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Sunday, October 20, 2013

A 40k Campaign

My FLGS is planning a friendly 40k campaign.  The manager wanted a map-based, easy to manage, campaign that was friendly to beginning players.  He asked me to write something, and here's what I came up with.

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Design Goals
  • The campaign organizer should be free to assign any player into a match with any other player on any turn.  
  • The campaign should not require extensive record-keeping by either players or organizer.
  • The campaign should make only minor modifications to the basic 40k rules.


Overview
The campaign uses two major tools: a map/scoreboard in the game shop and a series of printed cards.  


The Map


The map shows the battlefield areas as a central band, divided into war zones  It depicts the Imperial Hive City Antiochus and its surrounding countryside.  There are several Battlezones such as the Hive Center, the Wharfs, the Marshland, the Farmlands, the Wastelands, etc.  Above and below these warzones are two big areas labeled Reserves - one for Order, and one for Disorder.  A whiteboard keeps track of the current player’s win-loss-draw ratios and the overall win-loss-draw for Order and Disorder.


Every player has a push-pin or magnet representing their army’s current location. At the start of the the campaign, everyone’s pin is in their side’s Reserves.


The map does not actually control who can fight who, and territories are not retained from turn to turn.  It merely provides a visual guide to the match-ups and looks cool.


Players, Teams and Points


The players must declare their primary army and their ally (if any) at the start of the campaign.  They may not change their army, but they can change their list from week to week, if they want.  All games are played at 1850 points.  [Or whatever.]


The players are on two teams: “Order” and “Disorder.” Order consists of the Imperial forces, Eldar and Tau.  Disorder is everyone else.  If there are too many Order or Disorder players, we can organize the teams some other way:  The Imperium vs. Everybody Else, for example.


This is a casual campaign, so players are discouraged from bringing killer lists.  Unfortunately, there is simple way to prevent abuse with a mathematical formula, comp guidelines, etc.  If a player’s list generates lots of complaints or otherwise seems abusive, the organizer should issue a gentle reminder or warning.  If that doesn’t work, the offending player may be put on probation or expelled from the campaign.


The Game Turn
Each turn (presumably, each week), the organizer schedules the players into matches.  Each match-up is assigned to a Battlezone.  Move the two player’s push-pin into the relevant sector on the map.  


Ideally, the organizer will match forces of Order against forces of Disorder, but if this is not possible or desirable, use the “friendly fire” rule.  Randomly determine one of the players. For this match only, that player is counted as being on the other team.  So if two Order players fight, one of them fights for Disorder this round.  They are assumed to have turned traitor or accidentally gotten into a conflict with their allies in a way that hampers their side’s efforts. (This “friendly fire rule” only affects the way team scores are calculated -- the “traitor” still gets credit for the battle on his personal win-loss-draw score.)


Battlezones and Terrain


For each battle zone, there are suggested terrain pieces.  The game board must at least one (and preferably more) of each of the suggested terrain pieces.  If at all possible, the total number of pieces from the required list should outnumber the total number of pieces of other types.  The board can have other pieces too -- the wastelands might have a small ruin among its hills. The method for choosing terrain pieces and deploying them should be mutually-agreeable to both players.


There are 6 Battlezones, enough to support 12 players.  If the organizer needs more, they can be duplicated.


