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Epic War! Campaign Rules

 Post subject: Re: Epic War! Campaign Rules
PostPosted: Tue Apr 02, 2013 7:13 pm 
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Hopefully the "War Chest" (as I'm now calling it) shouldn't add too much complexity. I think it would be best to set it out as one equal amount that both players have access to immediately. The War Chest can only be used to replenish broken units in armies, buy defences, and/or barrages. Players CANNOT use the War Chest to buy completely new armies (this is to stop players misusing the War Chest to make their force bigger and "steamrollering" the opponent).

If I really wanted to add complexity, the "War Chest" could be something that was awarded per turn and on the basis of how many towns and cities each player was in control of!!!

What do you reckon, chuck that little grenade in as yet another optional advanced rule?!

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Mon May 13, 2013 6:29 am 
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Quick question following up on the Forced Retreat rules: Once the VPs total has been reached, does everyone agree that the entire army for the losing side should be made to retreat?
What I'm wondering here is if units with morale value of 1 should be forced to retreat like everyone else or be able to fight on; eg Avatar and Exarchs, Terminators & characters for Marines, Greater Demons for Chaos, etc, etc. Definitely thinking that even though they are exempt from morale value, Titans should be made to go into forced retreat.

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Mon May 27, 2013 1:50 am 
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Your campaign rules are interesting. Amazingly similar to mine in some ways and distinctly different in others. For example, I too use a grid with terrain (mentioned in the Unit Stats file), but I use a much larger grid. The last campaign I tried to run (it didn't last long because the people weren't really 'Epic' people) was 100 by 160 squares. While you have each player start with large armies (20K for your test) and whittle them down from there, I start small (1K) and work up from there. While yours is intended as a short term campaign (~8 to 10 turns), mine is intended to be a long-term one (probably 60 to 100 turns or more). I'm not saying that your rules are bad, just different.

As to the forced retreat question, I wouldn't use it at all in my campaign. Any battle that used miniatures would end when the conditions were met, with the fluff assumption that each side would be more interested in consolidating their positions than in prolonging conflict. Of course, the losing side would forfeit the battlefield (unless it's their city), but that's a different issue.

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Mon May 27, 2013 12:36 pm 
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Thanks for taking the time to read the rules and for the feedback, I really appreciate it!

I think you're right to have a larger grid size, that was something that we felt had to be expanded. In our case, we felt that the grid should be doubled in size in both height and width. The biggest problem with the smaller grid was that the campaign objectives were too closely crammed together and therefore were usually within reach of several armies, making them difficult to Fortify. On the other hand this could be an argument to fight on a smaller grid as too much fortifying can lead to the campaign slowing to a crawl because no one wants to attack a heavily defended objective. I suppose the best way is to leave it up to players to decide themselves how big they want to make their theatre of war.

I'm still taking time to think over the forced retreat rules!

Your rules sound intriguing, is it a Risk-type campaign where your forces increase as you take more and more territory? Also, I was wondering what the conditions would be for victory in such a campaign?

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Mon May 27, 2013 5:41 pm 
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Have you played either Dawn of War (1 not 2) or Civilization (any edition) ? Mine is somewhat like each of those. Basically, the more area/cities a player controls, the more build points they get per turn. The closest thing I have to 'campaign objectives' at the moment are the cities themselves. I'm measuring score by a combination of army size, area controlled & revealed, combat wins/losses, and city size. Primarily, victory is achieved by destroying your enemies (IE everyone else) though it is possible to ally with others, depending on the Factions involved.

It could be interesting to try running a campaign of mine with people from this forum. Ideally I think I'd like to have six to 12 people, so as to have a mix of player Factions active on the world. I would restrict people to using unique factions, though that's really not a problem as I counted the other day and NetEpic has about 28 Factions. If people are interested, I'll start a new topic to discuss it further.

Oh, a further thought on the Forced Retreat issue. Even if Morale value 1 troops aren't forced to retreat, it would probably be in their best interest to do so, as if 80%+ of your allies are leaving you, it's generally safest to go with them. Same with Titans.

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Mon May 27, 2013 11:01 pm 
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With the forced retreat we play that once the victory points achieved then at the end of that turn the loosing side ceedes the battlefield. If your titans are crippled (the damage if they move they are done for) they are lost as cannot move. With the fact morale value 1 troops would carry on fighting it seems unlikely as these are the best troops and are usually veterans so would know when a battle is finished and time to re-group.

As to map size the bigger the map the more armies or they will be lost, unless you have terrain that restricts movement. As to my campaign it is a bit big which is nice but takes a while to get all the battles in (got to post last battle). One thing i was thinking of is maybe an area like risk or something similiar to the flames of war A bridge too far board campaign.


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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Mon May 27, 2013 11:28 pm 
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Certainly ending the battle as soon as the VP threshold is reached is the easiest way to conclude the battle, but I still feel that as a defeated army was leaving the table that the victors would still seek to mow down as many fleeing troops as possible.

