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  1. #1
    Member x1xx1x's Avatar
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    Empire at War - Warhammer Campaign - Need Ideas / Suggestions

    Post has been edited after some very constructive feedback in the replies below - keep the ideas coming.

    -----

    I have been working on this Campaign idea for several weeks now and already have it posted on several other forums gathering input for new ideas / additions / alterations etc and would like to share what has been done so far with everyone here to further enhance and improve the idea.

    I understand that this wont be to everyone's taste, but I'm happy and enjoy working on it, so please just humor me

    This campaign idea is intended for the very experienced player who is looking for something to immerse themselves in with friends over the course of a month/s etc

    ----- -----

    Hail - Welcome to Empire at War


    Empire At War is a Campaign system based around the turbulent times of the Empire set in the current date of the Empire Calendar, where mistrust and rivalries have boiled to the surface and war is about to come to these lands as rival Elector Counts battle for supremacy.


    For this Campaign you will need:-

    4+ Players
    1 set of Campaign Rules with dozens of copies of Settlement + Unit Roster sheets
    6 Mighty Empire Hexes for each player in the campaign with Campaign Map Table
    1 Gaming Table
    Approx 1,500 Points worth of Starting Empire armies for each player (growing to approx 5,000-6,000 max)
    All other necessary gaming equipment


    Campaign Master + Rule Night


    In order to reduce the number of “arguments” and disagreements during the campaign, before starting, a Campaign Master is agreed upon, usually the most experienced and mature member of the gaming group. It is this players responsibility to ensure the Campaign runs as smoothly as possible. This player is still allowed to play, but must remain neutral to ensure fairness is kept throughout the Campaign.

    Players should all meet for at least a couple of hours to all read over and discuss the rules, changing or altering some rules as they wish, as long as it is all agreed upon by every player. This time is to ask questions and sort things out that may later lead to disagreements. Once every player in the group is comfortable with how the campaign will be played out and how everything works, the players can start the fun.


    Allocating Turn and Battle Times


    As the Campaign will take several weeks / months to complete, before starting (at the Rule Night), players should all agree to what kind of time line they will play and what days are most suitable for playing on and fighting battles.

    If players do-not have time to fight a battle, but still wish to complete Economy and Movement turns, Battles that have been declared can be postponed for 2-3 Days (armies picking ground and preparing for battle) and fought later in the week when players have time.

    You are free to play as many turns a you wish as often as you like, but once a battle has been declared on the Campaign map, no more than 2 Economy + Movement Turns can be completed before the battle must be resolved.

    If the player that declared the battle is not able to play in time, it is deemed that the army withdraws back to its starting location before the declaration of battle and play is resumed. If the player that has been challenged is not able to play, their force is controlled by one of the other available players (preferably not one that has an invested stake in the result), with the Campaign Master ensuring fair play is maintained throughout.



    Factions


    Within the Campaign, there is a total of 10 Factions to choose from, each with their own benefits and downfalls, players can either choose freely which one they want, but if conflict arises over who wants what, factions are allocated randomly amongst the players.

    Factions


    Averland
    500 Coins Starting Bank
    Add 10 Points to Income Generation every turn
    Barded Warhorses do-not suffer -1 movement
    Crossbowmen cost 7 Coins not 8 / Free Marksman
    Add 50 Points to war party starting size


    Hochland
    500 Coins Starting Bank
    0-2 Limit on Huntsman units per army not 0-1
    Archers and Crossbowmen are not -1 to hit at charging enemy over half distance
    Heroes D6+2 Experience not D6+1
    Lords D6+6 Experience not D6+5
    Infantry Do-Not suffer penalties for moving through Difficult Terrain


    Stirland
    500 Coins Starting Bank
    All troops ignore Difficult Terrain + Very difficult Terrain counts as Difficult Terrain
    Add 20 Points to Income Generation every turn
    State Troops +1 WS on first round of combat
    Knights cost -2 per man


    Middenland
    500 Coins Starting Bank
    Greatswords +1 Initiative / Free Champion for each unit
    Upgrading Settlements costs 20% less
    Knights +1 LD
    Pistoliers cost 17 not 19
    Maximum of 1 Warrior Priest for every 1,000 Points of Army
    Can NOT recruit Luthor Huss


