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The Boddenski Campaign

 Post subject: The Boddenski Campaign
PostPosted: Thu Sep 10, 2009 10:16 pm 
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So it's finally rolling.
Based on a forge hive-world with competition between the various factory hives and their Imperial Guard regiments. The goal is to produce as much and as good goods as possible, to fill the freighter anchored in high orbit.
Into this mix are raiding xenos (eldar and ork) and a peace-keeping xeno-hunting space marine chapter.
And the neighbouring planet Grodon Bevro II has just been opened for prospect after and excavation of minerals...

We really should be three IG to make things happen as planned. Hopefully Karegak will find room in his work-schedule to join after all. Or perhaps Shoel? Or... you?

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 Post subject: The Boddenski Campaign
PostPosted: Thu Sep 10, 2009 10:29 pm 
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Can I join in? If so, how does it work?


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 Post subject: The Boddenski Campaign
PostPosted: Thu Sep 10, 2009 10:32 pm 
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Off course! But I think distance will be a killer?  :whistle:
...we're in Gothenburg, Sweden.

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It would be nice to get lightspeed,
so far we can only reach slight speed.
- Erik M
092b85658e746a91d343e53509d357744e56f641


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 Post subject: The Boddenski Campaign
PostPosted: Thu Sep 10, 2009 11:02 pm 
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Ooops, I assumed it was something like alfakta. Never mind.


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 Post subject: The Boddenski Campaign
PostPosted: Fri Sep 11, 2009 6:52 am 
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I will be at that campaign again. Just need to get a few things sorted. Like a workable interface and some such. And then you're more than welcome. And thanks for keeping that thought alive.

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It would be nice to get lightspeed,
so far we can only reach slight speed.
- Erik M
092b85658e746a91d343e53509d357744e56f641


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 Post subject: The Boddenski Campaign
PostPosted: Tue Sep 15, 2009 9:56 am 
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After having bought the Planetary Campaign I found that GW had made a viable version for campaign game rules. And as I'm moving towards keeping to original rules I opted the group that we use them too.

The campaign count four different things that influence the campaign; number of areas and amount of manufactorum production adds some small amount of actual points, but are laid so that they usually even each other out, power station units affect deployment and other pre-battle rolls, command bastion units affect your Strategy Rating (which is a change from the original PE-rules) and finally shield generators affect post-battle rolls for capture.

The obvious change is for command bastions that give "universal rule to a unit". Change to better strategy rating for initiative.
Unfortunately this is almost the same as bonus for power stations. But it could lead to player A has higher for deployment and player B has that for initiative. But IG and ork will basically always be down both against SM and eldar.
Any suggestion spring to mind?

The flavour full change is that each player may make more than one planet out of their allotted areas. So far only restriction is that each planet must have a space port.
But how should this affect the campaign?
One obvious result would be that only on planet assets may be used. But that goes against the simplicity of the rules so far.
Thoughts?

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It would be nice to get lightspeed,
so far we can only reach slight speed.
- Erik M
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 Post subject: The Boddenski Campaign
PostPosted: Tue Sep 15, 2009 10:42 am 
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Other bonus you could give :-

Extra SC style reroll.
One off bonus to one type of activation, so one side could add +1 to any one sustain fire attmept in a game.
Extra "leader, Inpsiring, Commander, etc" to one formation.
Or even one formation up to say 200 points worth.

Lots of options.


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 Post subject: The Boddenski Campaign
PostPosted: Tue Sep 15, 2009 10:56 am 
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Correct, the "one shot SC re-roll" is there. That's for command bastions. My bad.
A bonus to activation is a good suggestion too.
Extra inspiring or leader works well too.

And all of them could be represented on the actual battle-field too! Warmaster style!  :cool:
Like an extra single based commissar or officer or nob or whatever.

Keep 'em coming! :D
Might even turn out to be a supplement to TW?  :whistle:

Keep 'em coming gang!  :agree:

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It would be nice to get lightspeed,
so far we can only reach slight speed.
- Erik M
092b85658e746a91d343e53509d357744e56f641


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 Post subject: The Boddenski Campaign
PostPosted: Tue Sep 15, 2009 3:52 pm 
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I realise I must add some data for people.

Power Supply; if you got more power units you get a +1, twice as much +2 and +3 for trice.
Each Power Supply gives different armies different amount, so jut because you got more PS it doesn' mean you got more PU.
The same goes for Command Bastions and Manofactorums. As per below.
Code Sample: 
               SM     IG    Ork    Eldar
Power Supply    10      6      9     10
Command Bastion 10      8      6     11
Manofactorum     6     11      9      6
Shield        -4/-1  -5/-2  -3/-1  -2/-1

As can be seen space marines are good at deployment and orders while imperial guard are good at fabrication and defence.

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It would be nice to get lightspeed,
so far we can only reach slight speed.
- Erik M
092b85658e746a91d343e53509d357744e56f641


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 Post subject: The Boddenski Campaign
PostPosted: Mon Sep 21, 2009 5:42 am 
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One week and five attempts at capture. Four managed, one failed (my one!).
Each has painted his own planet/s and then I decided we skip the flags and paint the border instead.
Here's the ork planet (I'll get the other up when all are done):




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It would be nice to get lightspeed,
so far we can only reach slight speed.
- Erik M
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 Post subject: The Boddenski Campaign
PostPosted: Mon Sep 21, 2009 5:47 am 
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As can be seen the space marine has captured one area and the hive cities hasn't arrived yet.

The basic system still holds. But... There are things to make better. Rolling a further die roll to actually capture feel sub-optimal. But we're at it.
I would love to get the battle time down too. Not sure (actually damn sure) how to get that done.

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It would be nice to get lightspeed,
so far we can only reach slight speed.
- Erik M
092b85658e746a91d343e53509d357744e56f641


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 Post subject: The Boddenski Campaign
PostPosted: Mon Sep 21, 2009 5:57 pm 
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once everything is final, any chance of getting the rules posted that you used?


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 Post subject: The Boddenski Campaign
PostPosted: Mon Sep 21, 2009 8:54 pm 
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I will most certainly post them.

One major concern right now is how to balance modifiers against each other. But I think it will sort itself.

Another is that capture die roll. It just doesn't feel right.
A basic one is that you "already have a 7" and then modifiers on that.
And to reach higher you lower that 7 and get a 2D6:4+ per step.
Which mean I can start out with 6 and then two dice that gives me +1 per 4+ I roll. With some luck I can then go for an eight.

The third is how to handle non-shows. Or more to the point those that can't get all fights done.
Perhaps something like 30D6:4+ with an additional D6:4+ per asset and deduction of five dice for each not fought battle.

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It would be nice to get lightspeed,
so far we can only reach slight speed.
- Erik M
092b85658e746a91d343e53509d357744e56f641


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 Post subject: The Boddenski Campaign
PostPosted: Tue Sep 22, 2009 11:49 am 
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Where did you get the kickass interlocking hexes?


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 Post subject: The Boddenski Campaign
PostPosted: Tue Sep 22, 2009 12:33 pm 
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That is the new GW Planetary Empires. Work along the same lines as their Mighty Empires MkII.

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It would be nice to get lightspeed,
so far we can only reach slight speed.
- Erik M
092b85658e746a91d343e53509d357744e56f641


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