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Campaign rules!?

 Post subject: Campaign rules!?
PostPosted: Wed Oct 21, 2009 5:53 pm 
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Alright I know its a bit soon to ask but will the campaign rules be in the v2 rules or later? Just curious is all. You probably haven't given it 'much' thought at this point.


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 Post subject: Campaign rules!?
PostPosted: Wed Oct 21, 2009 10:12 pm 
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Hi. No, the campaign rules wont be around for a while yet. The basics will be in place shortly, for example the Transport ability allowing certain troops to be carried, which should allow you to hang simple campaign systems of them.

I need to concentrate on the core rules before the campaign system in full.

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 Post subject: Campaign rules!?
PostPosted: Wed Oct 21, 2009 10:43 pm 
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I figured as much. I have cobbled together a semi workable set for now, just haven't played it yet.


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 Post subject: Campaign rules!?
PostPosted: Thu Oct 22, 2009 10:01 am 
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Quote: (CyberShadow @ Oct. 21 2009, 22:12 )

Hi. No, the campaign rules wont be around for a while yet. The basics will be in place shortly, for example the Transport ability allowing certain troops to be carried, which should allow you to hang simple campaign systems of them.

I need to concentrate on the core rules before the campaign system in full.

Gosh darn it! But I love campaign rules :D. Come on Iain! :D

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 Post subject: Campaign rules!?
PostPosted: Thu Oct 22, 2009 10:24 am 
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Use VBAM :)

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 Post subject: Campaign rules!?
PostPosted: Fri Oct 23, 2009 10:11 pm 
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VBAM!!! Not sure if I have heard of it. Anyways I am mostly content to wait on Mr. Cybershadow. course I am pestering him to at least get me the new update for HS. I figuered if I pestered him about the campaign rules he get the update to shut me up for a few moments.  :laugh:


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 Post subject: Campaign rules!?
PostPosted: Sat Oct 24, 2009 10:32 pm 
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VBAM - Victory By Any Means. Ignoring this.....  :cool:

I love campaign rules too, but I have learnt a lot from my days on the Tau team, and I really want to get the essentials of the core rules stable first, then additional rules are added, and then maybe thinking about campaign rules and so on.

There doesnt seem much point working on campaign rules and then having to change them as a core rules change makes them redundant.

Next version is coming along and should be off to Doug very soon...

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 Post subject: Campaign rules!?
PostPosted: Wed Oct 28, 2009 3:22 pm 
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"I really want to get the essentials of the core rules stable first, then additional rules are added, and then maybe thinking about campaign rules and so on."

I agree with you. This was a hint, man NEED RULES!!!! Do I have to whack you with a foam bat????? ( Again I understand these things take time.) I do want you to take your time in completeing the rules. I don't want half ^$$** rules thrown at me. I know they will be incomplete from the campaign and others. So take your time.


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 Post subject: Campaign rules!?
PostPosted: Thu Oct 29, 2009 12:26 am 
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Would you believe that they are actually done, and that I am looking at the next release already? Version 2.01 went off to Doug who is giving them a read through before finding space on the DRM site to make them officially available.

I am going to get some tokens made up for my games, and then think about which rules to add for the next release, and what can be cleaned up, where diagrams can be added, where grammar/spelling is an issue, etc for version 2.02.

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 Post subject: Campaign rules!?
PostPosted: Thu Oct 29, 2009 12:40 pm 
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OH SURE!!! Pass the buck off to Doug now.......Just kidding. I do belive it. Well You can be sure that I'' put my 2 cents worth in, not that you have to listen to me, but that wont stop me from telling you what I think or making suggestions for newl rule or changes to rules or whatever else I can think of.


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 Post subject: Campaign rules!?
PostPosted: Thu Oct 29, 2009 10:54 pm 
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Good to hear. We have another playtest session set up for Saturday, so I will let you know how it goes.

