The Battle Barn

A gaming club based out of Grand Rapids MI, The Battle Barn hosts weekly gaming nights where a multitude of different games can be tried. No matter the game system you're interested in, come check us out and satisfy your gaming needs.
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 Post subject: Campaign: Battle for Kathal (8-26-11)
PostPosted: Sun Aug 14, 2011 9:48 am 
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Joined: Sun May 22, 2011 1:47 pm
Posts: 101
Hello everyone!

If you have not met me at the few times I have shown up to the Barn I am Ian Dudek (Green Tau and demons) and I wanted to get overall interest and see who would be a part of it.

Now in case you guys don't know anything about me I am thejesus on the 40kfightclub. I have run several campaigns and I will be putting together a miss mash of some of my better campaign designs.

Here is a bit of the overview.
Campaign Starts: 8-26-11 I will be at the Barn at 7:00 to answer any questions.

When Brian gets to it he will create a special forum for us expect that soon. I will be posting up more rules there and any rules updates.

General Information:
WYSIWYG: What you see is what you get! The final event will enforce WYSIWYG! Anyone who wishes to proxy something in an campaign game may do so with their opponent’s permission.

Reporting Games: All game reports must be done before the end of the phase. Post all victories for each phase on the forums.

Price: The campaign is free to play in. The final event will have an entry fee. The entry fee will pay for prizes. Prizes such as best hero conversion/paint and other prizes. Prizes and entry fee will happen at a later date.

Sides:
This is a standard good vs evil campaign but due to the complexity of the races often the sides are blurred because each army has their own agenda.

In each game you are playing either good or evil. To determine which side you are contributing to look at the chart below. If you are on the same tier as the army you are playing against the players may decide which side they are fighting for, if all else fails roll a D6.

Good: All Imperial Armies
Neutral Good: Tau, Eldar
Neutral: Necrons, Nids
Neutral Evil: Orks, Dark Eldar
Evil: Chaos, Demons

Heroes:
Each player will create a standard HQ choice. Throughout the campaign your HQ choice will evolve. At first it will be stat changes but eventually the HQ will gain special abilities. This campaign will be the story of your own special character and his/her rise to greatness.

Special rules have been adjusted to balance out the HQs. All rules are hidden until all characters have been chosen and locked in.

Creating a hero:
Point up any HQ choice from the army you wish to be your primary force. Special characters can't be a hero (Their story has already been told!).

Once a hero has been submitted you may not change his wargear. Organizers may give special permission to players to slightly modify their character’s weapons/wargear but that is at organizers discretion.

When you finish figuring out your HQ choice you are going to run post up your hero on the boards. Below is a sample post.

Example:
Army: Orks
Player Name: Ian Dudek
Hero Name: Warboss Skullz En bonez
Hero: Warboss
Wargear: Evey armor, boss pole
Weapons: Power Claw
Points Cost: (total points)

Hero advancement:
A hero will gain a random useful stat every 2 weeks. At the end of week 5 you will trade in your stat upgrades so your hero will gain a random ability. Before the final campaign event you will gain one more ability but without losing the stats.
Each race will have their own stat chart. Each HQ choice in every codex will have their own ability chart as well. The Necron stat chart can be seen below. If you really want to keep your stats instead of gaining your ability you may do that but I HIGHLY suggest against it.

You may not get the same stat twice. If you roll the same stat the player may choose which stat he will improve upon.

For example:
Necrons
Random Chart
1) +1 WS or BS
2) +1 I
3) +1 T or Gains +1 to well be back rolls
4) +1 S
5) +1 A
6) +1 Wound

Phases and Missions:
The campaign is broken down into 6 phases. Each phase is 2 weeks long.
The campaign is flexible. You may play any mission that has been agreed on by ether player. Although each phase there will be a side mission. The side missions affect the next phase and the final event! I will post up Side missions the week of the next phase.
Side missions are the only missions where you can achieve more than 1 point a game. If you get a major victory (assuming the side mission has major victories) you will achieve 2 points for your side.

Side Missions:
Each phase will have a one or more side missions. Side missions are optional! Side missions were designed to be more difficult to win than your average game of 40k. As such the side that wins the most of these missions will receive a small bonus for the next phase and for the final event.

Missions will be posted on the boards before the start of each new phase.

