Warhammer 40k General Campaign
Verfasst: Mi 21. Aug 2019, 22:11
This thread is for playing a 40k campaign in a combination of a meta tactical game in the style of Panzergeneral and battles with Warhammer 40k.
We play a war about a planet, an attempt from the Ultra Marines and their Custodes Allies to free the planet from the forces of Chaos. The Black Legion, some Nurgle Forces and the Dark Mechanicus.
.........
Rules:
Each players starts with minimal 3 detachments with the total worth of maximum 200 PL. (You can also start with more detachments) Each Detachment has a minimum power level of 8. Detachments with a lower power level will be forced to disband (except the Supreme Warlord)Each players defines one model as his Supreme Warlord. Named characters are global unique and so can only be bought a single time by a single player.
The game will be handled in turns. Each turn takes around 1 week. At the start of each turn, you can give your Detachment commands (you can have even none battleforged detachments. They can only get the Move / Attack command and get no CPs in battles.):
Move / Attack
Distances
The units move limit is the units move value + 6 /5. Some Hex Fields limit your movements ( look in the legend for details)
Obstacles
You can cross Hexes with friendly detachments. Complete flying or infiltrating detachments can cross opponent Hexes without fighting, if the target Hex is empty.
Battles
If you move on an Hex with an Opponent Detachment. You can play a 40k battle. Neighbor Detachments from the target Hex can join the battle. The attackers fight first. Rolloff if both sides moved to that Hex. There are no regular victory conditions in that battle. Destroyed units are destroyed.
If multiple neighbor hexes get attacked at same time, the battles will be merged.
If pure infiltration detachments attack an other detachment, they can fight the battle without support detachments for each side.
Long Range Support
Additionally Long Range Weapons from other Detachments can fire on the battlefield, if they are in range. The Hex range is the weapons range/ 48 rounded up. But if they require line of sight, they get -1 on their to hit rolls. But the long range support will be made in the first battle round. And can be ordered a second time by paying 1 CP.
Escaping the battlefield
The Detachments can leave the battle field by crossing the table edge. So you could do a real linebreaker.
You can not flee on Hexes with opponent detachments. In that case you have to stay on battlefield. You can flee through your own detachments if you have enough map movements left. Otherwise you have to stay in battle.
After the battle
Damaged units are automatically repaired in the next turn, if they have 50%+ remaining wounds. Otherwise they repair only automatically to 50% remaining wounds. But you can pay 50% PL with build Command to build the other 50% (as repairing) in the current turn. This can only be made on Income places, like building too.
If the Supreme Warlord dies, he automically flees with 50% health (from start of the battle) from battle.
He flees to the underground, escapes to a space ship or returns to the warp. He returns to the home area (near friendly detachments but min. 1 hex away from enemy detachments) in 3 turns after he got killed.
Locked in battle
If you don’t have time to fight. The units count as being in an ongoing battle and they stay on the next free Hex before the target Hex.
Baricade
You can go in cover with your detachment in the first turn of the battle without paying CPs. The barricades stay active until the next battle ends or the unit leaves that Hex. Barricading is not possible in open terrain, but in ruins, citys, fortresses, forests, temples and factories.
[Collect/Raid]
This is an automatic additional command for each battleforged detachment, that ends its turn on a hex field with RSS income. The income will be added to your global storage at the end of that turn. This even works, if you have just conquered that field or if you are building or repairing something.
Reinforce/Build
You can use the Global RSS storage to replace destroyed units of your detachment or to add new ones. For that you need 5 RSS for 1 PL. You can not buy units, that are more expensive in PL, then your local RSS income. Factorys may double that limit with doubling the production time. Instead of that, you can use that resources to buy the units in a new detachment on a free neighbor hexfield. Or you can add them to one of your existing detachments on a neighbor hexfield. New units or detachmends are avaible at the end of that turn.
Standby/Inspection
The detachment can change his order later to an move order to react on opponents actions. But in that battle it gets second turn and has 2 CPs less.
Tactical Planing/Recon
The detachment prepares for the following battle with scouting and planing. If you have more PL in detachments with that command, then your opponent, you get 2 extra CP for a single battle of your choice this turn.
The players with the most PL in this command may to change the commands of standby detachments at last.
Ritual/PSI
Psikers can support a single battle anywhere by casting a single PSI power. Roll for the psychic test during the battle. The spell has unlimited range.
This can only be made on hexes with a +PSI rule.
Rebellion/Heresy
This Option can be made on any free hexfield with RSS income and no opponents on neighbor hexfields. You have to pay 5x the local RSS income. And for that you buy there, like in the "Build" rules a detachment of Astra Militarum or Renegades & Heretics. The new detachmand will be avaible at the end of that turn.
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Veterans
After each battle, your best killing surviving unit can become a Veteran unit.
