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Map Campaign

 Post subject: Map Campaign
PostPosted: Wed Oct 26, 2005 10:55 pm 
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Hi All,

please find hereunder rules for campaigns in Epic. I used the Isle of Man because of its varied terrain types. Enjoy.

EPIC SPACE MARINE CAMPAIGN RULES.

Scales: 1 map square is a 1m square on the wargames table.
 1 map move is 40 moves on the wargames table.

Object: To gain control of the Isle of Man, by collecting most victory points by the
end of the campaign.

You need: a written Army List for 8,000 points of Epic Space Marine forces - you
can repeat units if you have a shortage of figures. Armies can include allies at
double points cost - e.g.  Imperial Guard artillery costs double with a Marine army.
The List must divide your Army into eight commands, with a minimum of 300
points in each command. A command cannot have repeat units and their originals
in it.
      An Ordinance Survey map of the Isle of Man, available from all good
bookshops, price ?4.50.

Rules: Battles will be fought using Epic Space Marine rules. The Umpire may need
you to supply copies of the more unusual vehicle stats etc you wish to use.
Each player must pick a starting square on the map, which must be clear and
level.
Each campaign day is divided into two segments, Day and NIght.
Each player must write orders for their commands, for each segment of a
campaign day.
The permitted orders for a segment are Travel, Attack or Defend.
Travel orders moves a command at maximum speed, along a road, in column
formation.
Attack orders moves a command at half maximum speed, over passable
terrain, in attack formation.
Defend orders hold a command in place, in defensive formation, hiding
troops or fortifying positions as required.
Each command moves at the speed of its slowest unit, and on Travel
orders will move at these speeds on the map each segment:
GAME MOVE: 5 - 15cm, 12 map squares.
16 - 25cm, 24 map squares.
26 - 35cm, 36 map squares.
These speeds are less a half for a command on Attack orders, and less three quarters for a night move.
Commands moving or fighting at night must take a morale roll. If it fails, it may get lost, and/or lose troops through accidents etc.
Commands involved in a battle or a night move will be 'out of supply'. To
reflect their reduced efficiency, units in that command have their Attack Dice,
Movement and C.A.F. halved until the command is re - supplied.

To re - supply a command, a Supply Unit must move from the player start
square to that command, which then must spend one segment on Defend orders. If
attacked, a Supply Unit will be represented by 10 % of the ?out of supply? unit?s commands points in Rhino vehicles. Loss of half the Supply Unit will make it useless.

When opposing commands meet on the map, their points totals will be
revealed to the owning players, who will then decide whether to fight or refuse
combat. A player who refuses combat will retreat one map square. To refuse
combat, a command must have the faster map movement rate.
If commands are to fight, the owning players will decide whether to play a
table top game, using the  map terrain to set up the table, or leave the results to the Umpire to decide by a comparison of forces, terrain and dice throws.
The losing side in a battle retreats one map square. The winning side stays on the square, and may recover half of his losses in the battle, if he spends the next segment on Defend orders.

Epic rule changes: Epic barrage weapons have their effects reduced for the tabletop game. For the campaign, all barrage weapons may fire indirectly up to ten times their range in the rules. Their scatter dice scores will increase in proprtion. So, if a 100cm range weapon fires at a target between 101cm and 200cm away, its scatter dice will double their score.
Only attacks which have a Saving Roll Modifier of -1 or more will affect Void Shields or similar.
Targets can be selected if they are behind troops or terrain, if they are appreciably taller/higher than such, or are making pop - up attacks.
Victory points for Objectives will be scattered around the island, at strategically important points such as water sources, towns and road junctions.

Non - standard troops/vehicles: players are invited to put forward non - standard armies or troop types for inclusion in the game. All such should follow the conventions of the Epic rules system, and should be submitted to the Umpire for approval and points cost before inclusion in their creators Army List. Please, don't just reproduce standard types of weapon etc that are missing in your basic race/army. Heavy, tracked barrage weapons for a Space Marine chapter are not on, orbital missile barrages are. You want to play a ?Dalek? army? Fine, but keep to the Company Card - Support Card - Special Card system of Epic.

Once all Army Lists have been supplied, each player will be sent an order sheet for the first campaign day. The order sheet will have on it the date by which the first orders should be submitted to the Umpire.  Late orders may be slow in being carried out. Once all orders have been processed, players will be sent their results, advised of any contacts with other forces and given an Intelligence Report of enemy movements.
With the results will be another order sheet for the next day, and so on.


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 Post subject: Map Campaign
PostPosted: Thu Oct 27, 2005 3:00 am 
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Hi!

Welcome to the boards Moriarty. :)

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 Post subject: Map Campaign
PostPosted: Thu Oct 27, 2005 2:28 pm 
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Interesting campaign rules, Moriarty.

Welcome to EpiComms! :cool:

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 Post subject: Map Campaign
PostPosted: Thu Oct 27, 2005 2:49 pm 
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Well met, Moriarty :D  
Unless I'm making an incredible goof, here's someone I  have met here in Malta  :;): :D
Welcome :D

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