Reporting games:
I keep everything simple. 1 point for a win, 0 points for a draw, and 0 points for a loss.
When you report the victory please post up the players and post if the game was a side mission or not.
Example:
Ian Dudek (winner)
Vs
Eric Gibbs(loser)
Side mission (Sabotage)

Final Event:
The final event is a planned battle lasting a set amount of time.

There will be a main table where it will be a 2on2 battle. At the same time there will be several 1on1 games happening on other tables. The side tables are not tied into the same game turns as the main table so everyone will experience steady game flow.

More on the final event later.


Other notes:
You are not locked into one army but you are locked into one hero. So if you created a hero for Orks, and you started playing Tau you will not be able to create a hero for Tau.
This is a very laid back campaign. This means that there is no requirement of games forced upon players. Players will be able to play every week or only twice the entire campaign if the player wants to. You do not have to play someone in the campaign to receive credit for the game.
Hero’s points are not adjusted! Everyone will receive the same upgrades to heroes at the same time counter balance the points cost.

Campaign Starts on August 26th. If you have any questions please post up questions on the forums and I will answer them when I can. If the Barn is closed any week the campaign will be pushed back one week. November 12th will be the estimated Final event. This is a loose schedule and things will be pushed back or forward at any time based on if the barn is open or not.
PM me if you have any questions I will be more than happy to address all questions in person or on the forums.


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 Post subject: Re: Campaign: Battle for Kathal (8-26-11)
PostPosted: Sun Aug 14, 2011 1:38 pm 
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Joined: Sat Feb 13, 2010 8:09 pm
Posts: 425
Sounds cool. What about points levels? Is it just any points that the players agree on or will there be escalating points as the tourney goes up?

Consider me in. I was going to run the Domination table, but so long as there is sufficient interest in this I may delay starting that until this ends. That way we won't have two campaign style events happening at once.

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 Post subject: Re: Campaign: Battle for Kathal (8-26-11)
PostPosted: Sun Aug 14, 2011 1:58 pm 
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Joined: Sun May 22, 2011 1:47 pm
Posts: 101
Quote:
Sounds cool. What about points levels? Is it just any points that the players agree on or will there be escalating points as the tourney goes up?

Consider me in. I was going to run the Domination table, but so long as there is sufficient interest in this I may delay starting that until this ends. That way we won't have two campaign style events happening at once.


There are no preset points limits in the campaign. Whatever points that both players agree is fine. Now I have always offered APOC games of 4000 points or more are worth two but not many have taken me up on the offer.

The campaign would end sometime around November.


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 Post subject: Re: Campaign: Battle for Kathal (8-26-11)
PostPosted: Tue Aug 16, 2011 9:20 pm 
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Joined: Fri Feb 19, 2010 1:55 pm
Posts: 167
Sounds cool, I am in.


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 Post subject: Re: Campaign: Battle for Kathal (8-26-11)
PostPosted: Wed Aug 17, 2011 1:34 pm 
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Joined: Sun Feb 14, 2010 5:13 pm
Posts: 353
Location: Michigan
I like the create-a-hero aspect a lot. It's about time we got something going at the Barn too. I'm in.

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 Post subject: Re: Campaign: Battle for Kathal (8-26-11)
PostPosted: Wed Aug 17, 2011 4:04 pm 
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Joined: Sun Feb 14, 2010 3:02 pm
Posts: 557
Location: Grand Rapids, MI
So then what's the deal with Imperial Guard heroes? No way in hell am I going to use a Primaris Psyker and definitely not a Lord Commissar in my army, so I'm out on an individual hero when it comes down to easy to calculate points.

As such would a command squad be stuck being the same every time or just the war gear on the commanding officer?

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 Post subject: Re: Campaign: Battle for Kathal (8-26-11)
PostPosted: Wed Aug 17, 2011 6:28 pm 
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Hmm you're right there Dale. I hadn't realized how gimped guard armies can be with their HQ choices.

Personally, I would think that as long as the commanding officer remained the same, you'd be in the clear. It's a single model just like everyone else so that seems a pretty fair way to do it.

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 Post subject: Re: Campaign: Battle for Kathal (8-26-11)
PostPosted: Wed Aug 17, 2011 7:40 pm 
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Location: Grand Rapids, MI
Arander wrote:
Hmm you're right there Dale. I hadn't realized how gimped guard armies can be with their HQ choices.


I'm saving this quote. And good to know on the hero thing.

