Post by commissardanno on Jul 15, 2012 15:29:12 GMT -5
Hey folks. I've been hearing some rumblings of a map based campaign. Well I just wanted to post this here, my own ideas on how it could be set up.
I know its not well done, but I feel like its better to have at least a spring board. This can and will change over time as I hear advice, take suggestions and remove ideas. I may not even be running this if someone can do a better job.
So use this for public discussion and hopefully we can use this as a skeleton for a future map based campaign.
/
Warhammer 40,000-The Conquest of Tarack Prime
/
In the Annuals of the Imperium of Man and for the record xeno’s archives, there is one recent incident that stings all involved. It is the cursed conquest of Tarack Prime, or the war of the warp world. From the few survivors found by the inquisition a narrative has been forged of the world discovery and of its fate.
Late in the last year of the 41st millennium a world was rediscovered in the Ultima Segmatum area of Imperial Space, it was the lost world of Tarack Prime. 8000 years ago it was a training ground for multiple space marine chapters and protected by Titan Legions and Imperial Guard regiments. Here holy relics of the early Imperium were stored, but also Xeno artifacts were kept in secret.
The Eldar, who had lost several valuable artifacts, not least a rare webway device, sent dreams of golry and conquest to the minds of Chaos Space Marines and orks.
It is not know what happened in the first battles on the world, save for sightings of blacken metal beings. But what is known is that a colossal warp storm engulfed the world and it was lost.
Now with it being rediscovered in Tau space the race is on from the various forces of the Imperium, heretic and xeno to take the world. But little did they know of the grim destiny that awaited them.
/
Folks this is a variation on the game Dawn of War: Dark Crusade and Planetary Empires. This a campaign to take over the world of Tarack Prime and will use hex’s from the ‘Empires’ box set that GW has out. In it each player is given command over a small portion of the map, between three or four hexs depending on how many players that will be signing up at the start. There will be only 40 hexs in this campaign.
Each territory will generate 100 Requisition Points or RP. For every 100 RP that a player has they may use that for the point’s value of their army, or buy upgrades for defense, up to 350 points. Combat Patrol rules will be in use till players reach 700 points, at which point normal army organization takes over. The minimum of army size is 400 points, even if a player is below 4 territories.
Each player may only take one army throughout the game, thought depending on how many hexs it controls it increases or decreases in strength. Players may also ally themselves with other players, but if they attack an opposing player they must be both touching the same hex.
Each player is also given a capitol territory that is the main base of operations for the owner. This place is of vital importance to the owning player having both the base and the relics of times long past. These relics give bonuses to the owning player, but can be only used in defense. Should the capitol be lost, the defending player is eliminated from the game for good. The territory and relics though can be used by the controlling player.
Of another importance is the use of ‘Logistical Support’. In addition to the capitol territory the use of ‘support’ territories is a vital asset to the controlling player. Each territory grants a player a special asset to use in the war effort. Though of little tactical value, the use to double the points a territory can produce or being able to aid your allies from any territory can change the entire war. In addition, unlike the capitol and relics, if a player wins that territory they may use its special rule.
These two special rules will be revealed for the players when their territories are armies are announced. It would be a good idea to announce what army you are taking to this campaign on this topic so that I and any other mod’s can plan ahead to what special rules will be in use.
On the subject of battles. There will be campaign days on which the entirety of players in the campaign can battle, but other games can be organized during the week. Just contact me or one of the fellow game mod’s so we can record the result. The game will also go by a turn system, each player getting a turn to declare his intentions of attack or combined attack.
On the subject of combined attack, if a player declares that with an ally they may attack an opposing player for that turn. The defender may call upon an ally, but if only they are touching the same hex. If no allies are called to defense the game is played out. If the attacking player, whose turn it was wins, he may take the territory or give it to his ally. Similarly if the ally to the attacker declares an attack on player, the process is repeated.
Defensive options are buildings or barricades chosen from the 6th edition rule book. They are outside of the normal troop organization and take up a separate ‘Defensive’ slot. This uses your points value for your points allowance. You may take as much as 350 points worth of buildings, should you have enough points.
