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Project: Epic campaign using Planetary Empires hex based map

 Post subject: Re: Project: Epic campaign using Planetary Empires hex based
PostPosted: Mon Dec 22, 2014 3:10 pm 
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When are you organising one of these for us at CLWC, Ginger?
Quote:
Campaign movement ranges
Infantry move 1 square / hex
Vehicles move 2 squares / hexes
Aircraft may operate over 3 (4?) squares / hexes

I disagree with this bit as it's too granular, requires more bookkeeping and gives away what's inside each army (I assume these are secret). It's safe to assume in the 41st century that all units will have some way of moving from battlefield to battlefield quickly, even pieces w/ 0cm move which have dedicated trucks/trains/squiggoths/etc to move them when not in battle.

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 Post subject: Re: Project: Epic campaign using Planetary Empires hex based
PostPosted: Mon Dec 22, 2014 3:18 pm 
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carlos wrote:
When are you organising one of these for us at CLWC, Ginger?
Quote:
Campaign movement ranges
Infantry move 1 square / hex
Vehicles move 2 squares / hexes
Aircraft may operate over 3 (4?) squares / hexes

I disagree with this bit as it's too granular, requires more bookkeeping and gives away what's inside each army (I assume these are secret). It's safe to assume in the 41st century that all units will have some way of moving from battlefield to battlefield quickly, even pieces w/ 0cm move which have dedicated trucks/trains/squiggoths/etc to move them when not in battle.



i agree, i was thinking about using the buildings say a refinery and a factory as objectives - you need a refinery for movement points and a factory for launching attacks after movement
so:

movement =2 spaces . with refinery = 3-4 spaces
attack range = current hex boarder. with factory = full movement then attack

it makes the map objectives worth fighting over ?

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 Post subject: Re: Project: Epic campaign using Planetary Empires hex based
PostPosted: Mon Dec 22, 2014 6:57 pm 
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Well, I thought you had already limited the armies to three per person.
However there are a number of ways of limiting things, ranging from limiting the number of movement 'orders' per player, to having automatic wins where the army ratios in a battle exceed 2:1 (which will remove those 'tiny' armies).

Another idea is to allow adjacent hexes to reinforce a battle - nearby air forces can come be brought into reserve, Fast vehicles can arrive on the first turn from the point nearest their current location; slow vehicles and infantry arrive on the 2nd turn. This means that there is a tendency to bring scattered armies together.

As to being too granular, this depends significantly on the army build, on how the formations are distributed to the various armies and of course you could move slower than your allowance. . . .

I do agree on the use of campaign map objectives, which can then provide several benefits ranging from being an 'advanced' base, to some limited form of upgrades, extra order / movement capability etc


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 Post subject: Re: Project: Epic campaign using Planetary Empires hex based
PostPosted: Mon Dec 22, 2014 9:40 pm 
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Ginger wrote:
Well, I thought you had already limited the armies to three per person.
However there are a number of ways of limiting things, ranging from limiting the number of movement 'orders' per player, to having automatic wins where the army ratios in a battle exceed 2:1 (which will remove those 'tiny' armies).

Another idea is to allow adjacent hexes to reinforce a battle - nearby air forces can come be brought into reserve, Fast vehicles can arrive on the first turn from the point nearest their current location; slow vehicles and infantry arrive on the 2nd turn. This means that there is a tendency to bring scattered armies together.

As to being too granular, this depends significantly on the army build, on how the formations are distributed to the various armies and of course you could move slower than your allowance. . . .

I do agree on the use of campaign map objectives, which can then provide several benefits ranging from being an 'advanced' base, to some limited form of upgrades, extra order / movement capability etc

Have you played the horus heresy / battle for armageddon board games by any chance?? ;D
I'm a big fan of both and they are in the back of my mind when I think campaign map and attrition / supply lines

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 Post subject: Re: Project: Epic campaign using Planetary Empires hex based
PostPosted: Tue Dec 23, 2014 12:01 pm 
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ok guys ive got draft number 325 below, what do you think?

