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		<title><![CDATA[Latest posts for the thread "Awesome Map Based Campaign Rules v2"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Awesome Map Based Campaign Rules v2"]]></description>
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				<title>Awesome Map Based Campaign Rules v2</title>
				<description><![CDATA[ Map based Campaign rules: <br /> <br /> Terminology -<br /> 	1. Banner  - Represents your commander and attack force on the campaign map<br /> 	2. Territory - area on the map that you may attack to gain a benefit.<br /> 	3. campaign turn- when each player has finished attacking a territory.<br /> 	4. Attacker - one who initiates attack on a territory.<br /> 	5. Defender - one how defends a territory that is attacked.<br /> 	6. Casualties - units that are destroyed during the course of a game.<br /> 	7. Commander - an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit that will always be restored at the beginning of your campaign turn.<br /> 	8. Unconquered - a territory that is not controlled by any player.<br /> <br /> The Grid - Each player has eight territories around his stronghold territory in a grid-like pattern. The first player's <br /> opponents are adjacent and are therefore 2 territories separate each stronghold.  This grid must be square shaped where <br /> possible.<br /> <br /> Each player has an 2000 attack list, 1500 defender list and an 1750 defender's list. Roll off to see who goes first/second/last/etc...for campaign moves.<br /> <br /> Each unconquered territory is defended by a volunteer or random player from the campaign.<br /> <br /> All the attacker's  casualties are cumulative but may be replaced later. Units which ran off the board live to fight later <br /> in the campaign. Defender lists are unaffected by casualties.<br /> <br /> Territories a player conquers lends one special ability.  Roll randomly for each<br /> territory after it has been won by an attacker.<br /> <span class="glossaryitem" onmouseover='gp(24);'>d6</span>:<br /> 1.  Factory/Breeding Pit - Allows one destroyed vehicle or monstrous creature to be replaced per campaign turn.<br /> 2. City - Allows +250 points to owner's defender lists. Is not cumulative(i.e. a second city does nothing more)<br /> 3. Medicae/ chirurgeon -Allows one damaged non-vehicle unit to be restored to original starting strength per campaign turn.<br /> 4. Supply Depot/Bio-supplies- Allows all repairs/wounds restored to one vehicle/monstrous creature per campaign turn. Also allows owner to leapfrog (attack two territories <br /> away from current position once per supply depot)<br /> 5. Training Ground - One eliminated troop choice may be replaced per campaign turn.<br /> 6.Space Port - Allows owner to attack any territory, not just those adjacent to their banner. Also allows owning player to <br /> replace only one Elite,  Fast Attack or secondary <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit per space port.  (Not per campaign turn! Elites are hard to come by!)<br /> Bonus Territory<br /> 7. Stronghold - Attack this territory and win to eliminate the opposing player. Defender uses full 2000pts and <br /> sets the terrain.  Use  a Planetstrike mission if possible.<br />  <br /> When attacking a territory occupied by another player's banner, the defender uses his attack list and <br /> both player's record casualties.<br /> <br /> If you attack a territory owned by another player and win, then you now control that territory and receive<br />  the benefits from it.<br /> <br /> When the attacker loses a game, or his commander is killed, then his banner returns to his stronghold to regroup <br /> and the territory is not gained!<br /> <br /> All territory benefits are conferred when the campaign turn has come full cycle. <br /> <br /> Victory condition: Eliminate all other players from the campaign by winning an attack on their stronghold.<br /> <br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Please point out any obvious errors or holes in the logic structure...Playtest if you can.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Defender Strategies: How to beat superior forces<br /> <br /> 1. Cut the head off - killing the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> effectively wins the battle!<br /> 2. Cripple the Elites- They are very hard to replace and losing them can be more painful than losing the battle.<br /> 3. Destroy the Troops - Troops hold objectives and they can't do that if they are dead!<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 2 Feb 2012 05:06:20]]> GMT</pubDate>
				<author><![CDATA[ Madness!]]></author>
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				<title>Awesome Map Based Campaign Rules v2</title>
				<description><![CDATA[ I'm posting an example map with legend on the article of the same name...]]></description>
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				<pubDate><![CDATA[Fri, 3 Feb 2012 23:01:19]]> GMT</pubDate>
				<author><![CDATA[ Madness!]]></author>
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				<title>Awesome Map Based Campaign Rules v2</title>
