MWG Global Campaign [War & Rules]

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Katharon
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MWG Global Campaign [War & Rules]

Post by Katharon » Wed Jul 10, 2013 7:13 am

+++Accessing Data-Loom XCVIIΦ...
+++Establishing Link....
++Servitor Φ-264 has connected to Terminal Σ221
++Servitor Φ-89A has connected to Terminal Ω79
+CONNECTING....
+CONNECTING....
+CONNECTING....

+++CONNECTION ESTABLISHED+++


Image


*hissing electronics and vox feedback*

+++Image File Inloading+++

"Welcome, Commander, to the Merovingian Sub-Sector. If we had thought times were hard for the Imperium of Man due to the Thirteenth Black Crusade, then we knew nothing of what has lurked in the shadows for us here. The sub-sector lies in the heart of the Ultima Segmentum and sits along one of the most stable warp-routes between Ultramar and the Ghoul Stars. Such a thing has given it great prosperity and great danger, as such things are seen throughout the galaxy.

"Currently there is great danger in the sub-sector. Imperium forces only control four systems out of the eight within the sub-sector. The sub-sector capitol of Merovingian, from which the sub-sector takes its name, is positioned in the center and has been our firm foothold throughout the last century, but even that could be lost.

"Reports have been flooding in for the past decade now on new dangers. The Orks have been growing in number and daring, moving out further and more aggressively from Golgotha, that ill-named world that has become the xenos vile nest. Aid from several Adeptus Astartes Chapters has been issued to require assistance in exterminating these foes.

"The last scout expedition to find a path through the Jaglan Alpha Nebulae has not reported in -- much like the previous nine such expeditions. The Adeptus Mechanicus has filed several more complaints with the Administratum, protesting the lack of initiative on the sub-sector Governor's part to look further into the nebulae. The old legends about there being several technologically advanced and lost worlds within the nebulae continue to fuel their desire to reach them.

"The Tau Empire has made a strong bid in its most recent expansion efforts into the sub-sector. The St. Adelphia's Hope system was lost four years ago to a lightning incursion from Tau forces, at a time when the sub-sector forces were distracted by a Chaos uprising on Anduak and Vullis Prime. Vullis Prime remains a hard fought war on the planet, but no word has been heard from Anduak in over a decade. The local Ecclesiarch has already sent a report via channels to the Inquisition, requesting advice and help in this heretical matter.

"Much is happening beneath the surface events however, Commander. I can feel it. I can only hope that with your arrival that the Imperium of Man will emerge victorious...even through it is against training to entertain doubt, I feel worried. Things are happening within the sub-sector and for all I know, things will not be brighter on the other side."


++END MESSAGE+++


Merovingian Sub-Sector Campaign Rules and Information

Welcome, one and all, to the MWG global campaign. This campaign is easy to join and requires nothing more than that you submit an application in this thread here, etc. The thread where you can chat about anything regarding the campaing is here, and that is so it keeps this thread and the application thread uncluttered with needless posts. Please make sure that you refrain from needless posting unless it pertains to something directly inside this thread.


How The Campaign Works

All the players are divided into four factions: Imperium, Chaos, Order, and Chaotic Neutral. Players are further divided by "battlefronts" which are designated by where all of the players live according to region. At the moment there will be two "battlefronts": Canada & US and Asia & Europe. More will be explained on the battlefronts below.


Overview
Sub-Sector Merovingian lies in the center quadrants of the Ultima Segmentum. Its position makes it particularly vulnerable to attack from Chaos, Tau, Tyranid and Eldar forces, though Orks too are a constant nuisance. In addition there is a warp lane direct from the Eye of Terror to the Sotek Rifts which makes Chaos incursions a frequent and unwelcome occurrence.

Building A Narrative
When we say campaign, we mean story. The very act of playing a game creates a story. Each player’s perspective is different, yet unified by the sci-gothic universe of the game. Warhammer 40K is a game of the imagination. There isn't a hobbyist on the planet that does not visualize the battle in narrative terms. Everyone has model sized heroes, moments of glory and instances of high drama that are best chronicled in the imagination.

For many hobbyists, the end of the one-off game ends the story, but for us, that’s not good enough. We want more. In a campaign the table-top saga continues in the imagination. Many yearn for their games to actually mean something, and contribute to a developing chronicle. That’s where the narrative campaign concept comes into play. And that's where we're starting with now!

