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EPIC Campaign Ideas?

 Post subject: EPIC Campaign Ideas?
PostPosted: Mon Jul 25, 2011 3:30 pm 
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A friend and I are thinking about turning our regular Saturday morning games of epic into some kind of campaign and I have volunteered to put it together. He plays Eldar, and I play Black Legion, the games will have to be limited to around 3000pts (all the points he has) and roughly playable in a morning.

I was thinking of doing a small map based campaign over about 10 weeks, possibly tied in with the odd BFG game (we are both very much beginners at this!), representing an Eldar assault on a chaos held world.

I was wondering if anyone had any experience or ideas of doing this kind of thing? Or any fun ideas about locations, effects etc.

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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Mon Jul 25, 2011 4:08 pm 
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Well, if it's an Eldar assault on a Chaos world, my immediate thought is "Crone World". Which would likely mean the Eldar are trying to get something off the world - whether that be resources, technology, or some major artifact (or some combination of the three).

I'd expect the Eldar to try to lure the BL away from whatever they want, then grab whatever they want and get out as fast as possible. Basically spending a lot of time on diversionary actions. Sooner or later the BL will catch on, which would be a good opportunity for a climactic battle between two large forces.

I'm not sure conventional map-based would be entirely suitable to the Eldar - taking and holding territory isn't their style.

Also, if the world was in the Eye of Terror, the Webway likely wouldn't work - so no portals.

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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Mon Jul 25, 2011 4:54 pm 
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The map based aspect of it is flexible, I just thought it would be fun! A series of narratively linked scenarios would probably be easier as well.

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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Mon Jul 25, 2011 5:30 pm 
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I am in the process of creating a rule set for tiles based campaign playing for epic. I intend to make a supplement out of it in due time. It is starting to get more mature, and one day or another I will publish it on TacCom so that it might get refined by the community.

I tend to enjoy tile based campaigns, with some amount of supply and logistics in it, so that is where I'm heading.


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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Wed Jul 27, 2011 12:10 pm 
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Hmm I have been having a think on the whole linked scenario thing and come up with this:

An eldar raid on a Crone world now given over to Slaanesh

1) BFG: Eldar entrance into the system. Eldar vs. Chaos deep space game
2) Epic: Eldar raids on the planetary defence systems. About 3 objectives to be destroyed by the eldar in a hit and run raid. Maybe making it a mini battle where eldar units have to either planetfall or teleport representing them streaking from the skies / webway
3) BFG: Eldar vs. Orbital Defences. Eldar fleet destroying the orbital defences (number of them will vary depending on the number destroyed in the last game
4) Epic: First Gate. Eldar only have a small wraithgate and are breaking out. Eldar start off completely in the webway, with allowed formations, and gain first turn. Have to break chaos defenders.
5) Epic: Large Gate. Eldar must capture a larger gate to allow their titans etc onto the planet. Chaos defending.
6) Epic: Ambush. One side ambushes the other - rulebook scenario?
7) BFG: Chaos reinforcements arrive in the system. Eldar vs. Chaos Fleet in neaar planet space
8) Epic: Chaos release a zombie virus. Eldar rangers / scouts must work thier way through a city filled with mindless dead picking up spirit stones
9)Epic: Breakthrough scenario. Chaos defending a river line vs. Eldar assault.
10) Epic: Big battle. Lots of points set piece battle, some effect from who controls the planets orbit re BFG games.

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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Tue Aug 02, 2011 6:18 pm 
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I am also organising a really big epic game (maybe 40k a side) in the nearish future and have been thinking of strategems on the theme of the apocalypse ones. Can you guys just have a quick look over them to check they are not terribly broken. Each side gets a random one of each of the pairs.

Cheers!

--------------------

STRATEGEMS:

Sewer Rats: D3+1 Sewer tokens may be placed anywhere on the map.
Any all-infantry formation moving into contact with them is instantly
transported elsewhere. Roll a D6, on a 1 the opposing player gets to
choose a sewer token, on a 5-6 the controlling player chooses. The
formation must be placed in contact with the sewer token and counts as
having marched.

Demo Charges: D3+1 Demo locations are secretly recorded prior to
deployment. These must be some from of building or other location. The
controlling player can choose to activate them at any point, but must
have at least one formation within 30cm. Roll a D6, on a 1 the charge
token is removed with no effect. On a 5-6 use the small blast template
to apply a MW 4+ hit to all units under it.

-------------------------------------------

Fuel Dump: Any formation containing AV or LV that starts its move in
contact with this marker may add 10cm to the move of all Av or LV in
that formation. This marker counts as a 3DC, 4+ Reinforced Fearless WE.

Long Range Vox: The controlling player may use this as a Supreme
Commander re-roll on any Spacecraft or planetfalling formations in their
army. This cannot be used with the Supreme Commander re-roll on the same
formation. This marker counts as a 3DC, 4+ Reinforced Fearless WE.

