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Epic War! Campaign Rules

 Post subject: Re: Epic War! Campaign Rules
PostPosted: Wed Feb 06, 2013 11:18 pm 
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Good point DNME. I hadn't been thinking about losses and replacements. Yeah, that's definitely one for the backburner!

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Tue Feb 12, 2013 12:04 am 
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Ulric had stated that he'd like the option of attacking from more than one side, and it's an option I'd like to see in the rules as well. Devising a workable rule for this has been problematic to say the least, mostly because attacking from more than one side pretty much guarantees that the surrounded force will be as good as butchered. The best I can come up with is the following:-

Fighting on two fronts:

Occasionally, an army may find itself surrounded by the enemy. If both players agree before the campaign begins that two armies can engage one BUT ONLY if attacking from two different locations on the Campaign Map (ie players cannot stack two armies to attack from the same direction), then the following rules apply.

Firstly, compare the sizes of the armies. If the force being engaged is equal to or larger than the combined points values of both armies, then proceed to scenario i). If the force being engaged is smaller than the combined points costs of the attacking forces by 2,000 points or less, use scenario ii). Finally, if the force being engaged is smaller than the combined points values of the attacking forces by more than 2,000 points, use scenario iii).

Scenario i) The battle is set up as normal and the attacking player must set up the first army that he attacked with. He may deploy his second army on the relevant flank in the end phase of turn 1 or in the end phase of any subsequent turn as he decides. Note that no units may deploy straight into close combat.

Scenario ii) The battle is set up as normal and the attacking player must set up the first army that he attacked with. The attacking player rolls a D2 and adds one, the resulting number being the earliest turn end phase that he may deploy his second army on the relevant flank (ie the attacking player will be able to deploy his second force in the end phase of turn 2 or 3). The attacking player may also defer deployment until the end phases of later turns if desired. Note that no units may deploy straight into close combat.

Scenario iii) The battle is set up as normal and the attacking player must set up the first army that he attacked with. The attacking player rolls 2D2 and adds one, the resulting number being the earliest turn end phase that he may deploy his second army on the relevant flank (ie the attacking player will be able to deploy his second force in the end phase of turns 3 to 5). The attacking player may also defer deployment until the end phases of later turns if desired. Note that no units may deploy straight into close combat.


Obviously attacking from 3 or even 4 sides is not allowed. How does this sound as a solution to the problem?

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Fri Feb 15, 2013 8:22 am 
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I'm hoping to start playtesting the campaign system shortly but wanted to check with admin: if I set up a new thread about this, should I still post it under "NetEpic" (it is designed with these rules in mind) or somewhere else? I'll also be documenting the battles fought but plan just to post them under "NetEpic Battle Reports" as usual.

The campaign will be a small one, only 20,000 points with 3 x 4,000 point armies & 4 x 2,000 point armies on each side. I'm hoping though that if there are any problems with the rules they should become apparent, no matter what size the battles are! Fingers crossed it all goes smoothly!

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Tue Mar 05, 2013 6:49 pm 
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Hey Bissler good solution.
Since attacking a Army on a (limited size)battlefield
will cause many problems(attack from sides/rear)

My solution is to fight one battle after another
Same battlefield and the attacked army cannot being refresged during the attacks.

Let me say a force is attacked from 3 armies from each side an from the front.
Then the attacked army has 1st fight against one army then another and so on.
It would be more easier to play but is not so much realistic.


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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Tue Mar 05, 2013 10:42 pm 
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That sounds perfectly reasonable to me Ulrich. After all, each square on the map is supposed to represent 10 square miles. Would it be realistic to expect all armies to engage the one at exactly the same time?

