Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts

Sunday, November 24, 2013

DW Campaign Season 1 Turn 1

The Tripp's Ottomans battled Huan's Americans.

Mission
  • Ottoman's mission was to break through the American line.
  • American's mission was to capture or destroy the Ottoman's flagship.
Results: The Ottoman broke through, with an intact flagship.
American casualties:
  • Sunk: one battleship, 3 cruisers, 1 scoutship, and 7 frigates.
  • Damaged: 3 cruisers, 2 scoutships, and 1 frigate.
Ottoman casualties:
  • Sunk: 4 cruisers, 2 frigates?
  • Damaged: 1 battleship


The Casey Prussian battled Joe's Antarticans.

Mission: both forces were out to destroy
Results: tie
Prussian casualties:
  • Sunk: one gunship, 2 destroyers, 3 frigates and one escort
  • Damaged: one dreadnought, one Metzer, one gunship, one bomber, and one escort
Antarticans casualties:
  • Sunk:  1 cruiser, 2 destroyers, 2 medium flyers
  • Damaged: 1 battleship, 1 cruiser


The Brian's Prussians battled Eric's British.

Mission
  • Prussian's mission was to sink the Brits.
  • British's mission was to break through the Prussian line.
Results: Minor victory for the Prussians
Prussian casualties:
  • Sunk: 1 cruiser, 1 frigate, 1 corvette
  • Damaged: 1 fleet carrier, 1 scoutship, 1 cruiser, 1 frigate
British casualties:
  • Sunk: 2 cruisers and 2 scoutships
  • Damaged: ?

Monday, November 18, 2013

DW Campaign Season 1 Rules Updated

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.

RAIDS & CONVOY: raids and convoy actions are resolved before the game to be played that campaign turn.
1. For each raiding squadron against an opponent the raiding players rolls a D6: a roll of 4 or 5 is a single hit and a 6 is two and allows an additional roll.  Total the raiding hits. For each submersible squadron raiding a bonus of one additional hit is added to the raiding total (thus a minimum of one).
2. The defending player rolls a D6 for each convoy squadron: a roll of 4 or 5 is a single hit and a 6 is two but does not allows an additional roll. Total the convoy hits. Each convoy squadron gets to defend against each raiding players (raiding players rather than raiding squadron).
3. For every hits the raiding player has over the defending convoy hits, the defending player's total available resource points is reduced by the same amount for the next 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: 
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.

Saturday, November 9, 2013

DW Campaign Turn 0.5

The Ottomans battled the Americans.

Mission
  • Ottoman's mission was to break through the American line.
  • American's mission was to capture or destroy the Ottoman's flagship

Results: The Ottoman broke through, with an intact flagship.

American casualties:
  • Sunk: one battleship, 3 cruisers, 1 scoutship, and 7 frigates.
  • Damaged: 3 cruisers, 2 scoutships, and 1 frigate.

Ottoman casualties:
  • Sunk: 4 cruisers, 2 frigates?
  • Damaged: 1 battleship


The other game of the night was a 2 on 1 game of Prussians against Antarticans. We have decided this was an inappropriate format and will likely nullify the result. Going forward with we have an odd number of players we will play a 3 ways game instead.

Sunday, October 13, 2013

DW campaign season 1: 2013


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 "6" three small models are added to the roster; roll another D6. On a second "6" 2 medium models are added to the roster; roll another D6. On a third "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).
- Raids and Convoy outcome.
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.

RAIDS & CONVOY: raids and convoy actions are resolved before the game to be played that campaign turn.
1. For each raiding squadron against an opponent the raiding players rolls a D6: a roll of 4 or 5 is a single hit and a 6 is two and allows an additional roll.  Total the raiding hits. For each submersible squadron raiding a bonus of one additional hit is added to the raiding total (thus a minimum of one).
2. The defending player rolls a D6 for each convoy squadron: a roll of 4 or 5 is a single hit and a 6 is two but does not allows an additional roll. Total the convoy hits. Each convoy squadron gets to defend against each raiding players (raiding players rather than raiding squadron).
3. For every hits the raiding player has over the defending convoy hits, the defending player's total available resource points is reduced by the same amount for the next turn. 

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.

