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Fantasy campaign- Rules posted- start date needed

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Crobar
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Tue Mar 18, 2008 7:58 pm

here is another attempt at cleaner terrain tables but it did not work, so I deleted it, I will bring a copy on a flash drive and printed Thursday and Saturday if I can remember.
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makari
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Tue Mar 18, 2008 8:21 pm

It seems like you guys have your stuff ready to go but if you needed or wanted to look at my rules set and map tools I am almost done compiling them. Just waiting for a few straggling items to be emailed to me from friends.

If anyone is curious I'll post front page stuff here, if not thats cool.
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FrostWolf
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Tue Mar 18, 2008 8:30 pm

feel free we might find some stuff we can/want to include to add to the campaign
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makari
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Wed Mar 19, 2008 12:09 am

Please keep in mind this campaign is intended for use with a GM, preferably a math orientated person... But I have and will do it.
The details are being pieced to gether from others still that I played with.


Warhammer Fantasy Campaign Rules
Can/not Castle Shrine Barracks Training Grnds Landmark
Have (Lords) (Heroes) (Troops) (Special) (Rare)
Capital O O O O O
City X O O O O
Town X O O X X
Village X X O X X
Fort X X O O X
Outpost X X X X X
Cost 500Gp 250Gp 200Gp 250Gp 400Gp
CTB=Cost to buy, Revenue Per year, MFL=Max force limit, TFL=Tile Force Limit
CTB RPY MFL TFL Guard Force
Cptl - 500 +1000 3000 500
City 1000Gp 250 +500 2500 250
Town 600Gp 150 +300 1500 100
Village 400Gp 100 +200 800 -
Fort 400Gp -100 +200 2000 100
Outpost 200Gp -50 +100 1000 50




Yearly upkeep = 25% cost of entire army, if unable to pay: subtract what you do pay from what has to be paid multiplied by 1.5 and lose that many points in your army due to desertion.
1 movement per turn, 3 Turns per Year. Movement Cost = 10% cost of banner to move.
Scout Tile can only be done with a scouting force(free) or a banner with a scouting unit in it (10% of banner).
Attack happens when 2 or more banners occupy the same tile.
Magic Items are acquired after a game of Warhammer quest(optional), keeping one of each type of Item found then converted.
Special Characters are allowed if 3 or more cities are built.
Capture a tile by not moving or scouting for 1 turn with a banner of 500points or more in an unoccupied Tile.
Build a road = 10Gp from 1 tile to adjacent tile, Road = no Movement cost.
Max size of army is determined by number of settlements you control.
River tiles count as a road if a boat is purchased for banner, boat cost = 20% of banner, is not destoyed if left in tile, may be captured.
Settlement may be built in claimed tile with settler/worker. Settler/worker cost equals 1 minimum sized core troop for the race.
Settlers/workers can defend, Build Roads, Build Settlements, Build Boats. Never count towards a Banner, they are their own banner. That cannot attack or claim tiles
Scout a tile Roll a D66 and refer to Tile Search Table:
Each Beginning of the Year Roll a D66 and Refer to Events Table:
May sell Mercenaries (Core Troops Only) to opponents and receive 20% units cost in payment each year, May void contract at the end of each year.
When attacking settlements: Attacker always goes first, But defender get a free volley of shots before first turn, sets up last, and lays out terrain per terrain layout rules.
More rules to come took a long time to clean up for the forum, Have it in an excel File.
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The footprints made in the sands of time are not made by sitting down... Unless your playing Warhammer WAAAGH!

40K Orks (15-6-2) Its a good day when Orks win but even better when its against Eldar

Warhammer Fantasy Orcs (1-1) Fanatics made the Ogres disappear!...
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makari
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Wed Mar 19, 2008 12:11 am

Grrrr stupid not staying the way it looks when you type it in....

sorry.
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The footprints made in the sands of time are not made by sitting down... Unless your playing Warhammer WAAAGH!

40K Orks (15-6-2) Its a good day when Orks win but even better when its against Eldar

Warhammer Fantasy Orcs (1-1) Fanatics made the Ogres disappear!...
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FrostWolf
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Wed Mar 19, 2008 3:49 pm

hmmm some nice ideas though differs on the set up on the cities/options for armies, and yea it never seems to show up how it looks when we type up stuff oh well
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makari
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Wed Mar 19, 2008 3:59 pm

The campaign that I was in has a lot more strategy outside the battles and starts off a little slow but it is tailored so that noone can be a absolute power house unless they win everything... Has some elements of Settlers/Civilization/Mighty Empires. Some harder thinking will be needed on teh first couple of turns and you really need to plan for the future.
On the first turn everyone starts with either 2000 or 3000gp. Which is enough to buy most of the buildings for the capital with a village or town with a building and a 500-1000 point force.
Notice the entire army cannot get bigger than the realm can support.
Supplies are paid through gp for banner movement and upkeep.

We have introduced a resource aspect (Wood, Stone, Food, Iron, Clay) to it but wasn't sure if anyone would be up to it, more work for the GM but thats why I enjoyed GMing these things. It also required people to trade more. I am kinda stoked about running a campaign and perhaps closer to summer I will have a full list of rules and campaign ideas.