Campaign storyline - tbc

players -5 armies tbc

armies - 3k point limit for games plus 1k points in HQ reserve

turns - movement - attack/battle - reinforce/attrition- tally victory points

battles - 4 1on1 battles and a final "mega battle" involving all players rules are based on standard net epic armageddon rules and victory conditions

Movement - 2 hex movement increasing to 4 hexes with terrain bonus - move through an area and you capture it.

terrain effects:
HQ - (bastion model) uncapturable and hosts your 1k of reserves
spaceport - how your reinforcements get from a to b, capture a spaceport and you can roll for reserves up to 500 points on turn 2 of a battle - like flames of war in that turn.
refinery - fueling your vehicles, capture a refinery and gain extra movement points on your next turn - from 2 hexes to 4 hexes (max 4 moves)
factory - ammo/supplies for troops, if you have not captured a factory after campaign turn one 2 units in your army start in reserve coming on automatically in turn two. - due to a delay in refitting/supplying them.
shield generator capture a shield generator and gain a command re-roll (can capture multiple but max one reroll unless you hold the hive that gives max 2) really open to suggestions for the shield generator can leave it out.
Main hivegrants all of the bonuses above! (except movement still max 4 but who will want to move!)

Attack phase: move into a hex containing an enemy army battle played out using standard net epic armageddon rules and victory conditions plus the terrain bonuses above.

reinforce/attrition: need imput on this. i suggest that units that are destroyed or below 25% strenght should be removed from winning armies then reinforcements from the hq pool be used to bring points back to 3k. armies that are defeated return to the hex they attacked from. then reinforce as per the above if needed.
**you need to be able to trace a supply line to your hq to get reinforcements of captured hexes - or hold a spaceport.

armies below 2k points are auto defeated when attacked and return to hq
armies below 2k points cannot launch attacks
you can choose to abandon your position and return to hq.

Tally victory points 20 points for winning a battle, -10 points for being defeated, 5 points for holding a starport 10 points for holding the Hive.

** a note about buildings/terrain - there will always be less buildings than players so with 5 players there will be max 4 starports for example resources will be scarce and should be worth fighting over.

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 Post subject: Re: Project: Epic campaign using Planetary Empires hex based
PostPosted: Wed Dec 24, 2014 11:43 am 
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When deciding on campaign movement allowances, you need to consider the size of the map and how / where replacements and reinforcements are being provided. When recommending movement of 1-2 hexes, I was envisaging a map that is 5 spaces across, so opposing armies would rarely be more than a few spaces apart from each other. Under these circumstances, an allowance of 4 spaces may be excessive.
Unfortunately this critical aspect a the campaign can only be established by trial and error, so I suggest giving this several tests on paper to determine the dimensions and movement allowances that work for you.
(And yes, I possess both the original Battle for Armageddon and Horus Heresy games, and have also played the modern version of Horus Heresy, which is very different in style from the original).

For campaign movement I would suggest limiting of the number of formations that can simultaneously occupy a hex - perhaps 12 maximum (which is the usual maximum for most 3K army lists). You might also insist that each 'group' of formations needs at least one Commander in order to move, which will tend to limit the minimums.

E:A formations tend to work significantly better with upgrades, which boost the formation size and capabilities. However the number of upgrades cuts down the number of separate formations. It is for these and other reasons that I recommend creating a list of formations at the start of the campaign which remain largely unchanged throughout;
  • When damaged / destroyed in battle a formation is 'resurrected' back at a base under the appropriate circumstances. From what you are suggesting, it seems that bases provide a number of reserve / resurrection 'points', each of which can be used to return a destroyed formation to the campaign (or possibly to upgrade an existing formation)
  • Perhaps you can indicate the quality of the formation by the addition / removal of specified upgrades. So the basic formation has no upgrades, a Veteran formation has 1-2 upgrades and an Elite formation 3-4 upgrades.
    (Note you might need to ensure that players specify the upgrades available to each formation as part of building the army, rather than having an unspecified "2k" reserves.)
    When the formation is destroyed it returns as a 'basic' formation to the relevant base. However by spending reinforcement points, or perhaps after winning a battle, a formation can be upgraded to Veteran or Elite status by adding one or more of the previously specified upgrades.
    In this respect, it may be worth considering air transport to be the equivalent of a number of upgrades, rather than a separate formation


