Here's the map after the Winter events. Use this to determine where you're going to deploy your armies for the start of the next season. Also, plan out your spies, agents, assassins etc....if you decided to purchase them of course ;)
40K Campaign
Wednesday, February 2, 2011
Saturday, November 20, 2010
Tuesday, August 31, 2010
Summer 1 - Mid Turn 5 (Updated)
The updated map after the battles on the weekend. Ulthwe and Space Wolves still to move. One more turn before armies retire fo rthe Winter.
Friday, August 27, 2010
Sunday, August 8, 2010
Summer 1 - End Turn 3
Here's the updated map after end of turn three. A summary of the first three turns.
Ultramarines: After finding their surrounding lands not particularly wealthy, the Ultramarines in search of resources have pushed their borders to those of both the Eldar of Ulthwe Craftword and the Tyranids of Hive Colossus. In desperation, the Ultramarines razed the town of Thartsis in an effort to create a open killing zone in which to decimate the oncoming Tyranids. Despite this however, a war on two fronts seems unavoidable.
Space Wolves: Having captured two independent cities with bloody assaults, the value of the Space Wolf holdings increased considerably allowing them access to foundaries which will certainly aid the war effort. Frustratingly for the marines, the locals seem a little less friendly in that part of the continent, with a two further settlements refusing to accept to their rule and repulsing their assaults.
Ulthwe Craftworld: Like the Ultramarines, the Eldar now have contact on two sides of their empire. They do however seems much better strategically placed. With a swamp to the south bordered by a fortress and mountains, that way seems far more secure than their open border to the west.
Hive Colossus: The discovery of a few new food sources and a fortress on the banks of the river were important to the Tyranids in the expansion of their drop zone. Local inhabitants remained hostile to the aliens with organised resistance slaying a number of scouting parties, halting the advances of their armies. An attempt to engage to Ultramarines in the razed village of Thartsis was abandoned due to the discover of a latent genestealers brood, thought to contain memories valuable to the hive mind.
Turn Tasks
1. Choose next scouting locations and let me know.
Ultramarines: After finding their surrounding lands not particularly wealthy, the Ultramarines in search of resources have pushed their borders to those of both the Eldar of Ulthwe Craftword and the Tyranids of Hive Colossus. In desperation, the Ultramarines razed the town of Thartsis in an effort to create a open killing zone in which to decimate the oncoming Tyranids. Despite this however, a war on two fronts seems unavoidable.
Space Wolves: Having captured two independent cities with bloody assaults, the value of the Space Wolf holdings increased considerably allowing them access to foundaries which will certainly aid the war effort. Frustratingly for the marines, the locals seem a little less friendly in that part of the continent, with a two further settlements refusing to accept to their rule and repulsing their assaults.
Ulthwe Craftworld: Like the Ultramarines, the Eldar now have contact on two sides of their empire. They do however seems much better strategically placed. With a swamp to the south bordered by a fortress and mountains, that way seems far more secure than their open border to the west.
Hive Colossus: The discovery of a few new food sources and a fortress on the banks of the river were important to the Tyranids in the expansion of their drop zone. Local inhabitants remained hostile to the aliens with organised resistance slaying a number of scouting parties, halting the advances of their armies. An attempt to engage to Ultramarines in the razed village of Thartsis was abandoned due to the discover of a latent genestealers brood, thought to contain memories valuable to the hive mind.
Turn Tasks
1. Choose next scouting locations and let me know.
Monday, July 12, 2010
Deployment
Ok, the armies have been deployed for the start of the campaign.
The green circle with each army is the amount of baggage it is carrying.
As I mentioned, it would probably be a good idea to read up to the subsistence rules, just to get an idea of how that works.
As we decided, the general dice rolling will be done by one of us just to speed things up a bit in terms of map production etc, unless you do want to webcam it.
So, the game is ready, bring on turn one!
For the first turn, we'll run everyone at the same time. We can then either keep going like that or going in a ordered fashion like the rules...up to you.
Turn Tasks
1. Determine where you want each army to scout. Let me know by either posting on here or via FB and we'll roll up what you found. Depending on my mood, you might get a little commentary.
The green circle with each army is the amount of baggage it is carrying.
As I mentioned, it would probably be a good idea to read up to the subsistence rules, just to get an idea of how that works.
As we decided, the general dice rolling will be done by one of us just to speed things up a bit in terms of map production etc, unless you do want to webcam it.
So, the game is ready, bring on turn one!
For the first turn, we'll run everyone at the same time. We can then either keep going like that or going in a ordered fashion like the rules...up to you.
