Sup /tg/, I had these campaign rules for an event I tried to establish at my old FLGS a while back but it lost steam do to other things coming up as it was the fall I found the old rules recently and I kinda refined them a bit and I feel like posting them to get some feedback and to let you guys use them as well Rules are followed in posts to come This campaign is intended for the use of 5 people but could probably work well for 4-7 players
The Campaign Fag !q4s5/2XIYs
Quoted By:
At the start of a campaign turn everyone rolls a D3+1 to determine how many action points they can use Action Points(herein AP) can be used to in a number of different ways which include: Rebuilding an army, Fortifying an army, moving an army, claiming and attacking territories The player that generated the most AP performs his actions first, break ties with a die roll Rebuilding/Adding to an army and Fortiying Territories: Rebuilding an army represents a defeated army spending time to recooparate, you may not use that army until you spend an AP rebuilding it To add to an army, you must have the points gained from a territory and then you may simply purchase that unit and have it in that army You may only Rebuild/Add when you are in a territory assigned the trait Supply Depot Fortifying a territory raises it's Defense Value(more on that later) by one, DV may not exceed 4 You may also spend all avaiable AP to create a new Scout Force that can be built up as any other force, only if you have the models to field another force of course Move: To move an army, simply nominate an area you wish to move to and then proceed with the action You may move multiple times granted you have the available AP, the cost rises consecutively though i.e. to move two spaces, you must spend 2AP and so on
The Campaign Fag !q4s5/2XIYs
Retreating and Breaking: If an attacking army loses a battle, it remains at the point from which it attacked and must be Rebuilt If a defending army loses a battle, they must move to the closest friendly area they can and must be Rebuilt next turn, if no friendly area is available, that army is destroyed and may not be used any longer An Army breaks if it was massacred in a battle(1/3rd of the army remains at the end of the battle or they lose an Apocalypse sized game) The army in question must move two spaces into friendly territory and must spend 2AP to be rebuilt Every player starts with two forces of units restricted in size to represent the start of the campaign, this small force is referred to as a Scout Force Every player starts with two Scout Forces and must be placed independtly unless they attack a territory that allows the occupation of two armies Armies change size as units are added to them, when they go over a certain points value, they are referred to as the next largest force and must abide by the following restrictions There are four sizes of forces that are used thoughout the campaign, these are: Scout(750-1000 Starts with 1HQ, 2-3 Troop Choices and may take one Heavy, Elite, and Fast choice): -No vehicles with an armor value greater than 12 -Army selections may not have more than 3 pieces of wargear i.e. Special Weapons, Grenades, and Champion upgrades
The Campaign Fag !q4s5/2XIYs
Task Force(1501-2000, may take up to 2 HQ choices, up to 6 Troop choices and up to 2 Elite and Heavy forces as well as up to 3 Fast choices): -May only take one vehicle with an armor value of 14 -No HQ unit may have more than 100pts of wargear Full Army(2001-3000+): -May not enter some territories Veterans: At the end of every battle, each unit that participated gains Veteran Points that when they exceed 10VP, gains a unique attribute from then until they go below 10VP Veteran Points are gained in the following fashion: Fought in a battle +1 Fought in a battle won +1 Fought in a battle lost -1 Massacred an army +2 Was Massacred -2
The Campaign Fag !q4s5/2XIYs
Quoted By:
Melee Veteran Honors: 1 - Feel No Pain 2 - Furious Charge 3 - CounterAttack 4 - Hit and Run 5 - Preferred Enemy 6 - Fearless Gunnery Veteran Table: 1 Night Vision/Acute Senses 2-3 Relentless 4-5 Tank Hunters 6 Fearless Fieldcraft:
The Campaign Fag !q4s5/2XIYs
Quoted By:
Territories: Every territory awards points that can be used to purchase units in armies and so long as you control that territory You may use these points freely to add to a unit or create a new unit in an army If you lose that territory you may no longer add to your army but the unit in question remains in that army until it is destroyed in a battle To capture a territory, you must spend an AP to attempt a capture If you beat it's designated Defense Value with a D3+2 roll, it is yours If you do not beat the DV, then reduce it's DV by the amount you rolled, i.e you rolled a 2 on a DV4, it now has a DV2 and must be rolled for again next turn Territories with DV0 must simply be moved on to be captured, therefore if you rolled a 4 on a DV4 territory, an enemy force can simply walk onto the territory and claim it
Anonymous
Why are you hating Necrons so, OP? Who do you think they would be able to beat with their Scout Force?
