Thursday, October 27, 2011

Campaign Rules

Rules
Army Selection: 
Forces must be chosen from the most recent printings of the following codices:

Codex: Blood Angels
Codex: Chaos Daemons
Codex: Chaos Space Marines
Codex: Grey Knights
Codex: Dark Eldar
Codex: Eldar
Codex: Imperial Guard
Codex: Necrons
Codex: Orks
Codex: Space Marines
Codex: Space Wolves
Codex: Tau Empire
Codex: Tyranids
Codex: Sisters of Battle

Point level: 
Games will be played at the base point level of XXXX which can be modified based on bonuses gained during the campaign.
Army Lists: 
Army lists are not set and as such can (and are often forced to) be changed before a battle.  Normal force organization parameters are standard unless modified by campaign bonuses.
Requirements: 
Painting- It is encouraged that all models be painted but unpainted models are allowed with no penalty.
Modeling- WYSIWYG is encouraged but for the sake of progressing the story proxies can be used.  Proxies however must be reasonable and must be represented by a 3 dimensional model.  Models should be of similar size to what they are representing.  If you are proxy-ing a special weapon, it must stand out as different from the rest of the quad.
Examples:
Size-
Grot as a carnifex =NO- not of a similar size
Dreadnaught as a carnifex = YES- similar size
3D Model-
A piece of paper that says land raider= NO- Not 3 dimensional
A battlewagon as a land raider = YES- 3D and similar sized
Special Weapons-
A marine bolter as a melta gun= NO-Does not stand out from the rest of the squad
A marine plasma gun as a melta gun= YES- Does stand out from the rest of the squad
All proxies must be declared before the game begins, and a write up of what is what should be provided if possible.  If during the game one model magically becomes something else (without the power of the warp), it is immediately removed from play, and counts as a kill point if applicable.   If the model is a transport the unit inside is destroyed as well.  Basically if you get caught cheating your stuff DIES!

Campaign Play:
The campaign is map based.  The map has clearly defined regions, each containing a mission. 
The campaign takes place on a turn based system.  Player movement order will be decided randomly by a roll off.  Each turn, all players may move to any region adjacent to any of their own.  If that move takes them into a region controlled by another player, they have issued an occupied region challenge.  If the move takes them into an unoccupied region, they have issued an expansion challenge. 
If two armies move into the same unoccupied region it is treated the same as an occupied region challenge, except the attacker and defender are chosen via a roll off.  High roller is the attacker.
If two players challenge the same occupied region the battle will be three way free for all with two attackers and one defender (attackers must still fight each other).   If all three players cannot meet at the same time, two armies fight and the third person fights the winner without the bonus from that area.
Players can not choose to launch a challenge from a region they are defending from a challenge.
Any battle that ends in a draw is decided by whoever has more points left on the battlefield.
The turn ends once all armies have made their moves and had their battles or 2 weeks have passed.  Whichever comes first.
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Occupied Region Challenge:
Once the challenge is issued as explained above the player being challenged can accept the challenge and have a battle, or decline, in which case he forfeits the region to the challenger. 
If the challenge is accepted the players have a battle based on the mission of that region with the challenger being the attacker and the challenged being the defender. 
After the battle, if the attacker wins, he gains the defenders region.   If the defender wins no regions exchange hands, but the defender may challenge the attacker in the region he just attacked from.  If he does this the defender fights a Retreating Battle.
If you participate in an occupied region challenge, you must keep a detailed battle report.

Retreating Battle:
A retreating battle works the same way as a normal battle except the defenders do not gain the bonus from the territory they are defending.

Expansion Challenge
Expansion challenges function the same way as occupied region challenges with one exception.  As the region being attacked does not have an army controlling it, any available army may act as the defender.  This represents either coming into contact with a scouting force or local defense force.  The defending army has none of its bonuses from other regions (as it is essentially a different army for this purpose).
If the attacker wins it claims the region as normal, but if the defender wins, the area remains unclaimed.  No retreating battles can be claimed in the following turn
For fairness you cannot battle the same army twice in a row during an expansion challenge.
As expansion battles are not important to the narrative, battle reports are unnecessary.

Losing all your territory:
In the unlikely event that an army has lost all of its territory, it is considered destroyed.  It can no longer capture territory and instead takes the role of planetary defense force and is used for expansion challenges.

Winning the Campaign:
At the end of the campaign, the player who holds the most territories is the winner.  In addition if any army should take control of all the strongholds or 50% of the map they win automatically. 

1 comment:

  1. Cool. Quick question. Say the turn order is Klaivex, Riptide, Tank.

    Do all the movement choices get made before any battles are fought?

    ReplyDelete