Nusquam Posted November 3, 2016 Share Posted November 3, 2016 Anyone have any experience running one? If so what are your experiences? Any big learning points? WHat would you do differently, if anything? I'm trying to make one for my group but I'm not sure if I should just run some of the example ones first.Here's what I have thus far: The idea is that two forces have been trickling into the system in limited numbers due to warp interference and are struggling to take control of the resource rich world. Conquest Campaign Draft v0.3 Summary Battles in the Age of Darkness Rules and Force Chart. In the case that someone uses a 40k codex, they may gain the rules/bonuses for their faction specific strike force or “decurion”-style detachment to use as a substitute Rite of War; while still using the FOC from the Age of Darkness expansion. 4-6 Reserve Points for a total of 8-12 games. One Custom Campaign Character per player. The first free advancement roll upon creation may be chosen. Alternatively, instead of advancing throughout the campaign roll 6d6: The first two d6 are for characteristics, the third is for an advancement table, and the last 3(rerolling duplicates) are on an applicable warlord table where you then choose form the three results. The restriction for Unique characters being required to be Campaign Characters in order to be taken is not in effect. For Maximum Characteristics, 40k factions use whichever stat-line is most similar to their factions(IE Imperial Guard use Solar Auxilia). Loyalist vs Traitors. Teams do not have to be even. Defenders to not automatically gain the related Strategic Trait as they have only just arrived in time to mass a defense or ambush. One relic per player. Optional Rules: When attacking a strategic point on the planet's surface when the attacker controls a spaceport, the attackers may elect to fight a Planet Strike mission instead of the normal mission type. Any mission may be substituted with a core AoD mission End-game: Once both sides reserve points are expended then there is one final Apocalypse battle. In the case of a draw this is the deciding factor. Notes: Certain Campaign Level Warlord Traits can modify/add to things like Warzone Traits and other options. When attacking along a red line from a friendly controlled Strategic Point, attackers gain +1 to determine who gets first turn/deploys first. Strategic Points MOON Surface Station Mission Type: Zone Mortalis Warzone Trait: Cold Void Strategic Trait: Armoury Vaults Points: 750 Spaceport Mission Type: Zone Mortalis Warzone Trait: Catastrophic Damage Table Strategic Trait: Spaceport Points: 1,000 PLANET Polar Station Mission Type: Strategic Raid Warzone Trait: Frozen Wastes Strategic Trait: Concealed Bunker Complex Points: 1,500-2,000 Abandoned Weapons Depot Mission Type: Strategic Raid Warzone Trait: Grasping Mire Strategic Trait: Armoury Vaults Points: 1,500-2,000 Capital City Mission Type: City Fight(The 30k specific one) or Cities of Death Warzone Trait: Hab Block Strategic Trait: Manufactorum Complex Points: 1,500-1,850 City Outskirts Mission Type: Maelstrom Warzone Trait: Broken Ruinscape Strategic Trait: Fortified Bastion Complex Points: 2,000-2,500 Planetary Defense Force Outpost Mission Type: Stronghold Assault Warzone Trait: Rad Wastes Strategic Trait: Macro Weapons Battery Points: 2,500-3,500 Island Spaceport Mission Type: Planet Strike Warzone Trait: Sea of FogStrategic Trait: Planetary Space PortPoints: 2,000-3,000 Sprawling Forest Mission Type: 30k Core Mission Warzone Trait: Bloodthirsty FaunaStrategic Trait: Hidden Staging AreaPoints: 2,000-3,000 Virus Bombed Ruins Mission Type: 30k Core Mission Warzone Trait: Toxic MistStrategic Trait: Hidden Staging AreaPoints: 2,000-3,000 Additional Strategic Traits: Hidden Staging Area: The key location offers a well hidden staging area that can conceal numerous troops and supplies while offering access to numerous other key locations. The controlling team gains +1 reserve rolls to a maximum of 2+ and d3 units gain Outflank. If not, anyone have any other ideas for Strategic/Warzone Traits? Link to comment https://bolterandchainsword.com/topic/327527-conquest-campaign-system/ Share on other sites More sharing options...
Marshal Rohr Posted November 3, 2016 Share Posted November 3, 2016 I'm at work, but I was looking through this last night for some fun ideas. Personally, I'm a test driver so I would run a quick and easy example campaign with two or three other committed players at low points just to get a feel for the standard system, then add on the fun stuff. Link to comment https://bolterandchainsword.com/topic/327527-conquest-campaign-system/#findComment-4552734 Share on other sites More sharing options...
Brofist Posted November 5, 2016 Share Posted November 5, 2016 Our league has been running a campaign for most of this year. We tweaked the campaign system quite a bit. Feel free to copy what you like. Skip to page 11 for the actual rules, they only take up 5 pages. https://docs.google.com/document/d/1sRF2NuNVY7y6T1U6xIWO5Y3CMySU4Ty1kYcwk44_Fgw/edit?usp=sharing Key Takeaways: Muster system is good, but it makes the game a bit predictable towards the end Unique campaign abilities and secret objectives are great The character advancement system rewards far too many points even after we cut it down in half. Recommend you tweak this Most of the character advancements from the tables aren't very good. Highly recommend that you tweak them Same goes for the terrain and warzone traits. Some are just cumbersome to use and not fun Letting people choose what they want to attack is better than the line of attacks system and requires much less housekeeping Despite how cool killing characters is, it does allow for death spirals. You should find a way to mitigate this a bit There needs to be a mechanic for runaway campaigns Hope this helps! Link to comment https://bolterandchainsword.com/topic/327527-conquest-campaign-system/#findComment-4553807 Share on other sites More sharing options...
Nusquam Posted November 5, 2016 Author Share Posted November 5, 2016 Thanks for the food for thought. Yeah some of the advancements are terrible. I'll probably make them all good somehow. Like the last two command morale ones that are actually straight detrimental. edit: wrong table Link to comment https://bolterandchainsword.com/topic/327527-conquest-campaign-system/#findComment-4553847 Share on other sites More sharing options...
Brofist Posted November 5, 2016 Share Posted November 5, 2016 Just rolling on the attribute table is good enough in most situations. For our next campaign we are thinking about using this advancement mechanic to replace the conquest system: each battle a character is in, they have a 4+ chance to gain a character advancement point. Then increase or decrease the odds depending on what happened. Did they kill an enemy character? +1 to the roll. Did they get swept? -1 to the roll. You can break it down per army as well. So for example a Night Lord led army might get +1 if their enemy fails a fear test during the game. Lots of creative ideas here. The other thing this allows you to do is to incorporate the earn/spend mechanic from VisV. So instead of rolling on a table after each game you can elect to spend one of your points to choose what you want to do with it (increase something, heal something, pick a trait, roll on a table etc.) Link to comment https://bolterandchainsword.com/topic/327527-conquest-campaign-system/#findComment-4553868 Share on other sites More sharing options...
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