Post by lorddemon on Aug 21, 2007 8:17:29 GMT
admin said:
lorddemon said:
Do you have maps of the Fury Sector? We can use that. Or we can have "map on go". I think I started planning a system for that at some point, meant to be used for campaign in unexplored (or long since forgotten) areas.The golgotha map looks Ok, lacks the warp lanes though. Seven systems with multiple planets in (almost) each system looks nice. How about the fury? Any details (couldn't find with quick search)?
Oh, and the update to armada works nicely. Thanks.
Afraid not. The only real BF-F fluff we really have so far is Wargamer's contribution here.
There are some name locations in there, to include.
Other than that go wild, and PM me what you come up wih (or post it here) and we'll go from there!
I skimmed the fluff part, but there is not much to be found there. Unfortunately, I think my previous map generator has been lost in the depts of warp like internet. I'll see if I can resurrect it, it might be a nice addition to campaign. Hard to fight when you don't know what is in the system. But I see if I can get something...
admin said:
I'll be a part of this. For the TAU. But I have never even played BFG before, and want to play a few games on vassal first. would anyone be willing to teach me how to play and what files do I need to download for BFG on vassal? The newest version? and do i just ignore all the terrain files or something? I just read up on the basic rules, most of them last night, and would like to use the basic starfleets for tau, not the kor that they have come out with. so,anyone willing to help a newb?
Excellent. I would love to help, but I'n, not really an experienced enough player and I've never used VASSAL before. If anyone is willing to give tutorials to people, including grunt90 here, it would be very much appreciated.
I gave him a brief help to get the Extensions to work (armada and terrain pack). I'm willing to help anyone with wither vassal or BFG, just PM or post here and I try to contact you.
Now, I'd like to prefsent the "on the go" map system (quick resurrection so may need some more work):
When players enter new system, they roll 2D6 to see what they find.
2 Something special
System contains something really special. Roll again from special table (below)
3 Worthless piece of rock.
The system has one uninhabited world. However the high command wants you to capture and hold it with all costs in order to [pick one that fits] spread the greter good/prove the might of chaos/to bring the light of the emperor to galaxy/to make waagh! where no ork has ever made waagh! before/to direct events in distant future to aid all Eldar. Any fights in the system gain additional +2 renown if you win, and -5 if you lose. If captured the planet has the same effects to new owner. Whoever owns the worthless piece of rock at the end of the campaign will gain 5 renown.
It's a worthles piece of rock. But it is our worthless piece of rock...
4 Uninhabited planet.
System contains one uninhabited planet.
5 Agriworld
System contains one agriworld.
6 Mining world
System contains one mining world.
7 small system
The system contains D3 separate planets, each of which you gain control. Roll D6 for each. 1=Uninhabited, 2=Penal, 3-4=Agri world, 5-6=Mining world
8 Hive world
System contains a industrial giant equivalent of hive world.
In addition to gaining the world, they already have D6x25 pts worth of orbital defences ready, which you gain control.
9 small system
The system contains D3 separate planets, each of which you gain control. Roll D6 for each. 1=Penal, 2-3=Agri world, 4-5=Mining world
6 Civilized
10 Large system
The system contains D6 separate planets, each of which you gain control. Roll D6 for each. 1=Penal, 2-3=Agri world, 4-5=Mining world
6= Civilized world
11 Forge world
System contains a industrial giant equivalent of forge world.
In addition to gaining the world, they already have D6x25 pts worth of orbital defences ready, which you gain control. The system also has a ships you gain control of. Roll D6.
1-3 squadron of 4 system ships. These are incapable to travel between systems, but can be used insystem defence.
4-6 One standard Imperial lunar class cruiser. This ship can be joined to your fleet, but suffers -1 to leadership if operating outside the system. The men prefer to stay close to home.
12 Large System
The system contains D6+1 separate planets, each of which you gain control. Roll D6 for each. 1=Penal, 2-3=Agri world, 4=Mining world
5= Civilized world, 6= Hive world
System also has 2D6x25 pts of defences spread to different planets, and 2 squadronsof 4 system ships for system defence (unable to move through warp) that you gain control.
