Post by Zombie Jesus on Apr 30, 2016 17:01:01 GMT
Hello all,
This may look similar to the previous post but it has been edited and refined after some discussions based around the amount of games in a week. To clarify this clearly to start with, players only NEED to play one game a week but the option is now there to play multiple. More details are given below.
Campaign Setup
There will be 3 systems per 4 players Each system itself will be made up of a Sun and D3+2 planets.
Unlike the standard rules there will be different sizes of planets. These are rolled for with a D20 and are as follows:
18-20 – Large
4-17 – Regular
1-3 Small
Large planets give twice the resources that normal and small planets give half the resources(rounding up). All planets will provide a minimum of 1 resource. When the starting positions of the empires are created they will be balanced as much as possible. This could mean that some players have one or two more planets but the resources per turn will be equal at the start.
Once the map is made and posted Pirate factions should choose a planet near which their base is hiding and another backup planet within another system. This will be done before any player knows the starting positions of the empire factions
Any pirate faction wishing to become a empire may do so at any time after week 2. The now ex-pirate faction will declare this on the Sunday, before they challenge anyone, and then for the next battle you fight will be a planetary assault on the planet your pirate base was hiding near. Necrons will play slightly differently. For at least the first 2 weeks a Necron player will function as a pirate faction but will not have a base that can be assaulted. However they will have preselected 4 planets to be tomb worlds, which planets are tomb worlds will not be known anyone but the player and myself. There will only be one tomb world allowed per system. After turn 2 the necron player may awaken any of their tomb worlds as fight a planetary assault mission as other pirate factions do. If Necrons or pirates lose a planet assault going from a raider to empire faction they lose that tomb world (as its purged and cleared by ground forces) or retreat to their backup base respectability. Both pirates and Necrons may attempt to take another planet(tomb world or backup base world) next turn. Pirate faction may attempt once more to become a empire faction, if they fail then they be a pirate faction for the reminder of the match(see appeals to maybe influence this). If the Necron player runs out of tomb worlds then they act as a pirate faction with a base of their own.
Pirate and Necron income(one Tombworld would be selected as the 'pirate base' for the sake of income the first 2 turns) would be based on the total resources in the system their base occupys. However if more than one Pirate base is present then the total resources is split between the two pirate factions. This is to simulate smaller pirating and smuggling going on within the system and encourage pirate v pirate feuds and battles.
Leaderships will be rolled using RolZ. Grifftofer has helpfully made a room on rolz.org/ called "TG Gothic Campaign"(Password "tggothic"). No need to sign up just use the nickname you use here and get in the room. Once sign up is closed and your fleet is finalised you may roll for leaderships of you fleet. The format will be the name of the ship followed by a roll. This just keeps it simple, in one place and stops anyone inflating their scores.
Any players not rolled their leadership should do so ASAP
Nid Campaign rules
Nid players start with zero planets and can therefore attack any external planet in a system i.e. is not with the cluster. Additionally they start the campaign with 20 biomass which will be explained later
The first game a tyranid will play is a planetary assault. If the first assault fails then they will have one more attempt to gain a planet.
Nids will gain resources in the same way as other factions. However after any resource related dice(see penal colony in rule book as an example etc) are rolled the player must roll a D6 for every planet.
1 Half resources
2-5 Normal resources
6 Bountiful harvest
On a roll of a 6 the player may choose to have twice the resources that turn or strip the planet bare and gain 6 times the resources. If the latter is chosen the planet can't gain resources for the rest of the campaign and counts as half an owned planet to the player for the sakes of campaign wins. No other faction may attack the planet(as there is not no use in having it) however necron tomb worlds may still be activated after a planet is stripped but it still will no gain resources and must still be fought over.
Biomass functions the same as normal resources earned for repairs. However the player may exchange 2 biomass for reinforcementsas described in the core rulebook or 3 for a refit from the evolution of the hivemind section of the Nid fleet list. For special 4+ appeals the nid player will need to confirm the idea with myself or Harmen and will have to pay the biomass values dictated by us for it to occur.
All other fleet related rule will be from the Tyranid fleet list but on extra. Following the eldar leader progression table the flag(hive)ship can gain extra rerolls and leadership(max 10) as its renown increases.
Communication
To aid in communication we will be using a Discord to organise practise games and its available to use during the campaign. The discord is named "TG Campaign". Follow the link to join the server
discord.gg/0wZyLVVPxqQW4Arf
Turn Process
1 Turn = 1 Week
From 00:00 -23:59(GMT) on the Sunday of a week players challenge another player within that weeks Challenge Thread. Each Player will have one challenge a week only and you may not challenge the same player twice in row but they may challenge you.
