Stand to attention, dust off those Bolters and re-fill the cheese tanks on your Wave Serpent, it's campaign time!
As part of my hobby goals for the coming year, I was wanting to run a 40k map-based campaign. I have run a couple of these in the past, the first was the old Vogen cityfight campaign from the pages of White Dwarf, the second was a slightly smaller version of the campaign I am currently going to describe. We never got to finish this campaign due to problems with gaming space and time constraints, so I was keen to see if I could run it again.
As part of my hobby goals for the coming year, I was wanting to run a 40k map-based campaign. I have run a couple of these in the past, the first was the old Vogen cityfight campaign from the pages of White Dwarf, the second was a slightly smaller version of the campaign I am currently going to describe. We never got to finish this campaign due to problems with gaming space and time constraints, so I was keen to see if I could run it again.
I advertised the campaign at Dundee Wargames club and got a fantastic response from the guys there with 14 players signing up to take part (no doubt due to my constant pestering). This was way more than I was expecting, so I had to modify things slightly to fit with so many players. My campaign rules were based on the Planetary Empires campaign book, as well as some modified rules I had found online from "The Siege of Exodus Prime" (apologies to the creator of this campaign, I could not find the original source to credit them). The map was a modified version of the one found here.
What was a bit different about this campaign for me was that this time I would be active as a campaign overlord (essentially a Dungeon Master), so I would be fighting battles in the campaign, but could not actually win it. By doing this, I will be able to give the players secret objectives to achieve during the campaign and come up with some unusual scenarios for them without any bias as I would not have a direct stake in winning.
The rules for the campaign were as follows:
The Medusa IV Campaign
Medusa
IV was your standard Imperial world, raising tithes for the Imperium and
supplying able bodied men to bolster the ranks of the Imperial Guard. All that
changed when the Ork rok emerged from the warp. On their way to a distant
Waaagh, the gargantuan vessel crashed out of the warp and headed straight for
the planet. The planetary defence batteries opened fire on the approaching
vessel, splintering it into dozens of fragments. Though the bulk of the
invading army was annihilated in the vacuum of space, enough fragments reached
the planet’s surface to cause chaos.
After
a decade of brutal fighting, the planetary defence forces, with the aid of
their Astartes allies had come close to wiping out the Ork menace from the
planet. The surviving greenskins had been force back to the embattled
Kharisyian sector. As they prepared to deliver the decisive blow, the planet
was suddenly invaded for a second time. Sinister forces appeared, each with
their own agenda to once again sow havoc on the inhabitants of Medusa…….
The Campaign
The
map attached shows the dispensation of the various forces in the Kharisyian
sector.
Each
campaign turn (approx. 1 month) will be split into two phases; The Resource
Phase and the Battle Phase.
The Resource Phase:
Each
campaign turn you will gain resource points from the territories you occupy and
must pay for upkeep of your existing territories and buildings. Every two weeks,
each player will receive 3D6 resource points (RP) plus an additional 1D6
resource points for each territory you control (I will roll for each player and
inform you of your totals at the end of the month).
In
order to maintain upkeep on your territory, you must pay 1 resource point for
each hexagon you control and 2 resource points for each structure that you
control. If you do not have enough points to maintain your territory, you will
lose any excess tiles/territory. Any leftover points can be saved or spent how
you wish; building new structures, bribing minor realms to fight for you, etc,
if you have any ideas on how to spend your points, let me know.
The
cost to build new structures are as follows:
Power
Station- 30 RP
Shield
Generator- 30 RP
Manufactorum-
40 RP
Command
Bastion- 20 RP
Spaceport-
50 RP
Defence
lines- 30 RP
Only
one new structure can be built each campaign turn.
Battle Phase
During
the battle phase, you can send your armies forth to capture new territory in an
attempt to carry out your noble/nefarious schemes.
Every
two weeks, you may attempt to capture a new map location. In order to do this,
select a tile that you wish to attack and fight a battle.
Every
two weeks, each player may choose one tile to try and capture. The player
currently controlling the most territories/tiles will get to choose which tile
to attack first, followed by the player who has the second most tiles, etc.
until all players that wish to attack have chosen a tile.
