Campaign for Oxtharvis IV

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Campaign for Oxtharvis IV

Post  Aengeal on Sat Jun 14, 2014 1:39 pm

Over the last couple weeks I've been putting together rules for a Dawn of War: Dark Cusade/Soul Storm style campaign, and want to see how much interest there is in it. I do have backstory started, and will continue working on it.

Feel free to point out anything that doesn't make since or needs clarity, and if any of the rules feel overpowered in any way, though I feel it's pretty even across the board since there are no faction specific rules.

If a lot of people are interested in this I will probably pick a night in the last week of June to have a get together to discuss details of starting this.



Campaign for Oxtharvis IV

WARLORDS

Custom named warlords (can use model and all rules from unique IC's)
All other HQ choices count as elites (Can use 1 more elite choice than a regular battle forged list can bring for this purpose)

Warlord traits and psychic abilities for your warlords can be chosen for this campaign, but are used for the entire campaign.

TERRITORIES
All players start with three territories

Each territory is labeled as Elite, Troop, or Fast attack, and remain with that designation for remainder of the campaign no matter which player controls it for the purposes of Honour Guards

Players pick one territory as their Bastion, and gain +50 points to army list when Defending

HONOUR GUARD

Players pick up to two choices of INFANTRY (No vehicles, beasts or MC) from each designation of the Elite, Troop and Fast Attack slots to select as Honour Guards for their Warlord. If one of these slots does not contain Infantry options then select from one of the other two a single choice to fill this gap.

A single model from the choices are included in the army free of cost based on the territories held at the Campaign Turn (Ex. A player holds 2 elite, 3 troop, and 1 Fast Attack territories, they will have 2 elite choices, 3 troop choices, and 1 fast attack of matching honour guard for a total of 6 Honour Guard models)

At start of campaign players choose to add +1 to two separate stats on the units stat line, such as an extra wound and plus one attack. This improved stat line stays in effect for the entire campaign and can not be changed.

These Honour Guard models can be grouped into a super elite unit of the themselves or have any number slit off or joined to other units. If joined to another unit make sure the model is easily identifiable and becomes a permeant part of the unit for kill points purposes.

BOON LIST

During the campaign a Warlord may earn a Boon for a mighty feat in personal combat or a stunning display of tactics. This is represented by a permanent +1 to any stat on his stat line, however, each stat may only be increased once by a boon, and only applies to his model.

A boon may be lost by a incapacitating blow to your Warlord. If your Warlord is removed as a casualty at the end of a game, he loses one Boon if he has one, never to replaced.

Boons can be earned by one of the following, and applied to the next battle:
-1.5x K/D Ratio based on Points
-Your Warlord incapacitates your opponents Warlord (Roll all hits and shots separately for your warlord if he is part of a unit)
-If you earn double the Objective Points of your opponent
-If you eliminate a player from the Campaign
-Table an opponent

Each of these can only be earned once

THE MAP

There will be two spaceports placed randomly after players have their starting territories on the board, these will allow the controlling player of that territory to attack any territory on the map, but without the use of their Honour Guard units. Bastions can only be attract from territories attached to the aggressors Bastion.

If a territory is separated from the joined territories surrounding a players Bastion, it loses the ability to push forward the attack, and does not have Honour Guard units available when defending. The warlord is present through means that can swiftly move a single model from wherever he is on the map. (Teleporters, Phase Shifting, and so on)

ARMY STRUCTURE

The armies for this campaign are to be made from one faction, with no allies or formations (due to limitations on building armies for the first few rounds) allowed, this is for the narrative point of view. Forge world, supplements, and lords of war are allowed.

Players gain the benefits of using a battle forged army.

PLAY

Each player makes one attack on a territory, and defends from any aggressor. Only once this round is completed does every remaining player make another attack Move. All boons and honour guard changes are applied only after a round is completed.

Point values start out low in the first few rounds of the campaign, with limits on Heavy, Elite and Monstrous Creature choices. As each player is eliminated the point value for each game is increased and more Elite, Heavy and MC choices are available to represent more resources being made available.

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Re: Campaign for Oxtharvis IV

Post  da bear on Sat Jun 14, 2014 2:48 pm

Sounds interesting, I may be up for it

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Re: Campaign for Oxtharvis IV

Post  Roland on Sat Jun 14, 2014 8:24 pm

I'd give it a go, time permitting.

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Re: Campaign for Oxtharvis IV

Post  Aengeal on Sun Jun 15, 2014 11:06 pm

I would like anyone interested to reply here just for a rough head count, and we will maybe have the kickoff meeting sometime next week, whether at the Den or somewhere over beers.

One other thing to add to rules will be a player only has to defend twice during one round, this will help the campaign move along faster and prevent ganging up on a player.

Depending how many start out, there will probably end up being consolidation of territories later on in the game for the same reason of speeding up the game.

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Re: Campaign for Oxtharvis IV

Post  Matthew G on Sun Jun 15, 2014 11:09 pm

Pencil myself as interested. Extra so if the time frame is right

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Re: Campaign for Oxtharvis IV

Post  ShadowDisco on Tue Jun 17, 2014 6:25 pm

I'm definitely interested

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Re: Campaign for Oxtharvis IV

Post  Aengeal on Wed Jun 18, 2014 7:19 pm

Would meeting somewhere Monday to finalize stuff work for everyone?

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Re: Campaign for Oxtharvis IV

Post  da bear on Wed Jun 18, 2014 7:52 pm

Not for me but im sure ill most go with the flow lol

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Re: Campaign for Oxtharvis IV

Post  Roland on Wed Jun 18, 2014 8:39 pm

What time? I probably can if late (8:30 or later)

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Re: Campaign for Oxtharvis IV

Post  Aengeal on Wed Jun 18, 2014 8:44 pm

Let's say 8:30 at my place then, I'll have a couple cold beers ready haha. I'm PM my address to everyone who can make it

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Re: Campaign for Oxtharvis IV

Post  Matthew G on Wed Jun 18, 2014 9:49 pm

Aengeal wrote:Let's say 8:30 at my place then, I'll have a couple cold beers ready haha. I'm PM my address to everyone who can make it

Mondays usually work for me, but I'll know better in a little while. I'll text you for sure once I know.

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Re: Campaign for Oxtharvis IV

Post  Lore Weaver on Thu Jun 19, 2014 8:53 am

I'll play, and I think I can make it down for Monday, as Scouts are done now.

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Re: Campaign for Oxtharvis IV

Post  superdeuxlol on Sun Jun 22, 2014 10:38 am

I might show up =P

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Re: Campaign for Oxtharvis IV

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