40K campaign

40K campaign

Hi guys.
Just an idea i am playing with:
I really want to do a campain and have put some thought into the mechanics and believe we can run a simple relaxed campain.

I was thinking of using forces of around 750 points (playing most games with a force of 500 points picked from your 750 list.
Some of the areas you will be able to fight over will grant you and your comrades certain advantages.

The reason for thinking of having such low points cost games is A: to test the princible of running a campain and B:the games will not take long to play and so should not get in the way of our normal gaming.

Let me know what you think guys and i will be in on tuesday if anyone has any ideas or wants to know more.

Thanks


Comments

I love the idea of a

I love the idea of a campaign. Have wanted to play one since I started playing 40K again. With the GT heats around the corner low points would be good so it is feasable to play a game in 30 or 40 minutes so it doesn't take time away from practise games.

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I'd like to play in the

I'd like to play in the campaign, but I've only had 3 games so far, so if you are fine with a noob joining, I'd like to :)

Likewise I'd love to get a

Likewise I'd love to get a campaign running, I did play around with running one but decided that at the moment I'm just too busy myself to get things organised for it, small games could definately work, though another alternative would be too run it with 1500pt games in such a way that with the exception of perhaps a few feature games (like say an end of campaign apoc game) and in such a way that people can use their practice tourny games as part of it - a map based campaign would probably work best.

Sounds like a great idea. As

Sounds like a great idea. As discussed this evening, I've added a new sub-forum for the campaign.

Here's a quick test to see if I could mock up an interactive campaign map for the site. It requires downloading and installing a plugin, so you probably won't be able to view it on work computers.
Clickylink

All it does at this point is react with different colour hexes as you grab the unit and move it around, but we may be able to do our week-by-week moves in private and the map would then show where everyone has moved to and give a list of who has to fight each other.

Ian

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Ian i have down loaded the

Ian i have down loaded the thing to have a look at the test map but still cant see it!!!!!!
Please help dude!!!

O.K, so last night a number of us had a chat about some ideas for the campain.
The main one i would like to point out is that we will not be running it untill after the GT.

The main things that have been provisonally agreed are mainly to do with how you can select your force.

You will be allowed 750 points total.
You will be playing most games with a 500 point force picked from your above 750.
You have to use the combat patrol rules for force selection. The only exception is that you do not have to take a H.Q choice,you can,you just dont have to!!!!!!

All games except the doubles and apoc games will be played on 4 x 4 tables.

If you want to use this campain as an excuse to start a new army there will be aditional assets or points for hitting painting deadlines etc......

Please post anything here that you would like to see in our first club campain and we will see what we can do.
Also if you know what force you are going to want to use please let me know (it will help with the fluff work).

I will have an answer on the f.o.c scenary supplied by the shop for our campain by next Friday.

subject

Tellos wrote:
Ian i have down loaded the thing to have a look at the test map but still cant see it!!!!!!
Please help dude!!!

Even after running the installer and restarting the browser? OK, don't worry too much, it was just a test to see if I could set up a map where you could drag icons around on the map and have the different hexes highlight as you drag the icon over them.
The next step would be to drop the icon on the hex you want to move to and that info would then be stored until everyone has made their moves for that week, then the GM could trigger an updated map image which would show the current positions of everyone's forces, and hopefully even a web page that would list everyone who has forces on the same tile.

The plugin is still in beta, so again don't worry as it'll be a full release by the time of the GT with a much smoother install process - no need to even restart the browser. It may also be possible to have a regular form that each person can fill in on the website and the map image gets updated automatically, in case they need access from computers where plugins can't be installed. It might also be easier to do the whole thing with pen-and-paper. ;-)

Tellos wrote:
The main one i would like to point out is that we will not be running it untill after the GT.

Good to know.

Tellos wrote:
You will be allowed 750 points total.
You will be playing most games with a 500 point force picked from your above 750.

To make sure I've got this clear in my head - each person has:
A single 'banner/icon' that they move around the map?
Two banners they move around the map, either of which is 500pts chosen at the time of battle?
Multiple banners, each of which has a 750 list?

From what I remember from last night you were talking about people having multiple banners on the map, with the potential to gang up more than one of your banners on a tile. Or was that multiple players ganging up together?

Tellos wrote:
If you want to use this campain as an excuse to start a new army there will be aditional assets or points for hitting painting deadlines etc......

It may be a good excuse to paint up some more of my Plague Marine force...

Tellos wrote:
Please post anything here that you would like to see in our first club campain and we will see what we can do

Assorted game mechanics ideas, including ones you said last night:

  • Spaceports allow you to move to anywhere on the map/Spaceports allow you to move to any other spaceport on the map.

