So there is a large space hulk infested by nids and a force of space marines are entering it to find old chapter tresseres
the catch the space hulk has just dropped out of space in ork territory and is now the focus of a massive ork invasion
the campaign that follows would either be a map based or tree based campine where the orks and the nids would be in a straight out kill them all mission while the space marines with a much smaller force would be trying to survive and find chapter relics and get out again
Go for a tree based limited campaign. Always better than map based unlimited one where everyone starts off and most people loose interest after 4 weeks.
First off you can play missions using 40k or space hulk rules. 40k is easy enough. Space hulk can be adapted putting in rules for power armoured marines (roll 1D6 to shoot and combat of D6-2 and only pay 1 action point for turning 180 degrees etc). An Ork can have 1D6 for slugga or 2D6 for shoota etc and really suck in combat or when being shot at due to the poor armour by maybe requiring bolters to only get a 5+ for a success. If you can get hold of old 1st ed space hulk expansions like Space Hulk Campaigns they have rules for other units you can adapt.
Anyway assuming 40k rules being used arrange a few scenarios of different sizes to achieve different goals like:
1. Establish bridgehead- deep striking, drop pods, termies etc to clear out nids or orks. Make this an easy one for the marines. Unbalanced games are one aspect of a narrative campaign you don't usually see.
2. Secure the shuttle bay - lets marines bring in heavy support units in later games, landing them by thunder hawks or storm ravens.
3. Recon patrols - possibly using space hulk rules to get to the bridge, medic bay, library archives to get clues on treasure or previous chapter or lost artefacts and the like.
4. Defend bridgehead - from a concerted Tyranid counterattack.
5. Grab the treasure - marines launch strike forces to secure valuable objectives, plant explosives on the ship fusion reactors, rescue relics etc.
6. Evacuation - gather together your loot and get to the disembarkation perimeter. You have 7 turns to reach minimum safe distance....
Arrange these scenarios in either a line or a tree with consequences for winning and loosing each scenario. Careful to keep the campaign going if the marines fail an early one by, for example, declaring that in the end they do capture the shuttle bay but needed to call in more reinforcements to do so and this will have a detrimental effect later on; or ban them from using land raiders and rhino hulls in the next scenario or two because of the failure. Make some scenarios 40k, others using space hulk or zone mortalis, perhaps one could be planet strike and make the final battle an apocalypse game with columns of rhinos making a dash for the exit while waves of big gribbly monsters try to intercept them.
So that is a nice simple campaign for 2 players but with the orks as a third faction you will need a few extra scenarios for the orks to loot marine supply dumps, hunter-killer-eater patrols, investigation of piles of scrap with which to build stompas etc. Some games need to be Ork v Nid, others Marine v Ork or Marine v Nid obviously. 3 way scenarios can be a laugh to grab the relic in an empty cargo bay but you probably want to limit these to only a few including the final apocalypse game.
By keeping the campaign scope limited and having a definite end you don't get people dropping out through boredom or because the advantage gained early on has snowballed to a crippling advantage in round 19 and everyone knows who will win by now. One tip we used was to charge each player £5 to enter and give them the dates for each scenario they needed to play in. If they attended all the games then they got the deposit back at the final battle - otherwise the forfeited deposits were used to buy cream cakes for everyone in the final apocalypse game.
One tip we used was to charge each player £5 to enter and give them the dates for each scenario they needed to play in. If they attended all the games then they got the deposit back at the final battle - otherwise the forfeited deposits were used to buy cream cakes for everyone in the final apocalypse game.
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