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Thu Mar 07, 2013 9:22 am 
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As a result of playtesting, there are a few tweaks to the rules being made. These are as follows:-

i) Depleted force break points.
After a battle, most companies and units are likely so have sustained some losses and may be close to breaking point. Assuming that an army wishes to continue on, it seems likely that these units would have some time to recover after the battle and reflect upon their unit strength and the challenge ahead. So it seems a little unlikely that having taken a few losses at the start of the next battle that they would then be broken (as may be the case).
For this reason, if players agree, they may employ depleted force break points when fielding armies that aren't at full strength.
What this means in practice is that the players should review what units they have before the start of a new battle and total up how many models currently make up the company. This number should be halved and rounded up to give the temporary break point for the unit/company. Assuming that this new break point total is better than the original, then this should be applied. If the original break point is more favourable, then this should be used instead (as is likely to be the case with Squat forces).
If the enemy did manage to destroy four of the tanks, the company would be broken and the normal rules for morale checks would be applied. In addition, the enemy force would receive the full VPs for breaking the company, despite the fact that they started the battle depleted.
Note that forces must be reviewed again after the battle and the standard break points reapplied. This means that a unit may not have been broken during the battle but is afterwards. The opposing player should take a note of these and add the total to his Campaign Victory Points.

eg. A Land Raider Company lost 3 tanks in a previous battle. With a break point of five, the company would normally break if it lost another 2 Land Raiders. However, Depleted Force Break Points are being used. With 7 tanks remaining, the enemy would have to destroy four of this depleted force to gain VPs during the battle. The new break point is calculated thus; 7 / 2 = 3.5, round up to 4. If they were broken by losing four tanks, the enemy would receive the standard 8 VPs.
As it turns out, the Company only loses another 2 Land Raiders during the battle and so remains intact, no VPs are awarded during the battle. However, on review after the game, the Marine player would have to explain to his opponent that his unit is now broken and tell him to add 8 VPs to his CVPs.

ii) "In transit" forces (forces which have just been broken but are not yet available to be reused in the "Reserves" pool).
A new section has been created to simplify record keeping. Any units that are being sent to reserves cannot be redeployed immediately as they have to return to base and receive their new orders. Such units should be listed under the "In Transit" section. At the end of the following turn, they should be removed from "In Transit" and under "Reserves" where they can then be redeployed as usual.

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Thu Mar 07, 2013 10:53 pm 
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I'd expect more tweaks to be made as the process of playtesting continues. The good news is that it does seem to be working pretty well so far. Most pleasing of all is the fact that heavy losses have made me have to completely change my strategy for playing. Normally I move fast, engage the enemy all over the board, and steal as many objectives as possible. Such reckless play can and has won me battles in the past, but it isn't enough to win a battle through objectives alone if it means my opponent has broken most of my units while many of his remain intact. I may have won the battle but he is more likely to win the war - objectives markers won on the battlefied do not count towards Campaign Victory Points while points for breaking Companies/Support Cards/Special Cards do.
Instead I have adopted a far more cautious, almost cowardly approach to play, which although frustrating for my opponent is proving to be more effective!

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Wed Mar 27, 2013 4:03 am 
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A few more rules tweaks, neither of which I can claim to have come up with but, as previously stated, I want this to be a collaborative effort, and if people come up with rules that improve the experience, they will be adopted and credited accordingly!

i) Break points for broken units - special thanks to my brother Martin for this one. There were several occassions during the campaign where units that had been broken in one battle fought again in the war. This allowed us as players to play with wild abandon and throw them at the enemy knowing full well that it wouldn't matter a damn if they were destroyed. As much fun as this was, it didn't seem particularly realistic, so we came up with this amendment.

Before play, new break points should be calculated for broken units using exactly the same system as shown above on the depleted force break points rule ammendment. These break point values apply during this battle only, and should be recalculated every time the affected units find themselves in battle. If there is only one model left in a unit, the break point is 1.
If, during play, an already broken unit reaches its new break point, no VPs change hands, but the unit must make a morale test with a -1 modifier (units who have already been broken less likely to stand up to more punishment and more likely to flee). The usual rules would apply for falling back and rallying, except that the rally roll should also be made with a -1 modifier.

ii) Forced retreat - special thanks to forum legend Ulric for coming up with this one. In the rules for battles, it stated that once the VPs have been reached for a battle, one or, in the case of a draw, both forces would have all of their units go on to Fall Back orders immediately. The result of this was utterly soul-destroying as you had to watch your forces be mercilessly mown down as they attempted to exit the board. Ulric pointed out that in modern warfare, defeated forces are likely to stage an organized withdrawal from the battlefield rather than the "flee for your lives" solution that I previously suggested. That being the case, the following rules apply once one or both players reach the VP threshold that signals the battle has been won, lost or drawn.

