Author Topic: Campaign to start soon  (Read 3795 times)

jesterofthedark

  • God
  • *****
  • Posts: 1159
    • Email
Campaign to start soon
« on: March 22, 2011, 12:53:33 AM »
Beasts of Chaos- No terrain penalty for moving through forest tiles.
Bretonnia- may always choose their deployment zone, unless the game requires set deployment zones.  For example, a castle siege.
Daemons of Chaos- City/town tiles controlled by Daemons a worth nothing if razed.  Daemons have little to no need for the luxuries of moral races.
Dark Elves- Dark magics, when rolling on the season's end magic chart Dark elves my +1 or -1 from their roll.
Dwarfs- No terrain penalty for moving through mountain tiles.
Empire- Empire tiles may support one more supply point than other races.  humans are exceptional farmers.
High Elves- May re-roll for their initative each turn.
Lizardmen- No terrain penalty for moving through river or swamp tiles.
Ogre Kingdoms- If forced to forage, Ogre banners gain a +1 to any rolls on the foraging chart.
Orcs & Goblins- May raze a tile and gain full supply points for it.
Skaven- Move underground, during the movement phase of the turn a skaven player may declare that his banner is moving underground.  As a result the banner will be removed from the map and only the skaven player and the GM will know its location.  Also, the skaven banner may not scout while moving underground. The banner may surface at the begining of its players turn in the same way that is went underground.
Tomb Kings- Do not need a baggage coach to continue marching.
Vampire counts- For every model that the opponents banner does not recover after a fight, the vampire player may attempt to raise as a zombie.  Roll a d6 for every killed model, on a roll of a 6 the model is raised as a zombie.
Warriors of Chaos- Powers of Chaos, prior to a fight the chaos player may sacrafice 50 points from his list to corrupt their opponent. Depending on the mark of the leader of the army this will inccur the following effect on one of his opponents units chosen at random:
   Chaos Undivided- Desertion, roll a d6 for each model in the unit on a 1 or 2 remove it from the game.
   Nurgle- Disease weakens the unit, all models except characters suffer a -1 to their toughness.
   Slannesh- Enrapturing visions of last night's passion distract members of the unit. The unit is subject to stupidity for the battle.
   Khorne- Cultists infiltrate the enemy camp to claim skulls and blood for the blood god.  Roll 2d6 attacks on the unit, WS4 S4.  Characters in the unit are immune to these attacks, and wounds suffered will not cause a panic check.
   Tzeentch- At the start of each of the unit's turns make a leadership test.  If failed the powers of chaos warp and mutate the unit's members.  roll a d6 for each member of the unit (except characters) on a 1 the model is torn apart as tenacles errupt from its body.  This may cause panic checks if the unit suffers 25% casualties.  This ability can be dispelled as a remains in play spell after the first turn, power level is 5. 
Wood Elves- No terrain penalty for moving through forest tiles.



Banner composition: Banners are not required to follow the current army composition rules for 8th edition.  Each banner will come with a baggage train,

Movement: All banners may move up to two tiles each turn.

   Difficult terrain: Rivers, swamps, Forests, and Mountains all pose varying degrees of danger for a marching army.  As a result when entering any tile that counts as difficult terrain the player must roll a d6.  On a roll of a 1 the army has encountered difficulties and may not move any further this turn. 

Scouting: Before of after making a movement the banner is allowed to roll on the scouting chart if they are within two tiles of an opposing banner.  The scouting chart is random and will change from week to week.


there is more too come but we can start the discussion here. I will post empire and banner creation in a post tomorrow.

Chase

  • Global Moderator
  • God
  • *****
  • Posts: 5433
    • Email
Re: Campaign to start soon
« Reply #1 on: March 22, 2011, 01:20:00 AM »
I like this.
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

GossWeapon

  • Epic Tier Level 22
  • ****
  • Posts: 761
  • Legendary Creature - Troll
Re: Campaign to start soon
« Reply #2 on: March 22, 2011, 01:54:52 AM »
I like this.

I like this too! Its been a bit since abington got something nice (besides legal drinks)  :)

I'll help you playtest whatever you need to playtest,  Im quite good at bitching at things that don't seem right!
Tiger's Den founding member

keithb

  • Epic Tier Level 24
  • ****
  • Posts: 811
Re: Campaign to start soon
« Reply #3 on: March 22, 2011, 01:57:06 AM »
Quote
Banner composition: Banners are not required to follow the current army composition rules for 8th edition.  Each banner will come with a baggage train,

uh... what ???

jesterofthedark

  • God
  • *****
  • Posts: 1159
    • Email
Re: Campaign to start soon
« Reply #4 on: March 22, 2011, 09:35:25 AM »
lol, perhaps I should go into greater detail there.  My original plan was to throw everything up here last night but then the wife wanted to do movie night. So, I got what I could up.

