intresting new campain - Warhammer 40K Fantasy
 

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  1. #1
    Member theeldarlord's Avatar
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    intresting new campain

    Hi all

    I’ve been reading through my copy of 5th edition and came across the “road to glory campaign” I read it through and thought it was a very good way for two or more players to conduct a series of linked battles but I thought it could do with some embellishment and added depth to make it more interesting so I’ve come up with an expanded version intended to work with any 2 races who posses forces of about 2k each and will comprise between 8 missions of varying size and style.


    First mission:

    Introduction: As dawn breaks over the imperial city, two scout forces head towards the abandoned space port, with the intention of claiming it for their race, to allow reinforcements to bolster their defences against the foe they haven’t even heard of, yet alone met, little do they know that they enemy the have tried to hard to obliterate have exactly the same plans, when the two forces meet they will find out who draws first blood and first victory in this new conflict

    Forces: To signify the scale of this recon mission you are not allowed to take any veterans or heavy support, and only one HQ who cannot be a special character and cannot have a retinue. Forces of approximately 750 points would be appropriate.

    Objective and deployment: The mission objective is to control the space port, thus allowing you an advantage in the number of reinforcements for the rest of the campaign.

    A single objective marker should be places an equal distance between the two short table edges, representing the space port. Both players then roll of and the winner chooses a short table edge to deploy on, and then both players take turns to deploy a unit, to represent their lack of knowledge of the imminent conflict. The two players then roll of again and the winner then chooses who goes first.

    Game length and victory: The game will last a random game length, but the first two turns will be fought using the night fighting rules. The winner is the player who controls the space port objective at the end of the game.

    Advantage gained: for the rest of the campaign the player in control of the space port gets +1 on their reserves roles. I.E. if you needed a 4+ for the reserves to arrive on the third turn, it’s now a 3+. Also deep striking units only even scatter 1d6.

    Veteran abilities: to represent the small scale conflict the players do not choose normal veteran abilities, instead, 2 units from the winning side and one unit from the loosing side get the preferred enemy rule to show their increased knowledge of the enemy


    Second mission:

    Introduction: After the first unpredicted conflict both sides are now more cautious and are on the lookout for an enemy attack. After the scouts return with information of the enemy positions the generals begin planning the attack, just as the troops are about to climb out of the bunkers and trenches they hear an alarm, the enemy are already upon them.


    Forces: both sides were preparing for an assault on enemy territory when the attack came so all unit choices are open to you. A force of about 1500 points would be appropriate.

    Objectives and deployment: the attacker’s objective is to secure the trench system before the reinforcements arrive, the defenders just have to last long enough to survive. The attacker’s objective is to kill the enemies HQ and at least 50% of the enemy force. The defender simply has to stop that happening. Before the battle starts both players roll of, the winner then chooses whether they are the attacked or the defender, both options offering advantages outlined below.

    Attacker: the attacker gets some advantages but also some disadvantages:

    • He deploys second but goes first to show that his scouts have given accurate representation of the enemy and he was able to use that information to strategically place his troops, but maintained the element of surprise and jumped the enemy.
    • He controls a much larger area of the board and none of his troops start in reserve.
    • As he wants to keep the element of surprise the attacking commander left his heavy weapons further behind to stop their engines alerting the enemy to their presence, there for no tanks start on the board and have to deploy at the far edge on turn two.

    The defender gets several advantages to balance their lack of preparation but also some obvious drawbacks:

    • To represent the lack of preparation time the defenders troops had, all units count as moving in their first turn for the purposes of firing weapons, but may still move normally during the movement phrase.

    • So show that the defenders are well dug in and have set up numerous defences against such an attack the defending player can choose to deploy the following anywhere in his deployment area: up to 10 mines, 5 barricades, 2 bunkers and 3 tank traps.

    • Once the defender has reacted to the attack, he called upon the heavy guns, the defender has the prelimany bombardment special rule, except this can be used every turn



    Once the attacker and defender is decided, the defender should place his defensive terrain along one of the two long board edges up to 18 inches in, there is then a 18 inch no mans land, and the attacker can deploy in the rest of the board

    Game length: The length of the game depends on how long it takes for the reinforcements to arrive. After turn four, the defender rolls a dice is every turn as if trying for reserves, the battle ends when the reserves arrive. Remember if the defender controls the space port, which affects reserves!

    Advantage gained: if the attacked wins, he is the attacker for the rest of the campaign, if the defender wins then the special mission: counter strike is played, so decide if the defenders counter attack on the enemy position worked.

    Veteran abilities: the veteran abilities are applied as usual.

    end of battle two

    if you like it and want to other three installments, ill put them up if these get a generally good response

    "Si vis pacem, para bellum. If you want peace, prepare for war."

    92% of teens have moved on to rap. If you are part of the 8% who still listen to real music, copy and paste this into your signature.


    the best part about warhammer: fluff and fun not winning

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  3. #2
    Member theeldarlord's Avatar
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    anything, anything at all?
    "Si vis pacem, para bellum. If you want peace, prepare for war."

    92% of teens have moved on to rap. If you are part of the 8% who still listen to real music, copy and paste this into your signature.


    the best part about warhammer: fluff and fun not winning

  4. #3
    gunslut pookakitty's Avatar
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    why is this in the space marine forum?
    [SIGPIC][/SIGPIC]

  5. #4
    Member theeldarlord's Avatar
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    i could not think of a more appropriate place, after all, its not a battle report, and its not fluff
    "Si vis pacem, para bellum. If you want peace, prepare for war."

    92% of teens have moved on to rap. If you are part of the 8% who still listen to real music, copy and paste this into your signature.


    the best part about warhammer: fluff and fun not winning

  6. #5
    Lord of Shadows CleanRabbit's Avatar
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    Ask a moderator to move this thread to the "40k Campaigns" forum

    I like it though. very nice =)
    Last edited by CleanRabbit; July 25th, 2008 at 11:28.


  7. #6
    Senior Member omegoku's Avatar
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    Interesting read, keep it up.
    Arch Overfiend & Grand Despot
    I currently play:
    Doom Eagle Space Marines
    Hive Fleet Omega Tyranids
    Goff Ork Boyz(dead)
    Tau of O'me
    Inquisitorial Xeno Hunters

    and my attempted foray into fantasy
    'Dark Angel Green' Dark Elves in need of fluff

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