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Thursday, 20 February 2014

The Campaign - The Plan - The battle

This was in the first White Dwarf I read, and wow it inspired me haha. Also im hoping for a situation like this in the campaign. 2 average Joes fighting to the death. Lets hope...
Ok so my friends and I have all been gathering up forces for a while. These forces have been made with an emphasis on casual game play and using imagination and so forth.

So for about 3 months I have been planning to run a Campaign in which our armies will clash on the battlefield. However this isnt your normal style campaign at all. Its quite different in the terms of how your list works and what you can do during the battle.



The Set Up

So the first part of the campaign is getting the 2 teams together. I ended up fighting along side the malaal chaos forces (grrrr, if anyone asks we where not present during the battle...) against the Eldar craft world, necron hunting Space Marines and some Dark Angels. My team being the attackers, whilst the enemy team are defending.

Each Side has 16,000 points each! To split between the players as each team sees fit. My team got 8K points each. As I am running as Game master (there will be many RPG elements to the game) all the lists will be sent into me before the game starts. So the list must contain 3 HQ units, a 1st-3rd in command. Every unit must have a named leader or named unit (for ease of keeping track). No flyers or super heavies allowed (to even the playing field). All players roll their dice and keep them for things such as Powers, Warlord traits and special abilities. These are kept for the whole game.

The Game

I really hope my Rough Riders do well this campaign, I have many employed as small tank hunting teams. 
Each game is taken using a part of your large list that the players see fit using the rules below. 

The map is in full control of the defenders, the first many battles are to be fought by the attackers choosing so the defenders must defend for a few turns before retaliating. For battles over 1000 points at least 1 HQ per side has to be taken. There is no Force Organisation chart and you are free to take as you and your team please. There is no limits on anything, for example I can deploy a squad with 1 or 2 guardsmen (to fill in points or due to losses from previous games) and so forth. 

When a battle is won the side that won takes the section of the map. There are no rewards yet but as Game master I will work out if its needed and so forth. The units lost during a battle are lost permanently. The 3 HQs get to die 3 times before dying forever. 

For use as upgrades for units we are using the following:



Experience charts

Only the strong will prevail and succeed. 

HQ Casualty

Should the HQ be removed as a casualty in a battle then, at the end of the game roll a D6 on the Character Wound table to see how the character is affected for future battles. The result applies to the next battle the HQ participates in.

D6 Injury Sustained
1 = Serious Wound: Starts game with 1 Wound and roll on the table below.
2-4 = Wounded: Starts game with 1 Wound.
5-6 = Concussed: Can be used next game as normal.

D6 Damage Result
1 = -2 Initiative
2 = -1 WS
3 = -1 BS
4 = -1 Leadership
5 = -1 Strength
6 = -1 Toughness


Unit Experience

At the end of each game, nominate a unit in your army that you believe performed well, deserves a medal or has the eye of the gods upon it (this cannot be one of your commanders). This unit must not have been wiped out at the end of the game. Choose an appropriate table and roll to see what ability the unit gains. The winner may nominate two such units, and the loser one. If the game was a draw, both players nominate one. Units benefit from veteran abilities for the rest of the campaign. It is possible for a unit to gain multiple abilities, however, once a table is chosen, that unit can only roll on that table. Note that if a unit rolls for additional abilities, roll again for any result already earned (in other words if you roll a 5 on Fieldcraft, that unit will roll again on any future rolls of 5). If a unit with a veteran ability ends a below half strength or having fled the battle, it loses one veteran ability. If it ends the game wiped out, it will instead lose two.

D6..............Fieldcraft
1.................Infiltrate
2.................Move Through Cover or Skilled Rider
3.................Stealth
4.................Scouts
5.................Fleet
6.................Fearless

D6..............Melee
1.................Feel No Pain
2.................Furious Charge
3.................Counter-attack
4.................Hit & Run
5.................Preferred Enemy
6.................Fearless

D6..............Gunnery
1.................Night Vision
2, 3..............Relentless
4, 5..............Tank Hunters
6.................Fearless

D6..............Vehicle Crew
1.................+1 BS
2, 3..............Can re-roll dangerous terrain tests
4, 5..............Ignore Crew Shaken results
6.................+1 AV all facings (max 14)

HQ Experience

Commander upgrades. Keep note of the number of models the Commander personally kills (you may want to treat the Commander's attacks as its own Wound pool). If the Commander is alive at the end of the game, roll 2D6 and add on to the result the number of models. Your Commander gains the corresponding upgrade for the rest of the campaign. Note that if your Commander dies in a later game, one upgrade (randomly chosen) is lost.

