A running blog of my gaming interests. 40k, Malifaux, AT-43, Confrontation, and the like.
Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts
Friday, February 19, 2016
Victory is Vengeance, teaser
I've created a nice teaser trailer for an upcoming campaign between myself and a buddy. The Alpha Legion vs Raven Guard. We will be gaming out the book Deliverance Lost, starting with a Victory is Vengeance campaign on Istavaan V.
Labels:
40k,
Alpha Legion,
Campaign,
Horus Heresy,
Raven Guard
Friday, October 23, 2015
Campaign Updated First Mission
After some playtest feedback from my group the Campaign has had the first mission updated. Hopefully the play group will start moving forward with the campaign soon. They are looking to maybe do these once a month. Should be a lot of fun if we can get it off the ground.
Choose Armies as described in the Warhammer 40,000 rulebook. One
player will take on the role of Attacker, the other as Defender. You may
play any size game but recommended is in the 1700-2000 point range.
THE BATTLEFIELD
Use the deployment map included with this missions. Set up terrain as
described in the Warhammer 40,000 rulebook.
OBJECTIVE MARKERS
After setting up terrain, the players place four Objective Markers in the
corners of the Defenders Deployment zone as shown in the deployment
map above.
DEPLOYMENT
Before any models are deployed, both players should roll to determine
their Warlord Trait as described in the Warhammer 40,000 rulebook.
Firstly, the Defender deploys his units anywhere within his deployment
zone (see map). The Defender may reserve as normal.
Attacker deploys no units and may not Scout, Infiltrate or Outflank any
units. Instead he will deploy using the mission special rule Orbital
Deployment.
FIRST TURN
The Attacker has the first turn. A modified No Seize the Initiative roll is
made (see Orbital Deployment) but the Attacker will always go first.
GAME LENGTH
The mission uses Variable Game Length as described in the Warhammer
40,000 rulebook.
VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory
Points wins the game. If players have the same number of Victory Points,
the game is a draw.
Primary Objectives
+2 points per objective marker held at the end of the game.
SECONDARY OBJECTIVES
Slay the Warlord
Attacker gains +1 point per Kill Point in defenders deployment zone at
end of game, (a squad with an Independent Character attached in the
zone is worth two points.)
Defender gains +1 point per kill point earned by game end. Attackers
units that have not been deployed are counted as destroyed.
MISSIONS SPECIAL RULES
Night Fight turn 1. Modified Reserves (see deployment)
Dug In: The Defender receives an additional Fortification Slot to his
primary detachment. This slot may be filled with any valid selection at
no cost (including upgrades). If the total cost would have been more than
150 points, any weapons on the Fortification do not work. If it has no
weapons and would be over 150 points, then any buildings have their
AV value reduced by 1 (a 15 would become 14 for example).
Anti-Air Defenses: During turn 1 the Defenders Deployment zone is
considered impassible terrain for the purposes of Deep Striking units.
Any units that scatter such that any model would be in the Defenders
Deployment zone automatically Mishap and go into ongoing reserves
(per the Orbital Deployment rule).
Orbital Deployment: All of the Attackers units will deploy via Deep
Strike even if they don’t have the rule or are required to deploy by
some other method. The Attacker first assigns independent characters
and decide any combat squads or other kill point altering unit
formations. Then without breaking up combined kill points make two
forces as even on kill points as possible. (A Rhino with a combat squad
of Tactical marines is 3 kill points but is not broken up for this division
of forces into two halves).
Before the start of Turn 1, the Defender makes a Seize the Initiative roll
using any modifiers or re-rolls they are allowed. If they succeed then the
Defender chooses what half of the Attackers force deploys turn 1, if
failed the Attacker chooses what half is deployed turn 1. The other half
goes into ongoing reserves and automatically arrives turn 2.
During turn 1 deployment all Deep Striking units scatter 3d6 rather than
2d6 (or 2d6 if they have the Deep Strike special rule). Furthermore
during turn 1any unit that Deep Strike Mishaps goes into ongoing
reserves rather than rolling on the mishap table. During turn 2 and
onward units scatter 2d6 (or 1d6 if they have the Deep Strike special
rule), and mishap normally per the Warhammer 40,000 rulebook.
MISSION WRAP UP
Please provide player names and factions played, along with scores and role as Attacker/Defender. Also note about any heroic moments or awesome moments during the game.
CAMPAIGN STAGE 1: PLANETFALL
THE ARMIESChoose Armies as described in the Warhammer 40,000 rulebook. One
player will take on the role of Attacker, the other as Defender. You may
play any size game but recommended is in the 1700-2000 point range.
THE BATTLEFIELD
Use the deployment map included with this missions. Set up terrain as
described in the Warhammer 40,000 rulebook.