The Campaign Fag !q4s5/2XIYs
Quoted By:
Territories have 4 size categories: Small(worth 50pts), Medium, (worth 75pts), Large (Worth 100pts), Huge (worth 125pts) Territories are limited in the amount of objectives they may start with by their size A small territory may only have 1 objective on it while a Medium may have 2, a Large 3, and a Huge 4 This is to represent the importance of certain areas Objectives themselves grant a bonus to an army in the form of adding another unit to the Force Organization chart, therefore allowing them to exceed the normal force restrictions in place by the army size and codex limit The objectives, their bonuses, and the territory they should be placed on as are as followed: City(Small to Large) +1 Heavy Support or Troop selection Hive(Large to Huge) +2 Troop or +1 Heavy Support Mining Colony(Small to Large) +1 Fast Attack Supply Depot(Any) May Reinforce for 1AP instead of using all avaiable AP that turn Factory(Medium to Huge) +1Troop Choice, +1 Heavy Support, and +1 Fast Attack choice Fortress(Any) Counts as Supply Depot and this is where a player starts one of his armies, also activates a Siege Scenario when attacked(No defending army has to be present, the defending force is counted as being 2000 points plus any extra points based on how many territories the defending player has captured, if a defending army is present, the defending force counts as that army) Key Point(Any) Doubles the territories points value that it occupies and any battle resolved atop it is done so at twice the points value of the fighting forces(If the points total of the armies equals more than 3000, an apocalypse scenario is activated) Large(Durr) May hold two friendly armies, huge territories give this bonus as well
The Campaign Fag !q4s5/2XIYs
Quoted By:
When creating a map for your campaign, avoid placing too many objectives on one planet and one territory And when creating the map, always have two to three points of entry onto a planet to allow players access to them and keep the campaign going When creating your campaign map, avoid placing Fortresses within 7-9 territories within each other and avoid using the same objective(apart from Fortresses) more than 3 times If you give every territory an objective, the campaign becomes huge so it's perfectly fine having territories with no objectives A balanced campaign contains 3 planets with a total points value of 250, 2 territories with a points value of 500, 1 planet with a points value of 750 and 1 planet with a points value of 1000, don't be afraid to add satellites to planets in the form of moons to give a small bridge between planets and an excuse to add a little more objectives Avoid assigning too many territories with the size of huge but a good number of large territories is fine
The Campaign Fag !q4s5/2XIYs
I will now answer questions and clarify items if there is anyone interested in these rules!
Anonymous
Anonymous
This looks pretty cool, reminds me of the way they do it in bloodbowl
The Campaign Fag !q4s5/2XIYs
Quoted By:
>>14777405 Armies cannot start too close to each other so hopefully, you'll have gained ground enough to add to your Necron forces to contend with a larger force
When I made the campaign the player armies were I think Tau, Space Marine, Ork, Chaos, and IG
So little love for 'Crons at my FLGS meng
Anonymous
Do you have all this in a text file you could upload somewhere?
The Campaign Fag !q4s5/2XIYs
Quoted By:
>>14777475 Some bros thought so as well so I thought I'd share
And here we are
Also, excuse the grammatical errors, I suck at writing quickly
The Campaign Fag !q4s5/2XIYs
Quoted By:
>>14777493 I do!
I saved it into a notepad file I'll upload it now for you bros, how long does Pastebin save files by the way?
Anonymous
Quoted By:
>> fap > fap 40k is for 6 year olds
The Campaign Fag !q4s5/2XIYs
Anonymous
The Campaign Fag !q4s5/2XIYs
Quoted By:
>>14777608 Just give credit to this fucker:
http://zombiewaffle.deviantart.com/ Any questions? Im a bit excited about campaigns now
The Campaign Fag !q4s5/2XIYs
Quoted By:
One more bump before I just take off then Or do you guys want me to dump the 40K shit I have?
Anonymous
Quoted By:
I had a short lived thread last night asking for help with campaign stuff; looks like I should have just waited. Thank you very much, sir.
Anonymous
>>14777315 Wait, the WHOLE army combined can only take 3 pieces of wargear, or no unit may take more than 3 upgrades?
Anonymous
>>14777323 >Heroic Valor I think this one might work better if both sides choose which of their own unit performed the most admirably and have that unit gain 1D3 VP. If it was a massacre, the winner's unit gets the full 3 VP and the loser's unit only gainst 1D3 VP if it did not flee the battle (and was not destroyed).
The Campaign Fag !q4s5/2XIYs
Quoted By:
>>14777938 No unit may take more than 3 pieces of wargear
>>14777972 I don't want this to be used in every battle but your idea is cool
I want this to be used to give extra points to truly outrageous feats in a battle
Like in one game I saw played between two bros
A squad of Firewarriors held together against a squad of Terminators that deepstruck next to them for 4 turns before being destroyed
He managed to kill 2 out of the 5 Terminators as well
The Campaign Fag !q4s5/2XIYs
>>14777938 I still didn't type it out clearly I think, the second one
Anonymous
>>14778037 Thought so.
Thanks again for posting, btw.