Different Types of Players
All gamers are not created equal. The following are a few examples of how different players may interact with the campaign in different ways….
  • Example 1This player would like to be involved in the campaign but would rather play the games then have the GM fit them into the story by inventing the background etc.
  • Example 2 This player works closely with the GM and provides new ideas. He defines the overall objectives of a race or races and suggests rules and ways to measure campaign goals as well as playing their own force.
  • Example 3 This player is not interested in the campaign at all (fine!) and just plays one off games. (We’ll still count them though!)
  • Example 4 This player is actively involved in the campaign., defining his own force’s objectives and background and coming up with a reason for each game. He works with the GM to push their story forward.
Its important to note that the campaign is designed to be open to everyone, and doesn’t require anyone to play anyone else, nor does it matter if players come and go. There are no “fixtures” and no reliance on players to actually turn up! Which is a bonus.

The system is predominantly narrative. It’s up to players to organize games and explain the motives of their forces, however there will be overarching plot lines that will be given out by the DM (Katharon). However there is a very simplistic system to measure the pace of the campaign and it works as follows:

NARRATIVE BEFORE OR AFTER

Often the game happens first and the impact on the campaign is worked out afterwards. There are often active warzones where the two sides are battling it out so applying the games in the already active warzones isn't difficult. Alternatively the two players involved may know where and what they are fighting for, adding an extra element of “realism” to the game as they fight to take a certain city or recover a relic.

CAMPAIGN VICTORY POINTS FROM GAMES

40K
Wins are classified into based on how good the win was:
1 Campaign Victory Point - the VP score was a draw, but you killed more points than your opponent
2 Campaign Victory Points - A win on victory points
3 Campaign Victory Points - you scored double the VPs than your opponent and score at least 3 VPs; or your opponent concedes defeat before the completion of the game.
4 Campaign Victory Points - You wiped your opponent off the table (no models left!)
This applies to games at 1,000pts - 1,999pts.

KILL TEAM
Kill team will get you 1 point if you win – but usually kill team will do something specific like kill a special character, governor or destroy an important installation.

Apocalypse
-TBA-

Game Size
All games of regular 40K must be between 1,000 and 1,999 points. Double FoC is reserved for special events and/or occasions when pivotal story events will take place to decide the fate of a particular faction or planet.

Armies Allowed In This Campaign
  • All Games Workshop armies.
  • All Forge World armies (so long as your opponent doesn't mind).
  • Horus Heresy armies are not allowed.
In-Game Bonuses

Control of planets and systems will give you certain types of bonuses based on the type of planet you control or the different strategic objectives you may posses on a battlefront.


Player verse Player
To affect the over-all story line requires major events to happen both in a single battle and over the course of the campaign itself. When two forum-based members of this campaign fight one another, it will have more weight upon the story line than if a forum-based member fought a non-forum based member.

So when two forum-based members of this campaign fight one another, it becomes an important thread in the overall weave of our narrative and highlights a moment of glorious battle between two players and their armies.

Campaign Strategic Bonuses
  • Planets - if your faction controls an entire planet in the sub-sector, then they benefit by having a +1 to their "Seize the Initiative" roll.
  • Hive World - if your faction controls an entire planet that is designated a hive world, then they benefit by having a +1 to their reserve rolls.
Planetary Strategic Bonuses
  • Command Bastion - if your army/faction controls one of these, then you may take a free Bastion in your game. This counts towards your fortification limit. (No added modules)
  • Manufactorum - if your army/faction controls one of these, then you may take either an additional Elite, Fast Attack or Heavy Support choice. May not exceed army point limits.
  • Power Station - if your army/faction controls one of these, then you may choose whether or not Night Fighting takes place during the entire battle.
  • Shield Generator - if your army/faction controls one of these, then you may deploy a marker in your deployment zone after all other units have deployed. This marker counts as an Archeotech Force Dome Generator.
  • Hive City - if your army/faction control, it counts as a spaceport, shield generator, power station, and manufactorum.
  • Space Port - if your army/faction controls one of these, then you may take a Skyshield Landing Pad for free in your game. This counts towards your fortification limit. (No added modules)

Battlefronts

--Battlefronts are the locations that combat is happening at any time within the sub-sector. Phase 1 of the Campaign currently centers the campaign around Vullis Prime. As the campaign expands into Phase 2 and further, more battlefronts will open up and more chances for glory, honor, and pleasant sacrifices to uncaring, laughing gods.
Last edited by Katharon on Sat Jul 20, 2013 2:12 am, edited 9 times in total.

