narrative campaign?
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narrative campaign?
I am quite interested in starting a narrative campaign/escalation league. I have never done one before, but I like the idea of continuity between games and building a narrative for my space wolves to give em a lil more personality. if anyone is interested let me know, I'm open for ideas.
the bushels- Mystic
- Posts : 161
Join date : 2014-06-04
Re: narrative campaign?
the bushels wrote:I am quite interested in starting a narrative campaign/escalation league. I have never done one before, but I like the idea of continuity between games and building a narrative for my space wolves to give em a lil more personality. if anyone is interested let me know, I'm open for ideas.
I'm down like downtown. Beau ran one a couple summers ago, fun was had by all.
What was it, 500pts every x weeks, general stayed the same throughout and gained stuff, bonus points if you finished painting every period?
Lore Weaver- Lord of Titan
- Posts : 4609
Join date : 2010-01-05
Re: narrative campaign?
I like how that sounds! what kind of bonuses were earned? extra warlord traits or statline boosts?
the bushels- Mystic
- Posts : 161
Join date : 2014-06-04
Re: narrative campaign?
It was stat line bonuses. You gained +1 BS, or fleet, or whatever.
Penalties might be -1w, -1ws or always moving as if in difficult terrain.
We did the campaign right when 6th broke, I believe we ran the first phase as 5th, everything after was 6th (I remember Ben's bids becoming quite nasty.
Penalties might be -1w, -1ws or always moving as if in difficult terrain.
We did the campaign right when 6th broke, I believe we ran the first phase as 5th, everything after was 6th (I remember Ben's bids becoming quite nasty.
Roland- Lord of Titan
- Posts : 3544
Join date : 2011-01-26
Location : Saskatoon
Re: narrative campaign?
I like that a lot. Im thinkin no named characters, get to pick warlord trait which will stay the same throughout, no relics(maybe have a bonus table to upgrade weapons or wargear instead), 500pts/week, same lists every week with 500pt add ons, and the +\- to base stats based on survival, bonus table for painting completion and performance. Thoughts?
the bushels- Mystic
- Posts : 161
Join date : 2014-06-04
Re: narrative campaign?
Here is the frame work I used for the campaign.
Recommended changes:
Glory and Injury results affect next game only. (a string of losses really handicaps you)
No vet skills (was a huge pain to keep track of)
Rules for “Gods and Generals” campaign:
Escalation style-start @ 500 pts, +500 every 3 weeks
(500 @ weeks 1-3, 1000 @ weeks 4-6, etc.)
12 weeks of play.
We’ll cross the 6th ed bridge when it comes.
Scoresheet is at
https://docs.google.com/spreadsheet/viewform?formkey=dGtxZVdsSWp2bmRpOUZfUUN3UURvS0E6MQ
1. Game play (encourage a game/week) Opponent does not have to be in the campaign.
(NOTE: If you play in the Escalation tourney, those results will be added as well, as long as it’s your campaign army.)
(Per 500 pts)
· WIN (vs. Someone in campaign) 1
· DRAW (same) .5
· LOSS (same) .25
· WIN (vs. Anyone else) .5
· DRAW (same) .25
· LOSS (same) 0
2. PaintIng (deadlines are below)
· Painted on time 5
· Painted late (1 wk max) 3
· Not painted 0
3. Apocalypse game (see rules below)
· On winning side 5
· Champion for your side 5
4. Bonuses (always in effect)
a. First time playing opponent this campaign 2
5. BONUSES (by phase)
1. CONVERTED A WARLORD 4
2. MADE A 40MM OBJ 4
3. MADE A TERRAIN PIECE 4
4. Converted a vehicle or unit 4
Deadlines are :
Phase 1 500 PTS END OF WEEK 3
Phase 2 1000 PTS END OF WEEK 6
Phase 3 1500 PTS END OF WEEK 9
Phase 4 2000 PTS END OF WEEK 12
So Phase 1 is 500 pt games, and you must have 500 pts of models painted to get points at the end of the phase.
One codex, feel free to vary your list up. That said this is kinda to encourage starting and finishing new armies. That said units that are used over and over again can gain veteran abilities. If you have a unit with a veteran ability and it is not take the next battle, it will lose all its veteran abilities (out of practice).
