The Battle Barn

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 Post subject: Campaign Rules
PostPosted: Thu Apr 22, 2010 8:37 pm 
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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.

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Last edited by Hikaru-119 on Thu Apr 22, 2010 9:55 pm, edited 1 time in total.

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 Post subject: Re: Campaign Rules
PostPosted: Thu Apr 22, 2010 8:39 pm 
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Tl; DR Version of the Campaign General Rules

Strategic Movement

1. Team leaders roll off for banner placement order.
2. Banners moved army's maximum tiles in team initiative order.
3. When two banners meet they do battle
4. Landing on an empty tile requires an acquisition roll.

Capture, Secure, Intercept
1. Empty tiles and tiles you won a battle in are immediately captured.
2. Controlled tiles allow you to intercept.
3. Securing a tile requires a roll of a 4+
4. Secured tiles can spawn a banner at the next strategic move phase.
5. Intercepting enemy banners is possible with banners that have not moved yet on controlled tiles.
6. Banners attempting to intercept that can't make it can't instead intercept a different banner.
7. To gain points roll D6 = owned banners x 100. Points are stored at HQ and spent on banners.

Destroying Enemy Banners

1. Table them without anything running off the board.
2. Players roll off 2D6 after battle.
3. Victor of battle wins roll off then loser's banner is destroyed.
4. Loser of battle wins roll off then loser's banner retreats one tile towards own HQ.

Banners and Banner Regeneration

1. Banner minimum cost is 1,000 points
2. Points are stored at HQ and can be distributed to banners in the field or create new ones. This is banner regeneration.
3. 1,000 points must be spent to form a new banner at a secured location.
4. If no location is secured then new banners are formed at HQ.
5. Banners go down by VP.

Specialty Tiles
1. HQs - store points and are fought as apocalypse or apocalypse + planetstrike games.
2. Manufactorms - +1 to any FOC except HQ and Elites for army that owns it.
3. Food Stuffs - +1 D6 to point rolls
4. Landing Pads - allow planet strike games

Attacking an HQ Tile
1. Need two banners in tile contact to launch an attack
2. Requires two boards to play (prearrange time for this battle)
3. Defending player sets up terrain and can use fortifications
4. Defending player can have friendly players help him with their army
5. Can be a planet strike game if attacking player owns a landing pad
6. Super heavies and formations can be used freely (dead unique named models are still dead)
7. No points limit

Everything Else

1. Stop being lazy.
2. Read full rules.

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 Post subject: Re: Campaign Rules
PostPosted: Thu Apr 22, 2010 8:46 pm 
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Here is the campaign map at a blank state. Special tiles will be added later. I will see about getting author status on the blog so I can post updates for you guys there.

Sorry about the large image.

MOD edit: Made the picture a regular link to make this thread easier to view, especially on mobile devices.

http://img16.imageshack.us/i/acampaignmap.jpg/

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 Post subject: Re: Campaign Rules
PostPosted: Fri Apr 23, 2010 12:16 am 
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Wow, looks like you put a lot of work and thought into this! Nice Job! I am interested in joining, my concern is that I may not be able to fully commit to such an endeavor as I am often unable to make it out to the barn. If you are able/willing to work with me on that then you can count me in, but if that would cause continuity or scheduling issues then I don't want to mess up what you got going on. Either way, nice work and I hope everyone has a ton of fun with it!

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 Post subject: Re: Campaign Rules
PostPosted: Fri Apr 23, 2010 1:10 am 
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Yeah, the thing is, we aren't going to play EVERY week. Once or twice a month so it stays fresh and new and doesn't get boring. So if you can make it that one or two nights a month then you should be fine.

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 Post subject: Re: Campaign Rules
PostPosted: Fri Apr 23, 2010 1:24 am 
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I'm in more or less the same boat as Eric, but we talked a few weeks ago about how it is not every week. With the once or twice a month (once is better), I should be able to make it most of the time. While I read the whole rules post, I don't get all of the rules yet, but I'll reread it later and see what else I can understand.