Tuesday, March 5, 2013

Reward for the campaign

The diligence of participating in our current campaign will be rewarded.  Winning the most hex tiles, and therefore having the most Kingdom Points will bring you fame and fortune throughout Middle Earth!  Which means we will know who won.  To that end I wanted to bring in something that was unique and allowed everyone to have a shot at the ultimate reward.  Okay, maybe not ultimate but a prize anyway.  So at the end of the campaign we will raffle off a pair of unique dice.
P1010011

Every KP you have will get you one raffle entry.  They are machined out of a single piece of aluminum and are slightly smaller than your typical 16mm dice.  Not a lot, but I thought it would be a nice unique piece to add some incentive to the bunch.

Friday, March 1, 2013

So We are starting up a campaign

I tried to be creative, while keeping this not only simple but allowing everyone to play everyone else.  Basically not letting the map dictate who can fight who, but being a little restrictive to army lists.  I think I was successful (pats self on back).  I know there will be some kind of issue at some point, because, well I can not think of everything.

Campaign Proposal

Hero/Army selection

A player may pick an army from any of the currently available source books, with the following exceptions/additions(basically including The Hobbit armies into the sourcebooks profiles):

Angmar list: Azogs hunters, The trolls
Moria List: Goblin town
Durins Folk: Army of Thror
Eregion and Rivendell: Elrond's Household
Wanderers in the wild: Thorin's company, radagast's alliance
Rohan: Men of Dale

Once a player picks an army list, they may play any hero in that army and may ally with any other army list IN THAT SOURCE BOOK.  Ex.  If I pick Harad and Umbar, I may ally with any other list in the Fallen Realms source book, but not out of Mordor ( unless you have enough Kingdom Points, which we will cover later ).

The goal, like it is every thursday night, is to take over the world!  How do we do this?
Expansionism, Imperialism and Conquest!  The lands to the east and south of Mordor are ripe for the picking!  It is time to build your empire abroad and bring wealth and honor to your western kingdom.
The people who inhabit this eastern land are drawn to power, you must defeat your competition in combat in order to earn their trust, and more importantly their trade.  Every western lord is on a stealth campaign to gather as many trading partners as they can, without going to all out war with their neighbors back home.  To that end you are secretly fighting battles in the east, and, the politics in the western lands are tricky so neighbors come in and out of alliances as everyone strives to become the imperialist power in the east.

Each player starts out with a three hex area on the western side of “known” middle earth, these may never be lost to or annexed by another player.  To gain renown, and lands, your secret army must defeat your “friends” to gain hex tiles in the east.  Every hex tile brings one Kingdom Point, which are calculated every week, and are not cumulative.  You may freely swap tiles with other players,  negotiate at your own risk.

A win will allow players to claim up to three hex tiles that are unclaimed, a loss means you gain nothing.  If there are no free hex tiles that you wish to claim, you may annex up to 2 of another players hex tiles.   Players may also do both, a win will allow a player to annex 1 tile and grab 1 unclaimed tile.  That is it though, a ? v1(win) allows:
1)Grab up to 3 free tiles
2)Annex 2 of another players tiles
3)Annex 1 tile and claim 1 free tile

a 2(win)v ? allows:
1)The winners may grab up to 2 free tiles each
2)The winners may annex 1 tile

Hex tiles MUST be in groups of three or more to be stable.
But why annex then Jobu?  Well, if you win the next week after annexing tiles from another player, then you can annex another two or grab free tiles that connect to the annexed tile(s).  If the player does not win, or somehow negotiate a tile swap, those tiles revert back to free tiles.  Only tiles with some land on them may be claimed.  Open water may not be claimed unless it is an inland lake.

Each tile in your favor gains you 1 Kingdom Point (KP), at the end of the campaign the player with the most KP's win.  Kingdom points are calculated once a week, on friday.



What do KPs bring you?
They allow allies, they allow buying priority once a game, they allow an extra fate to be given to a unnamed/named hero, they allow you to deploy a specific terrain piece, and maybe something else if I can think of it.  You may only pick two of the following and they may not be from the same list:

1)A force of renown(based on # of models, no points values) allows allies outside the sourcebook, still limited to good with good and evil with evil:
Spend 3 KP's and you may ally up to 25% (or one warband, whichever is larger) with another force using only unnamed heroes.
Spend 9 KP's and you may ally up to but not over 50% with another force using only unnamed heroes.
Spend 15 KP's and you may ally up to 25%(or one warband, whichever is larger) with another force using a named hero.
Spend 30 KP's and you may ally up to 50% with a named hero.