The Campaign Fag !q4s5/2XIYs
Quoted By:
>>14778075 Naw nigga, thank you for readin this mess
Anonymous
>>14777323 Losing a battle should reduce experience. The criteria should be
1) Taking part. +1
2) Surviving +1
3) Taking and holding control points( troops) +1
4) Destroying a vehicle ( Heavy) +1 per vehicle
5) Destroying >100% of their points cost +2 ( only applicable once per game)
6) You get D4 VP per game you win as default and none for losing. Drawing is 1 each player . These can ber applied as you wish.
-1 for any unit held in reserve all game or runs off the boards edge.
-1 for being destroyed in a loss.
Running from combat is silly since it is not going to happen with some units like Nids, Space Marines or Commisar equipped Guardsmen which gives a huge advantage.
Anonymous
For my campaign I was planning on adding secret objectives for each player. If they manage to complete the objective, they get some sort of boost (be it points or such). Each army would have a score or so different objecives and each player w/ that army would draw one randomly. Objectives would include capturing/holding certain territories or killing certain enemies. Also, I wanted to includ some sort of scirmish scenario. If able, a player would be able to instigate a killteam mission to achieve a certain objective. A killteam from their army (each army would have a list of killteam units, such as Veterans/Stormtroopers for IG and Genestealers/Lictors for Tyranids) would make a tactical strike against an enemy territory. There, they would try to achieve their mission, be it kill a certain unit/character or sabatoge a certain building (like taking out an enemy's depot for a few turns).
The Campaign Fag !q4s5/2XIYs
Quoted By:
>>14778229 You're right about Crons getting fucked over again
I think they'd be the only exception to the rule then
How about for Crons, the must always be able to field a Monolith in Strike to Full Force armies?
Im not sure how to fix the issue with Eldar as I dont have much experience with them
VP does need to be refined so how about something like
+1 for taking part
+1 for the unit if it's at more than half strength
-1 if it's below half strength
Massacre(d) rules still apply and perhaps rallying or at least fixing that
Maybe +1 for MVP unit?
And as I've clarified, Heroic Valor is only used on truly outrageous feats agree'd upon by both opponents
The Campaign Fag !q4s5/2XIYs
Quoted By:
>>14778349 You can assign Key Points these things
Like say there is a battle that must be resolved over a Key Point, you could roll on a scenario chart ranging from a killteam mission to an apocalypse scenario perhaps, depending on the army sizes of course
Anonymous
>>14778349 The defending player in the killteam game would have more troops (chosen from their Troops choices), but would have to deploy them as sentries; which operate in one of 2 ways.
1) Guard: The model may not move unless it sees an enemy. It has a vision arc of 90 degrees (using vehicle-type rules for this).
2) Patrol: the unit moves 2D6" a turn while on patrol,but only on a fixed path (say, around a building or from one point to another). It has the same vision arc.
Obviously, the game would use the Night Fight rules.
I'm still working on a system for applying the damage done during these missions. If the rest of the game used your system, then most advantages would be along the lines of harming enemy DV, destroying objectives, and/or reducing the amount of points a territory provides. Repairing the damage would require the spending of action points.
The attacking Killteam would gain a BUNCH of VP for a successful mission, but would probably be killed if the mission goes bad enough; making the missions potentially very profitable but also very risky.
Anonymous
Quoted By:
>>14778438 Launching a killteam raid would require something along the lines of a starport or airfield. Having the unit try to go through enemy lines might work too, with players rolling off to see the unit was spotted. If they are spotted and are too far away from friendly territory then the players fight a Killteam game, but with the roles reversed and the discovered unit trying to escape.
The Campaign Fag !q4s5/2XIYs
>>14778438 How about assigning an Elite or Fast Attack choice the designation of killteam without the opposition knowing beforehand
So that when you do carry out a killteam scenario, that unit is sent in to do the fun stuff to gain good VP and having them become a high priority target in actual battles
AS for killteam consequences, I think the easiest thing to do would be reducing the amount of AP a player generates one turn or sabotaging vehicles by giving them a glancing or even penetrating effect at the start of a game or having an army selection suffer D3 casualties
Your idea could work but I fear it may add a lot more to a campaign, not a bad thing though and it could work well if everyone agrees to it
Anonymous
>>14778503 Lowering AP would probably be TOO good. You could killteam them into staying still and doing nothing.
I'll keep working on it.
I had another idea, randomly choose a couple of territories that start neutral. If an army moves through that territory there is a chance that they could get ambushed by something like Necrons or Daemons (provided no one is playing one of those armies). They have to fight a small battle using the ambush rules on pg268-269 of the rulebook; ambushing army played by a neutral party. This would also be a way to incorporate people that can't otherwise manage to be in the campaign or tried to sign up too late. It would allow them to play a sort of pickup game that can affect the people in the campaign.