Challenges may be rejected by the challenged player if they want to play different games. Challenging a player will also grant the additional +1 to rolls used in determining attacker and defender. This is to simulate higher commands directing this action thus increasing the chance of your desired outcome from happening. However when challenged by a non empire faction the game must be played. If your challenge is rejected it maybe reused to challenge another player. Importantly if players repeatedly reject challenges from specific players crazy random events may occur.
After each game the players make a small post in the results page declaring renown increases, ship damages and any territory that changes hands or is raided in this turn.
Once all the games the player will play, they should roll income from their planets, perform any repairs and roll for refits and reinforcements and make withdrawals as the player wishes. Incomes are as described within the revised rules. Once this is complete everything that pertains to YOUR own fleet and is relevant to the wider campaign, including updated ship roosters and renown, are posted in the Results thread on the Campaign Board. The message should indicate that this is the last game of the turn so I can compile results as the week progresses. With regards to reinforcements, a maximum of 5 escorts maybe acquired. Thes how every may be placed in different squadrons. For example you want to add an extra ship in an existing squadron and the remaining 4 to become a new squadron this can happen.
Appeal charts within the rule book have been removed for this campaign as only 3 faction have tables and I'm not making the missing ones. To replace this a player may contact myself or Harmen with an idea of something crazy that you want to happen in the campaign, if allowed you can roll for it as a 4+ normal appeal.
Players have until 19:00(GMT) on the following Saturday to complete any games and submit the results of game in that weeks results thread.Failure to submit will negate any action taken by both players. Updated rankings of renown and territory changes will be posted by 22:00(GMT) on the Saturday of that week.
Battles
When the scenario, attacker and defender have been rolled for(using fleet attack ratings) the attacker chooses a planet to attack. This can be any planet the defender owns but if the planet is not in direct contact with a planet owned by the attacker the mission WILL be a RAID and the scenarios are limited to the raid table and are rolled for as normal but a roll is carried out to determine size of engagement. If the planet is in direct contact then the mission scenario and size is ruled for as normal. However there is one change to the Battle scenario table. On a roll of a 1 or 3 the attacking player may decide whether to try to assault the planet or carry out an Exterminatus. Victory in a battle means the changing of territory from the defenders control to the attackers. Any planets destroyed in a Exterminatus mission are removed from the campaign map.
Pirates may ONLY raid but roll is carried out to determine size of engagement. Attacks on Pirate bases only occur when described in the revised rule book.
Subplots may rolled for at the beginning of any game if both players agree but its heavily encouraged.
Games take place following the rulebook with regards to setup of the board terrain and deployment of forces. Points for the game will be decided upon by the players within the rolled limits.
As there is now the possibility for playing multiple games in a week. To enable to be as fair as possible two rules have been made.
1. Ships and Squadrons cant be repaired mid turn(week). However if a Squadron or ship is destroyed you get a replacement but, as it says within the rules, it has no refits, crew skills and has the lowest leadership you race can have.
2. Ships can only be deployed to certain number of battles
Battleships= 1 Deployment
Grand Cruisers= 2 Deployment
Battle or Heavy cruisers =2 Deployment
Cruisers= 3 Deployments
Escorts= 4 Deployments
If a ship or squadron is destroyed it may deploy only once more in the turn(as time is needed to build and find parts) even if its there first deployment in this turn. To be clear destroyed BBs may not redeploy.
The results of individual battles work as the revised rulebook describes for renown growth.
General Campaign Information
Players are encouraged to form alliances and backstap other players. These player alliances maybe between two or more non-traditional allies. Just meta it up guys
There will be multiple areas in which a player can win. These include but are not limited to(drop a few ideas to increase this list if you have any and I may add them):
Largest Empire
Most renown
etc
Also if something funny happens to one of your ships the you can make a thread in the soon to be campaign board nominating it for the 'At least You tried' Award if a battleship couldn't kill that lone escort, for example.
Start Date
Initially this has been set to the 15th of May but if there is enough popular option(keep in mind some players still need to play a few more games to get the hang of BFG/list writing) it could be pushed up to the 8th
Finally, all I have left to is employ the universal 'Don't Be a Dick' rule and say to everyone 'Enjoy Yourselves'.
As always if anything is unclear don't hesitate to ask here or on the discord if I'm there.
