After calneage a few weeks back, I got the gaming bug again and have been thinking up some ideas to spice up our local gaming group's meets. I think a nice Map campaign is in order, this way we can gain some "overall" feel of all our little games, and have a visual representation of our progress.
I'm looking for some input on the scenarios and rewards, so let me know what you think.
This small planet is situated on a large eliptical orbit around Borlina, just off the cadian gate. believed to be an old hunting range used by the dignitaries of borlina, the planet is now overgrown and full of alien creatures, devoid of inteligent lifeforms because no smart creature would ever set foot upon its wild surface.
A transmission has been recieved from the planet, resembling the hallmarks of a space marine force in need of assistance. Greatly confused by this transmission, the grand Tsar of borlina has commisioned a recue force to locate and recover the stricken astartus.
Each game will represent the increasing presence of opposing forces, starting with small reconnaisance excursions, leading up to full scale wars.
This is a Map based campaign, with the map divided into hexagonal segments or "Sectors".
The aim of the game is to uncover secret objectives on the map, Each Sector has a corresponding envelope detailing any special rules that the segment awards the owning players. these are sealed until a player's force moves onto a new Sector.
Some sectors allow the player to modify the game rules, for example, allowing the player to seize the initiative on a 5+ instead of just a 6.
The opposing player may decline these modifications, but no map based gains can be gained by this player for winning this game, apart from moving his force onto an already owned sector.
Games 1 to 4 will determine players base camps and force locations.
Game 5 onwards is the players' choice to arrange games.
Moving around the map
Every game played gives you a "move" on the map (this is to encourage more gaming, and rewards players who game often, whilst not requiring everyone else to keep up)
If you won The game, a "move" allows your force to move 1 segement on the Map and pick up the corresponding envelope.
If you lost the game, you may only move onto an already owned sector.
You may challenge any opponent in the campaign, even if your forces are nowhere near each other. the game must be no larger than 2000 points a side however, representing transportation difficulties.
When 2 forces are in adjacent sectors, they may play a game up to 3000 points a side.
When 2 forces are on the same sector, an apocalypse game may be played.
Note these games can be played with as many players as you like, but total forces on each side must equal the game limits. (so 4 players in a 2000 point game, each player gets 1000points)
apocalypse games however, have no limits (obviously)
To steal an opponent's sector (and the corresponding bonus) a 500 point combat patrol game must be played (calneage rules) The winner of this game may steal one envelope from his opponent.
aternatively you may agree before the game to "wager a sector" effectively betting a sector (or 2) each, with the winner taking them.
Making Planetfall and Setting up Base camp
before the map is presented, players need to pair up with an opposing commander, the first 4 games are played between these same players.
Game 1: Fog of War (200pts)
The forces have made planetfall and are performing routine recon operations
Played as Battle Mission's Kill team scenario. Night fight scenario for entire game. No HQ choices allowed.
Game 2: Seize Control (200+500pts)
A patrol force has been dispatched to aid the recon team and Seize control of the area to construct a forward command post.
players take a 500 point "Combat Patrol Force" (no special characters, no vehicles with more than total armour of 33, no 2+ saves, no wounds above 2 except for swarms) FO: 0HQ, 2E, 4T 1T mandatory, 2FA, 1HS
dawn of war deployment, Seize ground mission (2 objectives) once you have seized the enemy's objective, you gain your kill team force in reserve
Winner of Game 1 may deploy 1 unit from the original kill team force within 3" of the objective once it is held, this unit counts as deep striking.
Game 3: Base Camp (200+500+300)
1st Command has made planet fall and is heading to the unfinished forward command post.
Players must add 1 HQ to their existing force and make the force up to 1000points in total (i.e they may add/change upgrades to existing units or add more units - units may not be removed)
FO: (1HQ mandatory, 3E, 6T 1T mandatory, 3FA, 3HS)
Scenario: 1 large ruin in the centre of the table (around 12"x12") represents the unfinished comand post. Winner of Game 2 sets up inside the command post excepting the HQ which must start in reserve along with any other reserves. Other player may set up anywhere on the table keeping 18" away from the command post.
Player with the most victory points inside the command post at the end of the game wins. units with less than 50% of models inside of the building are counted but have their victroy points halved, as do units who are entirely on the outside of the building but are engaged with a unit which has models inside the building.
Game 4: First Strike
Having siezed the initiative, the command post brings in fresh troops and forges ahead, clearing the surrounding areas.
Winner of Game 3 may choose an entirely new force which uses the standard FO and totals 1500 points.
Other player may only add 500 points of new units. this must make the force conform to the standard FO (i.e some players may need to add an extra troops choice)
Spearhead deployment (table quarters) Anihilation scenario
The winners of game 3 have now set up a base camp on the planet, these are now placed on the campaign map.
if a player has won game 3 and 4, their base camp is considered "Safe". enemy forces may not deploy in the segments adjacent to this camp.
if a player lost game 3, but won game 4, they may deploy "in combat" with their last opponents base camp.
These games may be played with any forces of the player's choosing any mission type or deployment is allowed, as long as the points limits
Any spearhead game allows the winning players to move 2 spaces on the map.
Any Apocalypse game gives the winning players a second "force" on the map, this starts on the same segment as your existing force.
In a Cityfight game, the losing player must move their force back a sector and lose the bonus for the segment they were last on.
If you play an army specific mission as the correct army and win, you gain a strategic asset in future apocalypse games, this must be picked before the next apocalypse game, and will remain the same every apocalypse game.
If you win an army specific mission against the corresponding army, you gain preferred enemy against that player's forces in future apocalypse games.
Looking forward to hearing some more cool ideas from anyone else. the more fun and fluffy the better.
some new models to come on both here and hive splinter borlin, i'll try to get on it tonight.
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