If
two players choose to attack the same empty tile then they will fight one
another. If both players choose to attack a tile occupied by a third player at
the same time, the attacking player with the most tiles will get to attack that
spot. The attacking player with fewer tiles will need to choose a new location
to attack.
I
have chosen to arrange battles every two weeks to give people time to play all
their required games (if you attack an opponent’s tile and are yourself attacked,
you will need two club sessions to get your games played). Obviously things are
going to get complex as the campaign progresses and I may ask you to alter your
moves so that each player is only attacked once per turn. For example, one
player may end up being attacked 4 times in one campaign turn. It would be
unfair to expect them to have to get all these battles played in one month.
Fighting a Battle
If the tile you select to capture is blank
(has no opposing army symbol) then you may fight any opponent you wish (the
enemy force will represent a scouting or raiding party in the area). This is to
allow you to fight any opponent you wish, it does not have to be someone
already in the campaign and will allow you to capture territories each week if
you wish.
If
the tile you wish to attack contains the flag of an opposing force, you must
fight that player in order to gain control of the tile.
The
battle can be of any point size you and your opponent agree on, and can be any
type of battle you wish to fight (standard game, maelstrom of war, cityfight,
planetstrike, etc).
Battle Bonuses
You
may receive bonuses based on your control of the map:
1. Compare
the number of tiles that you and your opponent currently possess. The player
will the least number of tiles gets a 50 pt bonus for each additional tile that
their opponent possesses. E.g. Player A controls 4 tiles and attacks Player B
who controls 2 tiles. Player B will receive an extra 100 pts bonus for the
battle. This represents larger armies having to stretch their forces to control
a larger area. This bonus only applies when attacking other players, attacking
a scouting party gives no bonuses.
2. Manufactoms
that are controlled by the player also give bonuses to the army total.
Extra
bonus points may be spent on adding to your force from your own army or may be
spent on an allied contingent (if you have enough points and models, etc.)
Players
may wish to only apply the points difference between the two forces for
battles: e.g. Player A controls 5 extra territories than Player B, so player B
would get an extra 250 pts. However, Player A also controls enough
Manufactorums to gain an extra 100 pts bonus. They decide to play a 1500 pts
game and player B gets an extra 150pts to spend (250 tile bonus-100
manufactorum bonus).
This
is intended to give players with fewer tiles and resources a chance against
opponents who have more territory.
Determining Victory
If
the attacking force won the battle, they must roll 2D6 in front of their
opponent to see if they were able to capture the territory. You must roll equal
to or more than the result listed below to see if you are successful in
capturing the tile.
How
easy a tile is to capture depends on its location and how easy it is to defend:
Tile Location
|
2D6 roll
required.
|
Tile
is adjacent to one of your existing tiles.
|
3+
|
Tile
is not adjacent to one of your existing tiles
|
7+
|
Modifiers
|
|
Tile
is in river or forest or has defence lines
|
-1
|
Tile
has a shield generator
|
-Modifier (see below)
|
Crushing
Victory was scored
|
+2
|
Tile
is in mountains or has a spaceport
|
-2
|
Attempting
to capture more than one territory per campaign round
|
-1 for each additional
|
For
example, a player is attempting to capture his second territory of the campaign
turn. The tile adjacent to one of his existing tiles, but is in a forested
area. He would need to roll 5+ on 2D6 to capture the tile (3+ for an adjacent
tile, -1 for capturing his 2nd tile of the campaign turn, -1 for a
forest tile).
A
crushing victory is one where you have satisfied one of the following
conditions:
·
Tabling- You have completely destroyed the
enemy army.
·
Punishing Foothold- In an objective based
game, you control at least 4 objectives and your opponent does not hold any
objectives.
·
Tactical Victory- In a maelstrom game, you
have achieved at least double your opponent’s victory points at the end of the
game.
A maximum modifier of -4 can be applied to any attempt to capture a tile (unless a shield generator would incur a worse penalty, then only use the penalty for the shield generator).