ZJ
This may look similar to the previous post but it has been edited and refined after some discussions based around the amount of games in a week. To clarify this clearly to start with, players only NEED to play one game a week but the option is now there to play multiple. More details are given below.
Campaign Setup
There will be 3 systems per 4 players Each system itself will be made up of a Sun and D3+2 planets.
Unlike the standard rules there will be different sizes of planets. These are rolled for with a D20 and are as follows:
18-20 – Large
4-17 – Regular
1-3 Small
Large planets give twice the resources that normal and small planets give half the resources(rounding up). All planets will provide a minimum of 1 resource. When the starting positions of the empires are created they will be balanced as much as possible. This could mean that some players have one or two more planets but the resources per turn will be equal at the start.
Once the map is made and posted Pirate factions should choose a planet near which their base is hiding and another backup planet within another system. This will be done before any player knows the starting positions of the empire factions
Any pirate faction wishing to become a empire may do so at any time after week 2. The now ex-pirate faction will declare this on the Sunday, before they challenge anyone, and then for the next battle you fight will be a planetary assault on the planet your pirate base was hiding near. Necrons will play slightly differently. For at least the first 2 weeks a Necron player will function as a pirate faction but will not have a base that can be assaulted. However they will have preselected 4 planets to be tomb worlds, which planets are tomb worlds will not be known anyone but the player and myself. There will only be one tomb world allowed per system. After turn 2 the necron player may awaken any of their tomb worlds as fight a planetary assault mission as other pirate factions do. If Necrons or pirates lose a planet assault going from a raider to empire faction they lose that tomb world (as its purged and cleared by ground forces) or retreat to their backup base respectability. Both pirates and Necrons may attempt to take another planet(tomb world or backup base world) next turn. Pirate faction may attempt once more to become a empire faction, if they fail then they be a pirate faction for the reminder of the match(see appeals to maybe influence this). If the Necron player runs out of tomb worlds then they act as a pirate faction with a base of their own.
Pirate and Necron income(one Tombworld would be selected as the 'pirate base' for the sake of income the first 2 turns) would be based on the total resources in the system their base occupys. However if more than one Pirate base is present then the total resources is split between the two pirate factions. This is to simulate smaller pirating and smuggling going on within the system and encourage pirate v pirate feuds and battles.
Leaderships will be rolled using RolZ. Grifftofer has helpfully made a room on rolz.org/ called "TG Gothic Campaign"(Password "tggothic"). No need to sign up just use the nickname you use here and get in the room. Once sign up is closed and your fleet is finalised you may roll for leaderships of you fleet. The format will be the name of the ship followed by a roll. This just keeps it simple, in one place and stops anyone inflating their scores.
Any players not rolled their leadership should do so ASAP
Nid Campaign rules
Nid players start with zero planets and can therefore attack any external planet in a system i.e. is not with the cluster. Additionally they start the campaign with 20 biomass which will be explained later
The first game a tyranid will play is a planetary assault. If the first assault fails then they will have one more attempt to gain a planet.
Nids will gain resources in the same way as other factions. However after any resource related dice(see penal colony in rule book as an example etc) are rolled the player must roll a D6 for every planet.
1 Half resources
2-5 Normal resources
6 Bountiful harvest
On a roll of a 6 the player may choose to have twice the resources that turn or strip the planet bare and gain 6 times the resources. If the latter is chosen the planet can't gain resources for the rest of the campaign and counts as half an owned planet to the player for the sakes of campaign wins. No other faction may attack the planet(as there is not no use in having it) however necron tomb worlds may still be activated after a planet is stripped but it still will no gain resources and must still be fought over.
Biomass functions the same as normal resources earned for repairs. However the player may exchange 2 biomass for reinforcementsas described in the core rulebook or 3 for a refit from the evolution of the hivemind section of the Nid fleet list. For special 4+ appeals the nid player will need to confirm the idea with myself or Harmen and will have to pay the biomass values dictated by us for it to occur.
All other fleet related rule will be from the Tyranid fleet list but on extra. Following the eldar leader progression table the flag(hive)ship can gain extra rerolls and leadership(max 10) as its renown increases.
Communication
To aid in communication we will be using a Discord to organise practise games and its available to use during the campaign. The discord is named "TG Campaign". Follow the link to join the server
discord.gg/0wZyLVVPxqQW4Arf
Turn Process
1 Turn = 1 Week
From 00:00 -23:59(GMT) on the Sunday of a week players challenge another player within that weeks Challenge Thread. Each Player will have one challenge a week only and you may not challenge the same player twice in row but they may challenge you.
