Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
So, my friends and I are trying to work out how to runa campaign with a bunch of different armies.
I play marines, one ork or eldar player (he could be either), two tyranid players, and one daemon player. So, with five people, how do we run this?
The main questions is what type of campaign?
Tree? Node? Map? Some other set up?
So Librarium Online, how do we work five people with fluff to tie the missions together and not end up with the same people fighting each other or things becoming boring?
Generally when making campaigns it's best to start simple. To start with I suggest doing a tree system. Here's a sample campaign idea:
The SMs being what they are, were sent to investigate some ancient ruins bla bla bla. The eldar are dispatched to stop them, since the ruins holds the spirit of an ancient being that was imprisoned by them millennia ago. On the way, both parties encounter resistance from Daemonic forces, which only serves to make them push harder in their mission. They would meet at the ruins at different entrances, and fight their way through the Tyrannid infestation that they find inside. They reach the center, only to find the prison broken and an epic finale begins.
You can play from 500-1500 games and maybe have an Apocalypse game to end the campaign with (that's what I did in my last campaign). Assuming you will play an Apoc finale, here are some of the ideas for missions:
500 or 1000 points game between Eldar and Daemons, SM and Daemons. Winners would receive 250 points bonus or extra assets to use. Limit the assets to those that makes sense in ruins (no orbital bombardments for example).
One 1500 points game between the Eldar and Nids, SM and Nids. A handicap could be given to the Nids where they can field up to 2000 or maybe 2500 to reflect the infestation. If Tyrannids suffer more than 1000 points casualty, they start with 250 points less in the finale.
Apoc finale with Daemons having special rules with them being near the source of their power. Perhaps all Daemons have rending and Feel No Pain? Or even an improved invul save. The Nids could have free respawns (whatever that rule is) for all units while SM and Eldar start with higher points. Perhaps 1500 basic for Daemon and Nids, 2000 basic for SM and Eldar.
To further add fun to your games you can have veteran rewards as suggested in the big rulebook. At the end of each game, nominate a model or squad from your opponent's army (which ideally is still alive!) from each game and they get veteran abilities for use in the Apoc finale.
Lots of improvement can be made to this suggestion, but hopefully it gives some ideas for you design your own campaign
P.S. Take photos of the games, campaigns are a great excuse for dramatic shots or even blog writing.
I agree with keeping the campaign relatively simple and with a definate end point. Many campaigns fail as they try to do too much and people loose interest. Start small and you can always extend it or sgtart again with a bigger scope.
We often use preliminary 40k games as a method of earning strateegic assets in apocalypse games. Play 4 minor games and each victory earns your side an asset in the big clash at the end. You can even combine other games into the campaign. For example we had a planetary invasion type minicampaign and played a small Battle Fleet Gothic scenario to determin who got orbital bombardment in the landing zone apocalypse game. An aeronotica game for who gets a fighter turning up for free. Or even space hulk to get the tunnels asset etc.
Quorn! - Protein for the Protein God.
Thanks for the info, I'll need to mull it over with my friends.
We have no plans for apocalypse, but modifying the points/offering bonuses could work nicely.
Just having some input to start working from is a great help.