Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Friday, September 18, 2020

Planetary Empires/Mighty Empires: Expansions that Need to Return

Remember these sets?
I really really wish I had bought them back in the day. They cost an arm and a leg on Ebay now and no one is selling them really. Why? Because they are still infinitely useful and cool, so who would want to get rid of them?

If anything, they are more useful and cool now than every before. That is because each core game has 3 methods to play, one of which happens to be NARRATIVE. There is nothing more narrative than a well organized campaign, and a map based one at that. I really wish I could play in one. Add to that the Crusade system in 40k AND you are just begging for a reason to do campaigns.


And then there are specialist games too. Adeptus Titanicus and Aeronautica Imperialis both lend them selves well to a map based campaign system, Titanicus in particular. And then the big daddy of Horus Heresy itself. All of these games expansions ARE campaign books. 

Heck, with some ingeniuty and clever hobbying, you could even make a great underhive map for Necromunda, allowing you to track gang territory and add some depth and realism to raids and the game as a whole.

The potential to work these into supplements, like they used to with WHFB with things like Blood in the Badlands, is incredibly high.

They would also make the perfect feature for a set of articles over the course of several issues of White Dwarf, and could cover multiple aspects of the hobby, from modeling your map to playing the campaign. And then these would be the perfect tool to utilize to introduce fun new narrative based rules, stratagems and mini campaign in both White Dward and Chapter Approved or the General's Handbook.  Environmental and Warzone type rules are the most obvious, giving in game effects for fighting in a jungle or a rad desert, ice wastes or an urban sprawl.

It would be even cooler if then there were faction specific or bonus tiles sold in specific kits. Special tile in a White Dwarf. Faction tile in a start collecting box. Manufactorum tiles in the 40k terrain kit. Civitas tile in Titanicus Terrain. Etc. Etc. You get the picture. Give people a reason and desire to get a full set of tiles in their Planetary/Mighty Empires expansion, and then reward people with those expansions for continuing to purchase GW kits and armies.

There is just a ton of reasons why this should happen and none why it shouldn't.

Now I understand there are plenty of 3d printing options out there for these, and that really is a great solution if you want a table. But in terms of full support it is lacking. I really believe the modern GW could really maximize their supplements with a tool like this, just flushing out campaign rules and providing even greater reasons to use things like the Crusade System. 

And there is a PERFECT opportunity coming up for GW to bring this system back, as there is game coming with a locked map, with factions tied to specific regions, and the greatest potential for meaningful, impactful campaign play. I am of course talking about

Imagine setting up your Empire Map and fighting off the forces of Archaon coming from the North, or challenging other players for control of the Border Princes. Think of purging woodlands of Chaos Beastman or marching out to besiege a Dwarven hold. 

C'mon GW. This is basically a money printer for you guys. Easy to produce cheaply, yet highly desirable and useable by many many hobbyists. The fact there are so many 3d printing options out there for it only reinforces that it is a desirable commodity. So what are you waiting for?

Friday, November 1, 2019

Allies of Inconvenience- Episode 23: Space Marines Post Iron Hands FAQ & Psychic Awakening


Join us this month and Evan, Chris and Jason actually manage to stay largely on topic and discuss their recent hobby progress and games played, cover the major changes that came with Iron Hands and their FAQ, and discuss the new psychic awakening campaign and the first release wave for it: Phoenix Rising.

Special apologies for Evan's audio this episode. The microphone malfunctioned and no one was aware until after we had recorded the episode.

00:00 Intro
04:59 Hobby Progress & Games Played
35:45 Iron Hand Supplement and FAQ review
1:04:07 Psychic Awakening Pheonix Rising Discussion

Songs and Soundclips
Blue Mark- Atlan Urtag
Kaap mere- Bugotak
Clip 1- Iron Man 3
Clip 2- Conan the Barbarian
Clip 3- Conan the Barbarian

Saturday, November 24, 2018

Vigilus Defiant Campaign Book- Trailer Faction Reveals and War of Beasts?