Veteran Units get 1 free D6 reroll per battle per Veteran Level.
We play a war about a planet, an attempt from the Ultra Marines and their Custodes Allies to free the planet from the forces of Chaos. The Black Legion, some Nurgle Forces and the Dark Mechanicus.
.........
Rules:
Each players starts with minimal 3 detachments with the total worth of maximum 200 PL. (You can also start with more detachments) Each Detachment has a minimum power level of 8. Detachments with a lower power level will be forced to disband (except the Supreme Warlord)Each players defines one model as his Supreme Warlord. Named characters are global unique and so can only be bought a single time by a single player.
The game will be handled in turns. Each turn takes around 1 week. At the start of each turn, you can give your Detachment commands (you can have even none battleforged detachments. They can only get the Move / Attack command and get no CPs in battles.):
Move / Attack
Distances
The units move limit is the units move value + 6 /5. Some Hex Fields limit your movements ( look in the legend for details)
Obstacles
You can cross Hexes with friendly detachments. Complete flying or infiltrating detachments can cross opponent Hexes without fighting, if the target Hex is empty.
Battles
If you move on an Hex with an Opponent Detachment. You can play a 40k battle. Neighbor Detachments from the target Hex can join the battle. The attackers fight first. Rolloff if both sides moved to that Hex. There are no regular victory conditions in that battle. Destroyed units are destroyed.
If multiple neighbor hexes get attacked at same time, the battles will be merged.
If pure infiltration detachments attack an other detachment, they can fight the battle without support detachments for each side.
Long Range Support
Additionally Long Range Weapons from other Detachments can fire on the battlefield, if they are in range. The Hex range is the weapons range/ 48 rounded up. But if they require line of sight, they get -1 on their to hit rolls. But the long range support will be made in the first battle round. And can be ordered a second time by paying 1 CP.
Escaping the battlefield
The Detachments can leave the battle field by crossing the table edge. So you could do a real linebreaker.
You can not flee on Hexes with opponent detachments. In that case you have to stay on battlefield. You can flee through your own detachments if you have enough map movements left. Otherwise you have to stay in battle.
After the battle
Damaged units are automatically repaired in the next turn, if they have 50%+ remaining wounds. Otherwise they repair only automatically to 50% remaining wounds. But you can pay 50% PL with build Command to build the other 50% (as repairing) in the current turn. This can only be made on Income places, like building too.
If the Supreme Warlord dies, he automically flees with 50% health (from start of the battle) from battle.
He flees to the underground, escapes to a space ship or returns to the warp. He returns to the home area (near friendly detachments but min. 1 hex away from enemy detachments) in 3 turns after he got killed.
Locked in battle
If you don’t have time to fight. The units count as being in an ongoing battle and they stay on the next free Hex before the target Hex.
Baricade
You can go in cover with your detachment in the first turn of the battle without paying CPs. The barricades stay active until the next battle ends or the unit leaves that Hex. Barricading is not possible in open terrain, but in ruins, citys, fortresses, forests, temples and factories.
[Collect/Raid]
This is an automatic additional command for each battleforged detachment, that ends its turn on a hex field with RSS income. The income will be added to your global storage at the end of that turn. This even works, if you have just conquered that field or if you are building or repairing something.
Reinforce/Build
You can use the Global RSS storage to replace destroyed units of your detachment or to add new ones. For that you need 5 RSS for 1 PL. You can not buy units, that are more expensive in PL, then your local RSS income. Factorys may double that limit with doubling the production time. Instead of that, you can use that resources to buy the units in a new detachment on a free neighbor hexfield. Or you can add them to one of your existing detachments on a neighbor hexfield. New units or detachmends are avaible at the end of that turn.
Standby/Inspection
The detachment can change his order later to an move order to react on opponents actions. But in that battle it gets second turn and has 2 CPs less.
Tactical Planing/Recon
The detachment prepares for the following battle with scouting and planing. If you have more PL in detachments with that command, then your opponent, you get 2 extra CP for a single battle of your choice this turn.
The players with the most PL in this command may to change the commands of standby detachments at last.
Ritual/PSI
Psikers can support a single battle anywhere by casting a single PSI power. Roll for the psychic test during the battle. The spell has unlimited range.
This can only be made on hexes with a +PSI rule.
Rebellion/Heresy
This Option can be made on any free hexfield with RSS income and no opponents on neighbor hexfields. You have to pay 5x the local RSS income. And for that you buy there, like in the "Build" rules a detachment of Astra Militarum or Renegades & Heretics. The new detachmand will be avaible at the end of that turn.
----------------------------------------------------------------------
Veterans
After each battle, your best killing surviving unit can become a Veteran unit.
Veteran Units get 1 free D6 reroll per battle per Veteran Level.