2)I swear it was Deja-Vu:
Spend 6 KP's and you may automatically have priority for one turn, must be used before priority dice are rolled – NO EXCEPTIONS
Spend 30 KP's and you may do it after the dice are rolled.

3)Luckiest Red Shirt:
Spend 3 KP's to give an unnamed hero an extra fate
Spend 20 KP's and give a named hero an extra fate
May only be given to native heroes. i.e. no allies

4)Brick in the wall:
Spend 3 KP's and you may remove one piece of native terrain from the table before armies have been deployed.
Spend 6KP's and you may place one small ( about the size of a DVD) non-native terrain piece anywhere on the board.
Spend 9 KP's and you may place one medium ( about 2x DVD ) non-native piece of terrain in your deployment area.


Fortunes/Fates
Hero of renown-You may nominate one hero in your army, that hero now acts as a banner for native troops( not allied ones).

Heroic Intervention-One nominated hero may call heroic fights without using any might.

Courageous charge-You may nominate one hero, during the game all units who begin the turn within 6 inches of that hero will automatically pass all courage tests.

War Chant- You may nominate one hero, during the game all models who begin the turn within 6 inches of that hero cause terror.

Faltering nerve-Before priority and for the duration of the game you may nominate one enemy hero, if that hero wishes to use might the controlling  player must role a d6, on 4+ nothing happens and the might is used normally, on a 3- the might does nothing and is lost.  This is only effective on the first might that hero spends each turn.

Ancient Lore-If a model or hero is the victim of a magical power, any native or allied hero within 12 inches may expend will points to help the model resist, the dice are added to the regular resist roll.  This is only allowed to be spent to resist magical powers.

Good Counsel- Before priority and for the duration of the game you may nominate one friendly hero, if that hero wishes to use might the controlling  player must role a d6, on 3- nothing happens and the might is used normally, on a 4+ the might is free.  This is only effective on the first might that hero spends each turn.

Counterspell-Nominate an enemy spellcaster, during the game if a spell is successfully cast that caster must reroll all the dice used to cast.  The second roll stands.

Mithril Coat-At the beginning of a turn declare this fortune/fate.  All wounds during the turn may be rescued on a roll of 5+.   Use this before rolling fate on heroes.







Sunday, February 3, 2013

SBG Campaign.

Plans are currently underway for a SBG (Hobbit-LotR) campaign, perhaps as early as March. Jobu and I have solicit the aid of Aristo to manage the campaign for us. Aristo is a very good SBG competitor who have not been a regular gaming night participant for family (wee ones) reasons. This way we get someone firstly who know the game, secondly a neutral master, and thirdly allow him to continue participation in our gaming activities.
We all want a campaign to tie our games together, but effort in the past has failed in large part due to a lack of consensus on how to structure the campaign. This time the majority of us have decided gamers consensus is like herding cats. Thus we will provide suggestions to Aristo as our individual thoughts but in the end, will abide by his decision. Aristo will be our Campaign Master. I encourage all of you to do so.


My thoughts are here.

Tuesday, September 15, 2009

LotR

We need to tie our various games into a campaign. I put forth the following thoughts.

1. Represent win/loss with a map. It does not need to be of Middle Earth but can be. We should also consider the Mighty Empire hex tile campaign system. (We can all chip in and split a set or two and each be responsible for painting your share).
2. Wins give you option to expand territory or improve existing territory. (Might Empires has mines, fortress, city for example.)
3. Our games have too often been ties. We need to have more definitive games. With SBG perhaps smaller games so we can finish. Or perhaps go with WotR?
4. Multiplayer games should be permissible. Perhaps award 2 points for individual win along with team win (in multiplayer games) and 1 point for individual wins (singles or multiplayers).
5. The campaign should not impact each game, meaning all players enter each game with equal footing regardless of how they are doing in the campaign.
6. The campaign should not penalize players who cannot play every week nor should the campaign limit those who can play regularly.