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Post by ollie on Nov 4, 2012 11:59:38 GMT -5
Hi,
I haven't posted in a while or much for that matter on the forum.
I am trying to build up some inthusiasme from my fellow gamers at my local club and now have two extra motivated players with 15mm sci-fi models. I am looking to create a mini campaign where we can add to our armies little by little and maybe even gain a couple of perks over time (like after 2 wins all infantry gain Hard Vetz for the duration of the campain). Now I can probably manage something but am looking for any info and inspiration.
So my question is, has anyone else done something similar and if so how did you go about it?
Ollie
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peabody
Grunt
Canuck Amok
Posts: 95
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Post by peabody on Nov 4, 2012 16:28:30 GMT -5
Now this is a great idea... We have been talking a bit about this at our club and have yet to settle 100% on a system. Might be giving Star Mogul a go, using Gruntz! to resolve combat, but that's hardly a way to get an army on the table.
Would be very interested to hear what other folks could suggest!
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Post by mango on Nov 4, 2012 17:26:54 GMT -5
I havent done it with gruntz but I have with other systems. Last one I did was 40k. Dark eldar raided an imperial world then they were tracked back to their home asteroid and wiped out. Missions went like this with points approximated because i cant remember exactly. before we started i got both payers to make 4000point lists to represent their entire army available for the campaign 1 - dark eldar raid imperial planet - DE vs Imp Guard with marine reinforcements coming in late game. DE 1500 points, Imp guard 1000 points, imp fist reserves 1000 2 - imp fists attack DE forward raiding base on planet. Imp fists 1500, DE 1500 3 - imp fists assault DE asteroid while random meteors hit the table top. Imp Fists 1500, DE 1000 in defended positions. I recall one meteor hitting both a predator and rhino and destroying both in the same turn so it forced the imp fists to try and win the battle as fast as possible 4 - using space hulk tiles, the imp fist broke into the DE base wiped them out. During this mission every time a heavy weapon was used there was a chance to wake the hidden tyrannids in the asteroid (which was actually an old space hulk) eventually the nids woke up and killed most (all bar 2) of the Imp Fists as they retreated out of the tunnels. Whatever was left Special rules: After each game roll d6 for each model, if that side controlled the table model is recoverable on 5+, if that army lost the battle then only on 6+ Vehicles roll 5+/6+ for each damage Character roll 5+ for each wound lost Apothecary style models allow 1 squad to reroll test/apoth Mechanic style models allow 1 vehcile to reroll all recover damage rolls. Before each game the army selected for that mission had to come from the main 4000 point list available. Squad could be merged or models split to bolster other squads as casualties took their toll but couldnt exceed heavy/special weapon maximums. Overall it was a fun campaign and they were both suprised when the nids turned up in the last game. After the 'wake up threshold' was reached small termagaunts came out, then larger warriors etc. So it came down to a race for the marine player to wipe out the DE and then get away. I think his librarian was one of the last models killed and we made a rule up on the spot that the rest of his squad would drag him out to preserve his gene seed. I think another 4 or 5 marines died delaying the enemy so the last 3 models (inc lib) could get away. Overall though the 5+ roll to heal for controlling the battle field was probably too powerful compared to the 6+ roll so maybe some modification could be done for that. Campaigns can be very fun especially for the GM so good luck
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Post by ollie on Nov 5, 2012 4:47:29 GMT -5
I had some time today to write this up and would be interested in ideas and criticisme (constructive criticisme that is ) Ok so I’m going for a decline of humanity, fall of an empire style scenario for the overall theme. The empire of man and it’s many different factions have spread amongst the stars and colonised, enslaved and wiped out whole wolds in the name of profit, gods and because they could. The end of humanity is near, the first rebelions have started as humanity has over stretched and is not just one block but thousands of factions going from happy understanding currious humans like in star trek, to bloodthirsty religious freaks like the blood pact (read Dan Abbnet 40k) with intermediatry Avatar style colonists that have no interest in alien freaks as long as they don’t get in their way. This basicly means that people in my gaming group can play what they want, wich is very important. We will make a chart to make it easyer knowing the next oponent. If a player misses two gaming sessions he must forfeit and the oposing player gains 20pts (I have to do this as it’s a gaming group). To begin with all forces are small rebel faction that will gain in strenth over time. They will start off around this size : 150pts : 1-3 squads 1-3 infantry vehicles (APC’s) 1-2 light (anti infantry) infantry support vehicle 0-1 heavy (anti tank) _Each battle will have 4x10pts of objectives these are seperat to the game objectives. Each player takes it in trun to place an objective, the first one in his deployment zone and the second in his adversaries. To win the points a model has to be place in contact with the objective at the end of the game. If both players have models in contact with the same objective no points are given. These points can be banked (50pts max) or spent to buy more units for future games. _Infantry must represent more than 50% of overall points (not including HQ). _Only one perk per unit is alowed when creating units. But each victory (the scenario) allows you to spend points on allready existing units (infantry or vehicle) to boost them by one perk. _When a unit is whiped out it is difinetivly lost for the duration of the game. _A unit that has lost more than half may be reanimated on a 5+. _Damaged vehicles may be repaired but destroid vehicles are lost for the duration of the campaign. _If an aponent has more than 25% army points his oponent may choose one infantry unit and remove it from the game. They are sick, late or watever but there just not there (I hope this evens it out a little but I’m not sure).