  1. The Hive Spire: The heights of Antiochus Hive contains the palaces of the nobility, now ruined, surrounded by burned gardens and broken monuments to imperial glory.  Suggested Terrain: Ruins, Monuments.
  2. The Hive Center. The main portions of the Hive are now twisted corridors of broken habs, shattered manufactories and commercia.  Nevertheless, the defenders still hold firm in scattered bastions and hotly-contested ruins. Suggested Terrain: Ruins, Bunkers.
  3. The Wharfs: Much of Antiochus Hive’s strategic importance derives from its key location at the mouth of the Leonias River.  Its western flank is dominated by the ruins of docks and warehouses.  Suggested Terrain: Ruins and River.
  4. The Marshland: Below Antiochus Hive, the Leonias river spreads beyond the main channel.  The massive delta filled with poisoned creatures and a vast jungle ruined by industrial pollution has now become a place of ambush and counterattack among the various armies assaulting or defending the Hive.  Suggested Terrain: Forests and Rivers.
  5. The Farmlands:  Most of the arable land of the Northern Continent is given over to farmland in support of the Hive.  Such territory makes excellent tank country, and has seen several massive armored battles. Suggested Terrain: Hills and open areas (fields).
  6. The Wastelands: Antochius Hive’s pollution has rendered vast tracks of surrounding territory uninhabitable wasteland.  In peacetime, only outlaws and nomads cross its stony expanses, but in war, armies find it a direct approach to more desirable country.  Suggested Terrian: Hills.


Resource Cards
For each match, the organizer draws three resource cards.  These cards represent the resources of the battlezone over which the players are fighting.  At the end of the match, the winner picks one card.  The loser gets the other two.  If there is a draw, each player gets a random card, and the remaining one is discarded.


Each card grants a small special ability, roughly equivalent to the bonus from a Warlord Trait or a Mysterious Objective.  The benefit should either grant a moderately-powerful benefit for one turn for one unit, or should grant a minor benefit all game to one unit.


Players may play their cards in future games.  They may play as many cards as they wish.  Once they play a card, it is discarded.  They must inform opponents of which cards they have available.


So, players that lose games will accumulate a small but useful handicap in their future games.  Players that win games will gain a smaller benefit, but will have more choice over what benefit they receive.


The Cards


There are 34 cards.  If the organizer needs more cards, he can print additional sets.