Banner composition:  Upon starting the game all players will begin with 2500 points to create a standing army.  This begining 2500 points must follow the restrictions for 8th editions, example 1250 of those points must be core units from your respective army book.  Once this base is created you may divide it into banners.  Each banner may be not more than 2500pt but no less than 500pt, and it must be lead by a hero or lord.  Note: your army will be following all  its restrictions when you comprise your original 2500 point force, then your dividing it down.

The baggage train is a suppy wagon, represented however the players choose.  Each army would use of different resources.  It will follow the same basic template though, I.e it has to be mounted on a chariot base and is manned by two of the same models from your core list.  In the case of an army having multiple core choices players may pick.  

Example: Vampire counts baggage train, model (could just simply use the corpse cart) but would be manned by either two zombies, ghouls, or skeletons.

Should the baggage train be taken or destroyed during a game, the player will have to forage on his following turn.  This can result in the loss of forces due to desertion, starvation, loss of magic power to keep the units active etc.

Any banners created after this first banner must be created per the 8th edition rules.  But, may change due to resulting casualties from battles.

After each battle there will be a recovery roll.  i'll post that chart tonight.  the recovery chart is a way to track if a unit that was taken out during the game is actually dead or just "knocked out".  Characters killed during a game may in fact be taken hostage which will also be posted tonight.

Comments and suggestons are welcome let me know what you think so far.  Also, for the baggage train, I will be leaving some models down there so players may proxy things that they don't normally have. But, I think its a great chance to "make your own" model.  It could end up being really cool.  Also, there will be sieges in this campaign as players build forts and cities.  Yet another chance so models some army specific terrain.  

« Last Edit: March 22, 2011, 09:38:26 AM by jesterofthedark »

Godlyspear

  • Newbie
  • *
  • Posts: 23
  • Ai Wa Kou
Re: Campaign to start soon
« Reply #5 on: March 22, 2011, 02:06:58 PM »
lessen the points to start and allow players to add more points/resources over time.  There have been a lot of new players lately who will want to play but do not have a 2500 army/model pool to do so.  Or at least find ways to compensate.
.....and then scooby said to shaggy, "GHOST?!?!?!?!"

StrategicCommand

  • Paragon Tier Level 11
  • ***
  • Posts: 395
    • Strategic Command Wargaming Club
    • Email
Re: Campaign to start soon
« Reply #6 on: March 22, 2011, 02:11:26 PM »
What store will this be at?
Strategic Command Wargaming Club
Plan, Command, Control
www.wargamingclub.com

GossWeapon

  • Epic Tier Level 22
  • ****
  • Posts: 761
  • Legendary Creature - Troll
Re: Campaign to start soon
« Reply #7 on: March 22, 2011, 04:01:27 PM »
He said abington in the thred below this one, but maybe there is one in plainville too.
Tiger's Den founding member

JaredB

  • Heroic Tier Level 10
  • **
  • Posts: 347
Re: Campaign to start soon
« Reply #8 on: March 22, 2011, 04:06:43 PM »
lessen the points to start and allow players to add more points/resources over time.  There have been a lot of new players lately who will want to play but do not have a 2500 army/model pool to do so.  Or at least find ways to compensate.
If I understand it correctly your 2500 pts won't be on the table at the same time. Unless you put it all into one banner.  So if you put 3 of the same character in you 2500 then split it into 3 banners you would only need 1 of that character model because only 1 of your banners will be in a game at a time

jesterofthedark

  • God
  • *****
  • Posts: 1159
    • Email
Re: Campaign to start soon
« Reply #9 on: March 22, 2011, 06:53:41 PM »
yea, the 2500 pt start was to give players some room to work.  Because banners could be composed how the players see fit I wanted them to have a chance to start with that.  Since all subsequent banners would have to follow rules for creating a new force.

Also, it was not posted before because I didnt want to go into it in light detail but multiple banners can engage in a conflict.  I would like to keep the fights to two players when we start and depending on how the game progresses we could allow alliances or just a dog pile fight to break out.  But, I would like to see players have the option to gang up banners.  This would be a costly move because they would lose mobility grouping up.  But it would allow them to throw more points at a given fight.  