				<description><![CDATA[ I really like it.<br /> <br /> That said, it seems quite bloody (which may very well be the point). In my humble experience playing <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, it seems that most of the 'winning' army is killed off in most games. At first glance it seemed to me that "take the enemy's stronghold = that player is gone" was harsh, but now it seems that it will be difficult to get to the enemy's stronghold with more than 750 points of attackers.<br /> <br /> I love the "realism" of the campaign. The difficulty of gaining reinforcements (and any meaningful reinforcements at that) means that tactical thinking will be at an all-time high. <br /> <br /> Two questions, out of curiosity:<br /> <br /> (1) Do "defenders" lists use a different <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>, or is every list bound by the normal <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>?<br /> <br /> (2) Once rolled for, does the territory type (ex: spaceport, factory, etc...) stay the same regardless of controller?<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 4 Feb 2012 04:44:48]]> GMT</pubDate>
				<author><![CDATA[ G. Whitenbeard]]></author>
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				<title>Awesome Map Based Campaign Rules v2</title>
				<description><![CDATA[ 1. Use the same <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> for attacker and defender...or use the modified ones in the Planetstrike book.   The player could vote for it...<br /> 2. Yes once a territory's resources are determined, it will always contain that resource.  That would be the advantage of attacking a territory that is held by another player.<br /> <br /> It would be very hard to attack a player's stronghold right out of the gate...which was the intention.  You would need to amass territories so that you can rebuild after an attack...<br /> <br /> If all player's forces seem to get decimated early on, then perhaps each player should be awarded one restored troop choice per campaign turn...needs playtesting.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 4 Feb 2012 23:05:45]]> GMT</pubDate>
				<author><![CDATA[ Madness!]]></author>
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				<title>Awesome Map Based Campaign Rules v2</title>
				<description><![CDATA[ Attacker strategies:<br /> 1. Reserve <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and Elite units - is necessary to prevent their loss early on in the battle/war.<br /> 2. Strong Retinues - are the only unit that is automatically restored at the end of every match and <br /> protects your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit, which is a major setback.<br /> 3. Army Composition - Elites and Fast Attack will be difficult to replace, <br /> while troops and Vehicles will be much easier to come by.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 6 Feb 2012 16:13:46]]> GMT</pubDate>
				<author><![CDATA[ Madness!]]></author>
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				<title>Re:Awesome Map Based Campaign Rules v2</title>
				<description><![CDATA[ A lot of the rules for repairs deal with vehicles...anything for armies without thus unit type?]]></description>
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				<pubDate><![CDATA[Mon, 6 Feb 2012 18:37:28]]> GMT</pubDate>
				<author><![CDATA[ bottomfeeder]]></author>
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				<title>Awesome Map Based Campaign Rules v2</title>
				<description><![CDATA[ Perhaps sub a breeding pit for heavy support creatures(Tyranids, Chaos Demons) where applicable]]></description>
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				<pubDate><![CDATA[Tue, 7 Feb 2012 02:14:07]]> GMT</pubDate>
				<author><![CDATA[ Madness!]]></author>
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				<title>Awesome Map Based Campaign Rules v2</title>
				<description><![CDATA[ For extra fun use the Planetstrike missions...Campaign turn = Mission (up to the sixth turn)...]]></description>
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				<pubDate><![CDATA[Mon, 13 Feb 2012 18:41:24]]> GMT</pubDate>
				<author><![CDATA[ Madness!]]></author>
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				<title>Awesome Map Based Campaign Rules v2</title>
				<description><![CDATA[ Veteran Bonuses:<br /> <br /> Whenever a non vehicle unit survives a battle it gains one new ability. This applies only if the unit is not altered in <br /> any other way; no replacements!<br /> Roll Randomly on <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>. Reroll if the unit already has that <span class="glossaryitem" onmouseover='gp(136);'>USR</span>.<br />  <br /> 2. Move Through Cover<br /> 3. <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> use highest Run moves<br /> 4. Fleet<br /> 5. Infiltrate<br /> 6. Scout<br /> 7. Fearless<br /> 8. Feel No Pain (5+)<br /> 9. Furious Charge<br /> 10. Scoring<br /> 11. Stealth - +1 Cover saves<br /> 12. Tank hunters - + 1 Armor Penetration rolls<br />   ]]></description>
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				<pubDate><![CDATA[Mon, 27 Feb 2012 04:26:06]]> GMT</pubDate>
				<author><![CDATA[ Madness!]]></author>
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