  1. The Stench of Heresy: Imperial Guard troops defending the Commercia Ciborum quickly learned that the tingling of their skin and the faint odor of rancid milk presaged an attack by chaos slave-zealots. Play at the end of your deployment phase. Designate one friendly unit immediately.  That unit gains Acute Senses until the end of the game.
  2. Medallion Puritas: The aides of Inquisitor Hexenshlag distributed these small ceramite disks inscribed with images of the Emperor to certain mid and low-level Imperial Commanders.   Play at the end of your deployment phase. Designate one friendly character immediately.  That character gains Adamantium Will until the end of the game.
  3. Incendiary Wrath: Sternguard Space Marines of the Astral Falchion Chapter deployed a non-standard magnesium-coated bolt-round that released a blinding flash-cloud upon impact.  Play at the beginning of your shooting phase.  Designate one friendly unit immediately.  That friendly unit’s weapons have the Blind special rule for this shooting phase.
  4. Thudd Rounds: The Basilisks of the 23rd Mechanicus Maniple used advanced ground-disruptive shells to collapse enemy-held bastions along the eastern ridge.   Play at the beginning of your shooting phase.  Designate one friendly unit immediately.  That friendly unit’s weapons have the Concussive special rule for this shooting phase.
  5. Street Fighters.  Cut off and alone in the Garment Manufactorum, the 214th Antiochian milita for months survived as a fearsome unit of partisans.  Play at the end of your deployment phase. Designate one friendly unit immediately.  That unit gains Counter Attack until the end of the game.
  6. Icons Fanaticii.  In the second week of mobilization, the Ministorum called the Hive’s lay confraternities to arms as militia.  During the street-fighting, these units assaulted the Emperor’s foes with makeshift weapons of all sorts.   Play at the end of your deployment phase. Designate one friendly unit immediately.  That unit gains Crusader until the end of the game.
  7. Fearsome Aspect:  Nothing could stay the rout on the Curtain Wall, when Night Lords Raptors dropped onto the parapet wrapped in the bloody skins of slain Imperial defenders.  Play at the end of your deployment phase. Designate one friendly unit immediately.  That unit gains Fear until the end of the game.
  8. Stimm Packs:  The manufactories of the Medicae court ceased production of common analgesics during the conflict, instead producing large quantities of chem boosters.  Play at the end of your deployment phase. Designate one friendly unit immediately.  That unit gains Feel No Pain (6+) until the end of the game.
  9. Xenos Swiftness.  Imperial scouts sometimes reported encountering Xenos creatures scurrying across walls and ceilings with unnatural swiftness.  Such rumormongers were swiftly executed for reasons of morale.   Play at the end of your deployment phase.  Designate one friendly unit immediately.  That friendly unit has the Fleet special rule for the remainder of your turn.
  10. Anger of Khorne.  Lord High Marshall Edipe perished when red-clad, bronze-studded cultists of  Khorne overturned his command Baneblade and tore him limb from limb.  Play at the beginning of your assault phase.  Designate one friendly unit immediately.  That friendly unit has the Furious Charge special rule until the end of your turn.
  11. Preachers Incarmine.  In the darkest days of the siege, hatred and wrath drove the defenders to survive and spite their foes.  Play at the beginning of your assault phase.  Designate one friendly unit immediately.  That friendly unit has the Hatred special rule until the end of your turn.
  12. EMP Grenades.  During the Reclusian push, Scitarii of the the Mechanicus utilized electrical grenades to great effect against the chaos Hellbrute walkers.  Play at the beginning of your assault phase.  Designate one friendly unit immediately.  That friendly unit gains Haywire grenades until the end of your turn.
  13. Strike from the Shadows: The third Ravenguard Shadow Company contested the Hoplicon Highlands throughout the siege, effectively preventing the assembled Orks from utilizing the province’s resources.  Play at the beginning of any assault phase.  Designate one friendly unit immediately.  That friendly unit gains the Hit and Run special rule until the end of the turn.
  14. Explosive Rounds.  The Antiochian High Guard utilized their grenade launchers to great effect during the defense of the Hive Spire.  Play at the beginning of your shooting phase.  Designate one friendly unit immediately.  That friendly unit’s weapons gain the Ignores Cover special rule until the end of your phase.
  15. Infiltration Tactics: The Lowland 3rd “Swamp Devils” excelled at raiding traitor positions in the swamplands, thrice destroying the Word Bearers’ command barges.  Play at the end of your deployment phase. Designate one friendly unit immediately.  That unit gains the Infiltrate special rule.
  16. Bring it down!  Imperial gunners quickly learned to target the largest of the demonic creatures assailing their walls during the infamous Noon of Darkness.  Play at the beginning of your movement phase.  Designate one friendly character immediately.  That character gains the Monster Hunter special rule until the end of your turn.
  17. Stealth Leader.  The Xenos creature known only as the “Big Shadow” decimated the defenders of the Wharf district, but was never reliably sighted or identified.  Play at the end of your deployment phase. Designate one friendly Character immediately.  That character gains Move through Cover until the end of the game.