OBJECTIVE MARKERS
After setting up terrain, the players place four Objective Markers in the
corners of the Defenders Deployment zone as shown in the deployment
map above.
DEPLOYMENT
Before any models are deployed, both players should roll to determine
their Warlord Trait as described in the Warhammer 40,000 rulebook.
Firstly, the Defender deploys his units anywhere within his deployment
zone (see map). The Defender may reserve as normal.
Attacker deploys no units and may not Scout, Infiltrate or Outflank any
units. Instead he will deploy using the mission special rule Orbital
Deployment.
FIRST TURN
The Attacker has the first turn. A modified No Seize the Initiative roll is
made (see Orbital Deployment) but the Attacker will always go first.
GAME LENGTH
The mission uses Variable Game Length as described in the Warhammer
40,000 rulebook.
VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory
Points wins the game. If players have the same number of Victory Points,
the game is a draw.
Primary Objectives
+2 points per objective marker held at the end of the game.
SECONDARY OBJECTIVES
Slay the Warlord
Attacker gains +1 point per Kill Point in defenders deployment zone at
end of game, (a squad with an Independent Character attached in the
zone is worth two points.)
Defender gains +1 point per kill point earned by game end. Attackers
units that have not been deployed are counted as destroyed.
MISSIONS SPECIAL RULES
Night Fight turn 1. Modified Reserves (see deployment)
Dug In: The Defender receives an additional Fortification Slot to his
primary detachment. This slot may be filled with any valid selection at
no cost (including upgrades). If the total cost would have been more than
150 points, any weapons on the Fortification do not work. If it has no
weapons and would be over 150 points, then any buildings have their
AV value reduced by 1 (a 15 would become 14 for example).
Anti-Air Defenses: During turn 1 the Defenders Deployment zone is
considered impassible terrain for the purposes of Deep Striking units.
Any units that scatter such that any model would be in the Defenders
Deployment zone automatically Mishap and go into ongoing reserves
(per the Orbital Deployment rule).
Orbital Deployment: All of the Attackers units will deploy via Deep
Strike even if they don’t have the rule or are required to deploy by
some other method. The Attacker first assigns independent characters
and decide any combat squads or other kill point altering unit
formations. Then without breaking up combined kill points make two
forces as even on kill points as possible. (A Rhino with a combat squad
of Tactical marines is 3 kill points but is not broken up for this division
of forces into two halves).
Before the start of Turn 1, the Defender makes a Seize the Initiative roll
using any modifiers or re-rolls they are allowed. If they succeed then the
Defender chooses what half of the Attackers force deploys turn 1, if
failed the Attacker chooses what half is deployed turn 1. The other half
goes into ongoing reserves and automatically arrives turn 2.
During turn 1 deployment all Deep Striking units scatter 3d6 rather than
2d6 (or 2d6 if they have the Deep Strike special rule). Furthermore
during turn 1any unit that Deep Strike Mishaps goes into ongoing
reserves rather than rolling on the mishap table. During turn 2 and
onward units scatter 2d6 (or 1d6 if they have the Deep Strike special
rule), and mishap normally per the Warhammer 40,000 rulebook.
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| Printable Image |
MISSION WRAP UP
Please provide player names and factions played, along with scores and role as Attacker/Defender. Also note about any heroic moments or awesome moments during the game.
Monday, September 7, 2015
Sable System Narrative Campaign
Ultima Segmentum,
Sable System
Astopathic distress
beacon received. Civil unrest across system. PDF unable to suppress rising tide
of civilian violence. Source unknown. System Governor requesting Astra
Militarum support.
Inquisitional
Addendum,
Astropathic message
tainted with strong psychic spore. Vanus Temple agent assignes Primus level
Chaotic cult, or incursion, as the source of increasing violence. Inquisitional
Agents report people vanishing in the midst of night. Cult abductions or
victims of the rising random violence? Imperial Tithe met at 95% last cycle.
Projected disastrous decrease in Tithe levels for next cycle.
Overt support, grant
Militarum aid to system Governor. Additionally, subversively task Inquisitional
agents to locate Chaos cult activity. Activate Adeptus Astartes forces to
eliminate threats discovered.
Vanus agent assigned
to monitor situation and provide updates.
Sable
System Narrative Campaign:
Starting soon a narrative bi-weekly campaign to take place at Crossroads games run for you by me. As I am unable to attend the events I won’t be partaking but GM’ing the campaign to provide new missions each game turn as well as individual and faction bonuses or deficiencies based on previous turns. As a GM’d narrative campaign not all missions/games will be balanced. Please understand that the goal is to have fun with your opponent not at the expense of your opponent, and overall the missions will be balanced over the course of the campaign.