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Re: MWG Global Campaign [Story & Rules]

Post by Katharon » Wed Jul 10, 2013 7:13 am

Campaign Battle Missions
-These are missions that have a specific purpose to letting you explore more facets of this campaign and create a new story within the story.


OPERATION BEACHHEAD
-This operation is an amphibious landing, the intent to take and hold a length of beach that is held by an unsuspecting enemy.


The Armies
Choose armies as described on page 118 of the rulebook.

The Battlefield
Next, the defending player may set up three primary objective markers inside of his deployment zone; each marker no more than 6" from a table edge, and no more than 12" between markers. The defender is allowed one free Fortification piece (which does take up the FoC slot) and is limited to six pieces of terrain.

Deployment
Before deploying their forces, each player should first roll off their Warlord Traits. The board is automatically set to long board edge deployment like Dawn of War. The defending player always deploys first -- even if they do not get first turn -- and may deploy as follows:
  • May deploy up to halfway across the board, or 24" from his/her table edge.
  • No units other than Flyers are allowed to remain in reserve, regardless of any special rules.
  • No units may Infiltrate, regardless of any special rules.
  • Units may make Scout moves as normal.
The attacking player deploys second -- even if they get first turn -- and may deploy as follows:
  • May deploy up to 12" from his/her table edge.
  • Any unit may be allowed to remain in reserve, in accordance of their special rules.
  • Units equipped with the Infiltrate special rule are allowed to do so.
  • Scout moves are not allowed. Outflanking moves are not allowed.
First Turn
The attacking player gets first turn, even if he did not win the roll off for deployment. His opponent can Seize the Initiative (see page 122).

Game Length
This missions uses Variable Game Length (see page 122).

Victory Conditions
At the end of the game, if the attacking player holds two out of the three primary objectives with no enemy denial units blocking them -- then the attacking player wins. If the defending player is tabled, and has no units left remaining on the board, then the attacking player wins.

If the defending player retains two out of the three primary objectives with no enemy denial units blocking them -- then the defending player wins. If the attacking player is tabled, and has no units left remaining on the board, then the defending player wins.

If neither player controls a majority of the primary objectives then the battle is a draw and must be re-fought at the earliest convenience.

Secondary Objectives
None.

Mission Special Rules
Night Fighting, Mysterious Objectives, Preliminary Bombardment.

Preliminary Bombardment
  • At the beginning of Turn One, at the start of the Shooting Phase, the attacking player is allowed to perform a preliminary bombardment. This represents the careful preparation that has gone into the planning of this amphibious assault. The Preliminary Bombardment is a Strength 8, AP 3, Large Blast with the Ignores Cover special rule, is Ordnance, and Barrage. It scatters the full 2D6 when rolling, and scatters the rolled amount even if a Direct Hit marker is rolled.

Sacrifices
- This mission is a Chaos-faction specific mission. If ten battle reports using this mission are made, then important campaign story-line acts can be made.

The Armies
Choose armies as described on page 118 of the rulebook. One must be Chaos: Space Marines or Chaos: Daemons.

The Battlefield
Roll for the standard allotment of terrain pieces as described in the rulebook.

Deployment
Before deploying their forces, each player should first roll off their Warlord Traits. The non-Chaos player always deploys first -- even if they do not get first turn -- and may deploy as follows:
  • May deploy anyway in the center of the board or 18" from any table edge.
  • No units other than Flyers are allowed to remain in reserve, regardless of any special rules.
  • No units may Infiltrate, regardless of any special rules.
  • Units may make Scout moves as normal.
The Chaos player deploys second -- even if they get first turn -- and may deploy as follows:
  • May deploy anywhere on the table, except within 12" of any enemy models.
  • Any unit may be allowed to remain in reserve, in accordance of their special rules.
  • No units may Infiltrate, regardless of any special rules.
  • Scout moves are not allowed. Outflanking moves are not allowed.
First Turn
The non-Chaos player gets first turn, even if he did not win the roll off for deployment. His opponent can Seize the Initiative (see page 122).