--------------------------------------------

Tactical Command Centre: The controlling player may use this as a Supreme
Commander re-roll for any formation within 15cm of the marker. This
cannot be used with the Supreme Commander re-roll on the same formation.
This marker counts as a 3DC, 4+ Reinforced Fearless WE.

Ammunition Dump: Any formation containing one-shot weapons in contact with
this marker is reloaded. Any formation containing slow-firing weapons
counts as not having fired in the previous turn. Any formation not
containing either one-shot or slow-firing weapons gains a +1 to any
rolls to hit made when sustaining. These abilities may only be used once
per game each.

--------------------------------------------

Infiltrators: D3+1 formations which only contain infantry may be nominated
as Infiltrators. They count as having the special rule 'Teleport' with all
the usual effects.

Camoflauge: D3+1 formations may be nominated to recieve +1 to any cover
save they recieve in any turn in which they have not moved. This modifier
is cumulative with any other cover save.

-----------------------------------------------

Airfield: The controlling player may choose to have any aircraft return
to this marker at the disengagement phase instead of leaving the board.
Any aircraft that do so recieve +1 to activate in the following turn.
This marker counts as a 3DC, 4+ Reinforced Fearless WE.

Jamming Station: Any formations that teleport within 30cm of this marker
recieve a blast marker on the D6 roll of a 1 or a 2, rather than just on
a 1. Any formation attempting to use the 'Commander' special ability
recieves a -1 modifier to the activation roll.

------------------------------------------------

Smoke Barrage: This strategem counts as a one-shot, 2+ activation. If
successful then the controlling player may place a smoke box (10cm x 30cm)
anywhere on the battlefield. This box scatters 2D6cm. Any units within
the box counts as having a LoS of 15cm, and LoS cannot be drawn through
or into the box.

Gas Barrage: This strategem counts as a one-shot, 2+ activation. If
successful the controlling player may place the large template anywhere
on the battlefield. Any units under the template must roll a D6. On a
roll of a 1 or a 2, their formation recieves a blast marker.
the battlefield.

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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Thu Aug 04, 2011 6:29 am 
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My thoughts................................

novemberrain wrote:
Sewer Rats: D3+1 Sewer tokens may be placed anywhere on the map.
Any all-infantry formation moving into contact with them is instantly
transported elsewhere. Roll a D6, on a 1 the opposing player gets to
choose a sewer token, on a 5-6 the controlling player chooses. The
formation must be placed in contact with the sewer token and counts as
having marched.


This could be powerful depending on how far apart these tokens are. What happens when a 2-4 is rolled? They stay in the sewers and roll again next turn? Placement restrictions on sewer tokens? Could they be placed next to an objective?

novemberrain wrote:
Demo Charges: D3+1 Demo locations are secretly recorded prior to
deployment. These must be some from of building or other location. The
controlling player can choose to activate them at any point, but must
have at least one formation within 30cm. Roll a D6, on a 1 the charge
token is removed with no effect. On a 5-6 use the small blast template
to apply a MW 4+ hit to all units under it.


I think a 4+MW hit is overpowered. At least allow an armour save by taking away the MW. Perhaps bumping up the to hit to a 5+

novemberrain wrote:
Fuel Dump: Any formation containing AV or LV that starts its move in
contact with this marker may add 10cm to the move of all Av or LV in
that formation. This marker counts as a 3DC, 4+ Reinforced Fearless WE.


This is a neat one. Does the 10cm apply to each segment of movement? Say, a unit taking a march action would get three 10cm bonuses? Combine that with a road bonus and your really moving.

novemberrain wrote:
Long Range Vox: The controlling player may use this as a Supreme
Commander re-roll on any Spacecraft or planetfalling formations in their
army. This cannot be used with the Supreme Commander re-roll on the same
formation. This marker counts as a 3DC, 4+ Reinforced Fearless WE.


Seems fine. You can't normally use SC rerolls for your spaceship?

novemberrain wrote:
Tactical Command Centre: The controlling player may use this as a Supreme
Commander re-roll for any formation within 15cm of the marker. This
cannot be used with the Supreme Commander re-roll on the same formation.
This marker counts as a 3DC, 4+ Reinforced Fearless WE.


This could be overpowering. Is it a onetime use or a once a turn? Once a turn could be pretty powerful. Park a critical formation there e.g. an artillery company (in my case) and its effect is magnified, leaving the boardwide SC reroll for other units.

novemberrain wrote:
Ammunition Dump: Any formation containing one-shot weapons in contact with
this marker is reloaded. Any formation containing slow-firing weapons
counts as not having fired in the previous turn. Any formation not
containing either one-shot or slow-firing weapons gains a +1 to any
rolls to hit made when sustaining. These abilities may only be used once
per game each.