  • Controlling Manufacturium tiles gives you some automated guns a la Planetstrike but less powerful.

  • Other tiles that give you bonuses for controlling them, such as power generation, fortifications, cities.

  • Tiles that give benefits to certain armies/troop types when fighting there, such as jungles for Catachans and warp-rifts for Daemons/Chaos.

  • Roads/rivers/maglev/monorail tracks for faster movement?

  • Publicly viewable map of everyone's current positions, but everyone submits their moves 'blind' so one player can't wait for other players to move before deciding where to go (unless they get a special rule from something).

Assorted questions:

  • Roughly how many tiles do we want the map to be and how many banners/army markers per player? The shop has a hex map in greys, reds and browns but the hexes are quite small so there are hundreds of hexes. I also have the old cardboard Mighty Empires tiles which are about 60mm across. Do we want to buy and paint a Planetary Empires set as a club?

  • Related to that, how far do banners/armies move in a turn? One tile a turn would be the easiest, but we might also want to increase it for armies which are all mounted/bikes/fast-moving (with a bump in their points cost).

  • Weekly turns?

  • Are we trying to take and hold territory, beat each other up or some other kind of objective? Different objectives based on army?

Ian

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My two pence... I really

My two pence...

I really enjoyed the games last night... 500 points without restrictions meant that there were some quirky, yet unbalanced armies and it all proved great fun.

I am keen to take part in this but am going to focus on playing the 1500 point games until the GT in November.

Good work Craig!

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Feedback!

Awesome, sounds good.

My feedback would be that whilst we allow players to gang up and ally, we do so only within the boundaries of the fluff. I don't want to see any Chaos/Imperial alliances! I think the old old combat patrol rules had an alliance table in them, distrusted allies getting a -1 to leadership etc.

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Chaos/Imperial allies

Chaos/Imperial allies wouldn't necessarily be unfluffy....corrupted guard anyone :)

Yeah there is an allies chart somewhere isn't there? Am thinking Apocalypse book off the top of my head which has an allies chart in there. Maybe use that for guidelines?

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There is an allies chart for

There is an allies chart for the Doubles tournament rules if not in apoc and I'd agree with using that - however I too quite like the idea that Imperial Players *could* be corrupted (or rather go corrupted), as a campaign it might be fun to introduce something to go alongside such occurances though, a table which gives you a benefit and a drawback so for example Nurgle takes a liking to you the benefit +1 Toughness on models in the army, the drawback -1" movement to all moves (note just an example not really thought through)

slow and purposeful would be

slow and purposeful would be a better rule there rob - of course, any imperial players that did get corrupted would have to face the wrath of the inquisition!

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Some great thoughts and

Some great thoughts and questions there gents.

I agree that whos side you will play on has to fit the fluff. However the idea of some imperial armys falling to chaos sounds great and really adds flavour to the armys playing as they will all build their own historys.

O.K heres a rough idea of the fluff and direction i am thinking of going with this,please let me know how to improve it or if there is anything you would rather see.

Both sides will start the game with an equil number of tiles in their possesion. There will be no "free" tiles on the board. (this will represent both armys beach heads are established at the begining of the campain and battle lines have only just been diffiened as the campain starts as both forces make contact with each other).

There will be a coloured flag in every tile of the board to represent which force (and by force i mean the collected armys of the good guys or the bad guys) owns that area.

Each player will then pick a start tile on their side of the map from which to launch there "push". You will only be able to move one tile at a time (there will be certain tiles that will change this movement i.e the aquilla landing pad,warp portals etc.....).
To move to a new tile you must face any of the oposing team, opoinent chosen by the G.M. Dont worry opposing team this is a difencesive action and will not stop your own progress from your own tiles for your agresive actions.

I expect that is as clear as mud,sorry!!!!!!!

O.K ruf fluff idea: You will be fighting on an extremly old and lost to the warp for milenia agri ship. This ship (name to be chosen by you guys) is huge. kind of become a space hulk,you get the idea!!!!

Upon this ship is an S.T.C (a very powerfull one) It is basically a terraforming machine.
It is active and will have adverse affects on your battle feilds i.e "heavy gravity" roll 2 d6 and pick the highest for moving. "Etenal darkness" -1 to ballistic skill unless you have search lights or acute senses etc.....
Also going the other way "light gravity" every unit has fleet and units with fleet get to fleet twice!!!!!!!!
These "effects will be built into an additional table you will roll on at the begining of the game,roll a d6 and see what advise effects you will possibly suffer,dont worry i aim to keep a 5 and 6 as standard rules no effects on game.

