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

Friday, December 7, 2012

Battle of Dave's Crack

These are what will be the final version of the rules unless anyone has any objections or suggestions.

This will be a team league. Experienced players will be teamed with less experienced players.

Each club day you play games against someone not on your team. These can be team games with your team-mate or single player games or three player free for all games. Games will be played according to the current steamroller packet or if they are 3 player games the following 3 player scenarios (more may be added).

Supply Line 

Kill Box 

Points will be awarded, 2 for a single player game, 3 for a 3 player game and 4 for a team game if the winning team does not lose a warcaster, 3 points for the winning team and 1 for the losing team should the losing team manage to kill one of the opposing casters.

Every week league models from one of the privateer press leagues will be available. I will pick a league at random and post the basic model profile plus points cost on this site (to enable players to build lists in advance should they want to). You can use league models from your own faction or your team mates faction.

4 club days after which there will be a final for the two leading teams, the team with the most points picks the match ups. If tied match ups are either to be agreed on by both teams or randomised.

Upgrades will be available at 6-12-18 points. The list of available upgrades is here.

As an optional rule - Roll 2 dice before deployment but after army list selection. On a 2 or 3 swap armies and play your opponents list.

Friday, October 14, 2011

Battle For Wollongong - Campagin Rules

At the start of every campaign round the details of the map will be announced. This will include weather conditions in each hex, bonuses for controlling that hex and which hexes are unavailable. Players decide what hex their army will be going to. There is a limit of four players in a hex, in the case of more than four armies wanting to contest a single hex the army/s travelling the furthest will be forced stop in the closest available hex along their travel path. If only one army decides to contest a hex that army will face mercenaries hired by the other generals. Any player who feels up for a game may control the mercenaries. The campaign will last for 4 rounds and then a final showdown to decide the winner.

If 3 players contest the same hex then there will be a three way battle selected from the 3 player scenarios, in three player scenarios deployment is to be semi-circular and 26+" from both other players . If 4 players contest a hex two players may choose to ally and split the reward. Should that happen the scenario will be unlikely alliance, otherwise the players will play a 4 player scenario with radial deployment from each corner. 2 player deployment will depend on scenario. Scenarios are to be determined randomly AFTER army selection but before deployment. All games may be won by assassination or fulfilling the scenario conditions, in the case of unlikely alliance both opposing warcasters/warlocks must be killed to claim an assassination victory, and both players will win the game if their alliance wins, even if one players warcaster/lock is dead.

Points scored depend on the number of players.
The winning player earns 2 point for a 2 player game, 3 points for a 3 player game and 3 points for a 4 player game. Losing generals earn a point if they assassinated another players warcaster/warlock in four player games. Winning a team game will earn each player on the winning team 2 points. 

Available scenarios are:
Two Players:
1.Close Quarters
2.Process of Elimination
3.Revelation
4.Incursion
5.Outflank, Outfight, Outlast
6.Capture the Flag
7.Destruction
8.The Gauntlet
9.Command and Control
10.Diversion
(scenarios from steamroller 2011)

Three Players
1.The Circle of Life
2.Supply Line 
3.Treasure Chest

Four Players
Team - Unlikely Alliance
1.The Circle of Life
2.Kill Box 

Weather
• Fog bank - 1st turn all models gain stealth
• Winds - Roll 1d6. On a 1–3, winds are blowing east (toward the first player’s right-hand side of the table).  On a 4–6, winds are blowing west (toward the first player’s left-hand side of the table). After determining AOE deviation, move the AOE 2˝ in the direction the wind is blowing before determining which models are hit by the AOE.
• Rain - Heavy rain causes water to get into powder rations and dampens bowstrings. All ranged attacks are -4 RNG for the first round.
• Withering heat - Models suffer -1 STR on all charge, slam and trample power attacks.
• Freezing cold - All models without immunity cold get -1 movement for the first round.
• Normal - No change.