Painting/Converting
I’m being fairly lenient on “fully painted” and “converted”
Fully painted- 3 colors (black counts), bases at least painted. You’re more than welcome to go beyond that.
Converted- This can be as simple as a wapon swap, or as complicated at you want it to be. I’d throw kit-bashes, FW kits, 3rd party kits and all that jazz in here.
Apoc game
Groups of 4-6, paired into teams of 2-3
Bring all models you’ve built and painted since the league started for your army (so you can have an apoc side project) and your obj marker if you built one. You can only take models if they are fully painted.
Each player picks a personal obj from apoc reload
5 objs (each players modeled obj, + 1 extra)
WARLORDS:
One hq, wargear and options are always fixed at phases. You may change your wargear between phases, but not your HQ choice. (You cannot change your Captain to a Librarian for instance.) Your Warlord must be used in every battle.
If your warlord causes at least 1 unsaved wound on an enemy warlord, independent character or monstrous creature, or win the game, you must roll on the glory table at the end of the battle. Glory results last until the end of your next battle. You may elect to take a "7" (Miraculous Recovery) rather than roll.
If your warlord is removed as a casualty, roll on the Injury table at the end of the game. Unless otherwise stated, an injury can only be suffered once, reroll any duplicate results. If an injury is nullified (such as via Miraculous recovery on the Glory table) it no longer counts toward the total number of times the injury has been suffered.
It is possible to roll on both tables at the end of a game.
Between Phases al wounds are healed.
GLORY TABLE
2d6 Result
2) Unseen Retribution- Immediately roll on the Injury table, re-rolling a result of 12, and
apply the result immediately.
3) Fated- in the next battle, re roll failed saving throws of 1.
4) Implacable- In your next battle, your warlord gains the Eternal Warrior and Stubborn
rules.
5) Master Marksman- in your next battle, add +d3 to your warlords Ballistic Skill.
6) Master of Blades- in your next battle, add +d3 to your warlords Weapon skill.
7) Miraculous Recovery- Choose one of your warlords injuries, it is now nullified. If your
warlord has no injuries, reroll.
Cool Voice of Command- in your next battle, all friendly units within 12” of your warlord may
use his leadership in place of their own. If their leadership is the same or higher than the
warlords, they may re roll failed Leadership tests.
9) Dread Reputation- in the next battle, all enemy units wishing to assault the warlord, must
pass a Leadership test or forfeit their assault this turn. Units with the Fearless or And
They shall know no fear special rules automatically pass this test
10) Strength of Ages- In your next battle, your warlord gains +1 strength
11) Hour of Bloodshed- In your next battle, your warlord gains +1 attacks
12) Lord of Battle- In the next game, your warlord gains a +d3 bonus to each Weapon skill,
ballistic skill, and attacks (roll separately for each)
Injury Table
2d6 Result
2) Crippled- Roll twice more on the table and apply the results, rerolling 2’s and 12’s. A
model can suffer this result any number of times.
3) Blind in One Eye- The warlord’s BS is reduced by 1 (minimum of 1).
4) Night Blindness- When the Night Fighting rules are in play, the warlords WS and BS are
reduced by 1.
5) Shattered Arm- The warlord suffers a -1 penalty to his number of Attacks. A warlord can
suffer from this injury twice rather than once.
6) Shattered Leg- The models moves 2” less than normal (applies to all kinds of movement,
including consolidation and assault, with the exception of disembarking.)
7) Deep Wound- The Warlord suffers a -1 penalty to his number of Wounds. A Warlord can
suffer from this injury twice rather than once.
Cool Battle Madness- The Warlord gains Furious Charge and Fearless special rules, but loses
Independent Character(if they have it).
9) Head Wound- The warlords WS and BS are reduced by 1 each (to a minimum of 1).
10) Weakened- The model suffers a -1 penalty to their Str characteristic (to a minimum of 1).
11) Doomed- The model must reroll all saving throws that are 6’s.
12) Rise from Defeat- immediately roll on the Glory table, rerolling 2’s and apply that result
immediately.
VETERAN ABILITIES
As your warriors gain in experience, so too will their ability, courage, and reliability increase. Seasoned warriors learn even from defeat, but a string of victories will see your troops go from green recruits to experienced veterans able to face any terror the galaxy has to throw at them.
