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Our Campaign So far...
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Old 05 Nov 2009, 22:36   #1 (permalink)
Shas'Vre
 
Join Date: Apr 2007
Posts: 1,650
Default Our Campaign So far...

Heres what we've come up with as structure goes so far...
It may be a little vague.

Some advice would be helpful, also if anyone could point out any problems etc with what we've got.

[hr]

We want a turn-based system where factions control territory garrisoned by small forces. Each faction has a limited number of armies of varying point values available to them with which to attempt to take enemy territory, special objectives, defend home territory etc...

When two such forces meet there will be certain modifiers that encompass certain advantages - such as an advantage to a defending player who has held territory for a number of turns - and these advantages will either be stratagems or points bonuses/subtractions from the armies' totals.

Each army will have several options open to it when it meets another, there can be battle straight away, a retreat by one force, or a diplomatic meeting.

1. We have movement basically sorted. Generally 1 tile, unless you have at least 2 transports or %33 of your force are skimmers/winged/jump infantry In which case you move 2 tiles.

2. Battle is innitiated when you move onto an opponants tile, provided one of you wishes to battle, if both agree not too, this can be overuled.

3. If you choose you can leave a certain percentage of your army on a tile and move the rest off.

4.1xHQ and 2xTroops is recommended but can be bent to suit fluff.

5. The type of battle depends on the type of terrain/scenario.

6. You can call for reinforcements in a battle, but the number of tiles they are away relates to what turn they arrive.

[hr]

While the fluff behind goes along the lines of (Note: I'm going to write it up properly after my last exam):

The planet is towards the eastern side of the galaxy, it was an Imperial world to begin with, but that Tau have recently claimed it in the name of their Empire.
An Ordo Xeno's Inquisitor has been able to make planet fall and has been snooping around through the cities where ex-imperial citizens still live, his searching for reasons for the planets departure, did it peacefully and willingly turn, or was there a brief and bloody war? As he looks for answers though he comes across repeated rumours of an ancient relic on the planet.
Turns out there was once a powerful Chaos Based Cult on the planet that was purged awhile back, except it has come to light that they managed to secret away an extremely powerful Chaos Relic for there masters on the planet...

So he calls for help.

A Inquisitorial force is on the way (Crimson Fists and Daemonhunters) to insure the destruction of the relic (there could be a radical inquisitor involved though that wants it for himself...),

Dark Angels have also heard and believe it could be connected to them somehow so they wish to claim the relic,

Eldar (Saim Hann) are also going to be on the planet, the relic is supposedly very powerful and they must insure it doesnt fall into the wrong hands, perhaps the best way to do this is to destroy it.

Iron Warriors have returned to claim the Relic that was theres.

Oh, also (hahaha, probably the most important part...) the Relic was placed inside a Necron Tomb, the Cultist believing it to be a great place of worship, not knowing what it really was.....But now the Necrons have truly awoken...

And The planet happens to be in the path of a Tyranid Invasion while simultaneously being in the way of the beginnings of an Ork Waaaagh!...

So the Tau are high Tailing it out of there, waiting till the system calms down before returning.


Thoughts on that? Is it plausible?

Each faction are going to have there own victory conditions, some what to claim control of the planet, while others seek the relic etc, where hopefully going to work it so theres lots of conflicting objectives.

The Forces involved aswell will be balanced.
As in, the Imperial forces will be able to work together, so there total should be near to say, Chaos, who can only work on there own.

I was thinking of maybe the points for each force being something like:

Dark Angels 6000
Inquisition 6000
Tyranids 10000
Orks 10000
Iron Warroirs 8000
Eldar 8000
Necrons 12000

Maybe not those points exactly, but its the ratio thats most important, does it seem like a fair ratio?
Necrons will be defending there Tomb while alot of enemies converge on it, DA and =I= can Team up, excpet there overall final objectives might conflict, while Eldar and Chaos are both loose cannons. Orks and Tyranids will probably be fighting for supremacy of the planet....

[hr]

I'll add more once things are sorted out etc.

So, even if you don't have any advice or anything....What do you think?
lemon-green is offline   Reply With Quote
Old 13 Nov 2009, 22:20   #2 (permalink)
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.

