Tuesday, January 13

Final Rules List for Campaign:

Just to make it easier for anyone looking into our campaign, heres the final rules list:

(Its a bit long :P)

Campaign Setting for the Iron Kingdoms -

Campaign Guidelines and Rules:

As of this week, a group of us local Warmachine/Hordes players are getting together to start a campaign battle going. As I am the self proclaimed organiser, im going to create the rules for the campaign - C&C welcome of course.

Multiple players will be involved - This will be a drop-in, drop-out multiplayer event. Although we will start with 4 players this Wednesday (Hopefully John, Henk, Raymond and I) other players can join, generate Territories, and Challenge if they wish.
Records will be kept, in continous permanent environment.

One campaign round per week at least - maybe more if we get enough time.
All players present on Campaign night (currently Wednesday) get one (1) Campaign Action per round.

Possible actions:

  • Declare a Challenge
  • Mass Production
  • Claim new, currently unoccupied Territory

The person with the highest number of Territories at the beginning of the round starts off Declaring a Challenge. You may not Challenge someone who isnt there. When you challenge someone, that persons action is also used up by meeting the challenge.

Declaring a Challenge - If there is a eligible Challengee, you must perform this action. An eligible Challengee is any person present on the night who is not already currently being Challenged or Challenging. The Challengee MUST accept the Challenge.

If there is an uneven number of players during one of the Campaign rounds, after all the possible Challenges have been made and accepted the remaining player can do one of two actions:

Mass Production: Their troops spend this round gearing up for war, making new weapons, training new troops. They gain a one-off bonus of 25 points to their point limit for the next battle they are in only.

New Territory: Their troops (and Warcaster) spend this round out in the desert/mountains/neighbouring Territories fighting the locals and "convincing" them to join their cause. They get +1 to their number of Territories.

All challenges/battles start off on a base 350 point level - with no restrictions on unit types as long as the fit the FA rules. You may recieve bonuses to this 350 level restriction. The easiest one is the flat +25 for Mass Production. You also recieve +25 for owning 5 Territories at the start of the round, and a further +25 for every 5 Territories after that. Say for example, you owned 15 Territories and you also had the Mass Production buff, that would be a point limit of 350 + 25 x 3 + 15 = 450 points for the next battle.

Winning and Losing the Challenges:

When you win a Challenge, you capture 1 Territory from your Opponent. You may never lose your last Territory, so you cant go below 1. If you challenge someone who has only 1 Territory, you gain nothing from beating them except for avoiding a challenge from another opponent, and gaining Bonding chances for your Warjacks/Warbeasts.

If you lose a Challenge, you lose 1 Territory except if you only have 1. If your Warcaster survived, you may attempt to bond to your Warjacks/Beasts as per usual.

A W/L/D will be kept for each player.

Starting with Territories and Warjack/Warcaster bonds:

All players when they first sign up for the Campaign will recieve [3+2D3 dropping one] Territories. So, between 4 and 6, with a higher chance of getting a higher number. When building lists, any Warcaster is allowed. You may chose to use Lylyth for your first game, Saeryn for your second game and Rhyas for your third game if you wish. Any non-unique Warbeast or Warjack that you bond with with a particular caster gets noted down with your Army notes and they stay with the Warcaster until the Warbeast dies.

Because Unique warjacks can only bond to someone they have an affinity to, ie. Vlad and Drago it doesnt matter if you take them - if you bring Drago with someone other than Vlad Drago does not benefit from any bond, if destroyed will not lose the bond to Vlad. (Its not really Drago, just another really old Zerker with the same violent tendencies)

IF you manage to get enough points to hit 750, you may bring an Epic Warcaster or Epic Eiryss if you choose to. However, this is rather unlikely :)

Weekly Events During Campaign Games:

As an added factor in the Campaign setting, every week a special event will occur which will alter the battles in some way. These are designed to effect all players equally. The person who currently holds the largest number of territories, after the dice are rolled, may choose to add or subtract one from the total score.

Events:


2D6:

  1. Nothing.
  2. Supernatural weather - A blanket of fog envelops the entire continent, suspiciously magical in origin. LOS is cut down to a maximum of 8" for all players, including those with Eyeless sight. (The magical nature of the fog is distressing even to Legion creatures) All ranged attacks automatically miss 8+" away from the target.
  3. Officer Training - All leaders of units, solos with the "Commander" ability, and Warcasters gain +1 CMD and the "Commander" ability if they did not already have it.
  4. Rested troopers - All models in every army gain +1 SPD due to resting up in between battles.
  5. Rampant Unemployment - Due to some penny pinching by the governments of Khador and Cygnar, the economy is tight. All armies may take one faction or merc/minion solo up to the value of 30 points for free this week.
  6. Good Weather - Excellent weather helps supply lines travel over the countryside, all armies gain +100 point limit this week.
  7. Nothing happens of interest this week.
  8. Extra Training - One unit/solo/beast per army increases its FA by 1, unless its FA = Character.
  9. Disease - An epidemic of a non-fatal but disabling disease strike the continent, causing the amount of troops available to drop. All armies must take 50 points less than usual this week, to a minimum of 300 points.
  10. Heavy Rain - Heavy rain turns the countryside into mud, all units (except ones that would normally ignore such things, ghosts etc. {All terrain or Pathfinder still suffer this penalty, as it is NOT rough terrain}) suffer -1 SPD.
  11. Caught off Guard!!! - Each battle, roll to see who deploys first. Whoever deploys second, all of their units gain the "Advance Deployment" rule. (This means first player must put out all his AD units as well as his normal units before the Second player puts out anything)
  12. Spiritual Training - All Warcasters/Warlocks undergo Spiritual Training, and temporarily raise their Fury/Focus stat by one (1) each.
  13. Nothing.