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Post by mango on Nov 5, 2012 5:22:28 GMT -5
Ahhh you have a gaming group, cool!
I would look for inspiration from the Necromunda rules for campaigns there are alot of great ideas in there.
One great thing you can do is have a small point multiplayer game
"Information has come to light that a medium tank is hidden at a trainyard 50 km away. You have time to mobilize 50/100 points of units to go claim it. Unfortunately it is guarded and this information has also been sold to other rival factions. Are you good enough?"
You can have a 4/5/6 way battle with the train yard in the centre of the table, maybe control some guards yourself, let them fight it out for the tank/armoury (or whatever you want to give out)
Generally with campaigns the rules arnt greatly relevent, you can get them wrong or adjust them and people wont care too much as long as you have a great story. Maybe have a press release every week (once again see the necromunda rules) Maybe one week there is a large ash storm reducing range for all battles, maybe there is a fuel shortage (roll d6 for each vehicle after movement to run out of fuel on a 1) etc etc
Lots of fun to be had, dont mess the players around too much, just add a little spice and a story to the game and it will be memorable. (oh and occasionaly have a good mujltiplayer bash:) )
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Post by ollie on Nov 5, 2012 5:26:29 GMT -5
That sounds very good. I love those ideas. I like to plan a lot but don't mind winging it a little too, so I'll give it some thort today and post some ideas.
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Post by inrepose on Nov 5, 2012 6:02:26 GMT -5
I have been thinking and beginning to plan ideas for some tactical type boosts that can be used either as bonus cards or just an extension to Modz/Perkz. Ideas I have so far include additional tactical moves e.g. Commander makes a skill check at the end of all unit activation and if it is a success, they can force another move of a nearby unit or withdraw a unit to cover. Medical supply drop - Heal or boost numbers in a squad with the delivery of mini-supply depot or crate. It might also include a behind-enemy lines infiltration tactic.
I was thinking these ideas might mix into a campaign system where a certain number of tactical cards/boosts could be awarded from a win etc. They would create benefits for future engagements.
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Post by ollie on Nov 5, 2012 7:38:15 GMT -5
That sounds great. I think it would mean play testing thow and I am just trying to make it more interesting for beginer players. I will give that some thort for a future campain and look forward to seeing what you come up with.
At the moment I’m working on a 4 player idea. Each player must play each scenario against two different players minimum. I’m scrubing the idea of healing and loosing units. Players get all units back at the end of a game. I am keeping the points system for buying units and perkz and including vehicle perkz. If not too unlucky players should get easily 10 to 20pts per game. Plus they can bank as much as they want and can spend after each game (hopfully the 25% rule will calm it a little). Two games per scenario with 5 scenarios, thats 9 games per player (I’ll have to translate this to french so I might not go with the Churchill quote).
