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Fantasy campaign- Rules posted- start date needed

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FrostWolf
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PostSubject: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 7:51 am

ok 1st off we need to figure out who all is interested and what is the day we are going to play, forwared I can make either weekend but mostly weekdays are out. Ill create a List of who wants to play and what armies(plase mention that when you post your interest). Also pleaee include what days you are aviable.


Player List
FrostWolf- Skaven-weekends
Crobar-see his post for armies
Jmarv-Lizardmen/Drawfs
Makari-see his post for armies
Angry Bob-VampireCouts/Orcs
Marc-Dark Elves/Mortal Choas

so far it looks like the day is going to be Saturday


WarHammer Fantasy Campaign outline

Each turn the teams roll off to see what order each team makes their move, the highest going 1st and the lowest going last.

Each player gets 1 hero for free (basic cost no equipment)
Each player in a team gets 500 points to spend on a guard for their lead character, this can include units, another hero, or equipment for the character
After 3 battles which the character survives (lived till the end or retreated off the battle field) the character becomes a lord a wizard becomes a wizard lord and a warrior becomes a warrior Lord, This is the only way to get Lords(not sure how to work out named people guess they just wont be able to be brought?)
Gold is used to buy units a units point cost it equal to its gold cost
Each territory may have 1 city, which provides so much gold based off the level it is currently at.

Each team has 1 capital, which provides more gold than a normal city/village, and 1 level 1 city that sits next to the capital (maximum based off the team with the lowest number of players)

The levels and gold per level for the capital is as follows
Level 1: 200
Level 2: 400
Level 3: 600
Level 4: 800
Level 5: 1000
Each capital comes with the following: tavern, and a barracks


The levels and gold per level for the city is as follows:
Level 1: 100
Level 2: 200
Level 3: 300
Level 4: 400
Level 5: 500

The cost to upgrade a city/capital is the amount of gold the level before it produces (for example a level 3 city would cost 200 gold to upgrade to level 4). In order to start a city it costs 100 gold and you may only upgrade a city one level per turn.

In order to hire a hero at a city you must have a tavern at a cost of 200gold
In order to hire a core unit you must have a Barracks you may build one at the cost of 100 gold
In order to hire a special you must have a special encampment you may build one at the cost of 200 gold
In order to hire a rare you must have a rare encampment you may build one at the cost of 300 gold
In order to hire a war machine you must have a machine shop you may build one at the cost of 300 gold
In order to hire a monster (including mount) you must have a breeding pin you may build one at the cost of 300 gold
In order to hire a Wizard you must have a Wizard Tower at a cost of 200 gold
If a unit falls under multiple building requirements you must have all of them in the same city in order get that unit. In order to reinforce or create an army the city it is in must have the required buildings. A unit may be less than the minimum requirement but if there is a maximum it may not surpass that limit, also any unit that has a limit of the number it may have that is based off per army (0-1 for example, each army may have one, so you could see multiple in a battle due to more than 1 army fighting). In order to get the next level of building you must have the level before it(barracks in order to get special camp, tavern or wizard tower, and special camp to get rare encampment, rare encampment to get breeding pin/machine shop).



Each army must be lead by at least 1 hero/lord and must be at least worth 500 gold (points), this is the only requirement for each force except that each must be of one army. If a unit runs off the table it is rallied after the battle and rejoins the army for the next battle. Any member of a unit that dies in battle stay dead, the unit fights with the remaining members the next battle if not replaced. Each army may only have 1 of each of the magical items.
Multiple armies of the same team may attack the same territory at once



Example of a starting unit for Skaven
Character: Wolf-Bark Warlock Engineer
500 points of guard
Equipment for Wolf-Bark: Warlock pistol, warp-blades, warp-energy condenser, warp-accumulator, talisman of protection, storm daemon-100 points
25 Clan rats: Musician, Standard, Ratling Gun-200 points
25 Clan rats: Musician, Standard, Ratling Gun-200 points


Ok so that’s my idea let me know what you all think, So things to add but it’s the basic idea for the campaign rules I had, based off the problems I saw in my friends campaign and the strengths I saw in it
My biggest question is putting a max points per army or per side in a battle in order to speed up the turns.

depedning some of the gold stuff might change, let me know what you all think


Last edited by FrostWolf on Fri Mar 21, 2008 2:11 pm; edited 11 times in total
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Crobar
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 9:03 am

I will play, I have....a few armies Smile.
I am available most days except Sundays once Eric gets back in town.
armies:
Brets
High Elves
Wood Elves
Ogre Kingdom
500pts or less:
Dark Elves (most need assembled)
Dwarves (some need assembled)
Chaos (need assembled)
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JMarv
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 9:07 am

If you do end up with a multiple people per army arrangement I'd love to drop in some times, but I don't know if I can commit to a regular appointment.