    Nordland
    500 Coins Starting Bank
    +40 Points added to Income Generation every turn
    Cannons cost 80 not 100 / Mortars cost 65 not 75 / Volley Gun costs 115 not 125
    Engineer costs 45 not 55 base cost
    1 Re-roll per artillery piece per battle
    +1” Move for all Artillery


    Ostermark
    500 Coins Starting Bank
    +60 Points added to Income Generation every turn
    Greatswords +1 LD
    Flagellants +1 WS
    Can ONLY recruit Balthasar Gelt / Boris Ursus, the Red Tzar and Luthor Huss from Character Table


    Ostland
    500 Coins Starting Bank
    1 D6 added to Dice pool to generate Income
    All State Troops +1 Ld for first test
    Can ONLY recruit Balthasar Gelt / Boris Ursus, the Red Tzar and Luthor Huss from Character Table
    Knights are stubborn for their first round of combat
    Infantry ignore Difficult terrain and treat very difficult terrain as difficult


    Reikland
    500 Coins Starting Bank
    +10 Points added to magic item generation for each settlement to start
    Level 1 and 2 Wizards are 10 Points cheaper
    Level 3 and 4 Wizards are 25 Points cheaper
    Only has 800 Points worth of Core Units to start Campaign, not 1,000
    Greatswords + Knights +1 LD for their first test per battle


    Talabecland
    500 Coins Starting Bank
    Heroes D6+2 Experience not D6+1
    Lords D6+6 Experience not D6+5
    Free Company +1 Cost per man
    Greatswords -1 cost per man
    Knights -2 Cost per man
    +40 Points added to Income Generation every turn


    Wissenland
    500 Coins Starting Bank
    Cannons cost 80 not 100 / Mortars cost 65 not 75 / Volley Gun costs 115 not 125
    Engineer cost 40 not 55
    Each Artillery piece can ignore its first misfire roll per battle
    +1” Move for all Artillery
    +60 Points added to Income Generation every turn



    Settlement Creation


    At the start of the campaign, once players know what faction they will be playing, players must create their settlements taking into account for any bonuses their faction generates.

    Players will start with 4 Settlements each, one of which must be declared as their Capital city.
    The 3 other settlements must be randomly chosen as settlements Small, Medium and Large (roll D6 to determine each randomly)


    With the 2 unused hexes for each player at the start of the campaign, players must roll 3 D6 to determine what each spare territory is.




    Army Creation


    Depending on the Settlement size and each factions bonuses, players must create an army following the following guidelines:



    Throughout the campaign, players can gain additional points worth army upgrades for capturing new settlements and additional territories.



    Character Experience


    With the creation / purchase of every Character in a players army lists, they must roll to generate a starting experience level for that hero/lord

    Each Hero Character starts with D6 + 1 experience (unless faction bonus makes this higher).
    Each Lord Character starts with D6 + 5 experience (unless faction bonus makes this higher).

    Character Experience Levels
    Characters can be one of five levels, depending on the number of experience points they have.
    Experience . . . . Level
    1-7 . . . . . . . . . Veteran
    8-15 . . . . . . . . Hardened Veteran
    16-23 . . . . . . . .Grizzled Veteran
    24-33 . . . . . . . .Leader of Men
    34-43 . . . . . . . .Great Leader
    44+ . . . . . . . . . Living God

    The level of the Character has the following effect. Note that a Character keeps the bonus of the previous level when it advances to higher level. Obviously, when a character drops from a higher to a lower level, it loses the bonuses gained from that higher level.

    Veteran: Standard Rules Apply

    Hardened Veteran: +1 Initiative

    Grizzled Veteran: Can re-roll any “To Hit” / “To Wound” / “Armour Save” dice that is a 1 (max 3 re-rolls per battle)

    Leader of Men: 6+ Ward Save or +1 WS or BS if character already has a Ward Save

    Great Leader: +1 Attack

    Living God: +1 LD and 5+ Ward save (or +1 Toughness if character already has a Ward save)


    Character Gaining and Losing Experience
    +1 For taking part in a battle.
    +2 If on the winning side in a battle.
    +2 If in command for a winning battle.
    +1 For declaring a challenge
    +2 For winning a challenge
    +1 For every 5 men killed (by him personally)

    -2 If loses a challenge
    -2 If declines a challenge
    -2 If loses a battle while in command.
    -1 If loses a battle.
    -1 If captured not through a challenge




    Playing a Campaign


    Turns

    Turns can be played out as often as players wish, but it is recommended that a set time is set aside for playing the campaign.