I will be play testing for at least a month before I unleash the campaign.
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The footprints made in the sands of time are not made by sitting down... Unless your playing Warhammer WAAAGH!

40K Orks (15-6-2) Its a good day when Orks win but even better when its against Eldar

Warhammer Fantasy Orcs (1-1) Fanatics made the Ogres disappear!...
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FrostWolf
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Wed Mar 19, 2008 4:03 pm

I like the idea of a tradeing aspect in the game, but the problem I see is it can to easily to used to make the sides tradeing more powerful than the ones who dont have anything to trade
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makari
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Wed Mar 19, 2008 7:41 pm

Trading was an issue in play testing early on, however we combated that by evening out the resources for everyone, then based on the region adjust slightly.
Ex. Dwarves are in mountains, the mountains will produce a 25%increase in Iron, and or stone. But will get a penalty for producing wood and food type stuff. So everyone gets resources but no one gets too hosed. And there will be an NPC Merchant as well but cost is a little higher…
Tiles will also offer some resource and will offer a new set of buildings to build. By the way we also tinkered with the idea of winning by a different route kind of like in Civilization through resources, but not very likely to bloom anytime soon. Oh and the Dogs of war will be revisited for this campaign as well!
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The footprints made in the sands of time are not made by sitting down... Unless your playing Warhammer WAAAGH!

40K Orks (15-6-2) Its a good day when Orks win but even better when its against Eldar

Warhammer Fantasy Orcs (1-1) Fanatics made the Ogres disappear!...
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Crobar
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Wed Mar 19, 2008 10:59 pm

sounds like an interesting idea, I would play even if Bruce's campaign is still going when you have it ready. I will admit that not working or going to school gives me enough free time to participate in both where most may not be able to.
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Angry Bob
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 20, 2008 3:22 pm

Full fledged economies are an interesting option. I have never heard of it being pulled off but with some super-die-hard players such a campaign could work.

In general campaigns die off because of timing issues but another big one is if someone is only getting beaten up having also to do an economic accounting can easily push them away.

For myself it sounds interesting and would give it a whirl depending on location and timing issue.
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makari
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Thu Mar 20, 2008 3:40 pm

The timing and location is easier to overcome in a campaign like this, the complications are more for the GM, It will take real dedication and a lot of attention to detail and some communication with the players.
Most of the turn will be done via email. Each player will get an Excel spreadsheet with their info on it, and it will be updated and sent to the character for each turn. If/When a battle takes place to 2 or more players will have a predetermined time to play said game (Extinuating circumsatnces will be forgiven) or a surrender takes place for the battle, which is not as harsh as it sounds but not good either.
The super duper neato thing that was different from every other campaign I have ever heard is you can make a special character, from the RPG and import somewhat to the game, there will also be oppurtuniites to run that character thru Warhammer quest, which is how you can get Special Magic Weapons and or items for that character. Also if you are unable to take care of running through the quest during the time frame given it will be run automatically for you if you want to do it... not always good cause your character can die... Sad as I lost 3 in th elast one I played, but that was a big ass fluke.
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The footprints made in the sands of time are not made by sitting down... Unless your playing Warhammer WAAAGH!

40K Orks (15-6-2) Its a good day when Orks win but even better when its against Eldar

Warhammer Fantasy Orcs (1-1) Fanatics made the Ogres disappear!...
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FrostWolf
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Fri Mar 21, 2008 4:49 pm

Ok so thanks to crobars, campaign rules I had a few idea's, the 1st one is a trade caravan: you buy one at 100 points plus whatever you give it in way of defence, in other words if you give it 500 points of defenders then it would cost you 600 points(no lords may travel with a caravan, and only 1 hero per 1000 points may be with the caravan to represent leaders), when it reaches the target city(another players) that player rolls 2 d6 and times the result by 100 to see how many points (each player? or only one?) gets, the carvan then turns around and heads back to the city it was sent from(or another city near the edge of the orginal players territory).

So the 2nd option will be diplomacy, which is shown in a alliance and a none argeesion pact, in a alliance you armies may enter each others cities and defend them(but may not attack each other) in a none agression pact only caravans may enter a city but troops may move in empty hexs(none city). A none agreesion may be cancled at any time a allaince may be cancled only when neither side has armies in the oppsiote players side(player 1 cant have armies in player 2s and the opposite) if a player wish to cancel one with when the other playes army is in the territory they may ask the other players armies to leave, in which case the player has 2 choices, they can either head back to their own terrtory or go into someone else but must leave that players terriotory(you do not have to cancel the treaty after asking this that is still that player choce) you may ask the armies to leave at the beginning of any turn(before rolling for order of turns but after buying armies)
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FrostWolf
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Fri Mar 21, 2008 6:09 pm

Ok I think we have most of the basic ideas made up, so the here is my question do we try to start as soon as we can or hold off till more people can get a bigger army together? If we are starting soon we need to find a day were we can kick this thing off, also we need to set teams but we can do that on the kick off day
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Crobar
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PostSubject: Re: Fantasy campaign- Rules posted- start date needed   Sun Mar 23, 2008 6:42 am

I am pretty open, so just let me know the where and when that best fits the majority.
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