If
your roll is successful, then you can claim the tile which you attacked.
First Campaign turn
During
the first campaign turn, you may only attempt to capture tiles which are
adjacent to your own and that are not controlled by other players. This
represent the invading army attempting to establish a beachhead and secure
supply lines (it prevents players being eliminated in their first game of the
campaign).
Map Locations/Buildings
The
map begins with a number of strategic buildings in place and allows players to
build new strategic buildings in their territories. Each grid tile can only
have one building on it and no buildings can be placed on a mountain tile.
Power Station:
Power stations provide you with the resources to quickly move your troops into
position for battle. Compare the total number of power station points that you
and your opponent have, for each additional power station points you control, you
receive a bonus. For 1-10 extra points, you may add +1 to your roll for
choosing deployment zone and who deploys first. For an extra 11+ points, you
add +2.
Shield Generator:
Shield generators protect strategic points on the map and make a tile more difficult
to capture. A shield generator adds a modifier to the capture roll as shown in
the table below. The first number is the modifier added when attempting to
capture the tile the generator is located in, the second number is the modifier
added when attempting to capture a tile adjacent to the shield generator.
Manufactorum:
These supply your army with resources to quickly supply fresh troops and
equipment to battle. Compare the total
value of the manufactorms you control (from the values given in the table) and
compare with your opponent. The player with the highest total gets extra points
based on the difference (1-10 pt difference gives the player an extra 100 pts,
11+ gives the player +200 pts).
Command Bastion:
These allow you to be better organised and prepared for battle. Compare the
total value of the command bastions you control (from the values given in the
table) and compare with your opponent. The player with the highest total gains
a bonus based on the difference: 0-11 point difference- +1 to seize the
initiative roll. 12+ point difference- +1 to seize the initiative roll and one
unit (plus transport) in your army gains the outflank special rule.
Spaceport:
A spaceport provides greater mobility to your troops as well as making tiles
easier to defend. A spaceport counts as being adjacent to all other spaceport
tiles.
Defence lines:
These protect your territory making them harder to capture. In addition, if you
are attacked on a tile which contains defence lines, you may take a free Aegis
Defence line for the battle.
Army
|
Power Station
|
Shield Generator
|
Manufactorum
|
Command Bastion
|
Space
Marine (all chapters)
|
10
|
-4/-1
|
6
|
10
|
Imperial
Guard
|
6
|
-5/-2
|
11
|
8
|
Orks
|
9
|
-3/-1
|
9
|
6
|
Eldar (+Dark Eldar)
|
10
|
-2/-1
|
6
|
11
|
Tau
|
8
|
-4/-2
|
8
|
9
|
Chaos
Marines
(inc.
Sons of Horus)
|
10
|
-4/-2
|
6
|
10
|
Mechanium
|
8
|
-4/-2
|
8
|
8
|
Alliances
Thanks
to the great sign up for the campaign, I have decided to arrange the players
into several different factions. This will hopefully make it easier for people
to play their games each week or have one of their allies help them out with
battles during the campaign.
If
you are attacked and you cannot play the battle, you can ask one of your allies
in the alliance to fight the battle for you. This represents their forces in
your controlled area repelling the invaders. All the rules for fighting battles
above still apply (remember to include any bonuses for extra tiles or buildings
in your games).
Secret Objectives
As
well as capturing territory and crushing your enemies, each player in an
alliance will be given a secret objective to complete. Completing this
objective will give you a bonus to some of your games played during the
campaign. If you would like to suggest a secret mission (just what the mission
is, I will determine the conditions necessary to achieve it), please let me
know.
Winning
the Campaign
The
campaign will run for several months (or until you all get bored with it!). The
winning alliance will be the one that has captured the most territory per
player. The winning player will be the one that has captured the most
territory.
So that is the campaign as I am going to run it. I will take the role of the Planetary Defence Force on the planet, allowing me to use my Guard army in the sections highlights (as well as possible using my other armies for raiding forces). I will be using my blog to report on the progress of the campaign and hopefully get some photos and reports of the battles taking place in the coming months.
No comments:
Post a Comment