    The order of the turns to be played out is as follows:
    1 - Declare Campaign map army movement / Declare Battles
    2 - Fight Battles / Arrange Battles (maximum 2 day postpone)
    3 – Post Battle Sequence
    4 – Draw Chance Cards
    5 – Update campaign map
    6 – New Turn

    Chance Cards

    Every turn, players must draw Chance Cards for every settlement they have, some of which will be positive bonuses while some of which will be negative things.
    A selection of these cards can be found below:-

    Positive Chance Cards

    Exotic Trader
    A travelling merchant from a far off land has visited the settlement bringing with them a selection of rare treasures
    Gain two free Magic Items, gain 2D6 x 5 Points worth of magic items

    Wandering Nomad
    An exiled engineer has traveled to your land seeking shelter
    Gain +30 points towards an Engineer (can only use these points if they are used to purchase an engineer, Special character Engineer does not count)

    Mercenaries for Hire
    A travelling band of mercenaries is seeking work
    Roll a D6 to determine what type of dogs of war unit:

    1= Light Cavalry (Hand Weapon, Spear, Shield)
    2= Pikemen (Hand Weapon, Heavy Armour, Pikes)
    3= Dwarfs (Hand Weapon, Heavy Armour, Shield)
    4= Halflings (Hand Weapon and either a bow or shield/light armour/spear)
    5= Marauders (Hand Weapon, Light Armour, Flails)
    6= Ogres (Hand Weapon, Light Armour)

    Once you have determined the type of the unit, roll a further 2 D6 to determine the size of the unit



    A player can not increase or re-enforce a Dogs of War unit, however the minimum unit sizes do not apply and the player can continue to field the unit providing the unit has at least the following number of men:



    If at any time the size of the units falls below this number, it is considered that the unit just disbands and the unit is removed from the players army roster.



    Negative Chance Cards


    Floods
    The settlement farms have been flooded
    Deduct 2 D6 x 10 Points worth of Core Troops from the army list due to famine


    Bandits
    A war party of bandits has invaded your territory, roll 2 D6 to determine the war band faction
    2-4 = Goblin War Party
    5-7 = Orc War Party
    8-10 = Beastmen War Party
    11-12 = Skaven War Party

    Once Faction has been chosen, depending on the settlement size, roll a Die to determine the size of the war party
    Small – D3 +1(x 100 points)
    Medium – D3 +2 (x 100 points)
    Large – D3 +3 (x100 points)
    Capital – D3 +4 (x 100 points)

    As long as a war party remains in a territory, armies can not pass through without bringing combat.
    For every Turn that the war party remains, add the following points to the size of the force:

    Small = +50 Points per turn
    Medium = +75 Points per turn
    Large = +100 Points per turn
    Capital = +150 Points per turn

    If a war party ever grows to the following sizes, it will start testing to see whether it lays siege to the settlement or not

    Small = 500 Points Start testing
    Medium = 650 Points Start testing
    Large = 800 Points Start testing
    Capital = 1,000 Points Start testing

    Once a war band starts testing to see whether it will lay siege or not, test every turn in the “Movement Stage”

    1st test = War band lays siege on a D6 roll of a 5+
    2nd test = War band lays siege on a D6 roll of a 4+
    3rd test = War band lays siege on a D6 roll of a 3+
    4th test = War band automatically lays siege

    If a war band ever takes control over a settlement, the player that used to own the settlement must subtract the points allowance from the settlement from their army roster until they are able to take back control.



    Income


    Every turn, players must generate income for their faction. Depending on the settlements a player has they generate income as follows:



    Players can spend their income on a variety of things, from additional points allowances for their armies / Re-Enforcing lost troops / Stores for army campaigns / Settlement Upgrades / Special Characters and Heroes


    Army Point Allowance upgrades

    Depending on the size of the settlement, players can spend money to upgrade the size of their army capacity.




    Army Stores

    Army stores are bought for army standards when setting out for a campaign / battle. The maximum amount of stores that an army can have is equal to ½ of the total points cost of the army list. E.G. a campaigning army with a points total of 2,500 points can have a maximum of 1,250 Points worth of army stores.

    For every turn that an army is out on the campaign map not garrisoned within a settlement, the army must use up some of its stores.



