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Campaign Experience System

 Post subject: Campaign Experience System
PostPosted: Thu May 03, 2007 3:44 pm 
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Those campaign rules seem quite interesting. I really like the idea but as you said base stuff still needs some work.

Experience
* Several units stand around objective, who gets experience? All or just one?
* 3 units combine to single formation while assaulting with commander ability. They wipe out one enemy formation. All get 2 exp? Combined assault to take out a WE for 3 each? How intermingled and supporting units work with this?
* When experience is given? After the battle or middle of the battle? Greens entering table get experienced right away?

Reorganization
Reorganization means that if I take some addons into a unit for a battle and leave them out in next one? For example eldar formation with or without transport, or are those different units in this aspect and another one is fresh unit and starts with starting experience? I suppose you didnt mean that games should be played with same list all the way.

Other comments

Some of those Battle Orders seemed very strong. Giving those away for a one-shot game is tricky one. On cheap WEs those 25pts increases are really bargain. Most cheap WEs are so fragile that in long run those wouldnt be the ones that you expect having big lumps of BOs.

I dont know if it is intended but ground units are plain fodder in this system as they get broken/wiped off all the time. The ones that actually benefit are heavy titans and flyers as those are rarely completely kicked off the tabletop. Still I dont think that this is a problem as experiences needed for Elite status is very high and it needs atleast 5 successful battles to reach those levels. Punishing player for losing battle with green level & -2 exp for getting his men shot into pieces isnt nice. I dont think that green level is even needed. Even dropping penalty from -2 to -1 feels enough as there is still change that whole unit is wiped out. Ground units are still underhanded and I would consider lowering experience curve for them too(or giving them bigger bonuses for some combat actions than to WEs to keep same experience level table).


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 Post subject: Campaign Experience System
PostPosted: Thu May 03, 2007 3:45 pm 
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I forgot all about this project. I really like it, Neal.

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 Post subject: Campaign Experience System
PostPosted: Thu May 03, 2007 7:27 pm 
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Niblebitzer:  Thanks for the detailed feedback.  I've added some clarification language and examples to the WIP document.

* Several units stand around objective, who gets experience? All or just one?


All of them.

* 3 units combine to single formation while assaulting with commander ability. They wipe out one enemy formation. All get 2 exp? Combined assault to take out a WE for 3 each? How intermingled and supporting units work with this?

Direct participation in the assault counts.  Whether they got in via intermingling or combined assault doesn't matter.   It also doesn't matter when during the battle the formation "qualifies" for the XP.  So, yes, if you did a combined assault on a WE formation and wiped it out, every formation involved would get 3 XP (+1 for assault, +1 for wiping out a formation, +1 for destroying a WE).

* When experience is given? After the battle or middle of the battle? Greens entering table get experienced right away?

After the battle.

Reorganization
Reorganization means that if I take some addons into a unit for a battle and leave them out in next one? For example eldar formation with or without transport, or are those different units in this aspect and another one is fresh unit and starts with starting experience? I suppose you didnt mean that games should be played with same list all the way.

A lot of it is going to depend on the particular campaign rules.  To answer your question directly, yes, as it's written adding or subtracting transport would count as a reorganization.

A different approach would be rather than a percentage of points that it should be a percentage of total units.  Something like adding a single unit to an Ork warband probably shouldn't affect the mob's experience very much, even though at 35 points a Nob would be almost a 20% increase in point cost for the formation.  Per-unit would allow things like adding non-unit upgrades (like a SM Librarian or Chaos Icon Bearer) without affecting the XP of the unit.

OTOH, basing it on point changes would allow Space Marines to freely change between Rhinos and Drop Pods without any effect on their experience.

Yet another possibility is to base it on # of units, with an exception for 0-cost units.  

The final possibility would be to make to make it a percent of both to qualify.  So, in other words, to count for the 10% threshold it would have to be 10% of both points and # of units.

I'm actually leaning towards the last option.

Some of those Battle Orders seemed very strong. Giving those away for a one-shot game is tricky one. On cheap WEs those 25pts increases are really bargain.

Yeah.  They're not balanced for straight point play and I'm not sure that they can be (or, more accurately, not sure I want to mess with trying to get it fully balanced).  It's just a ballpark figure for scenario design.

I dont know if it is intended but ground units are plain fodder in this system as they get broken/wiped off all the time.

It's by design that it's hard to develop a veteran unit.  We've used the system for half a dozen battles or so and most formations got ~2 xp, with a few that were in heavy action getting ~4 if they didn't also end up with the -2 penalty for 50% casualties.  It takes a lot of care and defensive play to get formations serious levels of XP.

Over multiple games the units tend to surge forward if the player wins and fall back slightly if the player loses.  My rough guess is that over multiple games with an even mix of win/loss the formations average ~1 XP per game or a bit more.

The ones that actually benefit are heavy titans and flyers as those are rarely completely kicked off the tabletop.

Air units stay around a long time, but actually rarely pick up a lot of XP.  It's unusual for a non-transport to get more than ~2 in a game.  As you noted, it takes a long time to get to Elite levels.