Ok, like lsrwolf and I were talking. One time use, not overwhelming. I would remove the +1 to hit for normal shooting units. Thats overpowering. A Leman Russ company on sustain with an additional +1 to hit. Or a Warlord? *shudder*

novemberrain wrote:
Infiltrators: D3+1 formations which only contain infantry may be nominated
as Infiltrators. They count as having the special rule 'Teleport' with all
the usual effects.


D3+1 I think is too many. Just make it a solid 1. Up to 4 additional units being given teleport is alot.

novemberrain wrote:
Camoflauge: D3+1 formations may be nominated to recieve +1 to any cover
save they recieve in any turn in which they have not moved. This modifier
is cumulative with any other cover save.


Make this a +1 to hit and I think it would reflect camouflage better. After all camouflage makes you harder to see (and thus, to hit).

novemberrain wrote:
Airfield: The controlling player may choose to have any aircraft return
to this marker at the disengagement phase instead of leaving the board.
Any aircraft that do so recieve +1 to activate in the following turn.
This marker counts as a 3DC, 4+ Reinforced Fearless WE.


Very similar to what lsrwolf and I were talking about. I like the idea of choosing to land there in the disengagement phase. Will have to consider this with lsrwolf.

novemberrain wrote:
Jamming Station: Any formations that teleport within 30cm of this marker
recieve a blast marker on the D6 roll of a 1 or a 2, rather than just on
a 1. Any formation attempting to use the 'Commander' special ability
recieves a -1 modifier to the activation roll.


Seems benign enough and not overpowering. Add an element of strategy to its placement to protect objectives from teleporters. Is it an installation like the other ones? 3DC, 4+ RA, Fearless WE?

novemberrain wrote:
Smoke Barrage: This strategem counts as a one-shot, 2+ activation. If
successful then the controlling player may place a smoke box (10cm x 30cm)
anywhere on the battlefield. This box scatters 2D6cm. Any units within
the box counts as having a LoS of 15cm, and LoS cannot be drawn through
or into the box.


Nice idea, but I think the scatter is unnecessary. Regular artillery barrages don't scatter at all. Even the orbital bombardments don't scatter.

novemberrain wrote:
Gas Barrage: This strategem counts as a one-shot, 2+ activation. If
successful the controlling player may place the large template anywhere
on the battlefield. Any units under the template must roll a D6. On a
roll of a 1 or a 2, their formation recieves a blast marker.
the battlefield.


I like this idea alot. The primary effect of chemical weapons is the disruption and entropy they cause to normal military functions.


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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Thu Aug 04, 2011 8:51 am 
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Thanks so much for the detailed reply SgtBalicki! Exactly what I was after. Some of the text disappeared when I copied it out of notepad for some reason..?

---------------
Sewer Rats
This could be powerful depending on how far apart these tokens are. What happens when a 2-4 is rolled? They stay in the sewers and roll again next turn? Placement restrictions on sewer tokens? Could they be placed next to an objective?

Weird. It was supposed to have: 1 the opposing player chooses, 2-3 they stay for another turn, 4-6 the controlling player chooses. Good point on the placement, perhaps no closer than 15cm to an objective and they must be placed in city like terrain? Plus given tht they count as marched they cannot claim objectives on the turn they arrive, nor shoot.

Demo Traps
I think a 4+MW hit is overpowered. At least allow an armour save by taking away the MW. Perhaps bumping up the to hit to a 5+

OK, I suppose the MW4+ could be overpowered, but the counters do have to be placed before deployment so the controlling player will have to be lucky to place them in the right locations. Perhaps disallowing them within 15 cm of an objective? Instead of MW, I think something like a 4+ hit with Ignore Cover might be quite good?

---------------------------------------------

Fuel Dump
This is a neat one. Does the 10cm apply to each segment of movement? Say, a unit taking a march action would get three 10cm bonuses? Combine that with a road bonus and your really moving.

Yes the +10cm was supposed to apply to each segment of movement, so a Wave serpent marching could go 135 cm, on a road that is 150cm. I wanted these strategems to be worth destroying / having

Long Range Vox
Seems fine. You can't normally use SC rerolls for your spaceship?

Meh, oops lol. Still I was worried that this one might be much more beneficial to some armies than others (good for SM and Eldar maybe, bad for IG and Orks)

----------------------------

Tactical Command Centre
This could be overpowering. Is it a onetime use or a once a turn? Once a turn could be pretty powerful. Park a critical formation there e.g. an artillery company (in my case) and its effect is magnified, leaving the boardwide SC reroll for other units.

Yes that makes sense about something like an artillery company. It was supposed to be once a turn. Perhaps have it that if the re-roll is failed then the ability stops working? These strategems are still relatively easy to take out, one pin-point should cripple them.