If a player has lost the battle, or if both players have drawn, an organized retreat ensues. A victorious player can continue to order his units as he pleases, but the losing player, or if there is a draw, units on both sides must be placed on Advance or Charge orders. In addition, during the movement phase, they must move at least their full advance rate back towards their side of the board. Vehicles are simply slammed into reverse so can move their standard move rates while backwards still facing the enemy. Infantry can fire 360 degrees so it doesn't matter which way they are facing. The one exception to the rule applies to Titans. They still must use their Advance or Charge order but a Titan in reverse cannot move as quickly as it would moving forward. They can only move half their move rate in reverse. Therefore, Titans must move backwards at least half of their advance move rate.
Provided they are on advance orders, retreating forces may still fire as normal in the advance phase.
Morale will be low in a retreating force, therefore, should any unit be broken, morale checks should be made with a -1 modifier, with the usual rules applying for Fall Back if they fail, but any further morale checks should also be made with a -1 modifier.

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Wed Mar 27, 2013 4:18 am 
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To all: Please share your thoughts and suggestions! Observations are vey much welcomed, it's great to get feedback!

Cheers!

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Sat Mar 30, 2013 3:57 pm 
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Minor rule amendment that I meant to post some weeks ago:

Units on "Fortify" order. If an army is on this order and is attacked, they do not receive the defences being worked upon that turn, although they will be able to use any defences constructed in previous turns.
To clarify, any unit on Fortify orders who fights a battle during the course of a turn will NOT be able to build any defences. They can still build defences in future turns so long as they are on "Forify" and NOT engaged in battle during the course of that turn.

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Mon Apr 01, 2013 7:19 pm 
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Just a note from my original campaign i did years ago with fortifications. are they lost if the army moves away and is there a limit to the amount that can be placed in one square? As if no limit you could end up with a more static campaign and no one wanting to dig out a heavily fortified army. As you ststed in other thread your both digging in but this will work more in favour of your enemy.


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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Mon Apr 01, 2013 8:20 pm 
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Hi DNME,
The fortifications remain in place permanently, even if the army moves away; in addition, if an enemy army takes control of the area where fortifications have been built, they may also take control of them and use them in battle against the player who built them (if attacked in that square). When I come to update the document, I was also planning on limiting the defences to three turns of fortifying (myself and my opponent agreed to this once we started building), which would result in a maximum of 6 lots of defences (2 built per turn).
So far as the campaign goes - and as you'll find out when I get round to posting the rest - it wasn't too long before we got back into battle!
The point you raised is a valid one though, I was worried about the same thing, that we were both going to end up digging in and the campaign become locked in stalemate. When I write the update I think that I'll leave it to the players to set their own limits on how many defences can be built.

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Mon Apr 01, 2013 8:59 pm 
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Also thought as it was that long ago, i used the fortifications costs from the space marine battles book, which also added to the total value of the army occuppying the square. therefore you couldn't over strenthen or build too much .


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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Mon Apr 01, 2013 9:13 pm 
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Ah! That gives me an idea! At the start of the campaign, both players get an additional budget (I was planning that this would apply only to off-table barrages) that can be spent over the span of the campaign, say 20% on top of the base cost of the full army.
The additional budget could be spent over the campaign to pay for defences, barrages, and even additional units to top up depleted armies. I'd still want to keep a maximum of 3 builds / 6 defences per square though, any more seems completely over the top.

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 Post subject: Re: Epic War! Campaign Rules
PostPosted: Mon Apr 01, 2013 10:42 pm 
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May be worth doing as a turn income possibly as extra 20% I would spend on troops and create a new army. Also adding more complexity to the campaign


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