Challenges may be rejected by the challenged player if they want to play different games. Challenging a player will also grant the additional +1 to rolls used in determining attacker and defender. This is to simulate higher commands directing this action thus increasing the chance of your desired outcome from happening. However when challenged by a non empire faction the game must be played. If your challenge is rejected it maybe reused to challenge another player. Importantly if players repeatedly reject challenges from specific players crazy random events may occur.
After each game the players make a small post in the results page declaring renown increases, ship damages and any territory that changes hands or is raided in this turn.
Once all the games the player will play, they should roll income from their planets, perform any repairs and roll for refits and reinforcements and make withdrawals as the player wishes. Incomes are as described within the revised rules. Once this is complete everything that pertains to YOUR own fleet and is relevant to the wider campaign, including updated ship roosters and renown, are posted in the Results thread on the Campaign Board. The message should indicate that this is the last game of the turn so I can compile results as the week progresses. With regards to reinforcements, a maximum of 5 escorts maybe acquired. Thes how every may be placed in different squadrons. For example you want to add an extra ship in an existing squadron and the remaining 4 to become a new squadron this can happen.
Appeal charts within the rule book have been removed for this campaign as only 3 faction have tables and I'm not making the missing ones. To replace this a player may contact myself or Harmen with an idea of something crazy that you want to happen in the campaign, if allowed you can roll for it as a 4+ normal appeal.
Players have until 19:00(GMT) on the following Saturday to complete any games and submit the results of game in that weeks results thread.Failure to submit will negate any action taken by both players. Updated rankings of renown and territory changes will be posted by 22:00(GMT) on the Saturday of that week.
Battles
When the scenario, attacker and defender have been rolled for(using fleet attack ratings) the attacker chooses a planet to attack. This can be any planet the defender owns but if the planet is not in direct contact with a planet owned by the attacker the mission WILL be a RAID and the scenarios are limited to the raid table and are rolled for as normal but a roll is carried out to determine size of engagement. If the planet is in direct contact then the mission scenario and size is ruled for as normal. However there is one change to the Battle scenario table. On a roll of a 1 or 3 the attacking player may decide whether to try to assault the planet or carry out an Exterminatus. Victory in a battle means the changing of territory from the defenders control to the attackers. Any planets destroyed in a Exterminatus mission are removed from the campaign map.
Pirates may ONLY raid but roll is carried out to determine size of engagement. Attacks on Pirate bases only occur when described in the revised rule book.
Subplots may rolled for at the beginning of any game if both players agree but its heavily encouraged.
Games take place following the rulebook with regards to setup of the board terrain and deployment of forces. Points for the game will be decided upon by the players within the rolled limits.
As there is now the possibility for playing multiple games in a week. To enable to be as fair as possible two rules have been made.
1. Ships and Squadrons cant be repaired mid turn(week). However if a Squadron or ship is destroyed you get a replacement but, as it says within the rules, it has no refits, crew skills and has the lowest leadership you race can have.
2. Ships can only be deployed to certain number of battles
Battleships= 1 Deployment
Grand Cruisers= 2 Deployment
Battle or Heavy cruisers =2 Deployment
Cruisers= 3 Deployments
Escorts= 4 Deployments
If a ship or squadron is destroyed it may deploy only once more in the turn(as time is needed to build and find parts) even if its there first deployment in this turn. To be clear destroyed BBs may not redeploy.
The results of individual battles work as the revised rulebook describes for renown growth.
General Campaign Information
Players are encouraged to form alliances and backstap other players. These player alliances maybe between two or more non-traditional allies. Just meta it up guys
There will be multiple areas in which a player can win. These include but are not limited to(drop a few ideas to increase this list if you have any and I may add them):
Largest Empire
Most renown
etc
Also if something funny happens to one of your ships the you can make a thread in the soon to be campaign board nominating it for the 'At least You tried' Award if a battleship couldn't kill that lone escort, for example.
Start Date
Initially this has been set to the 15th of May but if there is enough popular option(keep in mind some players still need to play a few more games to get the hang of BFG/list writing) it could be pushed up to the 8th
Finally, all I have left to is employ the universal 'Don't Be a Dick' rule and say to everyone 'Enjoy Yourselves'.
As always if anything is unclear don't hesitate to ask here or on the discord if I'm there.
ZJ