    If at any time an armies stores are used up, they must still roll to see how much stores they would of used up, the number of stores that would have been used up is halved and this amount is deducted from the Army lists point total, with points being lost from the different troops as follows;



    So if an army must deduct a total of 200 points from their army list, they must remove 100 points worth of Core Troops (50%), 60 Points worth of Special Troops (30%) and 40 Points worth of Rare Troops (20%)

    Players can add stores to their campaigning armies at any time providing the stores total never exceeds half the points total of the army.

    If a player garrisons an army in one of their settlements, then the army does not use up any of its stores.


    Settlement Upgrades

    Players can upgrade their settlements at any time they wish, but they are limited to having only:

    Maximum of 1 Capital City sized settlement
    Maximum of 2 Large sized Settlement upgrades
    Maximum of 3 Medium sized Settlement upgrades

    In addition, a settlement can only be upgraded once, so a Small settlement can only ever be upgraded to a Medium Settlement, it can at no time be upgraded to a Large settlement.

    Players can have more large and medium settlements than listed above by capturing additional ones, but once a player controls the number of each listed above, they can not upgrade any more settlements to that size.

    The cost of upgrading settlement sizes is as follows:




    Special Characters + Heroes

    Players can spend their income on Special Characters and Heroes to help lead their armies to victory.

    A Special Character or Hero can only be purchased once in any campaign (some exceptions), so once one faction buys them, no other player can purchase the same Character or Hero.

    Once a Character dies, they can not be purchased again.



    NO * = Only 1 available per campaign
    * = 1 Available for every 3 Participants in the Campaign
    ** = 1 Available for every 2 Participants in the Campaign
    *** = 1 Available for every participant in the Campaign

    Note – even if multiple character types are available, each faction is limited to one of each type.

    Character Weapons and Armament
    The characters listed above without a * come complete as they are listed in their respective army books
    Characters listed with a * can come armed with any armament the player wishes as stated in the characters army book with a couple of exceptions.

    No Pegagus Mounts
    Dwarf engineers can not take Talisman Runes
    Bretonnian Paladin can not take any virtues specific to Bretonnian special rules and can not get the blessing of the lady


    Note:
    All points spent on these special characters are double the cost than normal, so a Standard Dogs of War Captain, which would normally cost 50 points will cost 100 points etc.

    Characters do-not take up character points in a players Army List



    Movement


    On the campaign map, each army is allowed to move the following number of hexes providing they are moving through their own territories:

    Army up to 1,000 Points = Move up to 5 Hexes
    Army from 1,001 - 1,500 Points = Move up to 4 Hexes
    Army from 1,501 - 2,000 = Move up to 3 Hexes
    Army 2,001+ = Move 2 Hexes

    If moving through enemy territory armies can only move 1 hex unless they are able to end their movement in friendly territory. If a player wishes to move through enemy territory through into friendly territory, roll a D6 adding +1 to the result for each enemy territory passing through and consult the chart below:



    If the army is ambushed, the player who controls the territory the army is passing through can choose to bring battle to the enemy in an ambush scenario. The size of the force the player is able to use to ambush the enemy is determined by the size of the settlement being passed through and whether there are any armies in close proximity.

    Small Settlement = 500 Points worth of army list
    Medium Settlement = 750 Points worth of army list
    Large Settlement = 1,000 Points worth of army list
    Capital City = 1,500 Points worth of army list

    In addition to these points, any Cavalry units and Characters that are in a friendly territory adjoining the one being passed through can be added to the points total for free (not included in the points worth of army list above)


    Declaring Battles

    Once an army declares that it wishes to bring battle against an enemy force on the campaign map, depending on the size of the forces, the player that has been challenged can react in several different ways.

    If the size of the two armies are within 500 Points, the enemy can not manoeuvre away and must prepare for battle.

    If the challenged force is more than 550 bigger than the enemy, it can not manoeuvre away and must prepare for battle.

    If the challenged force is more than 550 Points smaller than the enemy, the player can move away from the enemy (providing the army has not moved this turn)

    If the army totals fall between the gaps in these points, the challenged player rolls a D6, on the roll of a 1-3 the challenged player can select which result to use, on a 4-6, the challenger can select which result to use.



    Battle Set up


    Depending on the size of the armies, the set up for each battle is very different.

    If the army that has been challenged to battle is 550 points or more bigger than the enemy, the force is considered immobile for the sake of set up. The player is restricted to a smaller set up zone for their forces than normal.

