My group wants a
40k campaign (so do I,) but I have a few issues.
First, I don't want to include
any way to get more units. I don't want the campaign puttering out because we all give up when player 3 has more forces than the table combined. I want losses to be felt permanently. So we're starting with a double
FOC 5k list each, with one warlord. Random powers, warlord traits and the like are rolled up once at the start of the campaign.
Now, let's get the things we ARE doing out of the way, so that I can get to the issues.
-A force may split off from another. Individual squads cannot be split amongst forces, but given the nature of the game, you may only have one man in a squad left.
-6" movers may move 1 hex per round. 12" ers can move 2, which includes vehicles and
FMC's. Flying vehicles may move 4. A force must move at the speed of their slowest unit, or split into separate forces. Transports can, of course, carry slower infantry as long as they can fit. The one-squad-per-transport rule is ignored out of battle. If you have the space, you can carry them all.
-Map movement is done simultaneously. Players turn in their move plans, and all the moves are attempted at once. Any forces that run into each other stop right next to each other.
-1 round on the hex map is equivalent to 4 battle turns.
-If two opposed forces occupy adjacent hexes, a battle starts. If 3 or more forces converge, they are deployed in such a way to represent how they were positioned on the large map. (IE it's possible to be pincer attacked.)
-If a force retreats, it falls back directly away from the enemy 1 space on the hex map. If this is impossible, the force is destroyed. In the case of a pincer attack, the retreat edge is BEHIND your enemies, and units that escape end up on whichever side they left from. Also note, that during a pincer attack, the unfortunate defender's army is all on the board turn 1. Any flyers must either be hovering, or "landed" in the case of those that can't.
-autowithdraw. When a player knows his force is outmatched and wants to withdraw asap, he may claim this. The attacker will get to take 1 shot from each 36" or longer weapon, as well as any infiltrators and/or scouts, at the enemy unit/s of their choice. No cover saves, unless the unit would normally get them in the open.
Ld tests apply just as if a normal game was going on, and the unit does not benefit from any area-based effect for
Ld, saves, and the like. No powers can be activated to mitigate the damage either. Failing morale counts as unwillingly fleeing, and may cause additional losses to the unit. Vehicles are hit on rear armor.
-If an allied force is adjacent to your hex, but not to your enemy's, you may declare at the start of the battle that they are coming into the battle as reserves.
-The normal reserves rules (half your units) is ignored. If your force contains ONLY units that arrive by reserve, you begin rolling for them on turn 1. If none are available, one is selected at random to come in.
-Tabling with reserves still coming in is not an instant win.
-Units may willingly flee the battle off their own table edge during the battle. If they do so UNwillingly, they must take a
LD test after. Each point of failure erases one squad member from existence. (he deserts.)
-All characters, vehicles, and monstrous creatures must be given a name.
-A nameless (non-character) non-vehicle non-monstrous creature model that goes down to NON-instant death can take a T test at -2 after the battle, to return to life with 1 wound. Models that fail the test die for good. As hinted before, instant death is instant death.
-A character attempts this same test at -1, and returns with a permanently lost wound. Should the model not have a spare wound to lose, he is injured (-1 to all stats) until spending a round at a medical facility or in a force with an apothecary-type model. An injured model, or model that has recovered from an injury, that goes down in battle is dead.
-An independent character takes the T test at no penalty, but otherwise acts as a character.
-A model that has taken wounds, but still has wounds remaining, regains them after 1 round of being outside battle.
-An apothecary unit that is alive (not busy taking the test himself,) in the force improves rolls on the toughness test by 1.
-Being within two hexes of a medical facility that you control improves the roll by 1, as long as the facility has supplies left. These stack.
-Most armies have an apothecary-type model. Painboy for orks, Apothecaries for the Imperial armies, (or their equivalent, such as priests in blood angels.) Pretty much any model that grants
FNP to a unit. Tyranids need a model with the catalyst power present. Dark Eldar may use haemonculi.
-Necrons don't benefit from either of the above, but treat a maintenance facility nearby as a medical facility.
-All of the above about recovering from death is a moot point, however, if you can't at least claim the ground that the soldiers went down on. If you are forced away or eliminated, any dead soldiers are dead. Additionally, if a battle lasts multiple map rounds, soldiers that were casualties from any set of 4 turns before the last set are lost.
-Vehicles retain permanent damage. The crews can repair hull points after a map round, but destroyed weapons or immobilization results do not get fixed unless the vehicle, or another model present, is capable of fixing it. (ie rhino's can fix their own immobilization, techmarines may also repair it.) Leaving a vehicle at a maintenance facility for a map round will make it brand new. A force may claim the necessary tools from a facility and travel to a vehicle instead, but the supplies are used up, and they must know what they need while at the facility. An immobilized vehicle may be left as its own force on the map waiting for this miracle to happen, but the crew will self-destruct the vehicle if enemies approach. If other forces are present to protect them, the vehicle is not deployed on the table (its right off the edge,) and is lost if the force protecting it dies or flees.
-Destroyed vehicles are scrap, period.
