Tactical Command
http://www.tacticalwargames.net/taccmd/

Campaigns and Scenarios
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=59&t=7797
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Author:  Invid [ Tue Oct 24, 2006 6:46 am ]
Post subject:  Campaigns and Scenarios

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.

Author:  Cuban Commissar [ Tue Oct 24, 2006 7:39 am ]
Post subject:  Campaigns and Scenarios

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.

Author:  phindar [ Tue Oct 24, 2006 1:28 pm ]
Post subject:  Campaigns and Scenarios

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!

Author:  Dwarf Supreme [ Tue Oct 24, 2006 2:47 pm ]
Post subject:  Campaigns and Scenarios

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.

Author:  iblisdrax [ Tue Oct 24, 2006 4:20 pm ]
Post subject:  Campaigns and Scenarios

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

Author:  javelin98 [ Tue Oct 24, 2006 4:43 pm ]
Post subject:  Campaigns and Scenarios

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

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