The S.T.C will be located on 3 tiles on the map (the G.M will be the only one to know which). At the end of the campain i will reveal who has the most of these and that side will become the victor. I hope this will encorage both pushes to tiles that provide advantages and tiles that may seem empty but could be oh so valuable.

But dont forget this is a space hulk so expect random packs of genestellers,the odd lictor and roving bands of ork boys to show up played ny our own staff members Niel and Andy,who knows who they will attack!!!!!

Let me know what you think guys.
Its great to have you all interested.
The 500 point games we played the other day seamed like great fun and this could be a great wind down after all the G.T play.
Any ideas on what you want to take yet as this will help with the fluff (please also think about a background for your force and how you would like their story to progress and i will see how we can fit it into the fluff).

Just read what i have

Just read what i have written and wanted to clarify a few things and add some bits i forgot.

I have some new ideas on deployment for 4x4 tables i can show you these next tuesday, these are there to challange us as they could possibly change the pacing of the game.

Also by random packs of genestellers and roving orks i was thinking of them turning up from out flank or deployment zone randomly whilst you are playing someone else,dont worry this wont happen in every game.(let me know what you think) They could also deep strike!!!!!!

The random battlefield

The random battlefield effects, rather then have them for every game regardless (which might get a little tiresome after a while), how about a table (maybe 2D6) where the majority of results are infact just a normal battlefield (say 2-7), while each other result has a progressively more game changing effect, assuming that part of the goal of the campaign is too capture the STC (presumeably hidden?) you could add modifiers to the roll as you get closer to the tile with the device on that would add an element of detective work for each 'team' as they try to figure out where the analmolies are most common.

You could also build the encounters with Orks & Genestealers with such a roll, with for example an encouter occuring on the roll of a double.

Rob,i think you are right

Rob,i think you are right with respect to the random effects on 2d6 as opossed to 1 d6.
The genesteeler,orks idea is really there to get the staff members involved and so really could only happen when they are present,however if people are happy with me,the G.M taking charge of them then we could do something with the doubles etc.....
As for the detective work, that is something i believed we discussed on tuesday (i could be wrong). keen to add this element to the campain,we will need to find an easy way of oing this as i am really keen not to let this campain bog down in to many rules. I think we should discuss this detective theory on tuesday and see if we can sort something simple and effective.

Thanks again for your input Rob

I suggest that you get an

I suggest that you get an odd effect every time you roll a double on 2d6. So double 1 = effect X (very bad), double 6 = effect z (very good) and so on for the numbers between.

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Craig, some thoughts on

Craig, some thoughts on rewards for those who are painting up new armies as they get them finished, so as too keep the games balanced without penalising those who are not building new armies for the campaign how about for every 150pts of new models painted the player can add 50pts to their full roster, does'nt effect how many points you bring to the field, only gives you some new options in what you field. 50pts alone is of course insignificant, but if you paint the complete 750pts it'll give you a full extra 250pts to play with, it adds up.

Rob. Great idea,we actually

Rob. Great idea,we actually discussed this very idea on tuesday and thought it was a good one.

lol I hope its not a case

lol I hope its not a case that I'm in discussions, forgetting them, and having a little recal lol, my head hurts!

Rob. Just checked your

Rob. Just checked your site,thank you very much buddy for belial,he is gonna look great.

Rob, that sounds like a

Rob, that sounds like a great idea - not over-powering like extra points on the table would be, but a definite advantage in the long-term.

Ian

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Hi guys. Just an

Hi guys.
Just an update,firstly the random effects table is nearly finished and is as follows:

Result Effect
2-7 Normal game no ill effects.
8 Low gravity, this means that all units in play without fleet of foot get this special rule and all units that have this special rule already get to fleet twice!!!!
9 High gravity, all units become slow and perposfull. All units that have the fleet special rule move at standard infantry rates instead. (this will include jump infantry aswell).
10 Eternal darkness,all units suffer -1 to ballistic skill unless they have acute senses or search lights.
11 Free space for ideas
12 Free space for ideas

The 2 above "free space for ideas areas" are available for discussion and for us all to decide on so please post your ideas here.
On any role of a double i will be apearing by outflank in your games with a few genesteelers or the odd lictor and i can contest your objectives with these!!!!!!! So watch out!!!!!

