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Greetings everyone. Here below is the campaign rules for the campaign Dave and I are hosting at the Barn. If you feel this is too long to read then skip to the too long; didn't read post right after the main one. Don't count on understanding everything if you skip out on the main one. If you are wondering why I made it so long and redundant it is so I'm not asked questions every two minutes.
However feel free to ask questions if something does not make sense to you. Special rules pertaining to specific armies will be listed later. I recommend you guys choose what you want to play as soon.
Campaign Map General Rules
Strategic Movement
At the beginning of the night team leaders roll off against each other to determine what initiative order is made for banner movement. After this is done banner movement begins.
Banners are able to move around the map a certain number of tiles based on the army that controls them. They can move in any direction and continue to move until they run out of moves.
If two opposing banners run into each other then they battle in the tile that they come together at. A player can choose to not move a particular banner.
No two friendly banners can be on the same tile at the same time with the exception of during an HQ assault.
Moving a banner over an empty tile does not immediately allow you to capture or secure it. This is explained below.
Capturing, Securing, and Intercepting
Controlling If there are no enemy banners on a tile at the end of the strategic movement phase then a tile can be immediately captured. To secure it you must roll as normal (see below).
Capturing a tile means that your forces know the area and can respond to enemy movement in a nearby captured tile. If a banner does not move and an enemy banner moves into a controlled tile then after all moves have been declared by all sides, according to initiative order, you may choose to intercept.
Intercepting Intercepting moves a banner its maximum number of tiles to attack the enemy banner. At this point a battle begins. In order to intercept, a banner may not have previously moved this strategic turn. It must be readied to intercept an enemy. If it cannot reach the enemy banner then it never moved and cannot intercept a different banner instead.
Securing After a battle the winner rolls a D6. On a 4+ the tile is captured and secured. On any other roll it is just captured instead.
Tiles that are secured may spawn a new banner the next game turn at 1,000 points or more if they have stored points available. One of the banners must move off this spot as soon as possible.
This is because two friendly banners can not be together on the same tile. This is done during the next strategic turn, but before any other normal strategic moves are made, in the initiative order for that night. They may move their maximum distance allowed including engaging enemy tiles if they so wish.
Destroying Enemy Banners
It is fully possible to destroy an enemy banner. There are few ways to do so.
Destroy all of their forces- Table the enemy army. If anything manages to run off the board this does not count towards units destroyed. Units still in reserve at the end of the game are not considered destroyed and their points still remain on that banner.
Post battle roll off- At the end of the battle the players roll off. Roll 2D6. If the defending player loses then the banner is over run and destroyed. If the defending player wins then he can retreat one tile away. These moves must be made towards the player's HQ. If no HQ exists then towards the closest campaign map edge or towards the dedicated HQ re build tile. If the banner ends up retreating off of the campaign map then that banner and all points allocated to it are lost.
At the end of battle banners are reduced by a certain number of points. This is explained below.
Banners and Banner Regeneration
All banners start out at 1,000 points. At the end of the strategic game turn roll an equal number of D6 to banners owned (or other modifiers that apply). Multiply this number by 100. This is how many points that are generated at the HQ to be distributed amongst banners or stored for later.
These points are spent in a few ways. The more complicated of these will be explained in their rules section. However the basic ones are explained here.
Banner Regeneration Points that are stored at an army's HQ can be distributed to any player owned banner on the map. The maximum banner size is 2,500 points. (There are other ways to increase its size.) It is considered that tanks, infantry, and fliers are dropped from orbit or flown in from some other source.
Banner Formation To form a banner you need two things. A secured tile and a minimum of 1,000 points stored at your HQ. It is simple. Spend the 1,000 points on that secured tile and a new banner forms. Once a secured tile is used it can not be used again in this manner unless resecured. If you have no secured tiles then it can be spent and spawned at the HQ tile instead.
Banner Degradation It is inevitable, armies will take casualties. To represent this on the campaign map banners can lose points. It is done in a simple fashion. Victory points.
Every unit that is reduced by 50%-99% (vehicles count at 50% if immobilized) you take away 50% of that unit's points value. If it is completely destroyed then you take away the full points value of that unit from the associated banner.
Sacrificing Banners and the Speed Bump Effect
It is possible to sacrifice a banner to slow an enemy advance, but this also gives the enemy a chance to use your forces as a speed bump to gain momentum. A sacrificial maneuver must be declared by the lower points player and is not automatic if one banner out numbers the other.
