- Joined
- Jan 1, 2017
- Messages
- 743
At our gaming shop, we organized a full campaign.
We have a map with various territories, each one using the rules for specific terrains features and so on.
You start in your own territory and you expand by invading the adiacent ones.
when you invade someone else's territory, you fight for the control of it... the campaing will be developed in 10 turns, and at the end we'll see the winner (the one that controls more territories).
the first 4 game turns: armies with 1000 pts, then 3 turns at 1500 and 3 turns at 2000.
The armies:
2 Chaos (1 daemons of Khorne, 1 Beastmen)
3 Order (1 dwarfs, 1 Seraphon, 1 Stormcast)
3 Destruction (1 Ironjawz, 1 Bonesplitterz, 1 Beastclaw)
2 Death (1 Flesh Eater Courts and mine - fully Tomb Kings for now, then we'll see)
Notable rules:
No named characters.
At 1000 pts, if you are the invader, even if you win, your general must be alive to gain the control of an enemy's territory
when you win your first battle, you will gain a random artefact of your Allegiance. From that point on, if someone kills your general, they can take (and use) your artefact.
if you win by a major victory, you gain (randomly) some special advantage / artefact for the rest of the campaign. For example, now we have a Maw Crusha that's immune to rend...
If you gain a lot of artefacts, this simply means that you can choose the one you like more for each battle.
After a fight, even if you lose it, you select one of your surviving unit, and that unit becomes a Veteran Unit, with a specific advantage (rolled randomly on these summarized tables):
VETERAN REGIMENTS.
pick a survived unit and roll randomly for a permanent advantage:
1. if it's a hero or monster, gain +1 wound, otherwise roll on special unit tables
2. +1 to hit in combat phase
3. +1 to wound in combat phase
4. +1 to save in combat phase
5. +2 to bravery
6. same as 1.
SPECIAL UNITS TABLES
Shooters (must have missile weapon)
1. +1 to hit in shooting phase
2. +1 to wound in shooting phase
3. ignore cover
4. can run and shoot
5. +6" to range of missile weapon
6. +1 to hit if don't move
light infantry (must be afoot and save 5+, 6+ or /)
1. +2" to move
2. pick an enemy unit, gain +1 to hit vs it
3. can be fielded everywhere at more than 6" from the enemy
4. gives -1 to hit to everyone that shoot at it
5. ignore deadly effects of terrains
6. +2 to save when in cover
heavy infantry (saves 3+, 4+, 5+)
1. gives -1 to bravery at enemies within 3"
2. don't do battleshock tests
3. +1 to hit in combat phase if has suffered losses
4. once per game, in combat phase rerolls 1 to hit/wound/saves
5. heroes within 3" reroll failed saves
6. if doesn't move, +1 to saves
light cavalry
1. +2" to move
2. can be fielded everywhere at more than 9" from the enemy
3. if don't move in the move phase, can move in the shooting phase (after shooting)
4. when it runs, it always rolls a 6
5. can retreat after a charge of the enemy
6. can do an extra run move
heavy cavalry
1. +1 to hit in the turn it charges
2. when charges, roll a dice, on a 5+ inflicts 1 mortal wound
3. +1 to saves, -2" to move
4. gain +1 wounds stat
5. +3 to bravery, cannot retreat
6. once per game, you can countercharge after enemy's charges, if no enemy units within 3"
So, that's all (more or less).
If you're interested, i will post the BatRep of my games, but keep in mind that you'll mostly see TK units.
We have a map with various territories, each one using the rules for specific terrains features and so on.
You start in your own territory and you expand by invading the adiacent ones.
when you invade someone else's territory, you fight for the control of it... the campaing will be developed in 10 turns, and at the end we'll see the winner (the one that controls more territories).
the first 4 game turns: armies with 1000 pts, then 3 turns at 1500 and 3 turns at 2000.
The armies:
2 Chaos (1 daemons of Khorne, 1 Beastmen)
3 Order (1 dwarfs, 1 Seraphon, 1 Stormcast)
3 Destruction (1 Ironjawz, 1 Bonesplitterz, 1 Beastclaw)
2 Death (1 Flesh Eater Courts and mine - fully Tomb Kings for now, then we'll see)
Notable rules:
No named characters.
At 1000 pts, if you are the invader, even if you win, your general must be alive to gain the control of an enemy's territory
when you win your first battle, you will gain a random artefact of your Allegiance. From that point on, if someone kills your general, they can take (and use) your artefact.
if you win by a major victory, you gain (randomly) some special advantage / artefact for the rest of the campaign. For example, now we have a Maw Crusha that's immune to rend...
If you gain a lot of artefacts, this simply means that you can choose the one you like more for each battle.
After a fight, even if you lose it, you select one of your surviving unit, and that unit becomes a Veteran Unit, with a specific advantage (rolled randomly on these summarized tables):
VETERAN REGIMENTS.
pick a survived unit and roll randomly for a permanent advantage:
1. if it's a hero or monster, gain +1 wound, otherwise roll on special unit tables
2. +1 to hit in combat phase
3. +1 to wound in combat phase
4. +1 to save in combat phase
5. +2 to bravery
6. same as 1.
SPECIAL UNITS TABLES
Shooters (must have missile weapon)
1. +1 to hit in shooting phase
2. +1 to wound in shooting phase
3. ignore cover
4. can run and shoot
5. +6" to range of missile weapon
6. +1 to hit if don't move
light infantry (must be afoot and save 5+, 6+ or /)
1. +2" to move
2. pick an enemy unit, gain +1 to hit vs it
3. can be fielded everywhere at more than 6" from the enemy
4. gives -1 to hit to everyone that shoot at it
5. ignore deadly effects of terrains
6. +2 to save when in cover
heavy infantry (saves 3+, 4+, 5+)
1. gives -1 to bravery at enemies within 3"
2. don't do battleshock tests
3. +1 to hit in combat phase if has suffered losses
4. once per game, in combat phase rerolls 1 to hit/wound/saves
5. heroes within 3" reroll failed saves
6. if doesn't move, +1 to saves
light cavalry
1. +2" to move
2. can be fielded everywhere at more than 9" from the enemy
3. if don't move in the move phase, can move in the shooting phase (after shooting)
4. when it runs, it always rolls a 6
5. can retreat after a charge of the enemy
6. can do an extra run move
heavy cavalry
1. +1 to hit in the turn it charges
2. when charges, roll a dice, on a 5+ inflicts 1 mortal wound
3. +1 to saves, -2" to move
4. gain +1 wounds stat
5. +3 to bravery, cannot retreat
6. once per game, you can countercharge after enemy's charges, if no enemy units within 3"
So, that's all (more or less).
If you're interested, i will post the BatRep of my games, but keep in mind that you'll mostly see TK units.