by Baragash » Thu May 21, 2009 5:41 pm
Baragash wrote:I tried and tested this system several times over the years at Vets Night when I was a Red Shirt, amongst my friends and also at my local club. The idea is to give the feel of a map campaign, without bringing in all the high levels of resource management that often comes with it.Why this system is good: it doesn't require a map, although you may draw one just for flavour no resource auditing book-keeping limited to maintaining a league table for each territory players are free to use whatever parts of their collection they have, and expand them as the campaign progresses, or not as they choose caters for all types of players: WAAC players can cheesefest if they like, fluff players can agree special scenarios and have a narrative going, and the two types of players can avoid each other and still have a good time avoids artificial restrictions, which often don't have the same effect on all armies in terms of balance it isn't held up by players not playing their games by a required datethe more structured stuff with resource points etc you are discussing require very dedicated participants, and a lot of book-keeping which (in my opinion) doesn't repay you in terms of the time and effort needed to carry it out. It really only provides an extra facet of enjoyment to people who enjoy resource management, if your prime motive is to get a group of players having a friendly competition, I think you'll get more out of it using my suggestion above as an outline.The PlayersThis can be played as individuals or teams, although it is better played as teams. If playing teams, try to balance them by spreading the most regular players across the teams.Basic Rules(1) Set-upCreate a map, or a list of Territories to fight over. There is no hard and fast rule for the number, you need to take into account how many players are playing, and how often games are played. I would say 3 is a good base for 4 players, playing once or twice a week.Each player/team is considered to be present in each Territory of the map.(2) Passage Of TimeTime should be divided into set units. I have always used 1 real life week = 1 Campaign Turn, although this should be set based on how regularly people meet to play.(3) Playing GamesPlayers are free to arrange a game with any opponent. Points, scenarios, inclusion of IA, in fact anything, is mutually agreed between the players. Even the system can be mutually agreed, so Epic, 40k, Aeronautica, Combat Patrol, Kill Team etc are all viable. If Battlefleet Gothic is to be included, you should designate a "Space" Territory for the campaign.Players should roll-off before the game, the winner of the dice roll chooses which Territory the game is played in.Players are free to play as many games per Campaign Turn as they like.(4) Game Results5 Territory Points per win2 Territory Points per draw-3 Territory Points per lossmultiplied by points value of the game divided by 1000 (eg 1500pts = 1.5)This makes bigger engagements more decisive. The negative score for losing is included to stop players/teams spamming games to add points, it ensures they also have to be successful.(5) Controlling TerritoryThe player/team with the most Territory Points in a Territory is in control of it, as long as they have played at least 3 games in that Territory. Control of Territory is determined at the end of each Campaign turn.(6) Time LimitIt is suggested you set an end date for the campaign at the start. I have found 8-10 weeks is a good length.(7) Victory!There are two ways to decide the Winner, obviously this must be decided at the start: A player/team scores 1 Campaign Point at the end of each Campaign Turn for each Territory they control. The player/team with the most Campaign Points at the end is declared the Winner. The player/team controlling the most Territories at the end of the Campaign is declared the Winner.(8) NewsletterPlayers really like having a newsletter e-mailed round and available to read at meets, showing players the position at the end of each Campaign Turn, and outlining any special rules/events for the following week. Encourage people to write fluff/battle reports as stories to include.AppendicesAppendices are numbered per the section of the Basic Rules they are related to.(1.1) Each player/team could be assigned a Territory as their Capital. That player/team is already considered to control that Territory at the start of the game, and already has Territory Points scored in that Territory (I find 25 is a good number) to represent having a stronger grip on it.(3.1) You may wish to theme the terrain for each Territory.(3.2) You may consider having a Challenge rule. If playing as individuals, allow each player to issue a Challenge once every 3 Campaign Turns. If playing as teams, allow each team to issue a Challenge once per Campaign Turn, but the same player cannot issue it two Campaign Turns in a row.(3.3) Players don't have to use the same Codex for the whole Campaign, although thematically it's better.(3.4) You could Limit the points each week, raising it slowly, if people are collecting armies for the Campaign, or you want to represent the war escalating, this could also be applied to FOC limitsHave a particular list of scenarios for some weeks, because the choices are relevant to what has happened in previous weeks(3.5) In one campaign I had 4 players playing a Necromunda Campaign in a Hive alongside the 40k campaign, with 2 players representing a Cult trying to overthrow the planetary government, counting this internal Hive struggle as one area.(3.6) Although this system gives the players a huge amount of freedom for their games, there is no reason the GM/organizer shouldn’t throw particular scenarios in whenever they feel is appropriate to drive any story element that has been included.(4.1) I have in some campaigns allowed each team to play a "Covert Ops" joker every now and then, where they get to nominate a special mission (eg Sabotage) and score double Territory Points if they win.(5.1) You can associate a very small bonus with each TerritoryegImperial Highway - allows the controlling player to re-roll a single failed reserve roll for a non-DSing unit once per game.Spaceport - allows the controlling player to re-roll a single failed reserve roll for a DSing unit once per game.Tank Manafactorum - ignore the first immobilised result the controlling player suffers in the gameSpace - One IC gains the Orbital Bombardment rule as per a SM Chapter Master(6.1) I would recommend that the last week is a bit crazy. In the last week of the Campaign, all games are worth triple Territory Points (this usually means most players/teams have something to play for, consider an Apocalypse battle as a big finish, but don't score triple Territory Points as the multiplier will be high enough). If playing teams, and it's possible, an Apocalypse battle for each Territory is a great way to finish.
by killmaimburn » Thu May 21, 2009 7:39 pm
Baragash wrote:[list][*] it doesn't require a map, although you may draw one just for flavour(1) Set-upCreate a map, or a list of Territories to fight over. There is no hard and fast rule for the number, Each player/team is considered to be present in each Territory of the map.
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
by Baragash » Thu May 21, 2009 7:59 pm
by Angelwing » Thu May 21, 2009 10:00 pm
by mattjgilbert » Fri May 22, 2009 8:46 am
by Baragash » Fri May 22, 2009 8:57 am
by estarriol » Fri May 22, 2009 10:32 am
by Ben » Mon Sep 14, 2009 9:02 pm
by Baragash » Tue Sep 22, 2009 9:51 am
Ben wrote:Has anyone used this for a while and have feedback?Just wondering if the AAR is giving some lessons learned. Thanks in advance.
by Ben » Tue Sep 22, 2009 1:18 pm
by killmaimburn » Tue Sep 22, 2009 1:43 pm
by Baragash » Tue Sep 22, 2009 1:57 pm
by Socaddict » Tue Sep 22, 2009 2:09 pm
by timewizard » Tue Sep 22, 2009 2:27 pm
by Ben » Tue Sep 22, 2009 2:45 pm
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