So let me know what you think, I can edit any that seem too powerful. They are supposed to be fair as well, not benefitting any one army over another.

Monday, January 12

Last post regarding Campaign battles:

Ok one more aspect left to go on the Campaign trail:

Joint battles.

In the event of someone more powerful challenging someone weaker -> This being defined as the Attacker having double the number of Territories (rounded up: i.e 9 -> 10) as the Defender, the Defender may choose to include someone else who is present on the night to join forces to defend against them.

The second Defender can choose to decline this battle if they want, however they do have a bonus here - in the event the Attacker wins, the Attacker will gain one territory from the Defender (unless the Defender only has one left). If the Defenders win, they will both gain a Territory from the Attacker, who will lose 2 Territories!

The second Defender, in order to participate, must have less current Territories than the Attacker.
Also, to preserve game balance, both Defenders suffer a -100 point limit penalty, to a minimum of 300 points.

For example.

  • Player A with 10 Territories challenges Player B with 4 Territories.
  • Player B asks Player C, with 8 Territories, to attack Player A together.
  • Player C accepts - the battle begins.
  • If no other points multiplier is in effect, Player A would have 400 points to play with (350 + 2 x 25) against 300 (350 - 100) points of Player B and 300 (350 + 25 - 100) points of Player C.
  • If Player A (somehow) wins this battle Player B loses 1 Territory and Player A gains 1 Territory.
  • If Player B + C win this battle, Player A loses 2 Territories and both Player B + C gain 1 Territory each.


This should mean that players with low numbers of Territories don't get picked on by players with high numbers of Territories. Unless they are REALLY confident :D

All bonding to Warjacks at the end of the battle happens as per usual.

Warjack Bonding

All Warjacks + Warbeast bonding happens according to the rules stated in Prime: Remix and Hordes: Primal. (ie, D6 + X number of games Warcaster and that particular Warjack/Beast survives, 7 or higher = successful bond, roll on bonding table.)

Steamroller 4 and Scenario rules:

We will be using the Steamroller 4 rules for turn + round length. Succinctly, this is:

Turn Length = 10 minutes. After 10 minutes, no matter what you are doing you must finish the activation of the model you are using and put your dice down. It is immediately the next players turn.

Match Length = 90 minutes. After 90 minutes, you must finish the model you are activating and then put your dice down. The game is immediately over.

Once the game is over, and both Warcaster/Locks survive, the winner of the match is decided by either the Scenario conditions, or whoever has the greater number of VP's.

Scenarios:

Each round two things happen: The person with the lowest number of Territories (roll it off if its a draw) rolls on the Random Events table and chooses to add or subtract one from the roll. The second thing is to roll on the Scenario generation table. The same person rolls both rolls.

D3:

  1. Mosh Pit
  2. No Mans Land
  3. Caster/Lock Kill


Mosh Pit:

1) Mark a 14" Diameter circle centered in the map. This is the Mosh Pit.

Starting on the first players 3rd turn, a player wins when he ends his turn in control of the Mosh Pit. A player controls the Mosh Pit if he has one or more models completely within the Mosh Pit and his opponent has no models completely in the Mosh Pit. For a unit to control the Mosh Pit, all models in the unit still in play must be completely within the mosh pit. Ignore wrecked or inert Warjacks, wild Warbeasts and fleeing modesl when checking for control.

If time runs out before one player has won, the player with the most VP's of models in the Mosh Pit wins.

No Mans Land:

1) Mark an 8" wide area running widthways across the table centered on the table. This is No Mans Land.

Starting on the first players third turn, a player wins when he ends his turn in control of No Mans Land. Starting on the first players 3rd turn, a player wins when he ends his turn in control of the No Mans Land. A player controls the No Mans Land if he has one or more models completely within the No Mans Land and his opponent has no models completely in the No Mans Land. For a unit to control the No Mans Land, all models in the unit still in play must be completely within No Mans Land. Ignore wrecked or inert Warjacks, wild Warbeasts and fleeing modesl when checking for control.

If time runs out before one player has won, the player with the most VP's of models in the Mosh Pit wins.

Caster Kill:

Standard Victory condition - this also applies during other scenarios.

When only one player has a warcaster/warlock in play, that player wins the game.

There we have it, that should be all the rules we need for our campaign battle.
We will be playing 6 rounds for "Immoren Campaign v1.0", after this I will see if any rules need readjusting. We should get this completed in 6 weeks or less.

No comments:

Post a Comment