Post by jeremy3play on Apr 15, 2009 21:42:12 GMT -5
The planet of Lagrange was just recently discovered in the far outer reaches of the galaxy. Each of you has been sent here to scout the new planet and in the end, take control of the planet and all of the resources that come with it. This campaign will be a map-based campaign with a predetermined number of game turns. Each week you’ll need to plan accordingly to best position yourself for global domination.
Basic rules:
1. Each player will pick a color of thumb tacks (supplied). This will be your indicator for the duration of the campaign.
2. Each player will start with one pin in one of the approved starting areas. This sector will be treated as your HQ.
3. Once per week, you will be able to make two actions. An action is the act of placing a pin on the map or the act of fortifying a sector that you currently possess. To fortify, simply add a pin to that area. You may do this up to three times. Each pin is worth 100pts. These points are only usable in the fortified area, they will not travel. You may fortify an area the same turn you move into it provided you have the action remaining.
4. If there are pins of a different color in the same sector, a game must be played to determine who will control this region. If there are already two different color pins in a sector, you may not place yours here. No three ways or four way matches unless an event calls for it.
5. Games are to be played within one week’s time. If you are unable to play a game, please have someone to battle in your place.
6. Certain sectors of the map will have special game and army effects. Please see the list for more information.
7. If you will not be able to place your pins/fortify please let Jeremy know in advance. Also, please tell him if you’d like to attempt to claim territory or simply fortify your current holdings.
8. If two or more of your pins are in a disputed area with the same player, you may choose if you like to have one game decide the outcome for all of the sections in question. The winner takes all.
9. Each section of map will have an assigned victory point total. At the end of the campaign, the person with most VP will control the planet and win the campaign.
Army Composition:
. During the course of the campaign the size and strength of your army will vary. Each player will begin with a 1000pt. Force. Each week, you will be able to add another 1000 points to your list. There will also be areas on the map which will effect your point total. Now, you might be thinking this could get out of hand. However, you will find that as the campaign goes on, you might wish you had even more. In this campaign I will not enforce the force organization charts beyond the 1 HQ and 1 troop choice. I think this will make for some interesting options. However, as the campaign goes on and if this isn’t working out I’ll make the necessary changes. Also, there is going to be something unique with how the casualties work. During the course of each game you will suffer losses. Due to the remote location of the planet, reinforcements may not always be available.
Immediately at the end of each game, please roll a d6 for each model killed. On a roll of a 1 or 2, you will not be able to replace those points in the upcoming battle. HQ choices are immune to this rule. This holds true for vehicles as well. If the vehicle was immobilized, wrecked or if it exploded, please roll a d6. On a roll of a 1 or 2, you not be able to replace those points in the upcoming battle. This requires you to keep track of your losses and to be honest. Deduct the points lost from the next week’s available pool. There is no reason to lie and cheat as this is only a game. On a side note, points from fortifications are never lost. You will always have those points to spend in that area.
As the campaign progresses and you gain more territory you will need to leave points behind in each section you control. You will need to plan carefully as to your offensive and defensive needs. You may leave a section unguarded, but if you do and that area is attacked, it will fall immediately.
Basic rules:
1. Each player will pick a color of thumb tacks (supplied). This will be your indicator for the duration of the campaign.
2. Each player will start with one pin in one of the approved starting areas. This sector will be treated as your HQ.
3. Once per week, you will be able to make two actions. An action is the act of placing a pin on the map or the act of fortifying a sector that you currently possess. To fortify, simply add a pin to that area. You may do this up to three times. Each pin is worth 100pts. These points are only usable in the fortified area, they will not travel. You may fortify an area the same turn you move into it provided you have the action remaining.
4. If there are pins of a different color in the same sector, a game must be played to determine who will control this region. If there are already two different color pins in a sector, you may not place yours here. No three ways or four way matches unless an event calls for it.
5. Games are to be played within one week’s time. If you are unable to play a game, please have someone to battle in your place.
6. Certain sectors of the map will have special game and army effects. Please see the list for more information.
7. If you will not be able to place your pins/fortify please let Jeremy know in advance. Also, please tell him if you’d like to attempt to claim territory or simply fortify your current holdings.
8. If two or more of your pins are in a disputed area with the same player, you may choose if you like to have one game decide the outcome for all of the sections in question. The winner takes all.
9. Each section of map will have an assigned victory point total. At the end of the campaign, the person with most VP will control the planet and win the campaign.
Army Composition:
. During the course of the campaign the size and strength of your army will vary. Each player will begin with a 1000pt. Force. Each week, you will be able to add another 1000 points to your list. There will also be areas on the map which will effect your point total. Now, you might be thinking this could get out of hand. However, you will find that as the campaign goes on, you might wish you had even more. In this campaign I will not enforce the force organization charts beyond the 1 HQ and 1 troop choice. I think this will make for some interesting options. However, as the campaign goes on and if this isn’t working out I’ll make the necessary changes. Also, there is going to be something unique with how the casualties work. During the course of each game you will suffer losses. Due to the remote location of the planet, reinforcements may not always be available.
Immediately at the end of each game, please roll a d6 for each model killed. On a roll of a 1 or 2, you will not be able to replace those points in the upcoming battle. HQ choices are immune to this rule. This holds true for vehicles as well. If the vehicle was immobilized, wrecked or if it exploded, please roll a d6. On a roll of a 1 or 2, you not be able to replace those points in the upcoming battle. This requires you to keep track of your losses and to be honest. Deduct the points lost from the next week’s available pool. There is no reason to lie and cheat as this is only a game. On a side note, points from fortifications are never lost. You will always have those points to spend in that area.
As the campaign progresses and you gain more territory you will need to leave points behind in each section you control. You will need to plan carefully as to your offensive and defensive needs. You may leave a section unguarded, but if you do and that area is attacked, it will fall immediately.