I have Lizardmen and Dwarfs. They are mostly assembled and can each reach 2000 pts, but are probably marginally equiped since I don't really have many special or rare units.
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Marc
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 9:21 am

JMarv wrote:
I have Lizardmen and Dwarfs. They are mostly assembled and can each reach 2000 pts


Shocked you've been busy Shocked
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JMarv
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 10:12 am

I bought a bunch of bits online that allowed me to double my skinks up to 48, and I've had 40 sauruses that I don't think have ever seen the table top at the same time plus 2 saurus lords, but that is the extent of my lizardmen force, mainly because all the other fun toys (salamanders, kroxigors, slaan, stegadons, teradons) are metal and expensive.

In dwarfs I did a similar thing where I bought an extra 22 legs to allow me to create a unit of quarrelers and more warriors and rangers. However they may not all have arms in place since I'm trying to figure out the best way to paint the bodies and arms separately before assembly.
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makari
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 11:14 am

I can do Sundays... maybe Saturdays. Weekday Bad!

My Armies:
Orcs & Goblins 3000+
Empire 2500+
Dwarf 1500
Woodelf 1500
Brit 1000
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Angry Bob
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 11:53 am

I really liked Makari's comment about multiple people on a side. The last map campaign we did at The World of Hobbies and Games died in about a month. Although we did get in a ton of games.

My armies. Some Orcs but not sure if it is an actual force at this point, mostly for Warhammer Quest with expansion for multiplayer Waaaaghs.

Vampire Counts. Epic sized force, been collecting since they were the Undead.

Weekdays or weeknights depending so long as each game is well planned in advance. Over a week to be safe.

The hex tile sets are cool, also I can ink and rough drybrush up a new corkboard map to fit the game if that would help.
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FrostWolf
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 12:19 pm

Please post the army you are planning on playing so I can keep a tally of them and work on possible teams, also im going to edit my ogrinal post and some basic information for my idea for a campaign inlcuding the team part and examples for part of it
so one for saturday, one for not sunday, and one for weekend looking like saturday
might take a bit to add it all I need to type it all up check for spelling oh and eat something
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Marc
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 1:14 pm

I would deffo need to be on a team. I might even need to borrow the teamates army Laughing

I have...

Dark Elves [500pts]
Chaos Mortals [500pts]
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FrostWolf
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 1:45 pm

Forgot to mention the rules are based off my friend and when we player we had 5 players each was by themselves, 1st to lose was nathan who missed a day so fell about 10 turns behind(we did nothing but grab terriotry and build up the 1st 10 turns) 2nd was me and 3rd was going to be a wood elves player but we ended it there due to a limit in days we could play(we had a set number of days based off what we had planned to do next and when it was starting)
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 3:01 pm

Yeah, but Jake mostly took those rules from the Lustria campaign.
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FrostWolf
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 3:05 pm

right and mine is modifed off his...... Razz so yea guess mines based off lustira to. oh well Razz Razz Razz
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Crobar
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 3:42 pm

Just a couple of things that should be included. Do you lose the forces that die in a battle? What about the ones that run off the table? If you have a partial unit left, do you have to pay to bring them back up to full?
The names aren't important, if they are, the names will change based off the army list the players are using. Wood Elves for example have camps, i.e. Wardancer camp, Glade Guard camp, etc.. It might be fun to have the players come up with there own names for the buildings and just settle on a cross the board cost based on the function of the building, (core, special, rare, mages, etc.).
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FrostWolf
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 4:03 pm

opps forgot that part. Yes when you lose a unit(or part of it) in combat it is dead, but you can stil lfight with whats left of that unit/army, if a unit runs off the table it returns next game(whatever ran off the table, as we can asume someone rallied them back together). and yea names arent important but id still like a basic name base to give people a quick idea(its easier so say barrecks than it is to say core building thing). You have to buy each member of a unit so you can have less than the required amount if you lack the points to buy a full unit
updated the top to include this information
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Angry Bob
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 13, 2008 10:00 pm

Attrition could be interesting. In a basic sense it will give an advantage to elite forces with good saves and screw the crunchy forces. Or some unlucky slob who runs into a messy warmachine in a semi-open board.

Just so that people who play are duly warned. I for instance will be avoiding skeletons and maybe even zombie (at the start).



Aside-

The General's Compendium advocates a banner approach. With a never changing set point value and special situations for when the banners are actually destroyed.
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