Finally the campaign comes to the end when one player controls 25 territories. After which the final report of the fate of Tarack Prime will be posted to the forum.
Campaign
I know its not well done, but I feel like its better to have at least a spring board. This can and will change over time as I hear advice, take suggestions and remove ideas. I may not even be running this if someone can do a better job.
So use this for public discussion and hopefully we can use this as a skeleton for a future map based campaign.
/
Warhammer 40,000-The Conquest of Tarack Prime
/
In the Annuals of the Imperium of Man and for the record xeno’s archives, there is one recent incident that stings all involved. It is the cursed conquest of Tarack Prime, or the war of the warp world. From the few survivors found by the inquisition a narrative has been forged of the world discovery and of its fate.
Late in the last year of the 41st millennium a world was rediscovered in the Ultima Segmatum area of Imperial Space, it was the lost world of Tarack Prime. 8000 years ago it was a training ground for multiple space marine chapters and protected by Titan Legions and Imperial Guard regiments. Here holy relics of the early Imperium were stored, but also Xeno artifacts were kept in secret.
The Eldar, who had lost several valuable artifacts, not least a rare webway device, sent dreams of golry and conquest to the minds of Chaos Space Marines and orks.
It is not know what happened in the first battles on the world, save for sightings of blacken metal beings. But what is known is that a colossal warp storm engulfed the world and it was lost.
Now with it being rediscovered in Tau space the race is on from the various forces of the Imperium, heretic and xeno to take the world. But little did they know of the grim destiny that awaited them.
/
Folks this is a variation on the game Dawn of War: Dark Crusade and Planetary Empires. This a campaign to take over the world of Tarack Prime and will use hex’s from the ‘Empires’ box set that GW has out. In it each player is given command over a small portion of the map, between three or four hexs depending on how many players that will be signing up at the start. There will be only 40 hexs in this campaign.
Each territory will generate 100 Requisition Points or RP. For every 100 RP that a player has they may use that for the point’s value of their army, or buy upgrades for defense, up to 350 points. Combat Patrol rules will be in use till players reach 700 points, at which point normal army organization takes over. The minimum of army size is 400 points, even if a player is below 4 territories.
Each player may only take one army throughout the game, thought depending on how many hexs it controls it increases or decreases in strength. Players may also ally themselves with other players, but if they attack an opposing player they must be both touching the same hex.
Each player is also given a capitol territory that is the main base of operations for the owner. This place is of vital importance to the owning player having both the base and the relics of times long past. These relics give bonuses to the owning player, but can be only used in defense. Should the capitol be lost, the defending player is eliminated from the game for good. The territory and relics though can be used by the controlling player.
Of another importance is the use of ‘Logistical Support’. In addition to the capitol territory the use of ‘support’ territories is a vital asset to the controlling player. Each territory grants a player a special asset to use in the war effort. Though of little tactical value, the use to double the points a territory can produce or being able to aid your allies from any territory can change the entire war. In addition, unlike the capitol and relics, if a player wins that territory they may use its special rule.
These two special rules will be revealed for the players when their territories are armies are announced. It would be a good idea to announce what army you are taking to this campaign on this topic so that I and any other mod’s can plan ahead to what special rules will be in use.
On the subject of battles. There will be campaign days on which the entirety of players in the campaign can battle, but other games can be organized during the week. Just contact me or one of the fellow game mod’s so we can record the result. The game will also go by a turn system, each player getting a turn to declare his intentions of attack or combined attack.
On the subject of combined attack, if a player declares that with an ally they may attack an opposing player for that turn. The defender may call upon an ally, but if only they are touching the same hex. If no allies are called to defense the game is played out. If the attacking player, whose turn it was wins, he may take the territory or give it to his ally. Similarly if the ally to the attacker declares an attack on player, the process is repeated.
Defensive options are buildings or barricades chosen from the 6th edition rule book. They are outside of the normal troop organization and take up a separate ‘Defensive’ slot. This uses your points value for your points allowance. You may take as much as 350 points worth of buildings, should you have enough points.
Finally the campaign comes to the end when one player controls 25 territories. After which the final report of the fate of Tarack Prime will be posted to the forum.
Campaign