When an enemy banner engages a banner that it outnumbers in points by at least 750 points the following happens. The battle is pitched battle and all normal rules apply (outflanking, scout, reserves, infiltrate, deep strike, etc). The defending player however cannot use reserves unless they are outflanking or deep striking. They always come in on a 2+. Choose sides as normal and begin the battle.
The player with the higher number of points must table the opponent in a certain number of turns. (see table) If they do so then they gain a speed bump like effect and can immediately move their army's half movement +1 tiles. If at any point the defender has no models left on the board, then they have been tabled. The battle tile is automatically captured and they roll for capturing and securing the new tile.
However if they fail, and the lower points player stalls them the necessary number of turns then they do not capture the tile and can not secure that tile this strategic turn. The next strategic turn their movement is half. This is because the enemy army managed to slow their momentum.
At the end of the battle the sacrificed banner is completely destroyed in due time and is removed. If the player that sacrificed succeeds he gains a free 1,500 points that is placed at his HQ the next strategic turn. If he fails he gains 250 points for trying.
Points Outnumbering Opponent Turn Total Victory Must Be Achieved
750 - 1249 4 1,250 - 1,999 3 2,000+ 2
Specialty Tiles
There are a few special tiles that are spread across the campaign map. These give bonuses to the controlling team. These include HQ tiles, manufactorums, food stuffs, and landing pads. Controlling these tiles is enough to gain their benefits. They need not be secured.
HQ tiles
HQ tiles are the end all be all spots for an army's force. They are where points are stored to be distributed and are a major fortification. If a HQ is attacked the game is apocalypse in size and if the attacking player owns a landing pad he may launch a Planetstrike against this tile as well (use the modified rules explained later).
It is recommended that if you attack a HQ tile that you do so with multiple banners. This is the only type of tile where are able to do this. This is because the game is truly in the defender's favor. This is explained in the section "Assaulting an HQ."
Manufactorums
Manufactorum tiles allow a player to add one FOC slot of his choosing from either Troops, Fast Attack, or Heavy Support to any of his banners. HQs are too important and Elites too rare. This is why they are not a choice. This may not make sense for the Tyranid armies or Necrons, but for simplicity's sake we will make it this way.
Food Stuffs
Food stuffs are important. There isn't a single army (besides the Necrons) that can't continue the fight without some sort of food stores. As such controlling a food store allows a full team (not just the individual player) to add an extra D6 to their points regeneration rolls.
Landing Pads
Landing pads allow a player to launch a Planetstrike. Regular tiles gain little in terms of planet strike terrain. This is determined by the campaign masters. Specialty tiles gain more. You are automatically an attacker if you do this. They provide no other bonus. They are defended by a bastion, aegis defense lines, and a quad gun.
If a banner moves onto it before it is captured by any side then it is able to be taken. If it was already taken by another force then the defenders can use the buildings and automated weapons there. Defenders set up the bastion, pad, and defense lines as they choose. Anything that is destroyed during the battle must be rebuilt ASAP at a cost shown below.
Item/ Building Cost In Points
Short Aegis Defense Lines (max 6) 25 per line Long Aegis Defense Lines (max 4) 50 per line. Quad Gun 150 points Bastion 300 Points Landing Pad 700 Points
Super Heavies, Named Characters, and Formations
Super Heavies
Super heavies are allowed in typical games during the campaign. However in order to field one you must meet the standard minimum mission requirements of one HQ and two Troops choices before you can even think about fielding a super heavy in a abnner. If you cannot meet this then you cannot use it. They do not move around to different banners like normal units can. Once they are on a banner they are there until destroyed. They are a strategic asset and should be treated as such.
Also because super heavies are not easily thrown around you are limited to one super heavy per banner and no more than two may be used army wide at any one time. If they are a unique named super heavy vehicle then once they are destroyed they are completely destroyed. They won't be coming back. EVER.
If two players in the campaign want to use the same named super heavy then they must decide who will use the actual name and the other must rename his. He must also create at least one paragraph of fluff to explain the difference and present it to the campaign organizers (Dale and Dave). You may not make up several of the same named super heavies to have multiples of it in your army. That is just cheap, but nice try.
In order to rebuild a super heavy it will cost you the full price of the super heavy in question for the first rebuild. After that the cost of the model is added to the previous cost every time. See the example below.