    If the army that has been challenged is smaller than 550 points than the enemy, the force is considered mobile for the sake of set up. The player has a larger set up zone for their forces than normal.

    If the size of the forces are within 500 points of each other, the forces are considered an even match and normal set up rules apply (unless faction or religion bonuses apply to alter this)

    Sieges + Siege Battles

    Siege Battles follow the standard rules for siege warfare in the warhammer Siege rulebook with a couple of alterations:



    Ending the game

    The goal of the Campaign is a "Total Victory" scenario, where each player is battling for total control over the Empire. The Campaign is ended once one player and any of their allies is able to bring all other factions under their rule.

    Capitulating
    Players are free to play to the death if they so wish, but if a player is losing heavily, they have the choice to capitulate and become a loyal subject of their conquering player.

    If at any time a player is down to their last 2 settlements, they must make a decision to either Fight to the death, or become a loyal subject.

    If a player chooses to fight to the death, like it sounds, the player continues to play until totally conquered, at which time they cease to play.

    Most of the time though, to ensure players all play to the end of the Campaign, the player can choose to ally themselves with the player that has conquered the most of their territories (if tied between two other players roll a D6 to decide)

    Once a player has allied themselves with another player like this, they can NOT be destroyed completely. Players are forbidden from destroying the player and they are free to continue with the campaign trying their best to help their ally to victory. (players can still attack the player and capture any settlements they have over 1, but can not at any time capture their last settlement)

    A player that has allied themselves in this manner must follow the following rules:
    Any income generated from the players remaining settlement/s is halved.
    10% of the players remaining income is given to their Ally
    The player can Never! back track and attack their new Ally or any of the players other Allies

    This part needs work I know, any ideas to improve this part are MOST!!! welcome

    ----- ----- ----- -----

    ----- ----- ----- -----

    ----- ----- ----- -----

    ----- ----- ----- -----

    I understand that a campaign such as this will not be to everyone's taste, but from the feedback from other gamers on other forums and from people at my local GW store it seems enough people would be interested in playing to persevere with the idea.

    I am looking for input from all levels of player who play Warhammer with suggestions on improvements / alterations / additions / general ideas / pointing out mistakes etc etc etc etc

    The more constructive criticism I can get the better. Very much still a work in progress, but once complete it will be made into a pdf file and be distributed to those who have helped in its creation (with any idea, no matter how big or small)

    Hope there are some bright sparks out there with some ideas to enhance this work in progress.

    Thanx for taking the time to read as much as you did (and if you got the whole way through you deserve a medal lol)

    All the best
    Darragh (x1x_x1x)

    [/CENTER]

    Last edited by x1xx1x; December 18th, 2009 at 10:13.

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  3. #2
    Benevolent Dictator CaptainSarathai's Avatar
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    I've played a bunch of campaigns in my career as a gamer. I've found that the more complex they are, the faster they bog down, and the faster they end up as just a memory.
    You are also limiting yourself to just Empire here. Is the plan just to play an Empire-only campaign, or will you be adding other races as it goes?
    Also remember that the more changes that you make to the standard books or regiments, the less balanced the game becomes. I don't know if this matters to you, but I know that some gamers get frustrated when Campaign Rules let their opponent take some kind of unfair upgrade or ability.
    Last edited by sirkently; November 8th, 2011 at 00:16.
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    Member x1xx1x's Avatar
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    Quote Originally Posted by CaptainSarathai View Post
    I've played a bunch of campaigns in my career as a gamer. I've found that the more complex they are, the faster they bog down, and the faster they end up as just a memory.
    Valid point and one that has been discussed numerous times on other forums I have posted on, I can completely understand why a complex campaign could get stagnant with players losing interest, but the idea is to create a complex campaign that avoids this with constant changes and things happening for players not to lose interest. Not saying the idea above is one such campaign, but the idea is to get enough feedback to create something along those lines.

    Quote Originally Posted by CaptainSarathai View Post
    You are also limiting yourself to just Empire here. Is the plan just to play an Empire-only campaign, or will you be adding other races as it goes?
    The main (player controlled) factions are all Empire factions yes, while seeming boring, with the faction bonuses / religion / special units - there is enough variation amongst the armies to make one empire faction very different to the other.