You said something about special rules for the various civilizations, but I don't see them here. Is that still a work in progress?


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 Post subject: Re: Campaign Rules
PostPosted: Fri Apr 23, 2010 2:32 am 
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Time to burn the Heretics.

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 Post subject: Re: Campaign Rules
PostPosted: Fri Apr 23, 2010 9:01 am 
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Here we have the special rules for the campaign. Each army gets one for the map and another that can be used in game. The movement table is for moving banners on the map. The number under movement is the amount a banner is able to move, not the number of banners that can move (all banners can move unless engaged or is an HQ).

Map Movement and Special Rules

Army --- (Movement)

Chaos Daemons --- (2)
Chaos Space Marines --- (3)
Dark Eldar --- (4)
Daemon Hunters --- (3)
Eldar --- (4)
Imperial Guard --- (2)
Necrons --- (2)
Orks --- (2)
Space Marines --- (3)
Tau --- (4)
Tyranids --- (2)
Witch Hunters --- (3)

Map Special Rules


(Chaos Daemons) Daemonic Rift- The player can appear anywhere on the table that is not an HQ spot. He must walk into HQs in order to attack them. Appearing in this manner takes away one movement from that banner. Exception being if there is chaotic corruption there. Chaotic squares allow the Daemon player to move his full movement after appearing in a square. He may only appear in as many squares as he has banners (meaning no new banners can be created just by appearing somewhere).


(Space Marines) Drop Pod Assault- The Space Marine player can elect to take one banner off the board and place it "in orbit" during his Strategic Move turn. The next turn he can deep strike it onto any non-specialty tile. His movement is half of normal rolling down. They may in the same turn take one into orbit and have another dropping in.


(Chaos Space Marines) Let the Galaxy Burn- If the Chaos Space Marine player chooses when he moves a banner off of a tile he may set off fire bombs in that territory. The territory will no longer provide any advantage if it had an ability to do so (ex. manufactorums in that tile no longer provide a bonus to FOC slots, the tile can no longer be secured, etc.) If the Chaos Space Marine banner was retreating then the same happens, but the enemy banner in that tile may attempt to put out the flames.Take the number of troops choices left on both sides. This is FoC slots, not units or models. Each player rolls dice equal to the number of Troops FOCs that survived. Whoever wins the roll off determines what happens. Chaos Space Marines get their full effect if they succeed. If the enemy player succeeds then the tile can be secured still and the fire bomb only denied bonuses for the next campaign turn.


(Daemon Hunters/ Witch Hunters) Purify- At the end of a battle that the Daemon Hunter/ Witch Hunter player has won against Chaos Space Marines or Chaos Daemons he may roll a D6. On a 2+ the square is purified. If no battle took place the square is automatically purified.


(Necrons) Ponderous Force-
Roll a D6 for all tiles walked across by Necron banners. On a 3+ the tile is automatically controlled. On a roll of a 6 it is secured. Exception to actually stopping on a tile, normal acquisition applies.


(Imperial Guard)Take It or Die Trying- When attempting to secure a tile an Imperial Guard player may re-roll the acquisition dice once. He may do this if he succeeded the first time or failed the first time. Only one re-roll is allowed per tile.

(Tau) kauyon- On the campaign map the Tau player can attempt to move past an enemy banner. The Tau player(s) roll off using a D6 + a D3. The enemy player rolls a D6. If the Tau player wins then he can move past the enemy banner and avoid the battle. If he loses then then the two banners meet at a middle point and must engage each other.


(Tyranids) The Sky Is Falling- All Tyranid banners not destroyed, but lowered to beneath 1,300 points, are returned to a minimum of 1300 points after a battle. This is to represent mysectic spores coming in and replacing lost Tyranids from battle. Normal points can be spent when allowed to boost size.


(Orks) WAAAGH- Any Ork player may move their banner an extra tile towards an enemy if they are only one tile away at the end of movement. For example. Ork player moves two squares. An adjacent tile has an enemy banner. Although his movement is normally gone he may declare a WAAAGH against that enemy banner. The Ork player's banner is moved one tile.

