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For Information on our new Inquisitor Camapign click here!

 

War is breaking out on a distant world, but the repricusions could spread all the way to holy Terra itself. The battle lines have been drawn, which side will you take in this battle of wills and ideals?





Lord A384’s Initial 40K campaign Idea:


 

A campaign for between 4 and 8 players.

 

This is an initial plan for the first 40K campaign to be played by the members of Eccleshall Gamers Club.

 

The problems of such a campaign are as follows:

  1. A way to create an equal battle field
  2. A way to create equal battles
  3. A way to award winning
  4. A way to, while awarding wins, not give the first person to win a few battles an insurmountable lead.

 

And here is what I have comprised in the dark depths of my mind, brain, thing:

 

Imagine, in your minds eye, a grid, 36 by 36 squares. Each one of those squares is a miniature map of a 2’ by 2’ gaming board. Each square contains a 500 point defensive force if you control it and a five hundred point aggressive force may also be moved into the square. (This will all make sense later)

 

Each player will be allocated a starting square, equally spaced along the board. (those in corners can take less land but can only be assaulted from two directions thus they are both better and worse off, and this evens the difference in position out)

 

Time for a few rules:

  1. An army is either at full strength or none existent. A victorious army is considered to be reinforced straight away, and a defeated army is considered wiped out as they retreat.
  2. An army is 500 points, though the army is considered 500 hundred points until a battle, not a five hundred point army list. (As more than one 500 point army may join to make 1000, 1500, 2000, 3000, 6000 points if the necessary models are available.)
  3. Lists are decided before each battle, with the knowledge of your opponent’s race, but without the knowledge of their list.
  4. An aggressive army may only be used to attack, not defend.
  5. A defensive army may only be used to defend and may not move. The player has no control over the defensive army, except on a table top battle when being attacked.
  6. Aggressive armies are removed from play, and re-enter the battle next turn from the player’s stronghold, if the area they are in is taken by an enemy attack. (Remember only the defensive army will have taken part in the battle for that area, it is assumed that the other army was withdrawn as commanders realise their encamped positions, and unready troops are in peril.)
  7. An aggressive army may move two squares per turn, and then may attack. However, if an army moves and attacks in the same turn the defending army may increase or decrease the number of the scenario by one, and choose who has first turn.
  8. New armies appear at strongholds. Strongholds are the one square on the map that a play has control over the terrain, within reason they may design the terrain in that sector to their benefit, though a vote of common consent from all players is required to ratify proposed stronghold terrain. (A reminder to all players: this is not a secret vote, you can not vote not to have one player’s stronghold terrain accepted, and then expect them to accept your, less fair terrain.  Thus think, be sensible, ratify theirs, they’ll ratify yours, everybody is happy).
  9. Re supply is based on a commander’s achievement. Every square controlled gives the player 12.5 points per turn. These are stored in a “bank” and every time the bank reaches 500, 500 points are removed from it, and a new aggressive army is placed at the stronghold.
  10. A player begins with five aggressive armies. If an aggressive army passes through an empty territory the player gains control of it, if an aggressive army takes a territory from another player then a defensive army is considered to have arrived by the next turn.



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