2D6+Kills.............Upgrade
2-4.........................Nothing
5............................Sure-footed: Your Commander gains the [i]Fleet[/i] special rule.
6............................Hunt from the Shadows: Your Commander gains the [i]Stealth[/i] special rule.
7-8*.......................Experienced Fighter: Your Commander gains either +1 Weapon Skill or +1 Ballistic Skill
9*...........................Souped-up Weaponry: One of your Commander's ranged weapons (note it down) gains +1 Strength.
10*.........................Quick Thinking: Your Commander gains +1 Initiative.
11*.........................Heroic Reputation: Your Commander gains +1 Leadership.
12*.........................Resilient: Your Commander gains +1 Wound.
13*.........................Hardened warrior: Your Commander gains either +1 Strength, +1 Toughness or +1 Attack (choose one).
14+.........................Battle Experience: Your Commander gains one of the following special rules (your choice): Adamantium Will, Armourbane, Blind, Counter Attack, Crusader, Eternal Warrior, Fear, Fearless, Feel No Pain, Fleet, Fleshbane, Furious Charge, Hammer of Wrath, Hatred, Hit & Run, It Will Not Die, Monster Hunter, Move Through Cover, Night Vision, Preferred Enemy (Everything!), Rage, Rampage, Relentless, Shred, Shrouded, Skilled Rider, Stealth, Strikedown, Stubborn, Tank Hunter.


Upgrades marked with an * may be gained a maximum of twice. All others can only be gained once. If you already have one of the * upgrades twice, have rolled an upgrade that can only be taken once, a characteristic reached 10, or your Commander already has that special rule standard, roll again.

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So units and HQs will get better as they survive more battles. We plan on doing this and treating it as a roleplay and playing it on and off for a while. I will cover the battles and results as they happen. The battles will be small for the first battles (as we all know we will suffer more, realizing how important it is to try limit losses) and from there the battles will get bigger. We will try keep it fluffy, for example I have allowed my friend to set up goals for his Malaal Lord to turn into a Demon Prince and so forth. 

So I think I covered everything needed to play this version and its something I havent seen done before so it should be interesting. I just used this basic as map: Here 

If anyone has any ideas let me know. So it will be a war of attrition when it comes down to it but I am up against some cunning enemies. Notably most of our armies are very cool. For example the Malaal Marines can be seen here and they look great (as they have been painted up since then). The marines player has a cool 30k army he got from wargames discount, and the dark angels player has yet to display his forces. Oh and of course (and I love to show off my army, its unhealthy) my forces will be present. The Praetorians shall taste blood for the first time. 

Im looking very forward to this and although the new Codex wont be out by then but oh well. Good things take their time. 

Anyways expect in the next few weeks for the skirmish battles to begin... 

I also have some kroot that just got painted:




They are the first Mercenaries that will fight along side my men hopefully in the campaign. Painted in a desert theme they should prove well as scouts and hard hitters. Im using the old Tau rules for them as I like them better.  






2 comments:

  1. Jealous, I have wanted to do a campaign forever.

    I think you may have said it, but will each battle have point limits, or will each side be able to commit as much forces as they see fit (to a limit of course)? So one side deploys 1000pts, while another deploys 1500pts.

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    Replies
    1. Yes you are correct, there is no minimum, only a maximum. So if my team has only 200 points left combined to fight 3000 points (an extreme example) then the sides will be un even.

      It makes people be careful with how the use their men as they will always need reserves to avoid being outnumbered.

      I have been planning and arranging this for months so my hopes are high! Definately something I think all players should do.

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