one sided.

Also any fluff reasons for these forces to ally would be appreciated:

Space marines
Tau
Eldar/dark eldar/harlequins
Tyranids
Chaos space marines

The first three can be explained - it's more the last two that could be difficult...

Looking forward to hearing dakka's ideas!
   
Made in us
Shadowy Grot Kommittee Memba






I based my campaign around those moments where a single scrub in your army did something really crazy (like a model making 4 or more saves of 4+ or worse in a row, or a little dude taking down a huge enemy monster or vehicle).

The upgrades you got for doing well with those model was simply the ability to "promote" them up the chain of command in your army, and to buy them upgrades (with points) that they could ordinarily take.

There was very little "free bonuses" for the campaign, because I didn't think it was narratively important. I've found without fail that those kind of bonuses for winning just tend to lead to someone winning and winning and winning and nobody being able to stop them because they have army wide +1T, an HQ with 56 Attacks, 45 Wounds Eternal Warrior, and the ability to bring CTA unbound allies as battle brothers.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Thane of Dol Guldur




IMO it actually makes more sense to give a bonus to the loser for the next game...helps level things out.

This message was edited 1 time. Last update was at 2016/04/06 20:05:33


 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





In a campaign I never ended up running, I was going to implement bonuses for certain areas the player controlled.

I think one of them was a free one use S8 AP3 Large Blast Ordnance Barrage that could be dropped anywhere at any time, but would always scatter, and at full distance.

Another was simply a +1 or -1 to reserves. Only small stuff.


They/them

 
   
Made in gb
Devastating Dark Reaper



England

@the_scotsman I don't understand what you mean by moving them up the chain of command? If you give them some upgrades they already have access too I'm nor sure that represents them being spectacular! I completely agree that giving too many bonuses seems a bit ridiculous and just allows one person to become unstoppable. Just looking for a way to adapt the campaign so it feels like the battles matter!

@jasper76 thats true in some cases, if it was a particularly uneven game. But I'm not sure how much sense that makes narratively - you captured the enemy's Base and now they have access to a riptide?

@Sgt_Smudge those sound great, exactly the kind of small things I was looking for. Nothing game changing but it feels like you got something for winning the last game..


Here are my ideas so far:

Moderate bonus to a scrub for doing something great: 5+ fnp, +1BS, monster hunter (for that model only, not the unit)
Strategic bonuses: +1/-1 to reserves, ability to scout/infiltrate something, one unit only scatters D6 for deep strike.
Narrative bonuses: opponent is caught off guard and must reserve half the army, missile silo captured, S8 AP3 large blast can be used once per game, given time to prepare - can choose table edge and terrain arrangements

Was thinking of maybe a warlord bonus - if the warlord does something suitably epic they also get some kind of bonus, maybe an additional warlord trait?
   
Made in us
Trustworthy Shas'vre





Cobleskill

maybe try something like a crusade type game? something along the lines of predetermining 10k points worth of models that you would have access to, make a campaign map and (secretly) deploy those forces on it, with reinforcements only available on the adjacent areas. Keep track of everyone's losses, and decrease the level of the games from battlefleet gothic > epic > normal games > killteams (or something similar).

Does anyone have Guard models in your area? possible reinforcements in the form of a PDC?

For an idea, don't worry if you don't HAVE 10k points worth of an army, as you wouldn't actually be using all of it at any time. A slight balancer could be that the fewer points side could go first without worrying about STI.

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in fi
Confessor Of Sins




If you're worried about keeping it fair, why not have two minor upgrades for each scenario or series of battles? The winner gets first pick, the loser gets the one left.

edit: so fluffily speaking the winner took what he wanted and the loser managed to talk his superiors into sending him some more resources because the enemy is really tough.

This message was edited 2 times. Last update was at 2016/04/07 12:29:35


 
   
Made in nl
Longtime Dakkanaut






I love campaigns where you have to play every game with the same warlord that gets XP and cool extra abilities every game you play.






Automatically Appended Next Post:
+1 Str, +1T etc on your warlord is really cool and it doesn't usually affect the game as much as you would expect.

GW made some campaign systems in the past. I would suggest looking at these and decresing the XP needed for power ups but removing the ones that give special rules who can break a game such as hit and run.

This message was edited 1 time. Last update was at 2016/04/07 12:35:41


Inactive, user. New profile might pop up in a while 
   
Made in ca
Longtime Dakkanaut





Here's a system I've devised but have yet to try and implement. Theoretically it'll give some major variety to games, impact list-building, give advantages/disadvantages, but doesn't overly reward any player!

Start with a hex-based map. Keep it small, as every hex should start under the control of someone (no neutral hex's), and one hex must be a Hive City. Whomever controls the most Hive Cities at the end of the campaign wins. Players have the following restrictions:

#1 - Players are restricted to following a single detachment that uses Force Organization slots.
#2 - Only up to 33% of units in your army can be non-Infantry units. This means that if you have 6 units in your army, only 2 of them can be something other than infantry.
#3 - Players may only bring a single Unique unit OR Relic to each fight (unless the special character comes with a Relic). If a unique model is slain (any named model in a unique unit is also considered unique), or if a model carrying a Relic is slain, roll a die. On a 3 or less, that model or relic is lost and can no longer be used during the campaign.
#4 - Units cannot normally start in Deep Strike Reserves, and cannot Outflank. If you control no locations adjacent to the location being fought over, you cannot start with any units in Reserves at all!

The hex-based map and player choices then modify these restrictions:

#1 - Any formation can be used a maximum of 1 time during the campaign. This includes use inside "Decurion" formations (a Necron player could use a Reclamation Legion as part of a Decurion, but then could never use a Reclamation Legion ever again during the campaign). The player is still restricted in unit selection for non-infantry.
#2 - Once per campaign, a player may bring a Lord of War. These are otherwise inaccessible.
#3 - If you control a hex that borders the side of the hex being fought over, you may Outflank.
#4 - You suffer a cumulative -1 penalty (maximum -3) to your Reserve Rolls for each location you control adjacent to the location being fought over past the first. (Example, if you launch an attack on a hex that's adjacent to 3 of your hexes, you would suffer a -2 modifier to your Reserve rolls, due to additional difficulty in managing such complex battle lines).

Lastly, here are the hex types:

Hive City - You need this to win the campaign. Name 'em, and maybe make some fun special-rules for battles in them, but don't give them other bonuses.
Command Centre - A player fighting in or next to a Command Centre hex they control may bring an additional detachment, including an Allied detachment.
Spaceport - A player fighting in or next to a Spaceport hex they control may start with units in Deep Strike Reserves.
Manufactorum - A player fighting in or next to a Supply Dump hex they control may bring an additional 33% of non-Infantry units.
Relicuary - A player fighting in or next to a Relicuary hex they control may bring an additional Unique Unit or Relic. Capturing or successfully defending a Relicuary regains you the use of a Formation, Lord of War, Unique Unit, or Relic previously used and/or lost in the campaign.

EDIT: Almost forgot. If a player is eliminated during the campaign, they place a new non-Hive City hex of their choice anywhere they wish, with their forces now starting at that location.

This message was edited 4 times. Last update was at 2016/04/07 13:35:32


 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

My answer to campaigns will always be: Use the campaign rules from IA:9, The Badab War.

Best stuff out there, and currently on sale in a 2 book bundle. It might get replaced, though. Dunno. Buyer beware.

https://www.forgeworld.co.uk/en-US/Imperial-Armour-Volumes-Nine-and-Ten-The-Badab-War

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
 
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