Game Length
This missions uses Variable Game Length (see page 122).

Victory Conditions
The Chaos Gods demand sacrifices and none are more favored than those souls that belong to the enemies of Chaos. As such the Chaos Space Marines/Chaos Daemons player must attempt to capture as many "sacrifices" as possible.

A sacrifice is only captured whenever a Chaos infantry unit manages to eliminate an enemy infantry unit in close-combat; and when an enemy independent character or character is killed in a challenge during close-combat. If a sacrifice is taken, place a token by the unit that captured it to represent this fact.

If a Chaos unit that has captured a sacrifice is killed (no more models remaining) then the Chaos player loses all those Chaos sacrifices the unit held. Sacrifices may not be taken by eliminating an enemy unit in the Shooting Phase. Vehicle units do not count as sacrifices.

If the Chaos Player can capture 3 sacrifices, then it is a small victory. If they can capture 4+ sacrifices, then it is a major victory.

If the enemy player manages to only lose 0-2 models to being captured, then the enemy player wins.

Secondary Objectives
None.

Mission Special Rules
Night Fighting
Last edited by Katharon on Mon Jul 29, 2013 11:53 am, edited 10 times in total.

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Re: MWG Global Campaign [Story & Rules]

Post by Katharon » Wed Jul 10, 2013 7:25 am

Phase One - The War Begins

[The MWG Global Campaign begins with the Vullis Prime Battlefront. All players from all regions may participate. Game types allowed are normal WH40K (Planetstrike allowed) and Kill-Team. The planet has been broken down in a hex-map that shows important objectives and valuable objects should any faction or player claim them.]

[Possessing a Starport or Hive City allows a player to perform a Planetstrike mission against any hex on the map with the intent to take and conquer that hex.]

Vullis Prime Battlefront
  • The history behind the conflict upon the surface of Vullis Prime stretches back to over a hundred years prior to the present day. The first great threat to this heavily industrialized world came from a major Ork incursion when a fleet of the filthy savages roared in from Golgotha. Ork rokkit ships crash landed by the dozen across the southern ash wastes of Vullis Prime, a place where the Imperial Governor believed they could be left to die -- no other species had been able to survive out in the wastes before after all. This caused the local PDF and Guard units to simply set a small cordon around the ash wastes and ignore any further call to action. This was a grave mistake on the part of the Imperial Governor, Roderick van Gogh.

    Too proud and believing that the Orks were little more than savages with rocks for weapons, Governor Roderick van Gogh all but wrote off their incursion. Less than fifty years later, the Orks would exploded outwards from the ash wastes in a devastating campaign, pushing the PDF and Imperial Guard back to the point where the Orks now control a quarter of the planet. Blame for these failures were laid at the feet of a succession of PDF generals who were all summarily shot upon Governor van Gogh's orders.

    The worst was yet to come, when at the height of a renewed surge of activity by the Orks, another two invasion forces appeared. Driven by the overly-oppressive policies of Governor van Gogh and from finally refusing to stop sending their sons and daughters to the Ork war front, several hive cities rose in rebellion.

    Driven either by frantic need or perhaps guided by malicious hands, the rebellious Imperial citizens fell from the Emperor's grace by allying themselves with the minions of Chaos. Within a year, ships were detected arriving from the Sotek Rifts -- Chaos Space Marine reavers and pirates. Chaos Space Marine warbands landed upon the surface, notably the infamous Night Lords, for whom all still loyal citizens became a true personification of nightmares.

    On the heels of the Chaos invasion, another forces intervene. Without directly confronting the forces of the Imperium, several Tau and Eldar forces landed upon the center areas of the continent, occupying ancient lands and several important hive cities. The reason for why these two races chose to intervene now, at a time when the Imperium could ill afford such distractions, was a mystery to Imperial authorities. Nevertheless, calls for aid were sent from Vullis Prime back to the sub-sector capitol of Merovignian and thence outwards to all Imperium forces that could respond.