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 Post subject: Campaign rules!?
PostPosted: Wed Jan 06, 2010 2:34 pm 
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Campaign Rules

This is my attempt to have a workable set of campaign rules for Hostile Stars and Seeds of War. These rules will be superseded by anything that is produced by DRM. This work is based on ERIKM (on the DRM forums) Alfakta campaign. I have received his permission to use said rules. Please be aware that these rules are a work in progress. Please feel free to post any ideas that may help this project along or point out any gaps that I am sure I left out, and to have me to translate any of my insane gibberish.

Every system will have a number of strategic points (1 –5 per system) in the system. These will be represented by a number of dots next to the systems name. These dots will show how many games a player has won in that system. Each of the strategic points will have a number of dots that do the same thing. Hence a player may control 3 of 5 dots and the system will be contested. The dots for the strategic points will also represent the number of points that a player may spend on troops/ ships. Every dot will be worth (100) points.

At this time there are no point values for Hostile Stars. I have assigned a point value of a battleship = 100 pts, a cruiser = 50 pts, a destroyer = 25 pts.

For Seeds of War please use the appropriate points listed in the races Force Org sheet.

Seeds of War battle may use the 5 scenarios that are provided by DRM.

If a player has a fleet in orbit around a strategic point then he or she may claim only half of the points for that strategic point. This is used to represent that fact that you may own the space around the strategic point but you do not own the strategic point.


Here are my house rules for how a planet affects the movement of ships in Hostile Stars.

If a ship is in a planets gravity well (10cm?) then the ships may make a free 15 degree turn toward the planet, however if the turn is away form the planet then it costs double(?).,

Would the turn also increase/ decrease a ships speed as well?  

I have yet to play test the above rule.


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 Post subject: Campaign rules!?
PostPosted: Wed Jan 06, 2010 2:49 pm 
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I have just read through the rules on the Blog... very interesting.

As a heads up, the next version of the HS rules will include rules for planets, and this should include actions such as slingshots and planetary braking. It wont at this stage include a system-wide campaign structure.

As a sneak peek, the planetary rules include atmospheric layers, and ships drop into a specific layer with associated risk and can drop layers to increase speed and slingshot, increasing the risk of damage the lower they go.

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 Post subject: Campaign rules!?
PostPosted: Sun Jan 31, 2010 10:05 pm 
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NOTE: players must do a little bookwork here. After the battle both players must keep track of how many points that are lost by the Fleet or AG that took place in the battle.

Example of play
Player A has 500 pts. He places 300 in 1st fleet and places the remaining 200 points in his 1st Army Group. He assigns the 1st AG to 1st fleet. He then moves 1st fleet from the Regulus system to the Polaris system (The Polaris system contains 3 SP. 1 Planet 200 pts, 2 Asteroid 100pts, 3 Moon 100 points). Player B has His 1st fleet (150 pts) and 1st AG (100) stationed at the planet. SP 2 and 3 are undefended. Player A declares that he will attack SP1, a Hostile Stars game ensues. Player A chooses a force up to 300 pts and Player B chooses a fleet up to 150 pts.  Player A wins the HS battle and is allowed to land up to 200 pts of his 1st AG.  Player B as defender of the planet can use some or all of the planets points in the first battle. In this case Player B could choose up to 300 points of SOW forces. While Player A only gets his 200 pts landing force. Player A wins the SOW battle. So player A and B both control 1 point of the planet. Player A turn is over so Player B declares an attack on player A on the planet. Player A may add half the planets points to his defending force and player b may add half to his attacking force. If player A wins the planet is still contested as he was defending his landing zone. If Player B wins then He has ousted player A. Lets say that Player A wins yet again. On his next turn he may attack player B’s strong hold on the planet and if he wins then player B has been kicked off the planet. If he loses then the battle for the planet will take longer.






I don't know when I'll get to post any more. I have been laid off for the next 3 or 4 months. I will try to get access as I can. Anyways I would really like ErikMs ideas on this and CS as well or even Doug's. Well I am going to post this over at tact com too. So heres seeing ya around.


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