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I am currently planing a Warhammer 40k Campaign for myself and 3 friends. (4 players total). Our map consists of 4 planets, 9 locations per planet, with 6 way gates to travel between planets. If you have ever played the campaign in Dawn of War: Soulstorm you have an idea of the map and how the campaign will play. As I said there will be 4 players and 5 possible armies. my "stronghold" idea gives each army a substantial bonus when defending their stronghold. I believe the rest of the rules are fairly solid, always up for suggestions, I am mostly concerned with the individual army bonus'. I want the defender to have a powerful bonus but not impossible to defeat. Just curious on if you think these bonus' are balanced with each other or if i should add remove change. Keep in mind the only armys we have are Dark Angels, Daemons, Orks, Tyranids, Necrons. I am not looking for suggestions for any other armys as we do not have other armys.
Here are the full rules I have so far. Spoiler'd because of length.
Spoiler:
Main Objective
Control of the Yantis System.
Campaign ends when any one players Stronghold is wiped out.
When the campaign ends, overall Victory goes to the player controlling the most locations.
Starting Army Deployment
First Deployment is determined randomly. Players roll off, then in order of the highest to the lowest choose which planet they initially control (consisting of 9 locations). Each player then places his Stronghold in one of the locations he controls. Strongholds may not be placed in locations containing way gates nor any location bordering a way gate.
Sequence of Play
Each player must complete all phases per round. Order of players is determined by number of locations controlled. The player with the least number of locations goes first and the player with the most locations goes last. In case of ties use a roll off.
1: Revenue Phase
2: Movement Phase
3: Attack Phase
4: Spoils Phase
Revenue Phase
Each Territory controlled by a player provides 1d4 x 10 resource points. A territory containing a Production Facility alternatively provides 1d6x10 resource points.
Calculate the total resource points for the round and add to the player’s treasury.
The player may then use any resource points he has in his treasury.
Spending Resource Points
DISCOVERY!: 100 Resource Points. Search for any bonus attributes in the current location. Can only be used on the location the players Warlord is currently in. Does not require control of the location being searched. Roll 1d6, 1-3 Nothing, 4-6 Roll on the Location bonus table. Can only be used once on any location during the duration of the campaign. Results of (Nothing) should be marked on the location to prevent future attempts at DISCOVERY!
INITIAL WAVE: Variable Resource points. During the attack phase you may spend up to 200 resource points to generate extra force organization points for one battle. May only be used by the Attacker. 2 resource points = 1 point of force organization.
SPOILS OF WAR: 100 Resource points. Gain 1 campaign point.
MOVEMENT PHASE
Player moves his warlord freely through locations he controls. Players may not move through locations controlled by another player. Players moving their warlord threw a warp gate must follow the connection lines of that gate.
ATTACK PHASE
Player may attack a location adjacent to his warlords location controlled by another player. Move the warlord onto that location. If the attacker is defeated, move the warlord back to the location it launched its attack from. If the attacker is successful he may either stay in the location or return to the location he launched from. Keep in mind the warlord may not move in the subsequent round while in other players controlled location. He may launch an attack deeper into an opponent’s territory from that location may not go any farther than 1 location away from a location he controls. Also remember a location can only be conquered when
1: a battle has been won by the attacker in that location and
2: It is adjacent to a location he controls
SPOILS PHASE
Players add campaign points to their treasury according to the result of the previous battle. All participants gain points as per their army’s result, but only the player whose current phase it is may spend them.
3 points awarded to Winner
2 points awarded to both for a Tie
1 point awarded for defeat
SPENDING CAMPAIGN POINTS
Conquer Location: 2 points. Remove ownership of location and replace with your own banner. Can only be used on a location you successfully attacked with your warlord this round. Also can only be used on a location that is adjacent to a location you already control.
Build Structure: 1 point. Add Fortification or Production Facility to a location you control. Locations with Warp Gates may not have a fortification or production facility. Any given location may only have one structure on them at any given time.
Destroy Structure: 1 point. Remove a fortification, critical location, or production facility from a location you control. The structure is removed and a new one may be built on the location.
Upgrade Structure: 1 point. Upgrade a fortification to a critical location.
RAID!!: 1 point. Add 1d6 x 10 resource points to your treasury.
DISCOVERY!: 1 point. All the same rules and restrictions apply for DISCOVERY! Using resource points.
STRUCTURES
Fortifications: When defending a location with a fortification you may add 50 points to your force organization. If the battle is a loss the fortification is removed.
