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[Red Queen] Red Queen Rising

 Post subject: [Red Queen] Red Queen Rising
PostPosted: Fri Oct 27, 2006 3:17 pm 
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(Enderel @ Oct. 27 2006,10:11)
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Excellent look forward to the next installment and new parts of the narrative. ?:)

Me, too!  :D

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 Post subject: [Red Queen] Red Queen Rising
PostPosted: Fri Oct 27, 2006 4:24 pm 
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(Enderel @ Oct. 27 2006,15:11)
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Excellent look forward to the next installment and new parts of the narrative. ?:)

Yeah, I've been preparing for a pre-Hallowe'en "Call of Cthulhu" game, so most of my creative juices have been going in to that, but I'll get a "prelude" and "epilogue" done up for the latest battle soon.

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 Post subject: [Red Queen] Red Queen Rising
PostPosted: Mon Nov 13, 2006 5:41 pm 
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Okay, another Red Queen Rising battle for you!

It can be found here!

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 Post subject: [Red Queen] Red Queen Rising
PostPosted: Tue Nov 14, 2006 4:25 am 
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thanks chroma , really been enjoying this.

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 Post subject: [Red Queen] Red Queen Rising
PostPosted: Sat Nov 18, 2006 10:50 pm 
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More Red Queen Rising goodness!  This time with a custom mission.

Read all about it here!

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 Post subject: [Red Queen] Red Queen Rising
PostPosted: Sun Nov 19, 2006 4:56 am 
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Thanks Chroma, really cool campaign this. Looking forward to seeing the PDF of the whole thing!

Out of interest do you know what the 'Red Queen' effect describes in evolutionary biology? As soon as I saw the name I immediately thought it was a brilliant name for a campaign involving tyranids and a new frightening genus! Though I presume you just named it red queen because it is a big queen bug painted red - right? :D

Some brief info on the 'Red Queen' hypothesis can be found here:
http://en.wikipedia.org/wiki/Red_Queen

With tyranids I'm think of the evolutionary arms race, maximum evolutionary pressure to adapt to enemies as quickly as possible. But because they adapt in response 'it takes all the running you can do, to keep in the same place.'.





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 Post subject: [Red Queen] Red Queen Rising
PostPosted: Sun Nov 19, 2006 12:28 pm 
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(Markconz @ Nov. 19 2006,03:56)
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Out of interest do you know what the 'Red Queen' effect describes in evolutionary biology?

Well done Markconz!  You're the first person to get the reference.  *laugh*

Now, my Bugs *are* mostly red, but you nailed the inspiration for Her name/concept.

I've been having a *lot* of fun running the campaign and look forward to doing a "campaign book" for it.

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 Post subject: [Red Queen] Red Queen Rising
PostPosted: Sun Nov 19, 2006 12:35 pm 
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(Hena @ Nov. 19 2006,06:21)
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Chroma. The Marine/IG seems to be pulling off with victories left and right. Do they get bonuses in the games from that?

Technically yes, they do get a bonus. ?You may notice that the Bugs aren't getting many special ability/condition modifiers for the scenarios anymore and that a lot of the restrictions are being lifted from the Imperials, but, as I told the other players in the campaign (and they agreed with me), "narrow victories" against the Bugs just delay the inevitable, they don't win the war... you've got to smash 'em, or they just keep coming back... *laugh*

As it now stands the Imperials have a good chance of saving Xerxus VI, but they have yet to strike a decisive blow against the 'Nids...

Now, from behind the curtain: ?this is the first campaign we've ever run, so we've been playing with near equally balanced forces. ?Most of the games have been so close that even one action going "the other way" would've tipped the battle in the other direction. ?My two opponents have been excellent in the campaign and it's been very well and hard fought, we've all been surprised at how close every game has been, we really thought things would be more decisive! ?*laugh*

Thirdly, I considered, but haven't really implemented "secret", or secondary goals, for the various forces to give small bonuses if accomplished. ?The thing is, the Tyranids have, generally accidentally because they haven't been expressed, been accomplishing theirs, while the Imperials haven't, (Things like achieving BTS, even when the scenario doesn't call for it and such), so the campaign is actually *really* close... almost too close to call... *laugh*

Thanks for all the interest people!

Lastly, my seeming inability to activate Tyranid swarms for assaults is *REALLY* hurting the Bugs... *sigh*





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 Post subject: [Red Queen] Red Queen Rising
PostPosted: Sun Nov 19, 2006 2:12 pm 
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The score so far:

Battle 1: Imperial Major Victory

Battle 2: Tyranid Minor Victory

Battle 3: Tyranid Major Victory

Battle 4: Imperial Minor Victory

Battle 5: Imperial Minor Victory

Battle 6: Imperial Minor Victory

That gives a campaign score of: Imperials 16 vs Tyranids 14
(Without "secret" goals included)

So, still anybody's war!

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 Post subject: [Red Queen] Red Queen Rising
PostPosted: Mon Nov 20, 2006 10:34 pm 
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Well, the next game is scheduled for Wednesday:

Imperial Guard in a "Cleanse" mission.  Should be interesting.  As well, Titans are fully allowed for the Imperials.

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 Post subject: [Red Queen] Red Queen Rising
PostPosted: Mon Nov 20, 2006 10:41 pm 
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Looking forward to it.

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 Post subject: [Red Queen] Red Queen Rising
PostPosted: Thu Nov 23, 2006 9:34 pm 
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Red Queen Rising battle 7 is now up!

You can find it here: Infestation.

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 Post subject: [Red Queen] Red Queen Rising
PostPosted: Sun Nov 26, 2006 3:56 pm 
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Red Queen Rising Battle 8 is up - Assassination.

A 3000 point conflict with the War Engines of the Titan Legions can be found here!

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 Post subject: [Red Queen] Red Queen Rising
PostPosted: Thu Nov 30, 2006 2:26 am 
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Red Queen Rising Battle 9 is now up!

I hope to get the various story bits done over the next week... that is if I'm not distracted.

Read about Marines performing a heroic rearguard action here!

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