And Something special. Roll 1D6
1 Daemon world
You have found a daemon world. For chaos players this works as Forgeworld, anyone else should perform exterminus scenario immediately. Incase the player performs exterminus, the planet has D6x100 pts worth of ships to protect it(give to random player to control during battle, preferrable chaos player). If exterminus is successful, surviving ships head to eye of terror and are never heard of again (atleast not during the campaign). Exterminating a deamon world gains player 5 renown, and a normal uninhabited world. Any chaos player that loses a deamon worth loses 5 renown.
Any chaos player who controls a daemon world at the end of the campaign gains 10 renown
2 Necron Tomb world
You have found a Necron Tombworld. For necron players this works as Forgeworld, others can raid the tomb. Play planetary assault.
The planet has D6x100 pts worth of ships to protect it(give to random player to control during battle, preferrable a necron player). After assault Necrons self destruct the tombworld to protect their tech and surviving ships disappear. If assault was succesfull, one capital ship present in the assault gains free refit. Planet counts as normal uninhabited world afterwards. Any necron player who loses a tombworld loses 5 renown. Any necron player who controls a tombworld at the end of the campaign gains 10 renown
3 World in midst of warpstorms
Player has found a world, which is hidden in raging maelstrom.
Roll D6 1=Penal, 2-3=Agri world, 4-5=Mining world, 6= Civilized world
Anyone wishing to invade this planet will have to roll D6 for each ship invading at the beginning of invasion. On roll of 1 the ship takes damage when passing the maelstrom, and starts the game crippled. On a roll of 2 the ship starts the game with blastmarkers in contact(as many blastmarkers as shields). On a roll of 3 the ship was delayed by the warp, and starts the game from reserve.
on 4-5 the ship deploys normally. on 6 The captain uses the warp to his advantage, and the ship may deploy anywhere on the table, as long as it is 30cm away from the planet.
4 Eldar maiden world
Player finds Eldar maiden world. The planet would be perfect for settlement, and has plenty of Eldar artefacts. The world, while it is uninhabited, counts as mining world in terms of repair. The space outside planets has a webway gate, so Eldar can always enter the system from webway. Any Eldar player who owns the world gains 5 renown at the end of campaign. If maiden world is owned by someone other then Eldar player at the end of the campaign, each Eldar player loses 5 renown. If found ny non-eldar player, finder of the planet gains free refit on one of his capital ships on discovery.
5 Space Dock
While the system has no planets, your fleet has managed to locate an abandoned pirate space in one of the asteroid belts. The base counts as pirate base repair point wise, and as space station in combat. The Station also has D6X15 pts worth of defences around it.
6 Stable Warp rift
The player has found a stable warp rift. Any ship stationed in this system can use the rift to move to any other system to participate combat. Ships that use the warp rift must roll a leadership roll on 2D6 (not 3D6 like normal warp rifts). If they are successful, they may enter the battle elsewhere as reserves. Warp rift can also be used in system like normal warp rift. Ships failing the LD test will follow the rules of normal warp rifts.
So the idea was to make the outlines of the map (warp lanes) and let everyone pick where they start. Upon moving to new system, roll the table and see what you get. I was also planning a bit ifferent way of fleet roster:
Each ship is it's own "unit." Each ship can move to next system. in one turn. If there are opposing forces in system, there is combat. Ships in system start on table, ships in near by systems may be used as reserves (they are called to help). This can lead to uneven matches, but it will give smaller players the opportunity to dangerous gambles with massed forces, leaving everything else defenseless. Also it drains larger players, who have more to control and therefore need to spread thin. Reinforcements seem easy to gain in campaign rules (2+? WTF? I think I rework this as vassal makes it easy to add any ships, and you are not limited by what you have in fleet) so bigger players should gain more ships they need.
Also, repairs would be localized, meaning you can only use repair points of the system, or system next to it (like in reinforcements).
This hopefully forces heavily dammagedships behind to make repairs, and leads to more logistic problems. I think this will cause mandatory GM, I can volunteer (and maybe play neutrals if need arises.)
I was also hoping to get random events of some sort.
Any further comments? Any more interested people to lose their lives for their empires?