So far as Titans and Morale Value 1 troops & vehicles go, I think they should be allowed to continue to fight. As Magnus pointed out, it probably won't benefit them to hang about while the rest of the army deserts the battlefield, but they could at least lay down some fire to keep the enemy at bay.

My feeling is to make the battle ending as soon as VP threshold is reached as the default rule, with the more nuanced forced retreat as an optional rule and allow players to pick which they like best...

Like the idea of the Risk board DNME, but again, you'd be looking to put a lot more territories down than is on a traditional Risk board. Getting the size of the grid/number of territories is definitely tricky!

The other thing that's on my mind here is that my campaign took 9 battles to complete and that was pretty much what I was hoping for. 9 battles may not sound like a huge number, but when you are talking 2 people playing these, it is a lot. I was just lucky that my brother hadn't played in a good while so we were both up for an intensive spell of playing Epic. I'm guessing that most people maybe get the chance to play once a month. At that rate, 9 - 12 battles may be as much as people would be willing to participate in for a single campaign. If that's the case, maybe I shouldn't widen the map out too much further!

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Tue May 28, 2013 6:42 am 
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Think its over a year fir my campaign and still going through turn 3 battles


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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Tue Jul 16, 2013 5:11 am 
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Ok, I have been thinking a lot about my campaign rules, and have a few ideas.

I don't really want to add too much complexity, one of the things that I'm happy about with the rules is that they are reasonably straightforward. The idea is that players would use the rules really as a means to facilitate a series of linked games rather than create a gaming experience in its own right.

If players wish to fluff up the backstory to the campaign then that is their perogative to do so, but equally, if they don't care about story and just want a series of battles (as myself and my brother did), then the system doesn't penalise them for this.

Supply lines have been something that I've fretted over throughout the long years that I've worked on this project. Frankly, I think it is better off without worrying about things like that.

However, I have been thinking hard about the "War Chest" idea.

I had stated in the Off-Table Support section that if these rules were adapted, players would receive a bonus of 20% of their total points spend which I now intend to be the "War Chest". Instead of only being spent on Off-Table Support, this can be spent on anything.

But, on top of the off-table support and standard units, players will be able to invest their war chest by building up to four special installations, each of which would cost 500 points each (possibly this cost would be higher for larger campaigns - I'm :o at you here Ulric). The installations would be as follows:-

Barracks
Tank Factory
Titan Yard
Aircraft Hangar

As well as costing points, these installations could only be built once players had taken control of cities, ie taking one city would entitle players to select one installation to build per city. I'd recommend putting 3 cities in each half of the board and 1 bang in the middle...

The purpose of these installations would help replenish battle-weary forces. Any force that had fought a battle that visited the barracks/tank factory/aircraft hangar would roll a D6 for every model/stand that they had lost. A roll of 6 would see these units drafted in from said installation. The Titan Yard could perform 100 points of Titan repairs per turn until the Titan was restored to its former glory. Note that this does not mean that players can pimp out their Titans with better weapons than they started with, the Titan Yard would only fix whatever damage had been done.

Where these players placed such installations would be at their discretion but would have to be at least one row behind their frontline. Installations placed high up the board would be inviting targets for enemy armies to destroy. Put them too deep and armies which have fought may have too far to travel to get patched up.

Thoughts? Would people be interested me expanding this idea further in the Advanced Rules section?

Beyond this, I'm happy to incorporate any additional rules anyone comes up with for the system.

For anyone who missed them, here's the rules as they stand. They have only been slightly amended since last posted;


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Epic War.docx [35.44 KiB]
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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Wed Jan 22, 2014 8:10 pm 
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Bump.

It's been some time since I posted these rules. I thought it might be handy to remind people they are here and free for the community to download and comment on.

Cheers!

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Fri Jan 24, 2014 7:32 pm 
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Ive been reading through these as a way to introduce an ongoing narrative to our games and they look great. Just need to get everyone up to speed with the game then I'm hoping to put a planetary map together and work out a storyline :)


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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Fri Jan 24, 2014 9:22 pm 
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Fantastic Stu! I'm thrilled to hear that you found the rules to be of interest and are thinking of trying them out!

These rules have only really had one playthrough which I did last year and that was only for a 20,000 point campaign. There's a thread here which documents the whole experience and has links to each battle report so you can see in more detail how it all went:

viewtopic.php?f=14&t=24706

Sadly I approached this with my rules hat on and didn't do anything to write up any proper kind of narrative for the campaign background. I'm sure that any background information you write up for yours will make the campaign a more enriching experience for your players.

My main suggestion would be that you make the map bigger than the one in the example, probably double the size in terms of the width and breadth. But it's purely up to you!

If you've got any questions, observations or suggestions, please feel free to share them! I'm open to new ideas to improve the rules and will be more than happy to try and clarify any points in the rules that are maybe unclear in any way. In any event, please let me know how you get on!

Good luck!

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Sun Jun 08, 2014 2:16 pm 
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I've been asked about these campaign rules a few times recently so thought I'd give it a bump so people can find it easier.

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