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Campaigns and Scenarios |
Invid
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Post subject: Campaigns and Scenarios Posted: Tue Oct 24, 2006 6:46 am |
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Brood Brother |
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Joined: Wed Mar 08, 2006 11:27 am Posts: 23 Location: Australia (ACT)
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I was just wondering if anyone had developed any Scenarios or Campaigns that they would like to share. My gaming buddy and I are getting a bit bored of straight tournaments and are looking for a bit of variation...
Thanks I.
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Cuban Commissar
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Post subject: Campaigns and Scenarios Posted: Tue Oct 24, 2006 7:39 am |
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Purestrain |
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Joined: Wed Oct 22, 2003 4:32 am Posts: 2934 Location: Colorado, USA
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The Jungle Camapign Page
Here is a website done by a freind of mine. This page has many articles and battle reports of camapigns they have done.
It offers a lot of good insight into what has worked and what hasn't.
While it is built for 40K nothing says these ideas can't be used for epic.
Hope it helps.
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phindar
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Post subject: Campaigns and Scenarios Posted: Tue Oct 24, 2006 1:28 pm |
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Brood Brother |
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Joined: Wed Oct 05, 2005 3:22 pm Posts: 73
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Even if you play the "regular" games, once they become part of a campaign, you add a totaly new flavor.
For example, In my last game, orks were trying to loot parts for a new gargant. IG would have additional artillery support.
Orks would get extra victory points for every "tank" destroyed in CC. IG would get a free 1d3+1BP activation with no range or LOF restrictions.
If you speak a little spanish, check the webpage of the campaign I am running: http://www.paginasprodigy.com/phindar/fv.mht
Play some games... design a story. Then give some fluff to the battles. Even a point advantage can make a common scenario a new one.
Play tournament games but force some of the objective by giving bonnuses: Brake your spirit counts as 2 victory conditions instead of one. Make one piece of terrain a common objective for both armies.
Simple changes like that mean A LOT.
If a game turns out being "a little" unbalanced, just learn from it and try to balance the others.
Good Luck!
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Dwarf Supreme
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Post subject: Campaigns and Scenarios Posted: Tue Oct 24, 2006 2:47 pm |
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Brood Brother |
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Joined: Fri May 20, 2005 8:45 pm Posts: 11149 Location: Canton, CT, USA
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Another thing to do to add variety is have the outcome of a game effect the next game, e.g. casualties. When your starting force for the next game depends on what's left from a previous game, you tend to avoid the "achieve an objective at all costs" mentality that often occurs at the end of games.
_________________ "I don't believe in destiny or the guiding hand of fate." N. Peart
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iblisdrax
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Post subject: Campaigns and Scenarios Posted: Tue Oct 24, 2006 4:20 pm |
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Brood Brother |
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Joined: Mon Oct 13, 2003 10:54 pm Posts: 3381 Location: First star to the right, and straight on till morning.
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Yeah, you can add the casualty and even veteran rules in when you do a campaign. Makes a big difference, cuz like DS said, you get attached to your formations, dont want to send em on suicide runs.
ib
_________________ "Have Leman Reuss, will travel"
"Hallo. My name is Indigo Montoya. You killed my father prepare to die!"
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javelin98
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Post subject: Campaigns and Scenarios Posted: Tue Oct 24, 2006 4:43 pm |
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Brood Brother |
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Joined: Tue Dec 20, 2005 6:39 am Posts: 791 Location: Spokane, WA, USA
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I don't have any for Epic, but I've drawn up some basic scenarios for Dirtside, and they might give you ideas you can adapt and build on. Click on "Dirtside" on my webpage here to view:
http://home.comcast.net/~kudby
_________________ Set phasers on "fun"!
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[ 6 posts ] |
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