Critical Location: Upgrade for a fortification. When defending with a Critical Location you may add 100 points to your force organization. If the battle is a loss the Critical Location is removed.
Production Facility: A location with a Production Facility provides 1d6 x 10 resource points in place of the standard 1d4 x 10 during the Revenue phase. If a battle is fought on a location with a production facility and the attacker wins the production facility is destroyed regardless of if the attacker conquers the location or not.
WARLORD
Each player has a Warlord token on the map representing his attacking force. The Warlord location determines where the player may attack.
STRONGHOLD
A players stronghold represents his main base of operations in the system. As such a stronghold is extremely difficult to successfully assault. Each race has a distinct advantage when defending its own stronghold.
NECRON: Ancient energies can be seen pulsing out of the ground at the Necron stronghold. These energies flow through all the Necrons in the area giving them the ability to shrug off damage that would normally obliterate them. Reanimation protocol and Ever Living rolls increase by +1. This effect stacks with resurrection orb.
ORKS: To assault an Ork stronghold is akin to assaulting the ocean itself. Any Ork that is killed is quickly replaced by another, and the waves seem never ending. Whenever an Ork unit would be removed from play, instead place it in ongoing reserves. The unit will return to play on a 5+ using the same rules for coming in from reserves.
DAEMONS: This barren plane is covered in sacrifices to the dark gods. Blood covers the ground and the skies churn with the power of the warp storm. Multiple portals into the warp itself constantly spew forth the denizens of that hellish place. 3 permanent portalglyphs are placed on the map (without scattering) by the daemon player. They cannot be destroyed but otherwise act in all regards as a portalglyph from the daemons codex.
TYRANIDS: The stronghold of the Tyranids is a nightmare landscape to rival that of the Daemons themselves. Enormous Capillary spires and spore towers darken the sky. Stagnant pools of some churning unknown substance are everywhere. The largest of the Tyranid Beasts seem to feed off the substance somehow. All multi wound models in the Tyranid army have “It Will Not Die” If the creature already has the It Will Not Die rule, the save is increased by 1.
DARK ANGELS: SPHESS MAHREENS! Today the enemy is at our door! We know our dooty and will doo it! We fight for our honor as Dark Angels, as SPHESS MAHREENS! And we fight in the name of the EMPRAH! If we die this day we die in glory, we die HEROES deaths. But we shall not die NO! it is the ENUHMEE who will taste death and defeat as you KNOW the EMPRAH watches over us. His blessing has provided us with the ability to survive the most gravest of wounds and SIMMULN-TANEUSLY win the day! We are the SPHESS MAHREENS! We are the EMPRAHS FURY!
All Dark Angel forces gain Feel no Pain 6+, If a unit already has Feel no Pain the save is increased by 1.
LOCATION BONUS TABLE
Roll 1d6 and apply result to current location. Note: only one of any specific bonus per campaign. If the result is a bonus already in the campaign roll again. If the result of the second roll cannot be placed use the Nothing result instead. Once discovered these bonuses are invulnerable and may not be removed from the location they were discovered in.
1: Re roll. If this result is rolled on the second roll apply the Nothing result.
2: Re roll. If this result is rolled on the second roll apply the Nothing Result.
3: Ancient Webway. The location is treated as having a way gate that connects to all other way gates in the system. Additionally the controller of this location can travel to any way gate from any other way gate regardless of path.
4: Advanced Manufactorum. This location provides 2d6 x 10 resource points during the Revenue Phase. Additionally the all the Production Facilities of this locations controller provide 2d4 x 10 resource points during the revenue phase rather than the standard 1d6 x 10.
5: Hardened Bulwark: This location immediately counts as a Critical Location and is not destroyed if the controlling player loses a battle here. Additionally all Fortifications and Critical Locations for the controlling player provide an additional 50 points to force organization. (fortifications = 100 points, Critical location = 150)
6: Tainted Relic: This blasphemous relic allows the controllers warlord to glimpse the future. The amount of resource points the controller can spend on INITIAL WAVE is increased by 100. This allows the attacker to add up to 150 points of force organization by spending 300 resource points. Additionally in any subsequent battles fought on this location after the Tainted Relic has been discovered the primary objective will be “The Relic” as described in the warhammer 40k rulebook.
And yes I did rip off the SPHESS MAHREENS thing... couldnt help myself.
This message was edited 1 time. Last update was at 2013/06/12 18:44:56