Also, with the multiple banners you could have a raiding force to scout the map or lead your enemies on a goose chasce.  No one wants to be the guy that chased a banner heading for his capital for three turns only to find out that it was 500 points of skirmishers.  The whole time a 2000 point banner is ransacking weak towns and burning them to the ground.


You will be able to gain more points through supply points.  This will allow you to replenish losses, create new banners or increase the size of an existing banner.  This is where the 2500 point limit comes in.  

Also no more than one banner will be allowed to occupy the same tile, even friendlies will have to move to an adjacent tile.  The only time two banners will exist in the same tile is during a battle.  After which excess forces will be relocated or destroyed.
« Last Edit: March 22, 2011, 06:55:37 PM by jesterofthedark »

jesterofthedark

  • God
  • *****
  • Posts: 1159
    • Email
Re: Campaign to start soon
« Reply #10 on: March 22, 2011, 10:02:14 PM »
the turn lay-out....

Each turn will lay out as a month in game time.  The fourth turn will be winter, the end of the year and as such the time to "harvest".  Basically a game mechanic for players to gain various resources.  For simplicity's sake the income is suppy points, these are use to build new terrain features or converted into points to be spent on your armies.

---At the begining of each turn all players will roll for initiative.  Based on this order players will execute their movement and other activities.  Any players unable to make it on the decided day will automatically get the lowest initiative.  If there are multiple players missing the GM will respectively roll among them to decide their order.  If you are not able to make it and know the moves you wish to have done for you, you may let the GM know and provided your units are able to do so they will execute your commands when it gets to your initiative.

-Turn starts with movement phase
   - players make any forage rolls for banners without a baggage train.
   - move banners, make difficult terrain tests etc.
   - make scouting rolls if able.

 -Any banners that enter a tile with a non-allied banner must schedule a battle.  If the defending player wished to attempt to flee they will do so one their turn.
 -The turn is now over.

Every fourth turn will count as the year's end and have the additional steps added in.
 -After movements
  -Collect supply points from each suppy center
  -random events happen
  -Players may attempt to cast global magics
  -Spend supply points
  -Place any new banners or landmarks.

Landmarks further explanation:

   Players will be responsible for expanding their empire in addition to just defeating their opponents.  Without a vast kingdom how can you have a huge army after all??

Players will start the campaign with a Capital (city) and three supply centers.  Supply centers are an additional landmark feature to the town or city landmarks that support them.  As such they can not exist without one of the two and if the city/town is razed all supply centers are also destroyed.  

The cost of contruction along with a description for each feature is listed here:
   Supply Center- Provides 2 supply points in each year's end phase.  Can be constructed for 4 supply points, also adds 200 points of core troops to the tile.
   Town- Can be built for 6 supply points, can support up to 2 supply centers.  Also can muster 300 points of an army for defense.
   City- upgraded from a town for 4 Supply points, can support up to 4 Supply centers.  Also can muster 500 points of an army for defense, up to half these points can be spent on special or rare choices from the army book.
   Fortress/castle- Can be built for 8 Supply points. Players defending a fortress may set-up up to three defendable structures.  Can muster up too 1000 points for its defense up to half of which can be rare or special choices from an army book.
   Watchtower-Can be built for 4 supply points.  Players defending a Watchtower my use a watchtower as per the rule book and set it up in their deployment zone.  Watchtowers can muster 500 points for its defense and up to half that may be spent on special or rare choices from an army list.

In addition to building landmarks players may convert supply points into army points at the following conversion:  
   1 Supply Point = 300 points to be spent on units from a player's army book.
   1 Supply Point = 1 new baggage train for a banner of your chosing.
 
« Last Edit: March 22, 2011, 10:09:42 PM by jesterofthedark »

jesterofthedark

  • God
  • *****
  • Posts: 1159
    • Email
Re: Campaign to start soon
« Reply #11 on: March 22, 2011, 10:09:05 PM »
Also here are some of the charts I have referenced using so far, just so you guys can get a feel for what I'm thinking here.