Next i am asking for help from someone who can take my hand written,miss spelled giberish and type it up and add some cool 40k pictures and starmaps to it to add flavour. I need help with this as i am planning on making a campain pack for all players involved which will include rules and fluff etc.... This should only be about 8 pages long so hopefully not to much for someone to type!!!!!
I have had another discussion with Andy in the shop today and i have been informed we have two sets of tiles for planetary empires we can use supplied by the shop for us to paint and use.
I have also been informed by him that we are looking at between 2 and 4 new players to hopefully use this as an introduction to our club.

One last point, i have been approched by someone who would like to bring a guard list with one unit of sternguard marines to play as a death watch kill team,now as far as i am concerned this is o.k because i want the campain to be more about fun small gamesand fluff and an absolute break from anything G.T!!!!!!
(after the G.T of corse)
With this in mind i want to know how people will feel about this,we could take this a bit further and allow the use of 4th edition viechle design rules as long as the viechle created does not break the combat patrol rules and they have to be wysiwyg.

Thanks for taking the time to read through my latest rant about the campain i just feel it is really important that you guys know i will follow this idea through and we are looking at a start date for it of around January the 3rd. This will give us time to sort out the shop scenary supplied that we can build and paint.

Nice! Some thoughts on the

Nice!

Some thoughts on the table, Low Gravity sounds good, having two fleet moves could be overpowering though, imagine Tyranids which then move well rather fast! Perhaps an alternative which would give already fleeting units a benefit would be to roll 2D6 for their fleet move picking the highest?

With regards to the Deathwatch, I would'nt have a problem with that, but why not simply use the actual Deathwatch rules? They were in a WD though I cant remember which off the top of my head.

I am happy win allies as

I am happy win allies as long as they are fluffy. Ig with space marines or chaos and irks. Maybe use the apocolypse allies chart fir guidance. I like the game conditions.

Will think of some other game conditions for 11 and 12

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I understand where you are

I understand where you are coming from Rob. What i am trying to do is break the normal pacing of a 40k game in order to shake things up and make for some strange games out of our normal confort zone. You are probubly right that that double fleet with nids is scary!!!!!!!!!!! Maybe the 2 d6 and pick the highest is a good idea dude and its the kind of feedback i am after. The deathwatch kill team rules from a white dwarf is the correct way to go aswell i would say mate. I will let they guy know (its one of andys friends who normally plays at rygas).

Any ideas on the extra two random results free slots?????? (maybe something to do with rending)

As for assets
Refinary= re rolls on failed wounds with template weapons.
Landing pad= 1 unit without deepstrike will gain the deep strike special rule.
Manufatory=d3 bs2 automated autogun turrets.
Temple=+1 to leadership to a maximum of 10

Thanks for the thoughts

Thanks for the thoughts Dodge. I think allies should be allowed but maybe the way to do it would be if everyone submitted thier army lists to me with an idea of where thier fluff has come from and as long as it fits and isnt over powered i reakon most things could be a goer.
My idea for this campain is to give everyone the chance to play games and build an army history using thier imagination,i hope that we can all avoid building an all concouring list like we try to do in our 1500 point games and treat the campain as building blocks for our own small fluffy armys!!!!!
For example if someone wanted to run a techmarine dreadnought with a thunder fire cannon for a weapon and pay the points for it,should we stop them???? i think as long as we can see army lists before people get building them and all agree on them then would that be a problem.
(i am just trying to gauge responces to questions i have recieved at the club and value all your opinions).

Agreed that it should be

Agreed that it should be making for some fun out of hte ordinary games, I think it's just important to make sure none of the special rules favours anyone too much otherwise the games risk becoming very one sided and the less fun for it.

Manufatory=d3 bs2 automated autogun turrets, an autogun seems a bit puny, how about an autocannon, at BS2 it's not going to cause too many hits, but it becomes a threat to infantry and vehicles - plus I've got loads spare, sounds like a fun conversion! ;)

!

Tellos wrote:

For example if someone wanted to run a techmarine dreadnought with a thunder fire cannon for a weapon and pay the points for it,should we stop them????

yeah, because you can't have a dread in combat patrol! i actually think we should kick the combat patrol ruled to the curb and just run 500 point armies...

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Thanks for the spot Rob, i

Thanks for the spot Rob, i did mean auto cannons!!!!!

Tim, i would have no problem dropping the combet patrol rules as long as its the general feeling from all who are going to play. It would be nice to get these things finalised so i can finish the campain pack.

I did wonder lol ;) I've no

I did wonder lol ;)

I've no problem either way, I mean if someone where to take say a Landraider, well that is half their points gone in one model for standard campaign games not to mention a third of their total roster and they'd still have to fit in two troops and a hq if we're going with standard force org.

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