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We're staring a campaign and are going to use the rules from Planetary Empires.
We are six persons starting up but there's a good chance that one or two will join later on.
My Q's are as follows:
1. The rules says that the bonuses for the map pieces are cumulative and that you get higher bonus if you have double the points and even more if you have three times as many. -What if your opponent have no bonus at all? Does that mean that you get the full bonus (ie triple the points)?
2. How many map pieces should we start with? There are only six space ports and that means that the next player entering the campaign would have to start without one...
3. The rules mentions that you may build map pieces. Do you use any rules for this? Can you add more map pieces and if so, how do you do it?
4. Are the rules any good?
If you have tried them out please give all tips you can think of.
1. Welcome to the games workshop that doesnt think it needs to playtest its own games. We spotted this glitch too. I can't really work out why that table exhists at all. Why should certain races get such bonuses. We just subtract one from the other eg 3 assets for me and 1 for you means I get the bonus of "double" in the rulebook.
2. It isn't necessary for each player to have a space port. Remember they make you able to invade other ports but this works both ways. Why not start off with nobody having a space port. Make the blighters fight for them.
3. Modelling other tarrain or building assets to go on your tiles should be pritty easy. Aslo using the mountans and rivers from the fantasy set can add variation. I would like to see coastal terrain tiles to make peninsulas and the like.
4. The rules seem ok for a campaign without getting too bogged down in a complicated campaign system. They also encourage aggressive play and plenty of battles which in the end is all that you can ask from a fun campaign.
Quorn! - Protein for the Protein God.
It's a hideous amount of filing (after my mighty empires experience, where you're left with tile imprints on your hands after you rip them apart) they're all being filed to the point where they're "loose" and you can't pick them up together (unpainted. painting will add thickness and grip)
The rules - OK. I'm doing it 2 player and hadn't got to the "what happens if one player has 0 items" as we both have a hive and haven't bothered taking them, or even attempting to. Seriously, why go for the hard tile to take - and winning tiles wins the campaign - when there's easier ones? A victory is precious enough, don't squander it.
I liked the differences - They are significantly better for some races that they become more important to fight for as they enhance your fighting style, and they are more important for you - and thus for your opponernt to take. As a guard player i like shields, and my ork opponent likes power plants. They're all good though.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
im running a campaign at my local GW using them, i just made my own rules for them as in a campaign you can do what ever you want, look at my Vespus Campaign notes to see if you get any ideas at all and let me know what you need help with
We ran a 6player campaign at our store to test it out. Overall liked the idea but our next run will have some added rules. For example, only one of each special character per player. Once that character is killed, he/she/it is dead for the campaign. This also allows some 'assassinate' missions to be run.
We are also doing specific army sizes per hex. This allows for some lopsided games, but that is realistic and adds a certain flavor.
Im going to pick up another set just for the tiles and hope to model/convert some race specific objectives.
Oh, and btw. We did count that if one player had 0 and the other 3+ than it was triple.
Here's a link to some GW PE Strategy cards. Pretty cool, and we will be using some modified versions (no apoc).
Last edited by JMichael; January 28th, 2010 at 07:29.