(Eldar/ Dark Eldar) Webway- At the beginning of the strategic turn when points are spent on banners the Eldar player may spend 300 points on a controlled territory (with an Eldar banner on it). This allows them to form a webway gate. Eldar banners may move into that tile and then into any other tile with a webway gate. This move counts as if only moving one tile. Webway gates may not be detected by non-eldar players. If an opposing Eldar force secures a tile with an opposing webway gate on it then it can be used by them and not by the previous owner. Eldar HQs start with a free webway gate.

In Game Special Rules

Army Name --- In Game Bonus

Chaos Daemons --- Terror From the Dark
Chaos Space Marines --- Let the Galaxy Burn
Daemons Hunters --- By order of the Inquisition
Dark Eldar --- Now You See Me, Now You Don't
Eldar --- Now You See Me, Now You Don't
Imperial Guard --- Dug In
Necrons --- Tomb World
Orks --- WAAAAGH!!!
Space Marines --- Prepared Assault
Tau --- Mont'Ka
Tyranids --- Blackend Skies
Witch Hunters --- By order of the Inquisition


Blackened Skies - The Tyranid player is able to place as much of his force in reserve as he chooses and makes a single reserve roll for it to come onto the board. This is to represent a massive wave of Tyranids making land fall and going to gobble up the enemy.

By order of the Inquisition - The Daemon Hunter or Witch Hunter player is able to take place in any Imperium loyal game. He is given a 750 point force which is taken from his own HQ pool. This replaces 750 points of the other Imperium player's banner. Those points are sent back to his HQ. This basically means it suddenly becomes a 2 v 1 game.

Dug in - Any square that has been controlled or secured by an Imperial Guard player that is attacked gains the following bonus. 12-24" of Aegis Defense Lines are set up after all deployment has occured by both sides. The Imperial Guard player rolls a D6. On a 1, 2, or 3 he gains a quad gun emplacement. On a 4+ he gains a lascannon emplacement instead. These emplacements follow the same rules as described in the Planetstrike rule book. These may be placed anywhere on the battlefield more than 6 inches away from an enemy unit at the end of deployent.


Let the Galaxy Burn -
They may place a virus bomb marker in game before any forces deploy, but after sides are chosen. Roll for scatter at 2d6 with a ballistic skill of 2. All enemy models that come within 4" of the marker suffer a single wound with no armor or cover saves. This does not cause instant death and has no effect on vehicles (or any model with an armor value). Feel No Pain and Invulnerable saves may be taken at a -1 modifier. (ie 5+ becomes 6+)


Mont'ka - The Tau player rolls a D6 before the game starts. One and 1, 2, or 3 he gains two marker lights, on a 4, 5, or 6 he gains three marker lights which he may use at any time during the game. Keep track of said marker lights. Once all of them have been used they are gone. This is to represent support from outside forces keeping marker light designators on targets from afar.


Now You See Me, Now You Don't- Eldar players gain the special rule "Now you see me, now you don't." At the beginning of the game roll a D3+2. This is the number of units that gain this rule. The Eldar player can at any time during his turn (after the 2nd game turn) remove a target friendly unit from the board. Roll for reserves next turn as normal. This unit returns at the same strength is was at during the removal. Enter on ANY board edge at least 12 inches away from an enemy or objective. If they can not enter the board due to lack of space then they are kept in reserve until a space opens. Continue rolling for reserves each turn until they return. They count as walking on as if outflanking (without the dice roll to determine sides). The target unit may only do this once during the game. Immobilized vehicles can not do this. If they are off the board when the game ends then they count as destroyed for the purposes of kill points, but count as a surviving unit for purposes of what is left on the banner.


Prepared Assault - The Space Marine player has forces prepared to strike. Before deployment he can create two groups of reserves in any size. When reserves are rolled for he rolls one dice for each group. This is to represent the Space Marines coming from space or from some other hidden location at an exact moment to strike down the enemy.

