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Old 13 Nov 2009, 22:20   #2 (permalink)
lemon-green
Shas'Vre
 
Join Date: Apr 2007
Posts: 1,650
Default Re: Our Campaign So far...(Updated)

So after more work, more of the campaign rules and system have been worked out, its almost finished now.

Please have a read and tell me what you think, any holes or problems would be appreciative if you could point them out to me.

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STARTING

Estimated Map size: 80 tiles above ground, 7 tiles below.

Players:

• Dark Angels
• Inquisition and Crimson Fists
• Chaos Marines
• Necrons
• Tyranids
• Orks
• Eldar


Each Player starts with 5 tiles, one of which will be their home base, denoted by special terrain features and granting the controlling player a special ability (to be discussed later)

The Necron side is an exception, starting with 7 tiles above ground surrounding the tomb entrance, and 7 tiles below ground representing the tomb complex.

Each faction will start will the following number of points to divide into armies:
• Dark Angels – 6000 points
• Inquisition and Crimson Fists – 6000 points
• Necrons – 10 000 points
• Chaos Marines – 8000 points
• Eldar – 8000 points
• Tyranids – 8000 points
• Orks – 8000 points

As the Campaign progresses certain armies will receive reinforcements, increasing the maximum number of points they control:

• Necrons – increase to 12 000 after a number of turns to represent the tomb world awakening.
• Tyranids – increase to 10 000 after the completion of the minor objective harvesting biomass to represent the growing Tyranid horde.
• Orks – increase to 10 000 after the completion of the minor objective to fight several battles within a limited number of turns to represent Orks joining the growing Waaggh!

ARMIES

Armies can be between 1000-2000 points in size and their presence on a tile is represented by a different coloured flag. Their make up is in line with the standard force organisation chart, with the exception that for those armies for which it is unlikely for multiple HQ characters to be present on the planet no HQ selection is compulsory. In these cases an elite squad will represent the HQ for the purposes of deployment, etc…




MOVEMENT

Each Army can move into an adjacent tile during the controlling player’s turn. Armies with a higher percentage of fast vehicles/transports etc… may be able to move two tiles a turn, subject to play-testing and discussion.

Spaceports: Enable a player to initiate a planetstrike attack on an enemy tile. The army wishing to attack via planetstrike must move onto the spaceport tile and declare the enemy tile it wishes to attack.

ATTACKING AND DEFENDING

A move can be used to attempt to take an enemy tile. Defending armies can defend all tiles within their movement radius from attack. If there is no defending army within range the tile is taken automatically. If there is a defending army within range a battle ensues if the defending army decides to defend the attacked tile. The defending army must defend the tile it occupies, but can elect to allow an adjacent tile to fall.

The battle is defined by the terrain. Standard missions are the norm, with the board terrain in synch with that of the tile being attacked. The exceptions are as follows:

• Urban tiles – the defender may chose whether to fight a cityfight or not if the tile is occupied by his army, this represents the defender deciding to meet the attacking army on the outskirts of the city or waiting for the attacker inside the city. If the defender is not occupying the urban tile but it is within his defending radius a cityfight ensues on a roll of 4+ on a D6.

The battle is then played out by the players at the points value of the armies they control.

BATTLE RESULTS AND CASUALTIES

If the attacker wins the battle he may claim the tile. If the defender wins, or in the case of a draw, the attacker falls back to the tile from which he moved.

Casualties from the battle are then determined as follows:

• Any squad that lost 50% or more of its number must roll on the table below to determine the number of that squad that have been killed, are too grievously wounded to fight on for the near future or are able to recover in time.
• Any vehicle that was either wrecked or exploded must also roll on the table.

1. The Squad has suffered terrible casualties and needs to be re-built from scratch. The Squad will be available 3 turns from now.
2. The Squad has suffered significant casualties, but some of its number will recover and be fit for defensive duty. The Squad will be available after the player’s 2nd turn.
3. The Squad has suffered casualties, but some members are fit for duty. The Squad will be available on the 2nd player turn from now.
4. The Squad has suffered some casualties but most members are fit for duty and it will soon be fit for defensive duty. The Squad will be available after next turn.
5. The Squad has suffered minor casualties and will soon be available for duty. The Squad will be available next turn.
6. The Squad has suffered a few minor casualties and is still fit for duty. The Squad will be available after this turn.

The Following modifiers apply:

The squad was on the winning side +1
The squad suffered 75% casualties – 1
The squad was wiped out – 2
The vehicle exploded – 2

MAP PIECES

Each player will control several buildings (the number of which will be determined when we have a map, and so too will be the advantage granted per building to ensure balance)

Command Bastion:
Used to equip, train, and heal troops to counter casualties lost in battle. Each command bastion controlled by a player may be used to speed up the healing of a squad/number of squads by one turn, or to produce a new squad.

Manufactorum:
Used to repair and build vehicles to replace destroyed equipment. Each manufactorum controlled by a player may be used to repair or produce a vehicle/number of vehicles per turn.

Shield Generator/Defensive systems:
Used to protect an area from attacks by shielding incoming orbital bombardments, intercepting landing craft, disrupting teleportation equipment etc... Each Shield generator can protect a number of tiles per turn, these tiles benefit from the following defensive advantages:
All enemy reserve rolls subtract 1
In a planetstrike game all orbital bombardments can be forced to re-roll scatter
In a planetstrike game the defender receives a free drop-zone denial stratagem.

Power station:
Used to power shield generators, manufactorums and command bastions. Each power station can power 3 buildings.

EXPERIENCE

Refer to the 4th edition rulebook for experience rules. With the exception that more experience points will be granted for specific acts – such as destroying a tank – and the related special rule granted will be representative of that act.

TILE ADVANTAGES

As has already been pointed out, home tiles will have specific advantages represented by special rules to be decided by discussion. Other tile special rules (that I can think of for the moment) are as follows:

• Forested tiles – the defender can place extra jungle terrain after normal terrain is set up to represent the general’s strategic ability to use the native terrain to his advantage.

REFER TO PLANETARY EMPIRES CAMPAIGN IN WD356
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