Ammo Dump
Ok, like lsrwolf and I were talking. One time use, not overwhelming. I would remove the +1 to hit for normal shooting units. Thats overpowering. A Leman Russ company on sustain with an additional +1 to hit. Or a Warlord? *shudder*

Yup, I have been trawling threads on here looking for ideas. The problem I found was trying to find a benefit of this one for armies that do not contain one-shot or slow-firing weapons - pretty much everyone bar IG. Admittedly I had forgotten the horribleness of titans using this - I should add in a non-titan only line!

--------------------------------

Infiltrators
D3+1 I think is too many. Just make it a solid 1. Up to 4 additional units being given teleport is alot.

Like I said above I wanted the strategems to have a decent impact on the game. Perhaps just D3? One all infantry unit getting teleport seems a bit lacklustre.

Camoflauge
Make this a +1 to hit and I think it would reflect camouflage better. After all camouflage makes you harder to see (and thus, to hit).

I take it you mean -1 to hit? That seems cool. Still D3+1 on this one?

------------------------------------

Airfield
Very similar to what lsrwolf and I were talking about. I like the idea of choosing to land there in the disengagement phase. Will have to consider this with lsrwolf.

Yup, that is where the idea came from. I had thought that saying if the airfield is destroyed then any aircraft currently there - stood down or not activated yet - would take some kind of hit. This does mean that a lot of planes will be auto activating if they have not been flakked tho.

Jamming
Seems benign enough and not overpowering. Add an element of strategy to its placement to protect objectives from teleporters. Is it an installation like the other ones? 3DC, 4+ RA, Fearless WE?

Yes it should be an installation. So the opposing player could take it out with something, then launch a teleport action. The commander thing is also supposed to have a range of 30 cm. Also possible useful to help protect an artillery formation

-----------------------------------

Smoke
Nice idea, but I think the scatter is unnecessary. Regular artillery barrages don't scatter at all. Even the orbital bombardments don't scatter.

The scatter was more to represent the action of the wind rather than dodgy aiming. Also this smoke box was supposed to last one turn. It could really mess with artillery formations, depending on how tightly packed they are. I will drop the scatter, but maybe add that on a d6 roll of a six it persists to the next turn and scatters 6D6cm.

Gas
I like this idea alot. The primary effect of chemical weapons is the disruption and entropy they cause to normal military functions.

I had thought that that represented the real effect of gas / chemical barrages better than kills. It sucks trying to do anything in NBC gear, never mind fight! This one seems to have quite a tactical application - do you use it early to prep for assaults, or late to break weakened formations?

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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Thu Aug 04, 2011 9:16 am 
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with regards to the fuel dump thing, it would apply to multiple moves only if the initial condition "Any formation containing AV or LV that starts its move in contact with this marker" because the beginning of its move is not the same as beginning of its activation (nor should it be)
remember that a march is three seperate moves. so if you marched from one fuel dump to the next, then yes you'd be fine.
or you could double, first into contact with the dump, then take the bonus to movement afterwards

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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Thu Aug 04, 2011 10:02 am 
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I think making the formation have to start its activation in contact with the fuel dump is a better idea. It takes time to get the fuel out of the dump into the vehicles and i think this is nicely represented in having them stop.

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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Thu Aug 04, 2011 11:23 am 
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my problem there, is that if it requires starting the activation, they can use this to triple-move an extra 30cm which is quite a long way (remember that a road-march, which represents a sustained optimal driving conditions) only provides a 5cm boost, and only for so long as the formation remains on the road for the entirity of the move. having a fuel depot provide double this without the restriction is too good, having it only apply for the one 'move' beyond the dump is much more balanced

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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Thu Aug 04, 2011 11:31 am 
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I see your point, but I feel +10cm just for one move is a bit weak compared to the other strategems, perhaps +15cm...?

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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Thu Aug 04, 2011 11:42 am 
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i dunno, the fact that it can be used by multiple formations makes it pretty good even at 10cm. it allows you to rapidly move reserves into play, or press an assault quite well (just think what a +10cm move will do for a assault marine engagement move. a 65cm engagement range is perhaps a bit much)

i'm seeing it used either near your blitz, to allow you to rapidly reposition artillery, or partway behind objectives, to let you get a bonus moving troops to engage or support engagements in a countercharge situation

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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Thu Aug 04, 2011 12:02 pm 
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Perhaps a 10cm boost to one move, so long as that move starts at the fuel dump. Should stop drive-by refuelling by fast stuff but still give a boost to slower stuff.

Like this:
Formation is doubling. Does a 25cm move up the fuel dump, then does its second move with the extra 10cm of 35cm, then shoots. Doesnt seem too extravagant.

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 Post subject: Re: EPIC Campaign Ideas?
PostPosted: Thu Aug 04, 2011 12:48 pm 
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yeah, that is exactly what i was suggesting it be like

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