| Hey guys, I just thought I'd share the fantasy campaign rules I finished up this week. We have a little group doing a 40k campaign at the moment but in July we will be starting up a fantasy campaign to run until the rest of the year. It is resource tile based. The rules are here: http://www.chrisnye.net/Warhammer/WarlordCampaign.pdf Happy Gaming! |
| Sorry... it sent without a subject line so I'm pretty sure most of you thought this was spam lol. My bad. Message below. --- On Sun, 4/17/11, Iced Crow <iced...@yahoo.com> wrote: |
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| It uses the tiles to represent your realm but it is not map based. The tiles are optional really. When a battle goes down both players offer up one of their tiles and a third random tile is rolled. The winner selects either the loser's tile, or the new random tile to take. In the case of a draw, no tiles are gained or lost. --- On Sun, 4/17/11, Justin <jcr...@gmail.com> wrote: |
Quote the raven nevermore
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Mick, thanks for the comments.
The rules were actually written with the other skaven player helping me out. They do turn back the clock a little bit. The current steadfast rules as written almost negate the need for flank and rear charges and make it so everyone is taking 30-40 man units (which I think is a bit absurd). For skaven, that's to be expected. But not for elf spearmen, chaos warriors, etc... which seems to be a disturbing trend to take advantage of this rule.
The end result are "armies" that are made up of 3 units.
Skaven wouldn't be rendered impossible to use with this change. They'd be a lot like last edition. They are still potent. It's just that players can't leave their flanks exposed to the winds without a care in the world as they can do under the normal rules.
As such it was agreed that we would make steadfast not applicable if you are disrupted. Again the other player I'm bouncing ideas off of is our skaven player. he was all for it. Mega spells are also a little ridiculous and are causing an "arms-race" to out magic each other. Those two items were the biggest issue we had with 8th edition.
Hero choices etc and the like cannot be managed properly without slots. Percentage based systems in a campaign just don't work. That's how things were done in 5th edition and it was very difficult to get to work properly.
The slot system makes the army work like it did in 7th edition (and 6th edition). It prevents loading down an army with heroes, which is what is intended. Your tiles garner you slots, be it hero slots, lords, specials, or rares.
This is done purposely as the percentage system sucks for trying to make resource campaigns around and slots work much much better. Otherwise you are just having friendlies and applying it to a campaign, which is fine, but not the direction we wanted to take with the campaign. To your last thing it is possible that you get no rare items or more heroes etc... but again that is the point of the campaign. It is a resource-based campaign which means you need resources to field full heroes, specials, and rares... if your army is based around heroes and rares and you don't have the models then you probably wouldn't be happy in a campaign like this.
Having done campaigns for the better part of fourteen years now, this is the direction that I personally like the best (other than map campaigns which have a tendency to die after three turns) and is what we have going for us at the moment.
Thanks again for your comments. I have thought of all of these things and they were discussed when we were bouncing ideas back and forth. |
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Mick, thanks for the comments.
The rules were actually written with the other skaven player helping me out. They do turn back the clock a little bit. The current steadfast rules as written almost negate the need for flank and rear charges and make it so everyone is taking 30-40 man units (which I think is a bit absurd). For skaven, that's to be expected. But not for elf spearmen, chaos warriors, etc... which seems to be a disturbing trend to take advantage of this rule.
The end result are "armies" that are made up of 3 units.
Skaven wouldn't be rendered impossible to use with this change. They'd be a lot like last edition. They are still potent. It's just that players can't leave their flanks exposed to the winds without a care in the world as they can do under the normal rules.
As such it was agreed that we would make steadfast not applicable if you are disrupted. Again the other player I'm bouncing ideas off of is our skaven player. he was all for it. Mega spells are also a little ridiculous and are causing an "arms-race" to out magic each other. Those two items were the biggest issue we had with 8th edition.
Hero choices etc and the like cannot be managed properly without slots. Percentage based systems in a campaign just don't work. That's how things were done in 5th edition and it was very difficult to get to work properly.
The slot system makes the army work like it did in 7th edition (and 6th edition). It prevents loading down an army with heroes, which is what is intended. Your tiles garner you slots, be it hero slots, lords, specials, or rares.
This is done purposely as the percentage system sucks for trying to make resource campaigns around and slots work much much better. Otherwise you are just having friendlies and applying it to a campaign, which is fine, but not the direction we wanted to take with the campaign. To your last thing it is possible that you get no rare items or more heroes etc... but again that is the point of the campaign. It is a resource-based campaign which means you need resources to field full heroes, specials, and rares... if your army is based around heroes and rares and you don't have the models then you probably wouldn't be happy in a campaign like this.
Having done campaigns for the better part of fourteen years now, this is the direction that I personally like the best (other than map campaigns which have a tendency to die after three turns) and is what we have going for us at the moment.
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Thanks again for your comments. I have thought of all of these things and they were discussed when we were bouncing ideas back and forth. Also having run campaigns and leagues for the better part of fourteen years I know that it is impossible to come up with a system that everyone likes lol. |
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Last post =) We have a warhammer fantasy campaign starting up Saturday July 30th. It will run once a month (last saturday of the month) from now until the end of December (six rounds)
It is a resource-based campaign using Mighty Empires tiles. As a resource-based campaign, what you can field is directly correlated to what territories you possess. This is the seventh resource-based campaign that I have run and we're using a rule set that I have worked on and tweaked since 1997.
We currently have seven players and one who will possibly join as well as a couple of "vassals" (players who don't have full armies participating as mercenaries). You get bonuses for submitting stories and battle reports. I have an intro website (below) where you can download the rules and check them out.
We have three houserules in affect and which we have been testing through practice games:
1) Disruption cancels out steadfast
2) You always get a ward save
3) You get half VP for half strength units or less for scoring purposes
If you are interested in participating, please contact me at this email list off list, or give me a call at 502-751-5305.
This ruleset is also being tweaked for the 40k campaign which will start up in January (we will be incorporating Battle Fleet Gothic into it as well)
Thanks guys. Happy gaming
~chris |