The bigining : 6 turns. When playing this scenario players take in turn to be the defending player. The defending player has one infantry unit remooved as per the 25% rule. He must defend an objective placed in the midle of his deployment zone as close to the attaking player as possible (half way along the deployment line). The attacking player must reach the objective and hack a terminal to dissable interstellar coms (skill test), if succesfull the game ends. 10pts per objective marker + 20pts for the terminal objective.
Build me an army : 6 turns. Meeting of minds scenario from rulebook p.67 with a twist. In the middle of the table is a small outpost with a mech worth 30pts. The normal count of 4 objective markers is now two and the meck acts as a 30pts objective marker (total of 50pts on the table).
Cut off the head and… : This scenario is played with only two objective points that are each worth 50pts. Only the oposing objectives may be won and only with the HQ. So that means that the objective marker you controll may not be kept but must be deffended.
Aces always high: 6 turns. Meeting of minds again but with the playing cards rules. This should add a little spice to the game and some change.
Now this is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning : He who laughs last scenario from the Gruntz rulebook p.71. This scenario is played by all four players (2vs.2) in as best way to even out overall points.
WWEF or Weekly Weather and Events Forcast :
Each Saturday a new WWEF will be given till next Saturday, so all games played untill then are subject to the that weeks WWEF.
Events 1D6: 1_Creepy planet : Whenever a unit takes no action during a turn it has time to look at it’s surouding and panick a little, roll 1D6 per unit, on a 4+ they become supressed. 2_Earthquakes : Gruntz rule book p.57 3_Dissentry : At the bigining of the game all infantry units must make a condition brown test and if failed exit the table. 4_Fuel : Before a vehicle moves roll 1D6, on a 6 that vehicle is imobelised for the duration of the game. 5,6_ (I’m oppen to ideas)
Weather 1D6: 1,2_ Torential rain/dust strom : Gruntz rule book p.57 3_High winds : Gruntz rule book p.57 4_Tornados/plasma storms : Gruntz rule book p.57 5_Fog and mist : Gruntz rule book p.57 6_Magnetic interference: At the end of each turn roll 1D6, on 6 the magnetics dissipate. 3 to all weapons attacks from vehicles and power armor.
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Post by mango on Nov 5, 2012 7:54:59 GMT -5
WWEF or Weekly Weather and Events Forcast : Events 1D6: 1_Creepy planet : Whenever a unit takes no action during a turn it has time to look at it’s surouding and panick a little, roll 1D6 per unit, on a 4+ they become supressed. 2_Earthquakes : Gruntz rule book p.57 3_Dissentry : At the bigining of the game all infantry units must make a condition brown test and if failed exit the table. 4_Fuel : Before a vehicle moves roll 1D6, on a 6 that vehicle is imobelised for the duration of the game. 5,6_ (I’m oppen to ideas) 5 - Spooked (could also be an alternative for 1) After deployment each player selects one opposition unit which has become 'spooked' and reduces their Mental by 1 (or 2) levels for the whole game 6 - Abnormal weather You dont want to have a different weather condition every week as well as an event, maybe just have the weather effect on a 6 or even on a 5/6 instead of an event
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Post by twogunsblazing on Nov 5, 2012 8:30:32 GMT -5
The other thing you could do for units to reflect them gaining experience is increase their stats from one game to the next.
For instance, if a unit survives a game the owning playing may allocate a single point to any of the following stats (Shoot, Assault, Skill, Mental). You can't add a second point to a stat until all of the four stats have had a point added to them. This would reflect a unit gaining experience in various skills due to their combat exposure/operational experience...so they start the campaign as regulars and end the campaign as veterans or elites even.
The points could simply be given, or points won in-game could be used to purchase them or perhaps only units that performed well in combat (secured an objective etc) may receive them.
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Post by ollie on Nov 5, 2012 9:59:01 GMT -5
First of all thanks guys.
Ok, those seem like good ideas.
How about
Events 2D6:
2_Creepy planet : Whenever a unit takes no action during a turn it has time to look at it’s surouding and panick, roll 1D6, on a 4+ they become supressed.
3_Earthquakes : Gruntz rule book p.57
4_Dissentry : At the bigining of the game all infantry units must make a condition brown ;D test and if failed exit the table.
5_Fuel : Before a vehicle moves roll 1D6, on a 6 that vehicle is imobelised for the duration of the game.