Gaining Experience
At the end of each game, nominate a unit in your army that you believe performed well, deserves a medal or has the eye of the gods on it. The unit must not have been wiped out at the end of the game. Choose an appropriate table from those below and roll on it to see what ability the unit gains. The winner may nominate 2 such units, and the loser one. If the game is a draw, both players nominate one unit. (Note: Vehicles (including Walkers) MUST roll on the “Vehicle Crew table.)
The unit will benefit from a new veteran ability for the rest of the campaign. It is possible for a single unit to gain multiple veteran abilities in this way, but it may not take duplicates of the same skill. If you roll a duplicate on a second or subsequent roll, you may choose which ability the unit gains. In addition, once a unit has received an ability from one of the tables, all of its future rolls must be from the same table. This reflects the specialization that comes from experience.
There is a downside. If a unit with a veteran ability ends a game below half strength or having fled the battlefield, it will lose one veteran ability. If it is wiped out in a game, it loses 2.
Recommended changes:
Glory and Injury results affect next game only. (a string of losses really handicaps you)
No vet skills (was a huge pain to keep track of)
Rules for “Gods and Generals” campaign:
Escalation style-start @ 500 pts, +500 every 3 weeks
(500 @ weeks 1-3, 1000 @ weeks 4-6, etc.)
12 weeks of play.
We’ll cross the 6th ed bridge when it comes.
Scoresheet is at
https://docs.google.com/spreadsheet/viewform?formkey=dGtxZVdsSWp2bmRpOUZfUUN3UURvS0E6MQ
1. Game play (encourage a game/week) Opponent does not have to be in the campaign.
(NOTE: If you play in the Escalation tourney, those results will be added as well, as long as it’s your campaign army.)
(Per 500 pts)
· WIN (vs. Someone in campaign) 1
· DRAW (same) .5
· LOSS (same) .25
· WIN (vs. Anyone else) .5
· DRAW (same) .25
· LOSS (same) 0
2. PaintIng (deadlines are below)
· Painted on time 5
· Painted late (1 wk max) 3
· Not painted 0
3. Apocalypse game (see rules below)
· On winning side 5
· Champion for your side 5
4. Bonuses (always in effect)
a. First time playing opponent this campaign 2
5. BONUSES (by phase)
1. CONVERTED A WARLORD 4
2. MADE A 40MM OBJ 4
3. MADE A TERRAIN PIECE 4
4. Converted a vehicle or unit 4
Deadlines are :
Phase 1 500 PTS END OF WEEK 3
Phase 2 1000 PTS END OF WEEK 6
Phase 3 1500 PTS END OF WEEK 9
Phase 4 2000 PTS END OF WEEK 12
So Phase 1 is 500 pt games, and you must have 500 pts of models painted to get points at the end of the phase.
One codex, feel free to vary your list up. That said this is kinda to encourage starting and finishing new armies. That said units that are used over and over again can gain veteran abilities. If you have a unit with a veteran ability and it is not take the next battle, it will lose all its veteran abilities (out of practice).
Painting/Converting
I’m being fairly lenient on “fully painted” and “converted”
Fully painted- 3 colors (black counts), bases at least painted. You’re more than welcome to go beyond that.
Converted- This can be as simple as a wapon swap, or as complicated at you want it to be. I’d throw kit-bashes, FW kits, 3rd party kits and all that jazz in here.
Apoc game
Groups of 4-6, paired into teams of 2-3
Bring all models you’ve built and painted since the league started for your army (so you can have an apoc side project) and your obj marker if you built one. You can only take models if they are fully painted.
Each player picks a personal obj from apoc reload
5 objs (each players modeled obj, + 1 extra)
WARLORDS:
One hq, wargear and options are always fixed at phases. You may change your wargear between phases, but not your HQ choice. (You cannot change your Captain to a Librarian for instance.) Your Warlord must be used in every battle.
If your warlord causes at least 1 unsaved wound on an enemy warlord, independent character or monstrous creature, or win the game, you must roll on the glory table at the end of the battle. Glory results last until the end of your next battle. You may elect to take a "7" (Miraculous Recovery) rather than roll.
If your warlord is removed as a casualty, roll on the Injury table at the end of the game. Unless otherwise stated, an injury can only be suffered once, reroll any duplicate results. If an injury is nullified (such as via Miraculous recovery on the Glory table) it no longer counts toward the total number of times the injury has been suffered.
