<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "New idea for a campaign tournament."]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "New idea for a campaign tournament."]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>New idea for a campaign tournament.</title>
				<description><![CDATA[ Im not sure if this is the place for this post, but here it goes. <br /> <br /> I am organizing a story campaign for our <span class="glossaryitem" onmouseover='gp(3);'>40k</span> group. I currently have 7 players they include: Grey knights, Daemons, Dark angels -deathwing, Eldar, Necrons, Tau, Minotaurs. The idea is there is a small sub-sector containing 5 systems that has recently emerged from a warp storm that had cut it off. This sub-sector hasn't been accessible by the galaxy since long before the <span class="glossaryitem" onmouseover='gp(320);'>HH</span>,possibly even before the fall of the Eldar. The factions present will all have reasons for being in the sub sector bu the overall drive is that there are Old One artifacts on one or two of the planets, as well as untapped natural resources. Each faction will create a master "strike force" list that is the total force they have in the sub system. Each force will grow and shrink based on casualties and resource points spent<br /> <br /> Forces:<br /> At the start of the campaign each faction will assemble a strike force of around 5000 points. this list is what they will draw their encounter lists from. in addition to the list the player will be building 1 special character <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s form their codex. This <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> will start at 110 points and will get more powerful based on time progression as well as resource points. These <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s all have Eternal Warrior, and if they are removed as causality in a game, the are never in danger of dying permanently. As time goes on these forces can be augmented with resource points. I am considering starting out with 1 codex sources and giving the option to purchase access to allies and other codecies as the campaign progresses. <br /> <br /> Planets:<br /> The idea would be for each of the factions to start on one of the 4 systems and move outward. each of these systems has between 4 and 6 planets. Each planet falls into one of 4 categories: Desert, Ice, Lush, or Volcanic. when they choose one as their headquarters they roll on a table below like a warlord trait, but it is in addition to the normal one. the void born is if they choose to be fleet based, but in doing so foregoes the initial resource bonus for controlling a planet. Each round in the campaign planets generate resource points. Each type of planet will generate more resource points, but the more it generate the more it wil lrequire to maintain. Like a volcanic world my generate 150-200 points a round, but may require 50 to 75 to maintain depending on size, where as a desert planet may only generate 75-100 points a turn but require 20-40 points to maintain. in addition to maintaining your planets, the resource points can be used to buy more troops, replace lost troops, as well as upgrade existing troops. Also each planet will provide a minor unique bonus. I am considering allowing, after a certain number of planets have been taken by a faction that they could have a second roll on a different chart to represent the larger resources at their disposal.<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
<div class="gensmall" style="margin-bottom:2px"><b>Spoiler</b>: <input type="button" class="mainoption" value="Click to Show" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Click to Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Click to Show'; }">
</div>
<div style="margin: 0px; padding: 7px; border: 1px inset;">
<div style="display: none;">
Desert<br /> 1-	One unit gains crusader<br /> 2-	One unit gains run/shoot<br /> 3-	One unit gains scout<br /> 4-	D3 vehicles gain fast<br /> 5-	One Character gets +1 initiative<br /> 6-	May take 1 extra fast attack slot<br /> Ice<br /> 1-	one unit gains relentless<br /> 2-	one unit gains stubborn<br /> 3-	One unit gains furious charge<br /> 4-	One Unit gains hammer of wrath<br /> 5-	One character gains +1 toughness<br /> 6-	May take 1 extra heavy support slot<br /> Lush<br /> 1-	One unit gains shrouded<br /> 2-	One unit gains counter attack<br /> 3-	One unit gains hit and run<br /> 4-	One unit gains infiltrate<br /> 5-	One character gains +1 attack<br /> 6-	May take 1 extra elite slot<br /> Volcanic<br /> 1-	One unit gains Rage <br /> 2-	One unit gains master crafted melee weapons<br /> 3-	One unit’s ranged weapons are Twin Linked<br /> 4-	 D3 vehicles gain It Will Not Die<br /> 5-	One character gains +1 Strength<br /> 6-	May take 1 less troop slot<br /> Voidborn<br /> 1-	One unit gains fleet<br /> 2-	One unit gains the deep strike special rule<br /> 3-	Seize the initiative on a 5+<br /> 4-	D3 vehicles gain outflank<br /> 5-	One character gains a single orbital bombardment<br /> 6-	May bring 1 extra <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot<br />   
</div>
</div>
</div><br /> <br /> Story: <br /> after a few rounds in the campaign a 5th system will be accessible, and this system was home in the distant past to the Old Ones, and the worlds here have all sorts of artifacts from them. this is the primary reason for everyone being in this sub sector. when a player captures one of these worlds they will get a substantial reward to reflect the resources taken. The point is to create a narrative in addition to just playing war hammer. <br /> <br /> Concerns:<br /> The biggest concern i have is that by making players take a set strike force list from the beginning it would limit the flexibility as the campaign goes on, but at the same time i can see this making it more "realistic" form a war games perspective. also the addition of resource points mitigates the losses a little. My secondary concern is about overall size. I have 22 worlds across 5 systems. i don't know if this is too few or what. Lastly, with the way i have set it up i realize that in the first few rounds there may actually be very few or even one sided battles, but i think as time goes on it will balance itself out.<br /> <br /> Any thoughts ,questions or advice would be appreciated.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/625407/7397875.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/625407/7397875.page</link>
				<pubDate><![CDATA[Tue, 2 Dec 2014 17:38:10]]> GMT</pubDate>
				<author><![CDATA[ GKTiberius]]></author>
			</item>
	</channel>
</rss>