A Baneblade armed with a heavy stubber and a hunter killer missile costs 520 points. In order to rebuild it you must spend 520 points. If it is destroyed again you need to spend 1040 points to rebuild it. And if you suck enough to have it destroyed AGAIN it will cost 1560 points to remake.
Super heavies are the only models that operate like this.
Named Unique Characters
Named characters are like super heavies in a way. They are stuck on a banner and can come back to life. There is an exception to this. They can come back only once at their base cost.
If they die again they are dead for the campaign. PERIOD. No exceptions.
If two players in the campaign want to use the same named character then they must decide who will use the actual name and the other must rename his. He must also create at least one paragraph of fluff to explain the difference and present it to the campaign organizers (Dale and Dave). You may not make up several of the same named character to have multiples of it in your army. That is just cheap, but nice try.
Apocalypse Formations
They are only allowed in HQ assaults. Everywhere else they are not allowed. No exceptions.
Attacking an HQ and What Happens If it Disappears
Attacking an opponent's HQ is a big deal. This is a way to pretty much eliminate his army in one or two super massive games. In order to attack an enemy's HQ tile you must have two or more banners near that HQ. Both of which must be able to attack (ie not already engaged by another banner and within movement distance).
HQ assaults do not happen on the night in which banners are attacking. They will happen at the next campaign game night. Why? Because Apocalypse games are long endeavors. Plus not everyone carries their full army with them all of the time. That's why.
When you attack your army pulls out the stops and sends whatever it can to the field. What this means is that you are not limited on the number of super heavies to bring AND you can use apocalypse data sheets and formations. Named characters on other banners may also be moved to the front to take part in the glorious assault. This however has the potential to be very dangerous for that character. Both sides are able to do this.
If you do not have enough points for a game then you may bring in an allied player and his army to the fight. (see points later in this portion)
The defending player can also bring in whatever allies he can to the fight. To help with this many models being on the table a minimum of two gaming tables will be required. For every two players another table should be added.
The defending player sets up the terrain and rolls the dice for splitting the table in half and gets to choose their deployment zone. Any fortifications on the table may be freely occupied by the defending player's army. This also includes the occupation of ruins to represent being ready for the coming assault.
A minimum of 3,000 points is required by the attacker to start the assault. HQs are a base of 4,000 points so they are covered for Apocalypse games. They may also use points stored at that HQ to boost their forces.
The attacker may boost the number of points in his banners by allocating points from his own HQ just before the battle. Any allies that join spend points from their own HQ, but do not need a banner there. This applies to defending allies as well. This lack of a banner is because they are air lifting, teleporting, forced marching or just appearing out of no where to assist in the battle.
Let it be known that the rules for Planet Strike and Apocalypse can combine. Strategems from both can be used (including on a single building) and have their own limits as per their game system. Defense stratagems can't be used by attackers for obvious reason.
If both systems are used then there will be both types of objectives as well as the potential for special secondary objectives from the campaign organizers at the time of game. If a stratagem can't apply to the game because it is too confusing then don't be stupid. Just don't use it and find another one.... or ask the campaign organizers how it could be used.
If the defender's lose the battle then they have lost their HQ and at least 4 surviving banners must attempt to consolidate onto the same tile to form the new HQ. The pool of points will be added from what is in the banners that formed the new HQ.
If the defender's win then the banners that assaulted the HQ are completely wiped out. There is no roll, they are merely destroyed.
Reforming an HQ can only happen once per player.
If there are not enough banners left on the field and the HQ is destroyed then the player is not permanently eliminated. Why? Because that is a douche bag thing to do. Instead they can form new banners from friendly secured territories. In order to do this they must spend from their allies' pool of points and can not form a new HQ. In order to form a new banner of 1,000 points 2,000 points in friendly points pool must be used. Basically for every one point they want they must spend 2 of an allies'.
These new banners do generate points for the HQ pool of their allies, but only roll a D3 instead of a D6 for generation.
Should a player not have any allies (which is unlikely) when they lost all banners and HQ tiles then they are removed from the campaign and are free to play regular games of 40k (or whatever the heck Dave plays) during the campaign nights. They are also free to assist the campaign organizers with story lines, secondary objectives, and other nefarious things we are cooking up to make the campaign as enjoyable an experience as possible.
_________________ Infantry leads the way.
Last edited by Hikaru-119 on Thu Apr 22, 2010 9:55 pm, edited 1 time in total.
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