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 Post subject: Re: Project: Epic campaign using Planetary Empires hex based
PostPosted: Wed Dec 24, 2014 12:22 pm 
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Ginger wrote:
When deciding on campaign movement allowances, you need to consider the size of the map and how / where replacements and reinforcements are being provided. When recommending movement of 1-2 hexes, I was envisaging a map that is 5 spaces across, so opposing armies would rarely be more than a few spaces apart from each other. Under these circumstances, an allowance of 4 spaces may be excessive.
Unfortunately this critical aspect a the campaign can only be established by trial and error, so I suggest giving this several tests on paper to determine the dimensions and movement allowances that work for you.
(And yes, I possess both the original Battle for Armageddon and Horus Heresy games, and have also played the modern version of Horus Heresy, which is very different in style from the original).

For campaign movement I would suggest limiting of the number of formations that can simultaneously occupy a hex - perhaps 12 maximum (which is the usual maximum for most 3K army lists). You might also insist that each 'group' of formations needs at least one Commander in order to move, which will tend to limit the minimums.

E:A formations tend to work significantly better with upgrades, which boost the formation size and capabilities. However the number of upgrades cuts down the number of separate formations. It is for these and other reasons that I recommend creating a list of formations at the start of the campaign which remain largely unchanged throughout;
  • When damaged / destroyed in battle a formation is 'resurrected' back at a base under the appropriate circumstances. From what you are suggesting, it seems that bases provide a number of reserve / resurrection 'points', each of which can be used to return a destroyed formation to the campaign (or possibly to upgrade an existing formation)
  • Perhaps you can indicate the quality of the formation by the addition / removal of specified upgrades. So the basic formation has no upgrades, a Veteran formation has 1-2 upgrades and an Elite formation 3-4 upgrades.
    (Note you might need to ensure that players specify the upgrades available to each formation as part of building the army, rather than having an unspecified "2k" reserves.)
    When the formation is destroyed it returns as a 'basic' formation to the relevant base. However by spending reinforcement points, or perhaps after winning a battle, a formation can be upgraded to Veteran or Elite status by adding one or more of the previously specified upgrades.
    In this respect, it may be worth considering air transport to be the equivalent of a number of upgrades, rather than a separate formation


ill ponder it over a turkey sandwich or two over xmas, a test game is needed for starters and reserves do need to be ironed out

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 Post subject: Re: Project: Epic campaign using Planetary Empires hex based
PostPosted: Wed Jan 07, 2015 11:38 am 
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we went with slimmed down campaign rules and will kick things off next week.

campaign rules:
we each pick a fixed uncapturable starting point
we then each select an adjacent tile
we then play a game against another player - (a different player each campaign evening)
the winner takes over their nominated tile the other player stays put.
1 point for a plain tile
2 points for a building
3 points for a starport
5 points for a hive tile.

as more tiles get captured you can challenge other players by nominating one of their adjacent tiles to attack.

first game is 2k points rising to 3k in the following games. the campaign will end with a mega battle involving all players points tbc.

Game rules:
link to rules: http://www.tp.net-armageddon.org/
direct link to the pdf: http://www.tp.net-armageddon.org/pdfs/n ... -12-10.pdf
** pages 1-61 cover the rules if you are going to print, 61-166 are army lists/special rules/stats which are not all needed.
** page 60 has a quick reference sheet.
link to FAQ: http://www.tp.net-armageddon.org/pdfs/n ... -12-08.pdf

list builders: https://traitor-legion.appspot.com/indexNETEA.html a live and up to date list builder
http://www.brumbaer.de/Epic/AGen/ a more limited number of lists but it pulls in army stats with the list.

Terrain i will bring in a box of buildings and a limited number of 6mm woods 15mm will have to make up the balance unless anyone has a secret stash of 6mm terrain.

