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Lines in the Sand - Age of Darkness Campaign


hisdudeness

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I'm sure there are a good number of 'hardcore' 30k players that pull out your army, get "ooo's" and "ahhh's" and then no one have the size army needed to play a good game with your list.  More so with my force (all jumppack WE) where the smallers unit is over 250 pts.  Then you get the people that want to start 30k but don't/can't drop the cash for a 2000+ army.  Thus the 30k excalation campaign was born. 

 

The goal is to help those that want to play 30k slow build thier army.  This campaign will lead into a 'mirror' campaign of the Heresy Books beginning with Betrayal and everyone having 2500-3000 points of 30k models. 

 

Here are the rules and flow of battle as they stand now. Questions? Comments?

 

 

Age of darkness Escalation league

 

Background:


003.m31 the 1327th expeditionary fleet arrives at Antagnois sector to commence compliance missions.  This fleet was formed from several smaller fleets that became under manned due to battle loses. 

 

004.m31 the fleet spends the year securing imperium power in the Antagnois sector.  A forward command post Is established on Antagnois VII to coordinate the multiple battles fought over multiple planets.

 

005.m31 During a standard battle update briefing,  a few near unreadable vox messages are intercepted.  These vox messages seem to have bounced through the warp and were unintentionally received by an outlying VOX relay.  They gave conflicting reports of a battle raging in a distant sector in a system named Isstvan. As the force commanders take in the information, the realization begins to show on the commanders faces.

 



The Campaign:
In an attempt to usher players in to age of darkness games (30k) this will be a narrative escalation style campaign.  The point limit for each game will slowly increase as the campaign unfolds.  The campaign will consist of 3 types of games: legendary, missions, and battles.

 

Legendary games will be apocalypse style battles that help define major pivot points in the campaign and will give the victor a marked advantage in later games.

 
Mission games are the games that advance the narrative and are major waypoints in the story.  These games will provide strategic aids to the victors.


Battle games will be the smaller 1v1 or 2v2 games played in the time between the major battles.  The main goal of these games is to field your growing force and gain experience for your force commander.  Rewards for these games force requisition points used to further define your army.

 

Where to begin and basic rules


Beginning force:
1) 135 points to spend on units in the HQ slot only and must be able to be a compulsory HQ choice.  This will be your force commander for the rest of the campaign.
2) 500 points consisting of at least one troop choice.  This (plus your commander) will be your beginning force after the first legendary game.  Note: you will not need these for the first game but will be handy to have so you can continue on the campaign path.
3) Any points not spent will go in your requisition pool (RP).  The RP is used to upgrade your Warlord plus some other stuff I have not defined yet.

4) Campaign points (CP) will be used to determine the overall winner of the campaign. Listed as Win/Lose/Draw. 


Basic starting Rules:


1) All choices for units will come from the Horus Heresy books.


2) HQ (Warlord) cannot have the following upgrades in the HQ game until Mission 3:
a. Legion Jetbike
b. Space marine bike


3) HQ cannot be a named character; they are all fighting in the larger battle elsewhere in the galaxy.  All named characters will be used in the “count as” mode and will be renamed. 


4) The HQ+500 and HQ+750 level games do not need to follow the age of darkness FOC.  HQ+1000 and above games will, so plan accordingly.

 

 

 

Flow of battle:


1) Legendary game 1: whispers of betrayal
a. HQ only game with all players
b. 3/2/0 CP
c. Players must decide if they want to keep the command bunker or abandon it.


2) Mission game 1: Fog of War
a. HQ+500
b. 2/1/0 CP
c. With no one knowing which side is which, players take the field to find out.  Last game before allegiance must be declared.


3) Mission Game 2: Brothers Unite
a. HQ+500
b. 2/1/0 CP
c. Sides are chosen, players now band together to get off planet and back to the fleet fighting thier own battles.  Who will control the spaceport and what will they find?


4) Mission game 3: Drop Zone Shield
a. HQ+750
b. 2/1/1 CP
c. One side now controls the spaceport..but will this last?  A attack plan has been formed.  A screening force is set up to delay re-enforcements that are making htere way to the spaceport.

 

4) Mission game 4: Drop Zone Hammer
a. HQ+1000
b. 2/1/1 CP
c.  The main attack on the spaceport, which side will be re-enforced?

 

4) Mission game 5: Drop Zone Anvil
a. HQ+1000
b. 2/1/1 CP
c. The defend force is in full retreat and the chance to wipe them out as they make for the hills is realized.  A blocking force is sent out to crash the opposition once and for all.


5) Mission Game 6: Rise of the einhorn
a. HQ+1500
b. 2/2/1 CP
c. Now that the imperial transport barge Einhorn and spaceport has been repaired, it is time to ready it for launch…but will it be allowed?  The last ditch attempt to make it off planet.


6) Legendary Game 2: Treachery Reigns
a. HQ+2000
b. 3/2/1 CP
c. ?


7) Battle Games
a. Current point level of campaign
b. 1/0/0
c. Victor gains 10% of opponents’ points in RP.  Defeated gain 5% of opponents points in RP.
d. Once allegiance is declared, players may only play against opposing sides. Mission and deployment maps will be randomly rolled for each game. 
 

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