  18. My Gaze, Inescapable.  The Raven Guard's advanced optics enabled them to operate a night without difficulty.  Play at the end of your deployment phase. Designate one friendly Character immediately.  That character gains Night Fighting until the end of the game.
  19. The Long Way Around.  The Night Lords surprised Imperial defenders by navigating the impassable cliffs of the Cenopath district and slaughtering the Mourning Guard stationed upon the heights. Play at the end of your deployment phase. Designate one friendly unit immediately.  That unit gains the Outflank special rule until the end of the game.
  20. Ratling Hotshot Rounds.  The Ratling Cuilinary Hussars would supply illegally-modified rounds to whomever would pay their price in lard.  Play at the beginning of your Shooting Phase.  Designate one friendly unit immediately.  That friendly unit’s weapons gain the Pinning special rule until the end of your phase.
  21. Ratling Special Sauce.  Snipers of the Ratling Culinary Hussars were seen dipping their rounds in a large cauldron before setting out on missions. Play at the beginning of any of phase.  Designate one friendly unit immediately.  That friendly unit’s weapons gain the Poisoned special rule until the end of the phase.
  22. Last Stand.  Lothar Magnus, Sergeant of the Astral Falchions, and his three companions held the Mourning Gate for three hours against the blood zealots.  Their last stand amid a mound of corpses has become legend.  Play at the beginning of any assault phase.  Designate one friendly character immediately.  That character gains the Rampage special rule until the end of the turn.
  23. Mobile Support. The Mechanicus Maniple mounted their most potent weapons upon tracked chassis.  Play at the beginning of your shooting phase.  Designate one friendly unit immediately.  That friendly unit’s gains the Relentless special rule until the end of your phase.
  24. Monofilament Edging.  The Xeons mercenaries employed by the besiegers utilized razor-sharp triangular projectiles.  Play at the beginning of your shooting phase.  Designate one friendly unit immediately.  That friendly unit’s gains the Rending special rule until the end of your phase.
  25. Rapid Redeployment.  The Word Bearers surprised Imperial defenders when they engaged the cities Wharf district, despite reliable reports that they had committed elsewhere.  Play at the end of your deployment phase. Designate one friendly unit immediately.  That unit gains the Outflank special rule until the end of the game.
  26. Bigger Chainswords.  12 Officers and other Ranks of the Lowland 3rd “Swamp Devils” were summarily executed for their use of captured enemy chain-axes.  Play at the beginning of any of phase.  Designate one friendly unit immediately.  That friendly unit’s weapons gain the Shred special rule until the end of the phase.
  27. Advanced Targeting.  The Hydra batteries on Mourning hill accounted for 134 enemy air kills before being silenced.  Play at the beginning of your shooting phase.  Designate one friendly unit immediately.  That friendly unit’s weapons gains the Skyfire special rule until the end of the phase.
  28. Psy-rounds.  These inquisitorial weapons proved especially effective against traitor Legion opponents.  Play at the beginning of your shooting phase.  Designate one friendly unit immediately.  That friendly unit’s weapons gains the Soul Blaze special rule until the end of the phase.
  29. Flexible Command and Control.  The Antiochian High Gaurd received better training and had more officers than standard units.   Play at the beginning of your shooting phase.  Designate one friendly unit immediately.  That friendly unit’s weapons gains the Split Fire special rule until the end of your phase.
  30. In the Shadows, Inviolate.  At least three patrols had already passed the Cliff Wall before the Night Lords made their ambush.  Play at the beginning of any of phase.  Designate one friendly unit immediately.  That friendly unit gains the Shrouded special rule until the end of the phase.
  31. Darkness, My Ally.  The Lowland 3rd “Swamp Devils” made extensive use of natural camouflage.   Play at the beginning of any of phase.  Designate one friendly unit immediately.  That friendly unit gains the Stealth special rule until the end of the phase.
  32. Only in Death does Duty End. The Mourning Guard perished to the last man defending the tombs of the highborn.  Play at the beginning of any turn.  Designate one friendly unit immediately.  That friendly unit’s weapons gains the Stubborn special rule until the end of the turn.
  33. Munitorium Excess: In their disastrous rout from the West Bastion, Antiochian militia forces abandoned large stocks of las-rounds and bolter-shells, most of which found their way into enemy hands. Play at the beginning of your shooting phase.  Designate one friendly unit immediately.  That friendly unit’s weapons count as Twin-Linked until the end of the phase.
  34. Death to the Machine.  Raven Guard tactical squads familiarized themselves with all marks of enemy vehicles and how to disable them.  Play at the beginning of your shooting phase.  Designate one friendly unit immediately.  That friendly unit has the Tank Hunter special rule until the end of the phase



The End of Turns


At the end of the match, the organizer moves the losing players tokens from the battlezone back to Reserves. He then updates the win-lose-draw ratio for each player and for the teams on the whiteboard.


End of Campaign
The campaign lasts for five weeks. [Or whatever.] At the end of the campaign, the player with the best win-loss-draw ratio is recognized, the team with the highest win-loss-draw ratio is recognized, and the best score on each team is recognized.

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