Jump to content

We're moving to Discord!

Come join in the discussion here!

You can also still find out all the latest news on TWITTER and FACEBOOK

Thank you for your continued support, and we look forward to welcoming you shortly.

The Warcradle Team

Burson_Carpathian

WWX Campaign Brainstorming

Recommended Posts

So i copied my post from the Dark Council group and i'm asking:

Any ideas for a map based campaign?

I'm looking for something where opposing players can conquer towns or regions supported with a campaign map and gain bonuses/reinforcements based on what regions they've already conquered while gaining campaign-points throughout their games.
As a bonus i wanted to design a suitable map, but can't decide which theme/region i want to illustrate.

I thought it would be interesting for some other players too and wanted to start gathering ideas for such a campaign.

Link to comment
Share on other sites

How about the old plastic hexagon maps GW had, I still have the 40k one, but I think there used to be WHFB one as well. Maybe modify something like that for WWE,  people could create their own maps and conquer different things for resources, like towns, factories, fortifications and so on.

Link to comment
Share on other sites

Well, I don't advise on getting those products, but you could use the concept as a basis to create your own wild west themed ones. Either as a printout,  or even 3d printed if you have access.  I'm actually hopefull we'll see a campaign system sooner or later as well. 

 

Link to comment
Share on other sites

I actually thought of building some hex tiles from scratch and being able to rearrange the tiles for each campaign would be a great thing for sure. 

But that's something i'll do in the future.

For now i'm thinking of how to organise such a campaign, will there be ressource-points for players to earn? How do they earn points? Do they earn them for their faction (i.e. 3 Warrior Nation players working together) or for themselves? How long should a campaign be in equation to the player number?

Link to comment
Share on other sites

The main thing is the time frame, so how much time do you have in total for the campaign, how much time for each campaign day, i.e. how much time for players to plan moves on the campaign, how much time to fight battles.  Then how many points do player have, what happens to miniatures dying in the field > do they come back after a certain time.  how to deal with different point sizes of force > ie player a is invading a place with 1500 points, but the occupying player has 1000 points stationed. Once you sorted that out you can start dealing with what kind of resources are there. I found regarding the resources it's best to keep it simple and per player, you can allow players to deal resources with each other, but then you'll have the issue of stronger factions.  usually I went in campaigns with resources regardless of the game system with something like:

 Farms > give you a few standard troops,  (usually enough for half a standard troop)

Factories > give you support unit points,  (usually enough for half a cheap support unit)

Cities > provide you with HQ unit types, (usually a quarter of an average HQ unit)

Military fortifications > give you elite troop types  (usually a quarter of an average elite unit)

Other rules I usually use: the invading player has first turn, but the defending player sets up the field to his liking.  In cities,  I usually add some kind of city watch militia to his forces. untrained > unreliable  & basic unit types. Usually, I also add fortifications depending on the field type for the defending player.

If players meet on an unoccupied field they use normal setup rules. I usually go with 1 week to plan moves and allocate troops, which at the beginning everybody gets their goods from his or her occupied fields. After allocating the new resources into new forces, they can move their forces around, and depending on these they're informed which games they have to play, they then have 2 weeks to play, if they don't manage to play, both participating forces would suffer losses, unless one player forfeits via no-show, in which cases he loses and his force is  destroyed.

I usually create a nice little backstory with general goals and secret goals for everybody, I usually also advise players to create a HQ representing themselves, but me allocating points cost and having a last word in correcting them. usually, I advise going with a blank standard character and adding 1-2 special rules.  I usually create a hex field based map for this as well. 

 

If you incorporate rivers, streets or the likes, that usually gives a movement advancement to and from fields connected by these. I used this blank system for several different campaigns in different game systems with making adaptions as need be for the game in question. 

 

I hope that helps you and feel free to use this as a basis :) 

Link to comment
Share on other sites

Happy too :)

I usually give players points to create 3 small forces to stand guard on owned/ won territory, the main army and 1-2 mid-sized forces to use to try and occupy more territories.  I Usually Have units who dy being kept dead, with a round of reinforcements about 1/2 to 2/3rds into the whole campaign.  I also usually have them do diplomacy at their own desire, so they can form alliances, and trade newly gained resources, or even try and invade a territory together, things like that.  

For special goals, I try to find one with each player individually that fits his army, theme and him/her, so things like owning or finding a certain holy place, even killing a certain special character of another player. 

As you can see, I like to have this fluff driven :)

I usually go with 6-month campaign length, and 1-week diplomacy/movements on the card, resource allocation and then two weeks for battles. I usually prepare a themed in-game newsletter, which on one side helps to move on the planned narrative, and on the other hand, helps to keep everybody up to date.

I usually take on the role of antagonist to all players, which gives a nice opportunity to keep everybody on the roughly same power level and keep people from running away from the field, and on the other hand, offers a good opportunity to set up a final battle at the end between the players and evil (maybe even some players get swept/forced to do the evils bidding?)

 

Let me know if you want some specific tips on one or more areas.  I might write an article about this for my blog in the near-mid future as I was thinking on venturing there to write about gaming.

 

Link to comment
Share on other sites

Well let's first wait if I become a mod, and If I write some WWE specific articles (which will probably happen) I'll be happy putting them in with them for consideration, but as this campaign system I have is used by me on many different Game systems and unfortunately not as of yet for WWE I'd need to do that first and test it and in order to do so will need some local players.  However, if you want to test it I'll be happy to cooperate with you and we can put in a joint article. :) Let me know and drop me a PM if you want to look into this :) 

Link to comment
Share on other sites

I am waiting since Day 1 for a campaign like this. I really enjoyed campaigns like  Frostgrave, Dust Zverograd, Necromunda or Nuclear Renaissance. 

Campaigns are highly addictive but the advantages you gain from expanding shouldn't be gamebreaking. You could do it income based. Starting with a 750$ Posse.  Then you have farmland region worth 50$, a town with a railway station worth 80$ or a 100$ casino. 

You could add territories. Like there is a 100$ casino, 50$ farmland and 10$ well inside a territory. If you control all three points of interest inside said territory you gain 1 additional influence for your posse. (There is still influence in the 2nd edition right?) 

 

 

 

Link to comment
Share on other sites

We are currently playing a newbie campaign where you'll earn 1 XP for a loss, 2 XP for a tie game and 3 XP for a win.

While expanding our posses in 250pts steps every month you'll able to spend your XP for stuff like additional Booby Traps, Civilians or an additional hands unit (up to 150points).

Link to comment
Share on other sites



×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.