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Courtesy Grot 20:33:16 Thu Sep 26 2002 Offline 1347 posts Arboreal Cephalopod Reply |
Hi-ho, Courtesy the Grot here (sometimes known as "Muppet-Man" in some circles). I'm doing some brainstorming on how to do the BFG campaign for the GW store. As tempted as I am to make it a cookie cutter no brainer as written in the back of the book, there's that ambitious part of me that would like it to be so much more. So thus far I am trying to build a small campaign that ideally could be played large, but by design right now is made for two players. If it works, maybe I can make it bigger...
ADAM's DREAMGAME What I would love to have done with the Campaign would be a purist, Imperial vs Chaos style game, though in time incorperating pirate elements or maybe even a third major presence. A sector based map would be used and a game of conquest "Risk in Space" would be the design. Conquer sectors, build & repair ships and press home advantages. The better parallel might be Axis & Allies wherein specific territories with factories (in this case Forge Worlds) can be outlets for produced ships. THE BASICS So here's what I have so far. I'm going to be using a large subsector map to start with. The Imperial player gets to select any one jump point to be the location of their main base in the area. Ideally, this will the one with the most jump routes, but any one will do. This will be a Forge World by default. The rest of the systems are then rolled up to see what types are generated. Any adjoining territories to the Imperial's main base begin in Imperial control. It's assumed that the Imperial presence is strong enough to encourage loyalty. The rest of the systems, though technically Imperial, will need be reminded of where loyalties lie. I have not decided how many points the Imperials should start with. I do know that I want their numbers diffused throughout the sector to represent a state of general unreadiness for the Chaos attack. Deployment rules, perhaps similar to that of Axis & Allies with guidelines on what & where things should be deployed is one idea. Determining randomly would be another. I would like the Imperials to be slow to mobilize, but once massed and in full wartime production, near unstoppable. For Chaos, I want them to live up to their namesake. I am trying to toy with the idea of letting them choose which sector they enter with their main fleet. The larger the map, the easier this will be. I would like them to start with a similar points value as the Imperials but much more concentrated on their entry points. During the first couple of turns, they will have no means of repairing and reinforcements will come in sporadic bursts from the Eye of Terror (through one of their entry points). After X numbers of turns, I want those reinforcements to dry up and force the Chaos player to hold what he's already taken over. THE TURNS Simply put, I would like players to be able to move their fleets from sector to sector at a rate of one sector per turn. Perhaps there might be rules for faster ships (say escorts & light cruisers) that might be able to move two to allow for pursuits, though that remains to be seen. When two rival fleets meet, play a game & duke it out. At the end of a player's turn, they would be allowed to spend resources to repair ships (at designated bases), buy new ships, build invasion fleets, defenses, etc. The amount of resources available would depend on the worlds presently controlled. To control a sector, a player need simply have a friendly ship occupying the area. PIRATES & TAKING TERRITORY Now here's where my preliminary ideas for how pirate fleets might operate. If you control a sector that is NOT directly adjacent to another sector you control, you still gain the resources for said sector. However, make a note of the most direct course to the next friendly sector. This is the path of friendly merchant vessels that bring resources to and from your territories. This course may not pass through an enemy held sector. If there is no way to link a sector back to the home area, said sector is said to be isolated and you receive no resources for it until you can link up. Note that several sectors grouped together may form their own small isolated pocket with a long stretch of wilderness space in between. These convoy routes can be preyed upon. If an enemy fleet moves into a wilderness zone (an unoccupied sector through which the convoy normally passes), play a convoy mission. If the attackers win, they get a strong percentage resources for the isolated sector(s) for that turn! CLAIMING TERRITORY To take over a hostile sector, one needs an invasion fleet. Invasion fleets are simply whatever fleet you've put together along with freighters built to hold landing equipment, soldiers, etc. The freighters are built just like new ships with a rather exuberrant price tag. Simply raiding a planet will provide a good margin of resources; a percentage every turn that will diminish over time. To actually claim its full resource potential, it will be key to take and hold the planet with an invasion fleet. When doing so against a defended planet, play a Planetary Assault scenario. WHAT NEEDS TO BE WORKED OUT -Resources. This is the big thing that needs to be worked out for this campaign to work. How many resource points does each system type grant you? How much does repairing a ship cost? How much do orbital facilities cost? How much do new ships cost? Etc, etc, etc. -Will renown be used? Will it affect the course of play at all? -How big of a map to use? -When will I ever have time to figure all of this out?? Cheers! |
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Punkhouse 23:24:10 Thu Sep 26 2002 Offline 2002 posts
GM8 - 1st Place, Best General
WARMASTER - Ravenwing Reply |
Well I have a half-decent campaign from a while ago which has the almost identical ideas behind it. If you'd like to I could mail it to you. It has some good ideas in it and it is a workable system with Resources, refits, raiders, escort forces, eldar waygates, detailed(and I believe fair ship creation rules), special rules for space marines, etc. You could mearly change it, or rip it apart for indevidual rules as you wanted.