Terror From the Dark- This allows a Chaos Daemon player to declare in any game to include the Night Fight special rules. At the end of the Chaos Daemon player's 3rd turn the Daemon player rolls a D6. On a 4+ the night fight continues. On a 1, 2, or 3 the night fight ends and the sun appears (unless specified in the mission rules). On turn 4 it continues on a 5, turn 6 and 6, and turn 7 it is over. Repeat this process every turn until the night fight or the game ends. If the Daemon player uses this no Chaos Daemon models have to roll for sight when this ability is in effect. This ability can not be used if night fight is already in the mission's special rules.


Tomb World- For the purposes of infantry the Necron player may opt to deepstrike up to D6 units anywhere on the board during his first turn. They scatter only 1D6, but may not assault if deepstriking in this manner in normal games.


WAAAGH!!!- If the ork player was able to use the WAAAGH!!! ability on the campaign map then during deployment he can roll for each of his units. For infantry units he rolls a D3 and adds that to the number of inches for movement. For vehicles (including walkers) he rolls a D6 for extra movement. Ork units that are outflanking or deepstriking do not gain extra movement benefits.

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 Post subject: Re: Campaign Rules
PostPosted: Mon Apr 26, 2010 9:45 am 
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New campaign rules have been posted above.

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 Post subject: Re: Campaign Rules
PostPosted: Mon Apr 26, 2010 12:14 pm 
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You definitely worked hard on this...dang.

Now, I am wondering when this might actually be starting, I know many people are getting ready for Ard Boys recently and it would be nice if we had a day to put to this beginning.

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 Post subject: Re: Campaign Rules
PostPosted: Mon Apr 26, 2010 1:11 pm 
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I'm gone the weekend of Ard Boys and I'll be gone a lot later than that. If Dave wants to he can start it the last weekend in May and just keep track of stuff. OR we can start the week I get back in June and make it a once during June, twice in July, one in June and do a schedule like that until we decide to end the campaign. This gives time off AND allows for us to write stuff up in between weeks.

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 Post subject: Re: Campaign Rules
PostPosted: Wed May 19, 2010 7:01 pm 
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Be advised current date to start the campaign is June 18th. Please decide what army you want to use by this time. I am requesting at least one Daemon or Chaos Space Marine player. Also xenos are good.

If you are playing a NON-Imperial army I would like to know ASAP soon via PM. I won't be able to make it to the Barn until the 18th so don't count on telling me there. I hope many of you will participate. Current schedule for games is this.

1 game in June, 2 games in July, 1 game in August, and then we will go from there. I doubt anyone will be waxed from the board at this time simply based on how the movement is arranged.

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 Post subject: Re: Campaign Rules
PostPosted: Sat Jun 05, 2010 8:14 pm 
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Campaign starts in 13 days. Still have not a thing from anyone about playing something non-Imperial.

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 Post subject: Re: Campaign Rules
PostPosted: Sun Jun 06, 2010 12:34 am 
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According to Brian, we need to advertise it more, and push back the start date so we can advertise more.

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 Post subject: Re: Campaign Rules
PostPosted: Sun Jun 06, 2010 12:35 am 
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Great...

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 Post subject: Re: Campaign Rules
PostPosted: Sun Jun 06, 2010 9:32 am 
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Caboose wrote:
According to Brian, we need to advertise it more, and push back the start date so we can advertise more.


That's not exactly what I said. Not everyone visits the forums, and even those that do, visit somewhat infrequently. With Dale not able to be at the Barn in some time, there has been no talk at all about the campaign there, and thus very few probably know what's going on. If Dave is helping Dale to run it, with him being out there every week for the most part, you should take that responsibility (talking about the campaign, getting people's insights, getting information, etc...) upon yourself, as it's much easier to get said info from people in person than wait for them to volunteer it themselves.