Turn Tasks
1. Determine where you want each army to scout. Let me know by either posting on here or via FB and we'll roll up what you found. Depending on my mood, you might get a little commentary.
Sunday, July 4, 2010
Campaign Setup
So, I've setup the map which can be seen below. As I've mentioned, this is really only a test to see how we go with the Mighty Empires rules and how we need to adapt them to suit 40K. Perhaps I should have made the map smaller, but I suppose it'll give us the opportunity to really bed down the rules.
Anyway, here's the map:
The starting points were randomised by F dice rolling, as were the starting settlements. Due to laziness, I couldn't be bothered creating icons for the settlement types, so I grabbed some off the net. They denote what would be cities, villages and fortresses in the original game, I'm sure we could come up with something more suitable to suit our genre, and I'm sure you can work out what is what from the above.
Each players region ownership is highlighted, yellow for Space Wolves, black for Ulthwe, blue for Ultramarines and purple for Hive Collussus. The orange denotes independent territory that'll have to be captured.
The top corner are the army markers, obviously there can be multiple.
I think that's all that required for the initial setup. If there's anything you want added or you have any ideas on changes, let me know!
So, to the next phase.
Each player takes 6 turns before what is described in the Mighty Empires rules as the "Winter Phase". We can follow those same rules. Each turn you can move any number of armies one space, will go through the mechanics of that later though. You just need to know from the start that you can move up to 6 spaces before the Winter break.
Now, based upon your starting settlements, you get a number of points to spend on armies. The requirements for the armies are:
So, again F rolled for each of us (except for Ulthwe, D helped there), and the starting points values are as follows:
Ultramarines: 4600 points
Space Wolves: 3900 points
Hive Collossus: 3800 points
Ulthwe Craftworld: 3300 points
Also we rolled for your baggage, required to sustain your armies over barren terrain or where you have multiple armies in the same space. Amounts for each army are:
Ultramarines: 7 baggage
Space Wolves: 2 baggage
Hive Collossus: 11 baggage
Ulthwe Craftworld: 7 baggage
Nice for the Ultramarines, but they're sandwiched between enemies, so it's likely they'll need the extra points.
So to begin, we each need to complete the following. Any questions, give me a call!
Before Proceeding:
Anyway, here's the map:
The starting points were randomised by F dice rolling, as were the starting settlements. Due to laziness, I couldn't be bothered creating icons for the settlement types, so I grabbed some off the net. They denote what would be cities, villages and fortresses in the original game, I'm sure we could come up with something more suitable to suit our genre, and I'm sure you can work out what is what from the above.
Each players region ownership is highlighted, yellow for Space Wolves, black for Ulthwe, blue for Ultramarines and purple for Hive Collussus. The orange denotes independent territory that'll have to be captured.
The top corner are the army markers, obviously there can be multiple.
I think that's all that required for the initial setup. If there's anything you want added or you have any ideas on changes, let me know!
So, to the next phase.
Each player takes 6 turns before what is described in the Mighty Empires rules as the "Winter Phase". We can follow those same rules. Each turn you can move any number of armies one space, will go through the mechanics of that later though. You just need to know from the start that you can move up to 6 spaces before the Winter break.
Now, based upon your starting settlements, you get a number of points to spend on armies. The requirements for the armies are:
- Minimum army size is 500 points
- Maximum army size is 1500 points
- Each are must follow the codex for organisation (HQ, Troops etc)
- If at any time the army is no longer legal, it is destroyed.
- Obviously, you can only include a named character once throughout all your forces.
- Multiple armies can occupy the same space and hence fight together, bear than in mind when thinking about what miniatures you have (or what you may need to purchase ;) )
So, again F rolled for each of us (except for Ulthwe, D helped there), and the starting points values are as follows:
Ultramarines: 4600 points
Space Wolves: 3900 points
Hive Collossus: 3800 points
Ulthwe Craftworld: 3300 points
Also we rolled for your baggage, required to sustain your armies over barren terrain or where you have multiple armies in the same space. Amounts for each army are:
Ultramarines: 7 baggage
Space Wolves: 2 baggage
Hive Collossus: 11 baggage
Ulthwe Craftworld: 7 baggage
Nice for the Ultramarines, but they're sandwiched between enemies, so it's likely they'll need the extra points.
So to begin, we each need to complete the following. Any questions, give me a call!
Before Proceeding:
- Build your armies following the above guidelines. Give them a number and keep them secret from the others.
- Let me know where you want to deploy each of them. (We'll have to work on an easier method for this.)
- Read the Mighty Empires Rules; download them here. Up to page 32 at least would be nice. I think we should eliminate the rules for ships, and sieges I'm still not so sure about. Read the rules and let me know what you think.
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