-Will renown be used? Will it affect the course of play at all? It could/should be used for Ld, rerolls,chaos upgrades and ork upgrades (need to be included!) and maybe to see who is winning. The main problem I (you) have is that (as far as I've seen) there is not enough imperial and chaos players compared to the amount of orks, eldar and necrons. Oh well, It could still work. So just thought I would offer, Andrew |
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Courtesy Grot 01:28:54 Fri Sep 27 2002 Offline 1347 posts Arboreal Cephalopod Reply |
Yeah, about time I finally got that from you, dude. Send it to dark_autumn@hotmail.com. I'm sure to get it.
I still don't understand why people don't like Imperials that much. I love 'em to death, but I am an Ork player first and formost (that's my excuse). Thankfully, the Imperial numbers can be bolstered with the amalgamation of Space Marine players into their ranks, but it still only feels like drops in a bucket. I have ideas on how to make it work with three or more races, but the flavour would be severly hampered: IMPERIALS: They would work communally. The resources earned by each player would get pooled into the whole. Even ships could be loaned with two Imperial players in the same game. An overal commander might be elected (through the use of renown which translates to rank). Fleets could operate independantly, but more interestingly, if there were three or more Imperial players, decisions would be made by the overall commander and it would be up to the others to see his orders carried out. If done that way, Imperials would receive bonus resources. CHAOS: Each Chaos Warmaster would operate independantly, with their own fleets and resource. No two Chaos players would be allowed to fight in the same battle until one reaches two ranks higher than the former, demonstrating a much more domineering presence. Otherwise they fight for the same goal, but they do so independantly. I might include a necessity to pay tithes to the Warmaster that ranks the highest, encouraging Chaos players to outdo one another. ELDAR: Very much the same as Imperials. They would be able to share resources, fleets and what have you, but politics would be involved. The Eldar players would have to put matters to a vote. Indecision in the council might lead to missed turns for all Eldar players while seers debate courses and fates. Eldar will receive no resource bonuses for capital ship hulks. ORKS: Each Ork fleet would operate totally independantly of one another. Furthermore, Orks are the only fleet that is allowed to have civil wars. Orks players are free to attack other Ork players for whatever motivations that strike their fancy. There's a definate chance for reward: See if you can't bully a rival into following you or just stealin' his stuff. Orks will receive considerable bonuses for retrieving capital ship hulks much above and beyond what other races receive. This will encourage Orks to make daring attacks well defended systems when really, they should know better. NECRONS: Necrons would be weird as a campaign fleet. My preliminary ideas would have them never being able to claim any resources or conquer planets. Like pirates, they would have a secret base, however Necrons would have several. These Tomb worlds would each provide insurance to a section of the Necron Fleet. So long as all of the Tomb worlds are intact, the Necron Fleet can never permanently lose ships, nor will they ever be in need of repairs between turns. Once a tomb world is discovered and conquered, the Nercons lose a significant portion of their fleet. Their goal in a campaign would be to harvest (read: eliminate and exterminate) enemy planets. It would be easier for them to do exterminatus missions to compensate. Necrons would move much faster (two or three sectors at a time). TYRANIDS: Though some part of me is loathe to include the nids in any campaign setting until their rules are ironned out, the only way they're going to get ironed out is if people play 'em and give some feedback! 'Sides, I've got a nice idea for them too. Like Hive Fleet Behemoth, the entirety of the Tyranid Fleet would move in secret. It would be noted from turn to turn where the Fleet is until they finally hit home on some habital world. Tyranids conquer planets like other races, however they receive no bonuses when they take it over. Tyranids must keep their fleet in orbit around the conquered world for a turn or two or three (I haven't decided) and then receive a large resource bonus. Unlike other races, they can build new ships right there and then. The planet would then be dead and the Nid fleet would be again moved in secret. IDEA MAINTENANCE I am very tempted to have a maintenance cost for all fleets except Necrons. This would come into play anytime a fleet is out in the wilderness, away from a friendly port. That way blockades would have a lifespan unless they were continually reinforced by new ships which would be assumed to be bringing freighters with supplies. This would also help drive Tyranid players to feed frequently and devour the biggest worlds they could take on in order to build as many ships as possible. Then again, it might be more fuss than it's worth. Comments? Suggestions? |