It is possible to roll on both tables at the end of a game.
Between Phases al wounds are healed.
GLORY TABLE
2d6 Result
2) Unseen Retribution- Immediately roll on the Injury table, re-rolling a result of 12, and
apply the result immediately.
3) Fated- in the next battle, re roll failed saving throws of 1.
4) Implacable- In your next battle, your warlord gains the Eternal Warrior and Stubborn
rules.
5) Master Marksman- in your next battle, add +d3 to your warlords Ballistic Skill.
6) Master of Blades- in your next battle, add +d3 to your warlords Weapon skill.
7) Miraculous Recovery- Choose one of your warlords injuries, it is now nullified. If your
warlord has no injuries, reroll.
Cool Voice of Command- in your next battle, all friendly units within 12” of your warlord may
use his leadership in place of their own. If their leadership is the same or higher than the
warlords, they may re roll failed Leadership tests.
9) Dread Reputation- in the next battle, all enemy units wishing to assault the warlord, must
pass a Leadership test or forfeit their assault this turn. Units with the Fearless or And
They shall know no fear special rules automatically pass this test
10) Strength of Ages- In your next battle, your warlord gains +1 strength
11) Hour of Bloodshed- In your next battle, your warlord gains +1 attacks
12) Lord of Battle- In the next game, your warlord gains a +d3 bonus to each Weapon skill,
ballistic skill, and attacks (roll separately for each)
Injury Table
2d6 Result
2) Crippled- Roll twice more on the table and apply the results, rerolling 2’s and 12’s. A
model can suffer this result any number of times.
3) Blind in One Eye- The warlord’s BS is reduced by 1 (minimum of 1).
4) Night Blindness- When the Night Fighting rules are in play, the warlords WS and BS are
reduced by 1.
5) Shattered Arm- The warlord suffers a -1 penalty to his number of Attacks. A warlord can
suffer from this injury twice rather than once.
6) Shattered Leg- The models moves 2” less than normal (applies to all kinds of movement,
including consolidation and assault, with the exception of disembarking.)
7) Deep Wound- The Warlord suffers a -1 penalty to his number of Wounds. A Warlord can
suffer from this injury twice rather than once.
Cool Battle Madness- The Warlord gains Furious Charge and Fearless special rules, but loses
Independent Character(if they have it).
9) Head Wound- The warlords WS and BS are reduced by 1 each (to a minimum of 1).
10) Weakened- The model suffers a -1 penalty to their Str characteristic (to a minimum of 1).
11) Doomed- The model must reroll all saving throws that are 6’s.
12) Rise from Defeat- immediately roll on the Glory table, rerolling 2’s and apply that result
immediately.
VETERAN ABILITIES
As your warriors gain in experience, so too will their ability, courage, and reliability increase. Seasoned warriors learn even from defeat, but a string of victories will see your troops go from green recruits to experienced veterans able to face any terror the galaxy has to throw at them.
Gaining Experience
At the end of each game, nominate a unit in your army that you believe performed well, deserves a medal or has the eye of the gods on it. The unit must not have been wiped out at the end of the game. Choose an appropriate table from those below and roll on it to see what ability the unit gains. The winner may nominate 2 such units, and the loser one. If the game is a draw, both players nominate one unit. (Note: Vehicles (including Walkers) MUST roll on the “Vehicle Crew table.)
The unit will benefit from a new veteran ability for the rest of the campaign. It is possible for a single unit to gain multiple veteran abilities in this way, but it may not take duplicates of the same skill. If you roll a duplicate on a second or subsequent roll, you may choose which ability the unit gains. In addition, once a unit has received an ability from one of the tables, all of its future rolls must be from the same table. This reflects the specialization that comes from experience.
There is a downside. If a unit with a veteran ability ends a game below half strength or having fled the battlefield, it will lose one veteran ability. If it is wiped out in a game, it loses 2.
Roland- Lord of Titan
- Posts : 3544
Join date : 2011-01-26
Location : Saskatoon
Re: narrative campaign?
I'm hooked
ShadowDisco- Crusader
- Posts : 214
Join date : 2013-03-11
Location : Saskatoon
Re: narrative campaign?
I like how this looks! if anyone wants to give it a go lemme know!
the bushels- Mystic
- Posts : 161
Join date : 2014-06-04
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