Armies
x2 orc x1 marine x1 titan legion. - i can bring a spare unpainted marine army if anyone else wants to jump in.

link to campaign thread: http://warheads.ie/index.php?topic=895.0

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 Post subject: Re: Project: Epic campaign using Planetary Empires hex based
PostPosted: Fri Mar 20, 2015 12:24 pm 
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finally got some games going, we skipped the campaign bit we will sort that later and went straight into games,

heres the campaign map anyway,

Image

as always really enjoyed the game and as always - this time with titans, was beaten by orcs playing Brendan while Bara and Paidraic played on the city, marines v orcs.

the rules were the main weak point only really got going in the last turn when we got the hang of things, In my to do list i have added an epic quickstart reference sheet, like this one:
http://www.flamesofwar.com/Portals/0/Documents/ThirdEdition/ThirdEditionQuickReferenceGuide.pdf
http://www.flamesofwar.com/hobby.aspx?art_id=3135

i am going to make my own condensed ruleset over a couple of pages that can be used in future will get feedback on here so we have stuff on there we need to get through a game easily. we dont play that often and its not majorly competitive we just need 2-3 pages we can pick up and play with.

pics below:
two boards in use:
Image
first skirmish
Image
orcs going for objective
Image
wagons and warhounds shooting the snot out of each other
Image
reaver attacks
Image
dead warhounds :(
Image
forge knights on stompas
Image
reaver beaten back after close combat with Gargant
Image
then gets shot up some more
Image
another Engine kill :(
Image

heres some excellent pictures from Bara of the other table - sorry about all the crotch. :D

Image

Image

Image

Image

lists used:

Less Pretty List B, 3000 POINTS
Ghazgkhull Thraka's War Horde (NetEA Tournament Pack 2013)
==================================================

MEKBOY STOMPAMOB (BIG) [575]
8 Stompa, Killa Kan

BLITZ BRIGADE ('UGE) [385]
13 Gunwagon

BLITZ BRIGADE ('UGE) [385]
13 Gunwagon

BLITZ BRIGADE ('UGE) [385]
13 Gunwagon

GREAT GARGANT [850]
Warlord

BLITZ BRIGADE ('UGE) [420]
14 Gunwagon

v


Legio Gryphonicus (NetEA v3.24 *APPROVED*) 3k
==================================================

REAVER TITAN [625]
Apocalypse Missile Launcher, Close Combat Weapon, Plasma Blastgun

FORGE KNIGHT MANIPLE [250]
5 Forge Knights

MARAUDER SQUADRON [250]
2 Marauders

MARAUDER SQUADRON [250]
2 Marauders

REAVER TITAN [625]
2 Plasma Cannon, Vulcan Megabolter

WARHOUND TITAN PACK [550]
2 Turbo-laser Destructor, 2 Plasma Blastgun

CRUSADER SCOUT MANIPLE [150]
4 Crusader Robots

WARHOUND TITAN [300]
Turbo-laser Destructor, Vulcan Megabolter


and:

Codex Astartes (NetEA Tournament Pack 2014) 3k
==================================================

DEVASTATOR [275]
4 Devastators, Razorback

DEVASTATOR [275]
4 Devastators, Razorback

TERMINATOR [350]
4 Terminators

LAND RAIDER [325]
4 Land Raiders

PREDATOR [250]
4 Annihilator

MARAUDER SQUADRON [250]
2 Maurader bombers

WARHOUND PACK [500]
2 Warhound Class Titans

THUNDERHAWK [200]

ASSAULT [175]
4 Assault Units

LAND RAIDER [400]
4 Land Raiders, Hunter

v

List A, 3000 POINTS
Ghazgkhull Thraka's War Horde (NetEA Tournament Pack 2013)
==================================================

WARBAND [470]
2 Nobz, 6 Boyz, 2 Grotz, 8 Boyz + Grotz, 2 Nobz

WARBAND [470]
2 Nobz, 6 Boyz, 2 Grotz, 8 Boyz + Grotz, 2 Nobz

WARBAND [470]
2 Nobz, 6 Boyz, 2 Grotz, 8 Boyz + Grotz, 2 Nobz

BLITZ BRIGADE ('UGE) [470]
14 Gunwagon, Oddboy

BLITZ BRIGADE ('UGE) [470]
14 Gunwagon, Oddboy

GARGANT [650]

club home page:
http://www.warheads.ie/

and fb
https://www.facebook.com/warheadsireland?fref=ts

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