    Quote Originally Posted by CaptainSarathai View Post
    Also remember that the more changes that you make to the standard books or regiments, the less balanced the game becomes. I don't know if this matters to you, but I know that some gamers get frustrated when Campaign Rules let their opponent take some kind of unfair upgrade or ability.
    Of course it matters to me, thats why I have been posting the idea on numerous warhammer forums, to get feedback from far more experienced players than myself, so they can point out things that could be changed to make things more even and fair, but still keeping the variation in faction bonuses.

    ---

    I freely admit I am not the most experienced player out there, this is why I am asking for constructive criticism and ideas from other gamers to help make the idea better.

    I have also received enough feedback from players who love the general concept and want a finished article for their gaming groups to test out.

    If you see something that doesnt look right, or could be changed to make it better, please feel free to comment with suggestions.

    I have already been told by a few that the idea is too complex for a campaign, but the number of positive feedback has far exceeded the negative and I am enjoying working on the idea and wont stop.

    Any help would be most appreciative.

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    Member x1xx1x's Avatar
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    Are there any bright sparks out there with ideas and suggestions to add / enhance this work in progress?

    Am thinking of simplifying the settlement cards by getting rid of a few of the building upgrades like government and medicine, could have another way of using the medical buildings and doctors etc for re-rolls when saving casualties.

    Am going to have a read though the mordheim rule book and see what I can pick up from there.

    If you have Any! constructive ideas or suggestions, please do-not hesitate to reply with feedback (please constructive feedback only)

    Thanx

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    Kut Maar Krachtig Zema's Avatar
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    ok! Here we go, big opening post deserves a big reply!

    first off:
    Empire At War is a Campaign system based around the turbulent times of the Empire, after the death/disappearance of Sigmar, where the numerous powers throughout the land battle for supremacy and control of the Empire.
    Just after the disappearance of sigmar there would be no priests of sigmar, nor pistoliers, cannons, hellvolleyguns. You would also have to include Sudland and Drakwald provinces. I suggest youy change it to the "current" date in the imperial calender.

    Next off, i can only reemphasize simplicity in the campaign. I'd suggest making a simple list like this and then taking out around a third:

    - factions
    - settlement creation
    - new units
    - unit roster / garrison
    - experience units / chars
    - income
    - religion
    - special units

    I'd say that's a lot of choice, and personally i'd remove income, new units, garrisoning and religion:

    -Income just adds a whole redundant layer of intracacy, why not have each settlement generate (something like) +1 core, +1 special, +1 rare per turn, and you can just choose what to use. (so every turn you would get from your 6 settlements +4 core, +2 special and +1 rare, meaning some settlements generate +1 rare but no other choices).

    - New units, i'm never a fan of entirely new units, GW playtests theirs for inconsistencies, you don't have the time to do so, leading to possible overpowered units, i'd skip em altogether.

    - Garrisoning, this just leads to paper work, why not simplify this somewhat by having reserve forces: you make 1 list and then get the opportunity to reserve as much as you want in a reserve force, taking the rest to go conquering. So you start with a list and then divide this into 2 forces.

    -Religion, if you take a faction, that's it, those are your rules, i'd streamline it by making factions mandatory and just having an entry in the rules for that faction that says "god: Taal: +1 whatever, unit X counts as X". That way players can just print out 1 card with their faction rules and that's it. You can also then add the special choice in the faction rules, making it all a lot more clear.

    I'd also try and push back the amount of extra rules: from an interaction point of view, a half page of new general rules a person is (IMO) optimal, you can go 1 page, but personally, i'd shoot for 1/2 page.

    I'd say 1/2 a page to new rules, 1/2 to 1 page new unit rules.

    Apart from that, i really like the settlements, it's kinda like necromunda, i also really dig the crapload of work you put into it, well done man!
    Last edited by Zema; December 16th, 2009 at 12:20.
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    Member x1xx1x's Avatar
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    Thank you Zema, that is exactly the kind of replies I am looking for. It is far more constructive offering up solutions to problems with additional ideas rather than just saying "too complicated" or "wont work" like a lot of people do.

    Some really great ideas in there Zema, I am going to go over everything and take into account a lot of what you have said.

    I will edit the post above with updates I have done and be sure to give you a heads up for you to have a look if you want.

    Thanx again

    NOTE - Anyone else that has ideas / suggestions, please keep them coming in. The more the merrier

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    Benevolent Dictator CaptainSarathai's Avatar
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    Alright, since it only seems that I shot you down in my initial post, I guess I can offer some constructiveness to my post.