    The war begins.
Vullis Prime Map
THE MAP

Map Hexes can be conquered if a player meets the following requirements:
  • Declares a conquest attempt.
  • Plays and wins the following:
Three 1,000-1,499 Point Battle Wins = 1 Hex Conquered
Two 1,500-1,750 Point Battle Wins = 1 Hex Conquered
One 1,850-1,999 Point Battle Win = 1 Hex Conquered
Hive City Map Hexes can be conquered if a player meets the following requirements:
  • Plays and wins the following:
Five 1,000 - 1,499 Point "Cities of Death" Battle Wins
Four 1,500 - 1,750 Point "Cities of Death" Battle Wins
Three 1,999 Point Battle Wins

Game Modifiers

Imperium
  • -1 to "1st Turn Roll Off". Governor Roderick van Gogh is still in power, the old buffoon kept alive by rejuvenant treatments. The Imperium forces must suffer longer under this mans authority.
Order
  • +1 to all Cover Saves when fighting in a forest hex. The ruins of an ancient Eldar community lies undisturbed in the hidden places on this planet. You must protect them.
Chaos
  • All CSM and CD players may re-roll on the Chaos Boon Table once per game at any time of their choosing, but must accept the second roll. An ancient shrine to Chaos lies hidden on this world. Its energies will feed the hunger of the gods.
Chaotic Neutral
  • All Ork players may take one additional Fast Attack choice in their armies. The ash wastes are vital, for it is there that the technology from outer worlds lies hidden and ignored by the dumb humies.
  • All Dark Eldar players may start their game with a free pain token to the unit of their choice. This world writhes with the emotional feedback of millions in pain. What ecstasy!
Game Types
  • Warhammer 40,000 regular game
  • Planetstrike
  • Cities of Death (Any fight within a Hive City must be Cities of Death)
  • Spearhead
  • Kill Team (given missions by GM, request through private message)
Last edited by Katharon on Tue Jul 23, 2013 11:45 am, edited 4 times in total.

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Re: MWG Global Campaign [War & Rules]

Post by Smurfyk » Wed Jul 10, 2013 11:24 am

This sounds pretty awesome. I'd be in once you guys flesh out all the details.
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Re: MWG Global Campaign [War & Rules]

Post by Donteatrawhagis » Wed Jul 10, 2013 10:07 pm

Quick Question. Where are the necrons in this?
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Re: MWG Global Campaign [War & Rules]

Post by Dragon » Wed Jul 10, 2013 10:11 pm

Chaotic Neutral
2015 Stats: W-6,L-2,T-1

Overall Stats:W-28,L-7,T-4

Not bad for skirt wearing marines! :P

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Re: MWG Global Campaign [War & Rules]

Post by Nexus_Crawler » Wed Jul 10, 2013 10:50 pm

I will have a battle report ready for tomorrow evening!
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Re: MWG Global Campaign [War & Rules]

Post by IGfanatic » Wed Jul 10, 2013 10:58 pm

Just posting for updates really, because im lazy.
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Re: MWG Global Campaign [War & Rules]

Post by Katharon » Wed Jul 10, 2013 10:59 pm

Nexus_Crawler wrote:I will have a battle report ready for tomorrow evening!
IGfanatic wrote:Just posting for updates really, because im lazy.
Donteatrawhagis wrote:Quick Question. Where are the necrons in this?
Please keep these comments questions in the Sign Up Thread or the Chat Thread. And yes, Chaotic Neutral.

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Re: MWG Global Campaign [War & Rules]

Post by Sniperfex » Thu Jul 11, 2013 5:52 pm

posting so I don't forget this is here >.<
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Re: MWG Global Campaign [War & Rules]

Post by furrby » Fri Jul 12, 2013 5:52 pm

two batreps per day :( that is insane. I thought cap will be 1 batrep per week inside of the campaign.
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Re: MWG Global Campaign [War & Rules]

Post by Katharon » Fri Jul 12, 2013 8:59 pm

Ronin wrote:Also, I propose being able to lose victory points. That way battles with signed up members carry more weight than with random people. By the way, any chance you could upload a color coated version of the map? If it's too much work, then don't worry about it.
That is part of it too. I want people to report their wins and their losses, not just filter in only the wins. Losses will result in CVP reductions, showing the rising and lowering in the fortunes of war.

And I have a graphics designer friend who is hopefully going to be taking a look at our map soon to see about improving it. I'm also hoping that I can convince him to handle it from now on.

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