Foraging Chart:  If your banner does not contain a baggage train at the begining of your turn roll to see if your army can muster enough food from the land:
Roll 2d6 and consult the chart- 2: The banner has suffered greatly.  Immediately lose 50% of the banners forces.  Player may choose where the loses come from.
                                          3-4: The banner manages to gather some resources but still suffers some loses.  Banner loses d6x50 points of troops, forces lost are chosen by the player.  Also, the banner must move at half speed this turn.
                                          5-9: The banner has found sufficient resources maintain its strength but is still slowed. The banner moves at half speed this turn.
                                          10-11: The land provides!! There is no effect on the banner this turn.
                                           12: A new baggage train has been located, alter your army list to show your new found fortune.


jesterofthedark

  • God
  • *****
  • Posts: 1159
    • Email
Re: Campaign to start soon
« Reply #12 on: March 22, 2011, 10:27:11 PM »
After battle recovery chart:
    roll 2d6;  2: No Recovery
                 3: 1 in 4 Recover
                 4-6: 1 in 3 Recover
                 7-9: 1 in 2 Recover
                 10-11: 2 in 3 Recover
                 12: Full Recovery
Modify your roll for each of the following that applies:
          +1 If you won the battle.
          +1 For each captured baggage train.
          -1 If you lost the battle.

*War machine crews roll as normal on the chart, it is assumed the war machines we salvaged after the battle.
*Monsters fully recover after the battle.

Characters have their own Chart to roll on if they were taken out of action during the battle.
    roll 2d6; 2-3: He's dead Jim, sorry.
                4-5: Injured & Captured.
                6: Stunned. If the battle was lost, the character is captured on a d6 roll of 1-3; otherwise, full recovery.
                7-9: Recovery. Roll a d6.  On a 1, roll on the character injury chart; On a 2-6 full recovery.
                10-11: Full Recovery.
                12: Full Recovery, but now the character has the hatred special rule towards the race that caused him the injury.

Character Injury Chart:  Roll 2d6;  2: Severe Injury.  The controlling player may choose to loose an arm (-2 WS, no great weapons or shields.) or a leg (half current movement value).
                                              3: Battered. Character suffers a permanent -1 to their toughness value.
                                               4: Head wound. The character now has the stupidity special rule.
                                               5: Loss of an eye. -2 BS
                                               6-8: Beaten down.  Character's attacks are halved for the next two turns, after which he/she fully recovers.
                                               9: Old war wound.  -2 to the character's initiative.
                                               10: leg injury. -1 to the character's movement value.
                                               11: Lost Hand. The character can no longer use great weapons.  But, can have a hook or other attachment added, this counts as an additional close combat weapon.  Character can still use a shield
                                                 12: Impressive Scars.  The character now causes fear.

jesterofthedark

  • God
  • *****
  • Posts: 1159
    • Email
Re: Campaign to start soon
« Reply #13 on: March 22, 2011, 10:34:25 PM »
More More Charts!!!!!

I made reference to the fact that a banner could flee if it was engaged prior to its movement in the initiative.  The following this the chart a player can roll on if he wish to attempt to escape:

First the banner must pass a leadership test take by its current commander, if passed roll 1d6.
        1: Slaughtered on the run.  The banner has been caught, roll a d6 for each unit in the banner.  On a 1-3 it is destroyed with no recovery possible.  Any unit surviving is removed from the map for d3 turns while they flee to the nearest friendly landmark.
        2-3 Caught!  The fleeing player may choose to play a Rear Guard Scenario( provided with your player packets) or suffer the slaughtered on the run result.
        4-5 Narrow Escape.  The army is allowed to escape due to the heroic last stand of some of its members.  d6x50 points of the banner are killed with no recovery possible.  Move the banner half of its normal move away from the attacking banner.
        6: Perfect Escape.  The banner manages to escape the confrontation, the player may move the banner as normal this turn.



jesterofthedark

  • God
  • *****
  • Posts: 1159
    • Email
Re: Campaign to start soon
« Reply #14 on: March 22, 2011, 10:41:03 PM »
The underdog chart:

There will be some match-ups that are so one sided no one will want to play them out.  Yea, your the cool guy with 2500 pts crushing the 500 pt banner.  So, to quicken the pace this is an easy chart to be used in cases where players do not want to play out the game.  Or if a player is unable to make a game (this would be at the GM discretion).

Roll 1d6;  1: Hard won victory.  The underdog loses his forces but the opponent loses an equal number of points.  Make recovery rolls as normal.
              2-3:  The underdog loses half of his banner, and must flee.  The opponent loses an equal number of points.  Make Recovery rolls as normal.
              4.  The underdog is destroyed but manages to take d3x100 points of the attacking force down with him.  Recovery rolls made as normal.
              5-6.  The underdog is defeated.  The attacker suffers not losses.