In case you haven't seen it, here is the trailer for the new Vigilus Defiant Campaign Book
Now I did a bunch of freeze framing to try and decipher some of the content. Mostly looking for a new Primarch myself (I didn't see one) BUT there are some cool tidbits to be gleaned. It looks like every faction will be represented in the book. I didn't see ever one, but it was such a diverse cross section I think it is safe to assume everyone is included vice leaving one or two factions out.

I'll post all the screen shots below, but here is some info gleaned. This is just focusing on the Forces section in the back of the book, not all the fluff at the beginning.

  • New Stratagems and Missions
  • ALOT of Ork Stuff
    • Stompa Mobs
    • Multiple Clans
    • Mek Forces
    • Speed Freeks
  • Genestealer Cults- they had the only page where I thought I saw wargear and point
  • Imperial Fists
  • Crimson Fists
  • Sons of the Phoenix
  • 2 or 3 Other Primaris Chapters
  • Dark Angels
  • Ultramarines (Obviously)
  • Necrons - and a mention of the War of Beasts?
  • Knights
  • Astra Militarum
  • Adeptus Mechanicus
  • Militarum Tempestus
  • Adeptus Sororitas
  • Various Chaos Forces
Stompa Mobs and GSC points/wargear
Better GSC Shot
Vaious Ork Clan Symbols
Speed Freaks
Mek Forces
Imp Fists and Crimson Fists
"Forces of the Crimson Fists" and a Primaris Chapter
2 More Primaris Chapters
Sons of the Phoenix and Ad Mech
Force of the Dark Angels
Ad Mech and Militarum Tempestus
Astra Militarum and Sororitas
Sororitas and Knights
Force of the Dark Gods? Chaos...
"Necrons Phase in the War of Beasts"
Stratagems

Wednesday, July 28, 2010

Summer Campaign First Battle Report; 1k C&C BA vs DH

I am back and civilisation and finally can post the awaited battle report.

Battle Report 1:
Blood Angels versus Daemonhunters
1000 points
Capture and Control
Spearhead

BA List
HQ Reclusiarch- 170: Jump Pack, Plasma Pistol
Elite Sanguinary Priest- 90: Jump Pack, Lightning Claw
Troop Assault Squad- 250: 10 marines, 2 x Meltaguns, Infernus Pistol, Powerfist
Troop Assault Squad- 215: 10 marines, 2 x Flamers, Lightning Claw
Troop Tactical Squad- 275: 10 marines, Plasmagun, Heavy Bolter, Power Weapon, Plasma Pistol; Rhino, extra armour

DH List
HQ Brother Captain Stern- 141
HQ Terminator Retinue- 184: 4 Terminators
Troop Grey Knight Squad- 285: 10 Grey Knights, Incinerator
Troop Grey Knight Squad- 260: 9 Grey Knights, Incinerator
Heavy Support Dreadnought- 130: Twin-Linked Lascannon

Deployment:

Blood Angels 1st Turn:
Assault Squad moves up behind a wall. Tactical squad shoots at Grey Knights on the building and fails to do anything.

Daemonhunters 1st Turn:
The Dreadnought moves towards the Blood Angel's position and the Grey Knights on the ground move up behind a wall. The Grey Knights on the building then fire at the Tactical Squad and kill a marine while the Dreadnought immobilizes the Rhino.
1 Objective to 1 Objective

Blood Angels 2nd Turn:
My combat team assault squad and 10 man assault squad with a sanguinary priest and reclusiarch deep strike in from reserve around the dreadnought. The large squad scatters 1" and the small one directly lands. The assault squad that was on the table to begin with moves up to join them.
The newly landed combat squad fires its meltagun and infernus pistol at the dreadnought and causes it to explode, hitting 15 of my marines but all save. My remaining assault marines shoot the Grey Knights kill 6 of them. Meanwhile my Tactical Squads fire continues to be ineffective and the rhino fails its repair roll.