You could also do ambushed by leaving troops in a territory (or by having them scout an unclaimed territory). To do this, take 3(ish) markers, one of which represents the unit and the rest of which are blank. If another player's army goes into the same territory, flip the piece to see if the area is empty or occupied. Then play using the Ambush rules, again.
The Campaign Fag !q4s5/2XIYs
Quoted By:
Oh yeah, I wanted to run this by some folks Would you rather play Scout size battles on 4x4 board or the default board?
Anonymous
>>14778661 This would probably work best if players can only have ONE Killteam at a time througout all of their forces. This team would start the game with some nice bling, but can only be used for ambushes and raids unless your main general is present (in my campaign players have to take a mostly baseline HQ choice to represent themselves; killing him awards a unit extra VP and such); representing the tight control your supreme commander controls over his best troops.
The Campaign Fag !q4s5/2XIYs
>>14778661 Hm, I like your pep bro but that's adding too much I think
I think it's best if you left out the neutral territories thing
The best way to organize another good campaign is speed
I'm already iffy on the killteam thing braw but if you can make it work, that'd be fantastic
Anonymous
>>14778698 M'kay, no ambushes. But I think the killteam thing would work if you used the 1 per army thing. If it fails a mission (badly), it is wiped out and you have to spend points to build a new one.
The Campaign Fag !q4s5/2XIYs
>>14778691 The idea of a main general is pretty cool but I never got it to work properly so I skipped it
However, if you could include one to be important to certain objectives, it'd be fine but again, avoid adding too much to your campaigns
Organzing a bunch of dudes for this is hard enough without adding extra tidbits
The Campaign Fag !q4s5/2XIYs
Quoted By:
>>14778723 One killteam works better and that's why I suggested you make it an elite choice
High risk for high reward and all that, y'know
Anonymous
>>14778735 Well, other than being required in an army to field the Killteam, the only other real advantages to them are that they cost zero points (but start with real shitty gear), take up no force org slot, and provide some sort of bonus to your side (extra AP to armies he joins, etc).
The map will include a few ruins, which may be explored by spending AP. You'd roll to see if you find anything (6+ for 1AP, 5+ for 2AP, etc). Stuff you'd find would include relics and sweet ass gear, like daemonblades (see codex Grey Knights) and such.
They can also get more gear by defeating enemies (they can spend VP to buy gear, that kind of thing) and can even loot enemy characters.
The only trouble would be working out how to make wierd HQs fair, like any Tyranid one, Tau Commanders (Ethereals, then?), Daemons, that kind of thing.
Remember the secrete objectives thing from earlier? A lot of them reward your main HQ with gear and abilities.
All other HQs can be rebuilt if destroyed along with the rest of your army; but the main HQ is one of a kind and special. If he looses all his wounds he may die. Or he may come back a few turns later with Straken-like bionics.
I freely admit that this concept was inspired by Dawn of War.
The Campaign Fag !q4s5/2XIYs
>>14779050 Yeah sorry man, I don't think that'd work without detracted from the main campaign too much
The campaign is focused on some tactical movement and proper placement of armies and not just steamrolling to the enemy fortress and declaring youself super awesome
I'd say slip the concept entirely but work on a simple way to use the killteam stuff
The Campaign Fag !q4s5/2XIYs
Quoted By:
>>14779097 Detracting and skip
Fuck Im tired
Anonymous
Anonymous
Killteams being either an Elite of Fast Attack choice could work. Just put some restriction on the unit, such as: 1) No model may have more than one wound (some exceptions, such as a squad upgrade nob) 2) No vehilces (if the unit has a transport they may not use it during the Raid; it draws too much attention) 3) No model may have a 2+ armour save. 4) No Unique units 5) No independent chatacters I believe that would cut out most cheasiness, such as biker nobz, terminators, lone wolves, Doom of Malanti, and half the shit in the Blood Angels book while still leaving every army with viable options. Should we ban Psykers as well?
The Campaign Fag !q4s5/2XIYs
>>14779419 I agree with this post and the banning of Psykers
Killteams are usually suicide missions, right?
Why risk an important person like a Psyker
But anyways chaps, I'm going off for a bit
If this thread is till here when I get back, i'll bump it for some discussion
If it dies, I'll remake it tomorrow or something for more stuff to work on
Seeya guys!
Anonymous
Quoted By:
>>14779530 Adios, it's been fun!
Moap
Quoted By:
Bump so I can read this before it 404's
The Campaign Fag !q4s5/2XIYs
Quoted By:
Alright I'm back Bumping this so the late night bros can read it
The Campaign Fag !q4s5/2XIYs
Quoted By:
Does everyone agree on the rules though? Is it fairly balanced apart from the VP issue?
Anonymous
Quoted By:
bump for a read