FORCE ROSTER:
Each player starts with 3000 points of naval and air units. The player does not need to be able to field all his model on his force roster for the campaign but will need to be able to field what is needed for battles (games).
Force roster format:
Campaign turn #
Each ship: name, class, current hull points and planned Action for the turn
Each player should maintain a copy of each turn force roster for the game records. If desired, they could be hosted on Richmondwarmancers.blogspot.com
ACTION OPTIONS:
Battle. The model is available to field in a table top game against another player. Most games will be 500-1000 points per side. Uneven matches are acceptable and VPs will be adjusted by ratio of opponent's forces to own force fielded.
Convoy. A squadron of 3 small models is assigned to protect the supply lines.
Port. The model is in port for repair. Depending on available Resource Points, a model can regain lost hull points. Per model: one Resource Point can rebuild one lost hull point per turn, three Resource Points can rebuild two lost hull points per turn, five Resource Points can rebuild three lost hull points per turn.
Raid. A squadron of 2 medium models or one large model is assigned to raid enemy supply lines. The player to be raided must be designated. Multiple raiding squadrons can be assigned against a single or multiple opponents.
Destroyed. The model is permanently eliminated from the campaign. However, the model and its status as destroyed should be maintained on the roster for game record purpose.
REINFORCEMENT: whenever a player's force roster falls below 1500 points, roll a D6. On a "4-5" three small models are added to the roster and on a "6" a 3 small models and 2 medium models; roll another D6. On the second D6 a roll of 5" signifies a large model is added to the roster and on a "6" a large or massive is added to the roster. Reinforcement is the only way new models can be added to the force roster.
RESOURCE POINTS: each turn a player may repair 6 hull points every campaign turn. The total is modified as below:
+2 if the player achieved a decisive victory that campaign turn (100% more enemy points destroyed than lost).
+1 if the player achieved a marginal victory that campaign turn (more enemy points destroyed than lost).
1/2 of prized models' starting hull points
All tokens are automatically replenished and all critical hits are repaired without resource points expenditures.
A player's Resource points will always be a minimum of one per turn.
Up to 6 Resource points can be saved from turn to turn.
GAMING:
1 v 1 games are ideals, though 2 v 2 games are also acceptable.
2 v 1 games should be avoided and should be played as 3 ways 1 v 1 v1 games instead.
SCENARIOS:
Each player should be dealt 2 cards from a standard card deck. Choose one to play; discard the other. All games will also feature an objective at the center of the table.
Club = cause more enemy hull points damages than loses: Victory Conditions = major win if destroy more than 100% the hull points lost, minor win if destroy more than 50% of the hull points lost
Heart = sink or capture the enemy commodore model: Victory Conditions = major win if captures the enemy commodore model; minor win if destroy the enemy commodore model
Spade = capture the objective: Victory Conditions = major victory if the player board and hold the objective till the end of the game; minor win the player boards and control the objective at the end of any game turn. The objective has 10 AP points.
Diamond = exit the enemy deployment edge: Victory Conditions = major victory if the total number of hull points exited exceeds 100% of the hull points lost; minor win if the total number of hull points exited exceeds 50% of the hull points lost
Joker = choose one of the above at the end of the game
CAMPAIGN VICTORY:
1 v 1 games are ideals, though 2 v 2 games are also acceptable.
2 v 1 games should be avoided and should be played as 3 ways 1 v 1 v1 games instead.
SCENARIOS:
Each player should be dealt 2 cards from a standard card deck. Choose one to play; discard the other. All games will also feature an objective at the center of the table.
Club = cause more enemy hull points damages than loses: Victory Conditions = major win if destroy more than 100% the hull points lost, minor win if destroy more than 50% of the hull points lost
Heart = sink or capture the enemy commodore model: Victory Conditions = major win if captures the enemy commodore model; minor win if destroy the enemy commodore model
Spade = capture the objective: Victory Conditions = major victory if the player board and hold the objective till the end of the game; minor win the player boards and control the objective at the end of any game turn. The objective has 10 AP points.
Diamond = exit the enemy deployment edge: Victory Conditions = major victory if the total number of hull points exited exceeds 100% of the hull points lost; minor win if the total number of hull points exited exceeds 50% of the hull points lost
Joker = choose one of the above at the end of the game
CAMPAIGN VICTORY:
The campaign ends after:
~ a minimum of 6 campaign turns has passed
~ when the majority of the players decide (which may be longer than 6 campaign turns)
~ when one player has been eliminated
The player with the most Victory Points win (2 for each major victory, 1 for each minor victory). Ties are decided by the player with the largest remaining force roster points.
Raids and Convoy rules are on hold for now.
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