[hr]
[hr]
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 players 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 players 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 generals strategic ability to use the native terrain to his advantage.

REFER TO PLANETARY EMPIRES CAMPAIGN IN WD356
lemon-green is offline   Reply With Quote
Old 21 Oct 2016, 03:01   #3 (permalink)
Kroot Warrior
 
Join Date: Oct 2016
Posts: 4
Default

Quote:
Originally Posted by lemon-green View Post
Heres what we've come up with as structure goes so far... It may be a little vague. Some advice would be helpful, also if anyone could point out any problems etc with what we've got. [hr] We want a turn-based system where factions control territory garrisoned by small forces. Each faction has a limited number of armies of varying point values available to them with which to attempt to take enemy territory, special objectives, defend home territory etc... When two such forces meet there will be certain modifiers that encompass certain advantages - such as an advantage to a defending player who has held territory for a number of turns - and these advantages will either be stratagems or points bonuses/subtractions from the armies' totals. Each army will have several options open to it when it meets another, there can be battle straight away, a retreat by one force, or a diplomatic meeting. 1. We have movement basically sorted. Generally 1 tile, unless you have at least 2 transports or %33 of your force are skimmers/winged/jump infantry In which case you move 2 tiles. 2. Battle is innitiated when you move onto an opponants tile, provided one of you wishes to battle, if both agree not too, this can be overuled. 3. If you choose you can leave a certain percentage of your army on a tile and move the rest off. 4.1xHQ and 2xTroops is recommended but can be bent to suit fluff. 5. The type of battle depends on the type of terrain/scenario. 6. You can call for reinforcements in a battle, but the number of tiles they are away relates to what turn they arrive. [hr] While the fluff behind goes along the lines of (Note: I'm going to write it up properly after my last exam): The planet is towards the eastern side of the galaxy, it was an Imperial world to begin with, but that Tau have recently claimed it in the name of their Empire. An Ordo Xeno's Inquisitor has been able to make planet fall and has been snooping around through the cities where ex-imperial citizens still live, his searching for reasons for the planets departure, did it peacefully and willingly turn, or was there a brief and bloody war? As he looks for answers though he comes across repeated rumours of an ancient relic on the planet. Turns out there was once a powerful Chaos Based Cult on the planet that was purged awhile back, except it has come to light that they managed to secret away an extremely powerful Chaos Relic for there masters on the planet... So he calls for help. A Inquisitorial force is on the way (Crimson Fists and Daemonhunters) to insure the destruction of the relic (there could be a radical inquisitor involved though that wants it for himself...), Dark Angels have also heard and believe it could be connected to them somehow so they wish to claim the relic, Eldar (Saim Hann) are also going to be on the planet, the relic is supposedly very powerful and they must insure it doesnt fall into the wrong hands, perhaps the best way to do this is to destroy it. Iron Warriors have returned to claim the Relic that was theres. Oh, also (hahaha, probably the most important part...) the Relic was placed inside a Necron Tomb, the Cultist believing it to be a great place of worship, not knowing what it really was.....But now the Necrons have truly awoken... And The planet happens to be in the path of a Tyranid Invasion while simultaneously being in the way of the beginnings of an Ork Waaaagh!... So the Tau are high Tailing it out of there, waiting till the system calms down before returning. Thoughts on that? Is it plausible? Each faction are going to have there own victory conditions, some what to claim control of the planet, while others seek the relic etc, where hopefully going to work it so theres lots of conflicting objectives. The Forces involved aswell will be balanced. As in, the Imperial forces will be able to work together, so there total should be near to say, Chaos, who can only work on there own. I was thinking of maybe the points for each force being something like: Dark Angels 6000 Inquisition 6000 Tyranids 10000 Orks 10000 Iron Warroirs 8000 Eldar 8000 Necrons 12000 Maybe not those points exactly, but its the ratio thats most important, does it seem like a fair ratio? Necrons will be defending there Tomb while alot of enemies converge on it, DA and =I= can Team up, excpet there overall final objectives might conflict, while Eldar and Chaos are both loose cannons. Orks and Tyranids will probably be fighting for supremacy of the planet.... [hr] I'll add more once things are sorted out etc. So, even if you don't have any advice or anything....What do you think?


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