-Flyers may land and spend a full map round on the ground to get hull points back, or benefit from repair facilities/models. Locked velocity flyers take a s9 ap2 hit on front armor to land.
-One shot weapons: Returning to a repair facility or to base camp will reload any one-shot weapons.
-One use abilities: May be used again after a map-round of not being in battle.
-Drop pods "travel" with the force you choose, matching any speed. (more like a ship in orbit just keeps orbit over that force.) They may not be sent out as a force on their own. When you use them, if the pod survives the battle, and you wait a round at the site, the squad and its pod can be retrieved and returned to the originating ship, with the pod fully repaired. If you lose the battle and the pod is left behind, it is destroyed, and the squad is left to their own devices.
-As mentioned above, there are some advantageous locations scattered around the map. Repair and health facilities are explained above, and are
AV 14 large buildings in battle. They are also capable of giving out up to 5
VP to scoring units holding them at the rate of 1 per turn. After the 5th
VP is claimed from a facility, it becomes an empty large building.
-
AA emplacements: quad icarus lascannon on a bastion. It may fire at a flyer that is present anywhere in the nearby 6 hexes at the start of every map round, using the
BS of any occupying model, and allows the flyer any normal saves, as if it moved in a normal battle. Use front armor values.
-fortifications. Could be any of:
ADL with or without upgrades, minefields, tank traps, barbed wire.
-Bastions. Could come with upgrade gun.
-cannon emplacements: Earthshaker cannon on a
AV 12 building. Occupying squad may fire at a force within 3 hexes. For each non-flying unit in the force that is not otherwise shielded (in a transport or building) roll a
d6. on a 6, the unit takes
d6 s8 ap3 ordnance barrage hits. The player taking the wounds/damage may choose who gets hit in a unit. He may also choose the order to roll the
d6's against his units to see who is hit. The cannons cannot hit more than 3 units per round firing. discard any excess.
(map-firing gun emplacements may only be used if a non-vehicle unit has remained in the hex since before the start of the turn, and combat is not occurring in any adjacent hex. All map-firing weapons occur before movement for a round.)
-random buildings, ranging from
AV 9-12, smalls and mediums.
-base camp. Choose 3:
ADL with one upgrade, Bastion with one upgrade, large
AV 14 building, set of 4 tank traps, set of 4 barbed wire, set of 4 minefields. (using the 3rd edition minefield rules.) Acts as both a medic facility and repair facility. (thanks to the noncombat staff.) If an enemy force claims this hex, they are awarded 1
VP instantly, and the base camp is immediately destroyed.
-A force needs one map round after arrival to claim any buildings. If two forces arrive simultaneously, the buildings are neutral terrain.
-A force may spend one round undisturbed in an occupied weapon emplacement/fortification/building/facility to destroy it. It is also destroyed if it is, in fact, destroyed in battle.
------WINNING:
There are 5 medical stations and factories each on the map. you get a
VP each round you hold one by siphoning out supplies and the like. They stop awarding
VP after 5 such turns. (all the supplies are gone.) They also stop being anything other than a building. These
VP's can only be siphoned out if a scoring unit is present.
This means there are a total of 50
VP to be acquired from those.
The emperor titan in the center space of the map takes 5 turns to activate (by a scoring unit,) and has another 3 of being active but not moving before the winning army gets backup to claim it, ending the game, and winning 1st place automatically. It only takes 3 turns to destroy if it's not active. If it IS active, then you'll have to drop it in combat.
Should it be destroyed, a scoring unit that holds the area with its remains for 3 turns is granted 10
VP. (for titan scraps!)
Having to fight in a battle delays the efforts of anyone working on it, or gathering scraps. They make no progress that turn.
destroying an enemy base camp is worth 1
VP, as is killing a warlord.
If an army goes 10 turns without gaining a
VP, it must withdraw from the campaign with its current total of
VP, OR take the shortest possible route to the titan's location at top speed. Their commanders will accept no further delays when the payoff stops flowing.
Also, if there are ever no
VP on the map available other than enemy warlords/base camps. (ie the titan is destroyed, and all the facilities are emptied) the game ends.
Ok, there's what's hammered out already. Now for the issues that I have.
And my biggest issue of contention with the system is:
Battles. They're pretty much all just "table enemy" missions. I DO have a 3rd edition rulebook handy, and I love those old "breakout, rear guard, ambush etc." missions. So I'm thinking some kind of strategy (leadership) roll off when two forces meet to see who's defending and who's attacking. Possibly +1 for having scouts, and another for an
HQ present. A last +1 bonus if its the warlord.
I just can't think of any reason why we'd ever have a big guns never tire, or scouring, or relic etc. And if we did, what happens when you're getting rocked by the enemy, but you "win" by victory points? Do they pack up and go home? Seems silly.
So one of the main things that I'd like is if someone has a good table for figuring out missions in battles in a campaign, and a different one where one side has buildings, or other fortifications.
Welp, have fun reading. Let's see if there's someone here who's brain I can pick for some fine-tuning.