WEs are intended to be feature of the system - characterizing them, giving an excuse for painting kill markers on them, etc..  The larger ones can rack up 3-4 XP per game as long as they are deployed in a reasonably prudent fashion.  As you noted, that still takes a long time to get to the higher levels of experience.

Punishing player for losing battle with green level & -2 exp for getting his men shot into pieces isnt nice. I dont think that green level is even needed. Even dropping penalty from -2 to -1 feels enough as there is still change that whole unit is wiped out.

Green units are really there for representing unusually low quality troops, either truly brand new recruits or things like militia and penal units.

Not to repeat myself, but these are broad rules.  Things can be changed depending on the rules of the campaign.

For example, if there are detailed unit replacement rules for the campaign, you might dump all the penalties for damaged formations and simply use the reorganization rules.  If your IG infantry company is crushed down to 6 units and you don't get replacement troops, that's enough of a penalty.  You may not have many troops left, but at least you know the ones you have are hard-bitten.  Keep the XP.  If you get reinforcments later you can reduce the XP as the overall experience of the unit is "watered down" by the new recruits.

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 Post subject: Campaign Experience System
PostPosted: Fri May 04, 2007 8:37 am 
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Thank you for clarifications.

Those clarifications give ground units the boost that I was looking for in the begin.

Reorganization is ok. Clarification was needed to make it clear for the player that he must understand this when he designs his army. Designing formations role in advance is essential and brings new depth in campaign.

I wish I could try these out with a small or larger campaign. Currently too many things at hands to start running one.


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 Post subject: Campaign Experience System
PostPosted: Fri May 04, 2007 2:04 pm 
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I'd like to get opinions on the following sections.  Let me know if they are unclear or if you think they are too fiddly.

Reorganization
If a formation adds, subtracts or changes units between battles that may affect their experience level.  Calculate the percent change in the number of units and the change in overall points value.  Take the lesser number.  If that lesser change is more than 10%, the formation loses 1d3 experience points from its total.  If the lesser is more than 25% it loses half its experience points or 1d3 experience points, whichever is greater.  If the lesser change is more than 50%, reroll the formation?s experience as if it were a new formation (1d3 experience).

Examples:  An Ork Warband survives a battle and the player thinks that the Nobz? performance was such that they would attract additional Orks to their warband.  The player decides to add 2 boyz/grots upgrade.  The original warband is 10 units and 200 points.  The upgrades are 4 units (40% change) and 50 points (25% change).  The lesser change is exactly 25%; more than 10% but not more than 25%.  The formation would lose 1d3 XP for the 10% change threshold.

A Space Marine Tactical formation begins a campaign with a drop pod assault.  Before the following battle the formation links up with Rhinos for transport.  3 Rhinos is a 50% increase in number of units but 0% increase in points.  Since the points change is below 10%, there is no experience penalty at all.

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 Post subject: Campaign Experience System
PostPosted: Fri May 04, 2007 2:05 pm 
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Gaining Experience
A formation gains experience points at the end of each battle it is involved in.  Each modifier can only be applied once for each battle.  Each formation that qualifies gains experience even if multiple formations qualify simultaneously.  All the formations which would count as claiming an objective would gain the ?claims an objective? experience, all formations in a combined assault would gain experience for participating in an assault, and so on.

Ground formations include any non-flyer formation with non-war engine units, even if they have a war engine included.  For example, an Ork Warband transported in a Battlefortress or a Superheavy Tank company with an attached infantry platoon would be a ground formation.  War Engine formations are exclusively made up of War Engines.  Flyer formations are, obviously, made up of flyers.

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 Post subject: Campaign Experience System
PostPosted: Fri May 04, 2007 2:10 pm 
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Notes on Campaigns:

These rules are intended to be easily adjusted to fit any existing campaign structure.  They are simply a starting point and you should feel free to adjust them as necessary.  Just make sure you negotiate as much as possible before play starts so there are no unpleasant misunderstandings.

One example might be that if campaign rules say a formation gets partial or no reinforcements between scenarios, there are fewer new personnel to be integrated or to ?water down? the experience of the veterans.  In that case, you might want to ignore the -2 penalty for being reduced below half strength.  The reduced formation strength is penalty enough.  You could instead use the reorganization penalties when/if reinforcements are provided.

Another example might be staging a Chaos Marine invasion beginning with an orbital assault.  You might want to ignore the initial Reorganization penalties.  That would allow the initial wave of Chaos Marines to use drop pods in the first scenario and link up with other units not able to planetfall (transport, Defiler support, etc.) without taking experience penalties across the board.

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 Post subject: Campaign Experience System
PostPosted: Fri May 04, 2007 2:30 pm 
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I'd also like some ideas from some of you blue guys about something to plug into the Tau Battle Honors for Damage Control and Extra Shielding.  That doesn't necessarily mean rules for those specific items/terms.  I'm just looking for another Crew Skill choice and Upgrade choice.

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 Post subject: Campaign Experience System
PostPosted: Fri May 04, 2007 3:20 pm 
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I think wording is fine and clear in those quotes.

Stealth technology(Extra Shielding) - cover -1 mod to hit.


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