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Mr.Tuesday 18:28:31 Sun Sep 29 2002 Offline 286 posts
Reply |
I may be the only one who is confused, but when you talk of "sectors" what do you have in mind? Are you going to make a star map like in the back of the rule book, a hex or square thing or some thing that looks like the A&A board with ipc's and dead space i-e like sea squares no ipc's but you can move through them? Also from what I remember of playing in store there seemed to be a 1:1 ratio of pirates/nonpirates. Whould WAAAAAAAAGH fleets be in order to help iron that out? Also Space Marines, are they pirates or a main Fleet attached to the imp's. When an Orc or Eldar bace gets attacked do they get either a Hulk or a Craftworld? Maybe not a real one (toned WAY down) but say if you get it off the opposing board edge you get away? For Voteing and attacking what happens if your not there does your fleet retrete? does some one else defend for you. Does your vote not count (you got lost in the warp on the way to the meeting). If a planet is destroyed do we role again to see what it is(a lesser level of course) or do we leave it a dead system? I think those are all of my rambling questions if they make any sence at all.
thanks
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Punkhouse 02:39:02 Mon Sep 30 2002 Offline 2002 posts
GM8 - 1st Place, Best General
WARMASTER - Ravenwing Reply |
Grot,
Since we had such a wonderful showing of players for the BFG tourny (sarcasm, it was just me, TROE and Shane) I am going to suggest that you make a list of people you think would be able to show up on a regular basis to play a campain of BFG and then make the campaign around the number of players (and the fleets they have). I think having a small group of dedicated BFG players with would be better than oppening the GW floodgates and letting anyone who wants to drop by for a one off game join the campaign, then have his fleet sit idle while they never show up. Another idea that links to the first, why not run the campaign off deepspace or at least over e-mail. Have a set digital map and people can tell you the moves of their ships on the map, if you went crazy with the idea you could even have seperate maps for different races that have the information they know about on it, such as placement of allied ships, planets, artifacts, known enemy ships, pirate activity, etc.... Have a campaign turn every one or two weeks and allow players to conduct fights anywhere (not only in GW). So people could either show up to make their moves in person or email them to you, then if they have to fight someone they can do it later. This would create a smaller(less players) campaign but definatly in my opinion more fun. Andrew Monkhouse |
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Courtesy Grot 15:28:41 Mon Sep 30 2002 Offline 1347 posts Arboreal Cephalopod Reply |
Alrighty, let's see if I can make some of the answers coherent. First of all, I would make the map just like the ones they suggest in the BFG rulebook. Listing relevant systems with jump points going from one to the next works well in my mind. I've actually got half a mind of listing just the various systems without any jump points listed on the main map that I will produce. Each race, depending on their Warp tech will have their own maps with jump points listed:
Necrons: Nada. Don't use Warp. They travel from one adjacent system to the next at high speed. Tyranids: Uh... Orks: Not very many. Only the main Warp jumps within major systems (ones with heavy traffic, nav buoys, etc) though considerably more in wilderness systems where they have extensive experience. Imperial: A "standard" jump map as built by the BFG rulebook. Chaos: As per Imperials but with a couple of extras here and there to give them a bit of an edge, reflecting their better navigation of the Warp. Eldar: Extensive jump points, many that circumvent entire systems allowing them to slip unnoticed through blockades. This of course, would only work if we had a large number of players. The more I think about it, though, the less likely this will be. I am very tempted to run the campaign just through the Deep Space crowd initially, taking on the few hangers on that appear now and again. This is a necessity just given the fact that we're playing in an open forum in the store. I cannot selectively permit people to play in the campaign if they show genuine interest. However, I do have a system by which I think it will work: I will base the campaign around the players that do exist, rather than the ones we'd like to hope for. As much as I would love to have a series of Chaos & Imperial engagements, let's face facts that it might not happen as often as we would like. The two most popular fleets we're likely to see for the campaign are Orks for certain (there's at least 2 players) and probably Chaos or Imperials following up as a close second. |
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FireOfRetribution 20:12:50 Mon Sep 30 2002 Offline 2437 posts
GM7 - 2nd Place LOCARA Reply |
damm grot now I want to get involved with BFG!
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