Daemonhunters 2nd Turn:
The Terminators fail to come in even using Brother Captain Stern's re-roll ability. The Grey Knights on the ground move back towards the building and a few get on the building (picture may be inaccurate). The Grey Knights on the building shift to bring their weapons to better positions and engage the assault marines. They kill 3 men in the 10 man squad, but because of Stern's re-roll earlier, I get one now and manage to save a marine.
1 Objective to 1 Objective

Blood Angels 3rd Turn:
The combat squads and large squad move up onto the Daemonhunter building. In shooting they manage to kill 3 in the squad holding the objective and 4 in the other squad. The tactical squad then fires and the Plasma gunner dies as his weapon explodes in his hands while the rest of their fire does nothing.
The newly arrived combat squad assaults the Grey Knights holding the objective, killing one and taking 2 casualties in return. Blood Angels consolidate and now hold the Daemonhunter's objective.
The other 2 squads assault the other GK squad and Kill 5 of them, the chaplain claiming 4 lives himself. The Justicar takes revenge and kills one of the marines in the combat squad.

Daemonhunters 3rd Turn:
The Terminators arrive and come in behind my tactical squad. They then shoot and kill one of them.
The one Justicar in assault still kills the remaining 2 marines in the combat squad he is engaged with, leaving the Powerfist sarge as the sole survivor of that squad. The Justicar though is then cut down by the surrounding marines.

2 Objectives to 0 Objectives

Blood Angels 4th Turn:
The Tactical Squad embarks in their Rhino. The large assault squad and lone powerfist sarge move towards the terminators. The other squad takes the objective the lone sarge was holding. The tactical squad shoots out of the Rhino but does nothing (again) and the rhino fails to repair (again).

Daemonhunters 4th Turn:
The Terminators move and assault the Rhino. Stern destroys the Stormbolter with Hammerhand. The remaining Grey Knights achieve an immobilized and weapon destroyed result, thus destroying the Rhino and forcing an emergency disembark. I disembark on the opposite side of the Rhino.
1 Objective to 0 Objectives

Blood Angels Turn 5:
The Tactical Squad moves around in front of the Rhino. I forget to move my assault squads in an eagerness to shoot the Terminators. The Tactical Squad opens up and finally manages to kill something, leaving one Terminator dead.

Daemonhunters Turn 5:
The Terminators move back on top of the building and kill one of the Tactical Marines with their shooting.
1 Objective to 0 Objectives

Game Continues to Turn 6.

Blood Angels Turn 6:
The Assault Squads move forward and shoot doing nothing. The Tactical squad fires and wounds Stern.

Daemonhunters Turn 6:
The Terminators move down off the building and shoot the larger assault squad, killing 2 marines. They then manage to assault both the large squad and the lone sarge. Stern kills 1 marine. The Terminators kill the lone sarge and 1 marine. 1 Terminator dies from lightning claws. Stern uses holocaust but fails to inflict any casualties.
1 Objective to 0 Objectives

Game continues to turn 7

Blood Angels Turn 7:
The Tactical squad moves up and joins the assault. The reclusiarch and Stern fight each other. The Reclusiarch manages 2 wound on Stern and kills him but falls to the Brother Captain's force sword attack. One more terminator dies as a result of the Tactical Squad sergeant.

Daemonhunters Turn 7:
I attack first with Power Weapons and wound the last Terminator 4 times. He fails all 4 invulnerable saves but kills 1 marine as he dies.


GAME OVER
BLOOD ANGEL VICTORY 1 OBJECTIVE TO 0 OBJECTIVES

After Action Report:

Veteran Abilities: GK Termies gain Furious Charge; BA Flamer Squad gains Feel No Pain

Daemonhunter
What would you do differently?
-Lose the Dread
-Lose the Incinerators
-Take Inq. Stormtroopers
-Deploy the Terminators instead of Deep Striking

Favourite Moment:
Terminators in Assault

MVP:
Brother Captain Stern

Blood Angels
What would I do differently?
Remember to keep assaulting units within 6" of a priest and make sure I move everything before shooting. Both are novice mistakes I shouldn't have made but fortunately had no overall effect on the battle.

Favourite Moment:
The Rhino did nothing the whole game except it managed to perfectly preserve my tactical squad. The embark then emergency disembark with a wreck between them and the Terminators made the points spent on the Rhino worth it.