    I agree with Zema on knocking out the new regiments and probably removing religion altogether.

    Revenue and garrisoning is something that I've always had in my campaigns though, and it works well enough for me. Basically, you lay out settlements so that they generate a fairly set revenue, something like this:

    Camp: D6x10
    Village: D6x20
    Town: D6x50
    City: 2D6x20
    Captial: 2D6x40

    this is really rough, and you may want to pick out some type of more appropriate scale.
    Instead of gold however, just generate points. These points are spent to buy back troops and replace regiments within your roster. Otherwise, points are stored by armies in the form of baggage. Points spent on baggage must be recorded as such, as baggage can be captured by an enemy army or lost during travel (usually).

    To create a settlement, you spent baggage opposite it's random cost. This meant that some forces were actually sent forth with extra baggage as 'colonists', intended to settle a space rather than actually fight battles.

    Garrisoning troops allows an army to subsist without using baggage. If you house an army in one of the settlements, it is assumed that in its first occupied season, the settlement will generates HALF yield. In the second occupied season, the settlement yields MAXIMUM yield. 'Yield' is the number of points that could be generated, in the form of baggage.

    To deal with garrisoning, we built army rosters of approximately 4000pts for each banner. These rosters didn't have to follow standard army selection rules. When two banners met for battle, each player chose an army from their roster. Points lost in battle were subtracted from the roster itself, not individual regiments. Armies chosen from the roster had to meet standard army selection rules.
    We broke the campaign 'turn' in to 2 phases. The first phase was assumed to start from Spring to Midsummer. The second phase was assumed to run from Midsummer to Winter, which marked the end of the campaign turn.
    At the end of the phases, the armies lost a random amount of points due to weather conditions (heat/cold), disease, dissension, etc, based on their roster size. If you could take these points from your baggage or from the roster. Thus, some armies would starve if they had no baggage. The alternative was to garrison your force. This gave you guaranteed points that you could use to keep your army in the field, in place of baggage. If you lost excess points, you could use baggage as normal or take it from the roster. Obviously, Winter was the more harsh season, and it was more important to garrison your army in a city or capital. Armies on the move could always be garrisoned in a camp.

    In the spring, armies would shake off the cold, assess damage, receive new troops that they had trained during the winter (based on revenue) and then sally forth to battle. At midsummer, most armies would have met a foe in the field or at a siege. Most players would either hunker down in a captured town for Midsummer, or retreat to the town from whence they came, if they were unsuccessful. Very few armies risked camping out unless there was a sure chance of success in the coming season.

    Altogether, the garrison/revenue rules worked well for my campaigns. They were quick, and they were dealt with easily. Each phase took a week, or a half-week in smaller local campaigns. Two turns was often enough to play a full campaign, representing 2 years of actually being at war. The ease of the system allowed for as much or as little metagame thinking as a player wanted. Some of them would plan whole turns and build colonist armies, while others were only concerned with keeping their men in the field as long as possible.
    In some situations, we even used these rules to do away with a movement element on the map. We based the campaign on a node-system, with cities, towns, and blank spaces prepared and pre-planned.
    Pts Values for AoS here!

    Nippon Armybook: Isuu, Scribd, and free at Google Docs

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    Member x1xx1x's Avatar
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    Thanx CaptainSarathai

    Much more the kind of replies I am looking for - I did struggle to fully understand what you were meaning, but I like the idea about the army baggage.

    I have done some pretty drastic alterations to the idea and have edited the original post above.

    If you both could have a look and see what you think.

    If there are any others out there that have ANYTHING!!! they think would improve this idea, please feel more than welcome to add a comment.

    I am looking for constructive ideas only please, if you dont think something will work, please do your best to provide an alternative or explain and give reasons why things wont work.

    Thanx again for the help so far, keep the ideas coming.

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    Member x1xx1x's Avatar
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    I have done some more small changes to the Idea and have turned it into a simple PDF file, but there is still much more that I think needs to be done before it is ready for testing.

    I would very much appreciate if you are reading this, could you please take the time to have a look at it and offer up any suggestions to improve upon the work in progress.

    Hope you all can help

    Can find the updated info here :-
    https://docs.google.com/fileview?id=...NDNkZDJk&hl=en

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