6-8_ Strong weather patterns: see weather table
9_Propaganda : After deployment each player selects one opposition unit which has become 'unsure of his moral standing' and reduces their Mental by 1D3 levels for the whole game
10-11_Mislocated ammo drop: Add one 15pts objective marker in the center of the table.
12_ Nothing. Sir ! Nothing? Yes . Sir! It's a good day to die. Sir !
Weather 1D6: 1,2_ Torential rain/dust strom : Gruntz rule book p.57 3_High winds : Gruntz rule book p.57 4_Tornados/plasma storms : Gruntz rule book p.57 5_Night fight: Fog and mist rule p. 57 6_Magnetic interference: At the end of each turn roll 1D6, on 6 the magnetics dissipate. -3 to all weapons attacks from vehicles and power armor.
All gruntz units that have survived a game (>50% of that unit) may add 1 level to one of there stat lines. This is including the fact that you can boost them with perks bought with points.
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Post by RuneCaster_Aris on Nov 5, 2012 12:23:44 GMT -5
Looks like you almost have this figured out. When I was big into 40k, we would run branch campaigns. It follows the basic concept of cause-effect. You make a tree graph with different missions, (Start with a death match, then branch that off into a mission where the defenders win, and one of the attackers win, and branch those off in the same way) You start with something simple like a 50pt 'boarder skirmish'. If the Defending team wins you branch off to the mission labeled "defending team win" and play that mission, and so on.
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peabody
Grunt
Canuck Amok
Posts: 95
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Post by peabody on Nov 5, 2012 12:27:06 GMT -5
I have been thinking and beginning to plan ideas for some tactical type boosts that can be used either as bonus cards or just an extension to Modz/Perkz. AHA! A campaign deck... That is a pretty cool idea that could work in a variety of ways; loot from objectives; game conditions; or as you suggest, modz and perkz. Ideas I have so far include additional tactical moves e.g. Commander makes a skill check at the end of all unit activation and if it is a success, they can force another move of a nearby unit or withdraw a unit to cover. Of course some of this stuff could be handled by a chart as well as a deck, but cards are a nifty way to handle random stuff. Medical supply drop - Heal or boost numbers in a squad with the delivery of mini-supply depot or crate. It might also include a behind-enemy lines infiltration tactic. I was thinking these ideas might mix into a campaign system where a certain number of tactical cards/boosts could be awarded from a win etc. They would create benefits for future engagements. The supply drop is pretty brilliant. The whole idea -many of the ideas in this thread!- is golden.
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peabody
Grunt
Canuck Amok
Posts: 95
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Post by peabody on Nov 11, 2012 12:34:41 GMT -5
So we have decided to try playing a Gruntz! Campaign, at a very low level, using the classic Star Mogul/Salvage Crew rules as a guideline. In Star Mogul you must manage a space-based salvage company, scouring the wastes of a collapsed empire for valuable loot in a quest for profit. Hiring, firing, payroll and maintenance of equipment all eat into your bank balance, so you need to keep moving; keep your eye on the prize. Typically other salvage companies have their eyes on the same prize as you. There will be mayhem. Mordheim in space, you say? Well, perhaps. Once we are done tweaking Star Mogul it may play at a slightly higher level than intended and our Gruntz! games will likely be smaller than the all in slug-fests we have enjoyed. But we will have a new dynamic to drive our games! Star Mogul has a lot in common with Gruntz!; a points based unit builder; two actions per unit; combat resolution is similar; crazy selection of unit types; vehicles, mecha and flyers are important assets; survival is job one, mission before mayhem. Even the mix of 'special' units with ordinary grunts is shared by the two games, but here things get a bit more complicated... One big change will be the need to track some individuals as they grow to 'Specialist' status. The commander and unit leaders will start with and gain skills. Pilots and vehicle crew will need to have their 'Skill' stat tied to their speciality. Same thing for any figures operating powered armour. Robotic units can also be upgraded. Fortunately Grunz!, and the Unit Builder are there to lend a hand. Additional skills will likely best function as Modz and Perkz. So the task of creating a playable version of Salvage Gruntz! is not too daunting.
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