MVP:
A Synergy of the Reclusiarch and Sanguinary Priest. The Priest enhanced the Reclusiarch, allowing him to whoop up spectacularly on Grey Knights.

Friday, July 16, 2010

Two Player Summer Campaign

Well a quick update while I can.

My brother and I are running a small 5 game tree campaign while we are out of touch with the world for the most part.

His Daemonhunters versus my Blood Angels.
My handicap is that after each victory I only get 1 veteran ability while he still gets 2 when he wins.
We are almost done with the first game but had to run errands. But entering 5th turn, there is no possibility for a defender victory and it looks like there won't be a tie.

Ties advance on the tree with a die roll. Who ever wins that is the direction we go.

Click to a enlarge.

Well that is all for now. If I get a chance to update again I will.

Wednesday, January 14, 2009

Planting the seed of a Campaign

Okay so I am going to be doing a Narrative campaign here with my local gaming club (The Wargamers at Georgia Tech) . In the past we have tried to organize map based and turn based campaigns, but participation has never taken off. To get the club more enthused I am going to be running a narrative campaign which I will retell here.

While digging up all sorts of missions I found something I made for the first attempt at running a campaign: An Archeotech Table. I made a list of tons-o-cool special wargear in 3 broad categories: Xenos, Imperial, Warp. They each then had 6 subcategories: CCW, Ranged Weapon, Personal Device (sm), Personal Device (lg), Squad Device, and Army device. These further broke down into 6 actual items that someone could gain.

This has led me to come up with the idea to make this table the center of the campaign. A world recently out of a warpstorm seems unpopulated (although it won't be, that force will be played by me). The attention of everyone falls upon it, and so battles rage across it's surface for the lost tech upon it (the souls for Necrons and Biomass for nids).

I will be assigning all sorts of crazy games and missions. I have dug up everything I could so far and I am in the process of getting more from a friend. I need to go through and compile all the missions and re-write them to fit any army or the armies in the club at least. Some of the missions range back to 3rd edition (Blood Angels Frontal Assault for example). A few I have made, some from BoLS campaign/minidex books, and a whole lot of them from Games Workshop. I will also be implementing Kill Teams into the campaign so I can create plot twists and such. BUT to feature kill teams, I have to modify their rules a little to address 5th ed changes (running and what not).

Here are a few little morsels of archeotech I will give today:
Power Bayonet- The user has attached exotic blades to his firearm, allowing him to use it to far greater capacity in melee.
A model equipped with a power bayonet always gets +1 A in close combat when equipped with a two handed weapon. Reduces a target’s amour save by 1 to a minimum of 6+.

Void-Gun- The void-gun works by ripping a small hole in real space into the warp, tearing apart its target as it is ripped between dimensions.
It is a two-handed weapon. The void-gun always wounds on a 2+ and a roll of a 6 inflicts instant death, regardless of toughness. It ignores cover saves. Against vehicles, roll to hit as normal, but then roll a d6. A result of a 3 and 4 glances and a 5 or 6 penetrates. A unit suffering a casualty must immediately pass a Ld check or fall back 2d6. It has the following profile:
R S AP Type
12 X 2 Assault 1

Artificer Jump Pack- A powerful and more compact version of the jump packs commonly found employed by Astartes and Soriatas.
The wearer counts as Jump Infantry. Landing in difficult/dangerous terrain does not affect the wearer. He may turbo-boost, following the rules for a bike, once per game.

Artificer Gauntlet- The bearer wears a gauntlet crafted by the most gifted techno-magi of Mars.
The gauntlet counts as a power-fist with a built in bolt pistol and counts as one single handed weapon. If the wearer is equipped with another single handed weapon, it confers a +1 attack as per the normal rules.
R S AP Type
12 4 5 Pistol

Terrain Deformer- The army found a device which allows the to change the very nature of the battle field.
The controlling player gets to place all the terrain and choose his side of the table. No more than 2/3rds of the terrain may be on one half of the board.