My friends and I have found our way back to Warhammer 40.000 and reactivated our armies, discovering that there's been a new edition released in the meantime. It took a couple of weeks for us to get up to date, buy and read the new material, order new models, and do all that which has to be done.
At last, after we had finally digested the 5th edition rules, we could start to get some games in. And because we are actually roleplayers we care a lot for the background of our battles and the storytelling effect of them - this is why we run a campain. It's name isn't very interesting, it's just another "battle for ...", "the battle for Duglum XIII" to be exact.
I am posting about this here because there has been some interest in our campaign's rules and I was inquired to share them, which I will gladly do. But let me explain why it's all the way it is and what it's all about...
REQUIREMENTS
When we came up with the mechanics for our homegrown campaign we had certain requirements in mind that were to be fulfilled.
1. First off, because we are roleplayers, telling a story is very and most important to us.
2. Moreover the campaign needs flexible time management and some feature that allows for participation in between the games, since we don't live near to each other and there has to be something to keep things interesting and keep you involved even if you don't get to play any battles.
3. We want victories to count for something and have an impact on future games, all the while still rewarding players that lose but at least try and get a lot of games played (losers should be better off than someone not playing at all) and all the while still making sure that single victories don't determine the course of the whole campaign (i.e. the impact of one victory should not be so great as to make it nigh impossible for the others to prevail against the victor in future games).
MEETING THEM
We came up with a whole lot of stuff in order to meet our requirements. I shall introduce them to you one at a time, elaborate enough to understand but keeping it as brief as possible.
Storytelling
The storytelling part is - fortunately - running by its very self in our gaming group. Some players choose not to participate in this part very much. This is somewhat sad, but in the end it doesn't matter because the majority plays along.
We agreed on a general background for our campaign together and the majority of players chipped in some work so that the system of Duglum (located in the Scarus sector of Segmentum Obsurum, by the way) has come to life with a description of its suns (yes, the system has twin suns as actually the majority of systems in the milky way do), planets and planetoids, its history, its resources and a lot of other general details.
Because our Chaos player (Chaos Space Marines and Lost and Damned) takes a liking towards being - oddly enough - in the role of the defender, we came up with a story of how the system turned to the powers of the warp and is now in the hands of Chaos and how all the other armies fit in. The Necrons for example have awakened due to the doings of the Lost and Damned who aren't yet aware that Duglum XIII actually is an ancient tomb world. My Space Marine chapter (its home world was destroyed and it has a flying fortress monastery in a Ramilies space station - so they are practically nomads) passed by more or less by chance and is trying to put a stop to the rebellion and save as many souls as possible while any loyal Imperial forces are still months away. And so on...
Since the majority of players also has their army's background worked out we have a lot of insight into our enemies which is kind of satisfying. We also put a lot of effort into inventing mission objectives for ourselves and our enemies. For example: the Chaos player ruled that in one of the cities there's a sealed titan hangar with an ancient warlord titan and that his traitors are trying to breach it and will succeed within a given time limit if he is not stopped before. I have thus dedicated my first missions against him to install a beachhead from where I can ground-assault the titan hangar as it is heavily protected against orbital strikes. The Necrons' awakening and their appearance on the surface was so sudden that the traitor forces had to immediately surrender a city to them leaving all the innocent inhabitants helpless. My Space Marines have thus dropped in to evacuate as many untainted souls as possible, playing a relief force city mission in which my forces guarded a medical center. Stuff like that, I'm sure you get the idea.
Since we also write battle reports and short stories or just come up with short quotes on certain events by our armies' characters the story really evolves all by itself and comes to life pretty vividly. We are sharing all this on an internet forum I have installed for our campaign for all the communication between battles to take place.
Filler-in activity
To keep the campaign running even if there are no actual games being played we have come up with "sector sovereignty". It is the strategic phase of the campaign, based on a battle map of a part of the planet that is fought over the hardest and therefore is representative for the war as a whole. Here is what the map looks like:
Every army has 3 attacks per week that can be used on hexes adjacent to ones your army holds. Attacks are successful on a 4+. You can also combine them onto single hexes, lowering the required die roll by one for each assisting attack (surplus of the first). Attacks against hexes held by an opponent you won a battle against in the past week have a higher chance of success: the required die roll is reduced by one for each victory against that opponent within the past week. (If you manage to get better than a 2+ from your victories each surplus victory gains you a free additional 2+ attack on a hex of that opponent instead. This may seem harsh, but you'd have to lose quite a lot of games to the same player within a single week for that to happen.) Obviously, successful attacks put the target hex under your army's control.
Controlling entire sectors uncontested is a greatly benefit. Not only does every sector you hold in its entirety give you a free tactical options point (see below) in every game (you can not stack these, though - if you don't use them in that game they are lost), all but the smallest sectors provide even greater advantages. Sectors A, B, J and K offer the option of upgrading one of your troops choices (per sector) with any one veteran skill of the experience table (page 263, main rulebook) for +3 points per model. Sectors C and L drastically reduce the cost of the "superiority" tactical option (see below). Sectors F, G, H and I drastically reduce the cost of the "preliminary bombardment" tactical option (see below). There's a small background for each of these rules too, but my fingers are tired and I am reluctant to translate all of it into English. Of course all these sector regions also have names and descriptions and so on...
[There is also some special rules to cope with the fact that all players but me play two armies combined in one faction (for example Chaos Marines and Lost and Damned, or Necrons and Tyranids - yes, there is a good explanation for the latter two working together, it's nothing like an alliance anyhow but more of a mutual and temporary non-aggression pact). I get to play the remaining loyal parts of the Imperial Guard in our sector sovereignty strategy phase, but since I can't actually use the advantages of any sector they hold in games we have also ruled that the Guard's attacks only succeed on a 5+ and mine on a 3+ and that I can strike anywhere on the battlemap and not just adjacent hexes because I am actually attacking from orbit. This doesn't help in holding sectors of your own, but it helps a lot in preventing others from holding any sector, who can combine their two armies' strength to hold sectors.]
Fruits of victory
In order to provide the victor of a battle with some advantage we have come up with the "tactical options points" system. You gain points for games (5 for every victory, 2 for every draw, 1 for every defeat) and spend them on tactical options. Fortunately I wrote the rules for them in English, so I can just quote them from our forum:
Originally Posted by Tactical Options
I have to conclude now as it is very late and I need to get some sleep. I hope this is an inspiration to some of you to maybe come up with your own campaigns and campaign systems and make Warhammer 40.000 battles more interesting and the hobby all the more rewarding!
Let's hope my English is good enough to actually be understood. Feel free - more than that: obliged! - to ask questions if there's something you didn't understand.
Best regards to all of you reading this.![]()

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