Starting soon a narrative bi-weekly campaign to take place at Crossroads games run for you by me. As I am unable to attend the events I won’t be partaking but GM’ing the campaign to provide new missions each game turn as well as individual and faction bonuses or deficiencies based on previous turns. As a GM’d narrative campaign not all missions/games will be balanced. Please understand that the goal is to have fun with your opponent not at the expense of your opponent, and overall the missions will be balanced over the course of the campaign.
Organization:
I am going to need someone else on site to help promote and bring players into the campaign as I’m just too far away to do that. That said I am happy to help GM the campaign and provide the narrative and missions for it. So anyone that would like to help out by being a face in the store to help organize “day of” and to point people at the missions and information would be great. If this gets rolling and people are heavily participating so “it is known” then that will be fine to.
I am going to need someone else on site to help promote and bring players into the campaign as I’m just too far away to do that. That said I am happy to help GM the campaign and provide the narrative and missions for it. So anyone that would like to help out by being a face in the store to help organize “day of” and to point people at the missions and information would be great. If this gets rolling and people are heavily participating so “it is known” then that will be fine to.
That said players do not need to be organized into teams.
Preferably same factions will not play each other, nor imperial on imperial but
I’d rather people get in good games than hold anyone to this. As such we won’t
be doing any formal teams but rather I will be tracking each player’s progress
along with their faction. Thus each faction will be tracked as a whole as will
the Imperium as a whole and these things will be forged into the narratives of
each successive stage of the campaign. Some factions may get bonuses, some
players may. It will be tailored each stage based on the results of your
individual games and as a whole.
I’m initially thinking stages will be every couple weeks to
allow people to easily get a game in for the campaign but still be able to play
other games as well. If the group wants a faster or slower pace just come to a
decision on Wednesday and let me know. I’ll adapt as needed.
Army build rules:
Standard to Crossroad games for most missions, but for your participation in the campaign I request that you please play the same primary faction through the campaign. All 40k factions are allowed and will be provided more narratives once the composition of factions is known.
Standard to Crossroad games for most missions, but for your participation in the campaign I request that you please play the same primary faction through the campaign. All 40k factions are allowed and will be provided more narratives once the composition of factions is known.
Game Reporting:
Please provide game results, and details as requested with each mission to the Crossroad forum.
Please provide game results, and details as requested with each mission to the Crossroad forum.
Campaign Stage 1:
Armies:
Army size for this game is up the players for each game. I would recommend something in the 1700-200 range as the mission is going to force you together and casualties will be high.
Army size for this game is up the players for each game. I would recommend something in the 1700-200 range as the mission is going to force you together and casualties will be high.
Deployment:
Players should mutually agree or roll off to determine who the defender is and who the assaulter for this mission.
Players should mutually agree or roll off to determine who the defender is and who the assaulter for this mission.
Place 4 objectives, one in each corner of the defenders deployment
zone.
Defender deploys first within an area that is 18” from both
table sides and 18” of the opponent’s table side. Defender is allowed one free
Fortification. Choose one including upgrades up to a point cost of 100 points.
You may also choose a fortification worth more than 100 points but any weapons
are non-functional, if it has no weapon then the building AV value is reduced
by 1. Defender may reserve as normal.
Attacker deploys no units and automatically goes first. All
units are placed in deep strike reserve. Even units that normally cannot or are
required to deploy by some other method. You may choose to either have the unit
deploy turn 1, or be rolled for as normal starting turn 2. This is decided by
not deep striking the unit on turn 1. Units that normally can deep strike will
only scatter 1d6 instead of the normal 2d6. Also any units arriving turn 1 that
mishap, automatically go into ongoing reserve rather than rolling on the mishap
table.
Primary Objective:
+3 points per objective marker held at the end of the game.
Secondary Objective:
+1 Point: Slay the Warlord
Attacker gains +1 point per unit in defenders deployment
zone at end of game. (Unit in this case is defined the same as for kill points
below, thus a squad with an IC in the zone is worth two points.)
Defender gains +1 point per kill point earned game end.
Attacker units that have not been deployed are counted as lost.
Missions Special
Rules:
Variable Game Length, Night Fight turn 1. Modified Reserves (see deployment)
Variable Game Length, Night Fight turn 1. Modified Reserves (see deployment)
Mission Wrap up:
Please provide player names and factions played. Along with scores and role as Attacker/Defender. Also any notes about moments of notes during the game and acts of great heroics by characters from either side.
Please provide player names and factions played. Along with scores and role as Attacker/Defender. Also any notes about moments of notes during the game and acts of great heroics by characters from either side.
Wednesday, November 10, 2010
Confrontation Campaign: Divine Tears
Alright with the contest from Rackham no longer holding my document up. I'm placing it up here here for anyone who wants to give it a go.
http://www.mediafire.com/?2qb2wdbeyobyubr
Click on the introduction page to see it full size so you can read it.
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