I never said you have to push the date back. I honestly don't know how you got that impression from me. What I believe I did say, is that while people are aware that a campaign will be run this summer, I'm not sure how aware everyone is of the exact start date. In my opinion, you just need more communication, both here on the forums and in person with people at the barn. Tell people what they need. What size army should they start bringing? Are we going to need order sheets? Some type tracking sheets? How are orders going to be handled? Online or in person? What happens if someone isn't there to give their orders?

You guys have put a lot of time into the campaign rules from what it seems, but that is only one step. Advertising it and talking it up is just as much a part of it as well. You could have the best written rules in the world, but if no one really know whats going on with it, then your left with just some fancy rules.

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 Post subject: Re: Campaign Rules
PostPosted: Sun Jun 06, 2010 6:38 pm 
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They need to bring 1,000 points, but it is recommended they bring an extra 1,000 if they want or have to use a different list. All banners start out at 1,000pts at the beginning of the campaign. During later games they'll know what they need to bring based on their banners' points number.

At least two army lists would be smart since you can choose what you want to use at the beginning of the game once you know what you are fighting.

If you are using special named characters then you must have an alternate list and models to fill in the points gap. This is explained in the rules because a named character won't be in two places at once.

Order sheets? No. Orders will be handled with the Campaign Organizers and they will be done in person at the start of the night. If someone has to show up late then they should inform us ahead of time if possible.

If you can not be there on a campaign night then it is assumed that your army is resupplying and such. So your banners will not move. The campaign organizers will roll your points acquisition dice and apply that to the points pool in your HQ. If an enemy banner has come into contact with yours while you are gone then the battle must be completed by the next time we have a campaign game. If you do not then your banner auto-retreats towards your HQ taking 50% casualties (rounding up on uneven points). This does not apply to an HQ assault. HQ assaults can be delayed for the sake of getting people together.

For simplicity's sake no super heavies during round one. Sorry guys, but based on the mission that will be run it should not have super heavies. Future missions this will be allowed as normal.

Hope that answers those questions enough.

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 Post subject: Re: Campaign Rules
PostPosted: Mon Jun 14, 2010 12:26 pm 
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Due to personal life stress I have to postpone the campaign to an unknown date. Hopefully my love of 40k will return soon so I can give you guys the best experience that I can. As of right now I can't even make myself happy, so you all will have to wait a bit. My sincerest apologies on the delay.

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 Post subject: Re: Campaign Rules
PostPosted: Mon Jun 14, 2010 4:33 pm 
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Hey, shit happens we understand. In the greater scheme of things a game of toy soldiers is pretty insignificant. Take the time you need to get yourself right. 40k and the campaign will be waiting for your return. Untill then take care of yourself!

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 Post subject: Re: Campaign Rules
PostPosted: Mon Jun 14, 2010 9:57 pm 
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Dale...if you ever need help regaining your love of 40k...I have a tyranid horde that would just love to face a guard horde...lots of gants...lots of lots of gants and gaunts...

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 Post subject: Re: Campaign Rules
PostPosted: Mon Jun 28, 2010 11:15 pm 
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Okay then folks here is the deal with the campaign.

For every 500 points painted and based you get an extra dice for your rolls for points acquisition (this is for your points pool at the HQ banner).

I plan on getting things started in July. Not this week. Perhaps next week or the week after it. I will be making an announcement at the barn this Friday after Dave and I have had time to scheme.

Remember night 1 is 1,000 points for your lists. Then the campaign moves on to larger games. So I know most of you have 1,000 points fully painted and based (3 color minimum)

Figure out what army you want to play in the campaign soon. Like real soon. My apologies for not advertising this better.

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 Post subject: Re: Campaign Rules
PostPosted: Thu Feb 24, 2011 12:49 pm 
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From the looks of it Brian's campaign won't be happening. As such I will reattempt to get a campaign going at the Barn. Probably won't start until after Adepticon.

My guess? Two weeks after to be precise.

I will be streamlining the rules so it will be easier to pick up and just go. I plan on altering or just plain dropping racial bonuses, adding in supply lines, and few other changes that will make for a much more enjoyable campaign experience.

If you are interested please tell me either here or at the Barn next week. Please do so even if you have already expressed interest.

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