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 Post subject: Re: Campaign: Battle for Kathal (8-26-11)
PostPosted: Thu Aug 18, 2011 2:37 pm 
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Okay another question. Since the IG commander is stuck with only a few upgrade options to himself (no biggie, I know what I need) what would we have to do if we wanted him to have, say, carapace armor? I bring this up because you give the whole squad carapace when you upgrade, it isn't an individual basis. Do I just divide the points evenly and then that's him with said carapace armor? And even then that is a hassle. Here's why.

A standard command squad is 4 veterans and the commanding officer. It costs 20 points to give the whole squad carapace. Now let's say I add in all of the regimental advisers (a common tactic of mine). Carapace is still applied to them as well for the same cost as if I did not add them. Which number would I divide it by? The squad of 5 or the squad of 10?

Another issue that needs to be brought up on this. Let's say for a mission I want my command squad to have carapace, but the commanding officer was never issued it at the beginning. What then? Do I spend the 20 points and not get my full points worth since he can't be upgraded? Or hell let's say he had it before, will the full cost still have to be spent? In which case it would cost anywhere between an extra 2- 5 points for something that he already has.

And now that I think about it will I have to deduct his base points (which will be 10, since a CCS is 50 points with 5 models) when calculating the cost of the squad, but ultimately still paying for the full price of the squad OR will I be stuck paying that extra 10 points, making the CCS 60 points instead of the regular 50?

I ask now because I want answers before I commit to anything. I don't need anything popping up in the future which will screw me over.

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 Post subject: Re: Campaign: Battle for Kathal (8-26-11)
PostPosted: Sat Aug 20, 2011 9:33 am 
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Joined: Sun May 22, 2011 1:47 pm
Posts: 101
Quote:
Hmm you're right there Dale. I hadn't realized how gimped guard armies can be with their HQ choices.


First off ALL weaker HQ choices get a boost in ability! They might suck week 1-4 but on week 5 they will have a better chance at a sweet ability! I am telling everyone this now because everyone can can change their hero.

So this is news to everyone!

Let me give an example:

A necron lord
ability 2 of 3
2) Improved Gauss Technology: (army ability)
the Lord and every unit in the army possess powerful gauss tech that automatically wound or glance a vehicle on a 5+ and pen on a 6+.

Or this ability
Herald of Nurgle +++ Greater Demon of Nurgle
ability 3 of 3
3) Zombie Plague (army ability)
All models killed by a model with mark of nurgle will rise up as a plague bearer on a 4+. All new plague bearers will join within 2" of the unit that caused the casualty.

Note:
Not every character has super bad ass abilities. So a good character might only get one bad ass ability and two good abilities. Where a weaker HQ will have two bad ass abilities and one good ability.

The intention of the abilities are to do two things. Create a change up in how we select HQ choices and create a interesting twist on how the games are played.

I will create teaser with all this information plus some.

Quote:
Okay another question. Since the IG commander is stuck with only a few upgrade options to himself (no biggie, I know what I need) what would we have to do if we wanted him to have, say, carapace armor? I bring this up because you give the whole squad carapace when you upgrade, it isn't an individual basis. Do I just divide the points evenly and then that's him with said carapace armor? And even then that is a hassle. Here's why.

A standard command squad is 4 veterans and the commanding officer. It costs 20 points to give the whole squad carapace. Now let's say I add in all of the regimental advisers (a common tactic of mine). Carapace is still applied to them as well for the same cost as if I did not add them. Which number would I divide it by? The squad of 5 or the squad of 10?

Another issue that needs to be brought up on this. Let's say for a mission I want my command squad to have carapace, but the commanding officer was never issued it at the beginning. What then? Do I spend the 20 points and not get my full points worth since he can't be upgraded? Or hell let's say he had it before, will the full cost still have to be spent? In which case it would cost anywhere between an extra 2- 5 points for something that he already has.

And now that I think about it will I have to deduct his base points (which will be 10, since a CCS is 50 points with 5 models) when calculating the cost of the squad, but ultimately still paying for the full price of the squad OR will I be stuck paying that extra 10 points, making the CCS 60 points instead of the regular 50?


Just to make things easy. Treat the company commander AND his unit as your hero. So whatever you point out for the CCS the unit is not going to be able to change. I don't do this to retinues because they are optional where as in a CCS you are forced to take them. This is only to simplify things points wise.

As a note only the Company commander will gain any bonus's or stat upgrades.

Is everyone good to go?


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