Post by lorddemon on Aug 27, 2007 7:32:45 GMT
I figured I'd explain the general proceeding of campaign here.
As noted in the other list, you each will have a fleet of 1500 pts. I will work as GM, taking care of campaign mechanics.
At the start of each turn, I'll send each of you a PM, detailing where your ships are (among with damage if they have any left). You may (or may not) also get some special info at this PM, or orders related to the coming turn)
Example: (sent to imaginary player X)
Your available ships:
Lunar class cruiser Divine Light(ld 8), in Fret system
Lunar class cruiser His Will(ld 8), 2 pts damage, in Fret system
Gothic class cruiser Blessed Fury(ld 7), in Aleo system
Cobra squadron 12th Pursuit(ld 7), 4 ships, in Aleo system
Request for reinforcement Emperors Rage (Emperor class battleship) processed: Request denied
Intel: We have heard that the traitor ship Blasphemous Deed is located in system Boles.
After receiving the PM, player will tell any movements his ships will do. Ships can only move from one system to next in turn.
In the example the player decides to move His Will to Aleo system to be repaired, and reinforce the Fret system with the Blessed Fury. (We assume these two systems are next to each others). He also sends the cobra squadron to examine the Boles system, which is next to Aleo system.
So, his command PM would be like this:
His Will Fret -> Aleo
Blessed Fury Aleo -> Fret
12th Pursuit Aleo -> Boles
Importants are detailing the ship (name is good for that), where it starts and where it ends. (where it starts is not needed, it is for checking you have right ship and right data.)
After sending the PM to me, he then starts to wait till everyone else has sent their movements.
After this, I will move the ships, and report players about possible combat.
Only question is, should I tell these combats openly, or only to participants? On one hand it will spice up the campaign, on the other hand it gives information of ship movements, and fleet strengths to other players?
The combat report would be something like this:
Combat in Aleo system
Imperial Forces (Player x)
Lunar class cruiser His Will(ld 8), 2 pts damage
Lunar class cruiser Divine Light(ld 8), in reserve
Gothic class cruiser Blessed Fury(ld 7), in reserve
Cobra squadron 12th Pursuit(ld 7), 4 ships, in reserve
Chaos Forces (Player y)
Murder class cruiser Blasphemous Deed(ld 7)
Infidel squadron Conspirators(ld 8),3 ships
Game to play:
Cruiser Clash
Sub Plot(s):
none
Other things to mention:
On Chaos win, system will change owner on 6+
As you can see, Imperial player can call in any ships that are in near by systems(Fret and Boles), but they start on reserves. If they reach the board during battle, these ships will then be located in the system the battle took place(Aleo) at the end of turn. If there are multiple battles on same turn, the ships will not move from their starting system if there is a battle there. So don't count too heavily on them.
Once you get the combat info, you have 1 week to arrange the combat, and fight it. Once done, report final results to me(only one of the players needs to do this, but of course both can do it. Double accounting and stuff. If after one week nothing has happened, I will simulate the combat, and show the results. If it looks like you are unable to reach the other player by the end of the week, let me know and I might take over their fleet for combat. This way you can control your own fleet at least.
The report should look something like this:
Combat report
Results for Battle in Aleo system
Imperial forces at end (player x)
Lunar class cruiser His Will, 5 pts damage, disengaged
Lunar class cruiser Divine Light, reached table, 1pts damage
Cobra squadron 12th Pursuit, reached table, 3 ships left
Gothic class cruiser Blessed Fury, did not reach table
Chaos forces at end (player y)
Murder class cruiser Blasphemous Deed, destroyed, no hulk at end.
Infidel squadron Conspirators,1 ship left, disengaged.
If ship in reserves is not reported in the list, it is assumed not to have reached table. If Ship present has not been reported in the end it is assumed destroyed. But please try to report data on all ships that took part of conflict. This helps to ensure you didn't forget anything.
You don't have to report critical hits, with one exception: The bridge smashed critical, which lowers the ship leadership may cause some officers or subcommander to die, leading to permanent loss of LD for ship, or loss of subcommander. So if this critical happens, please report it on the ship. Other criticals with similar effect (ld loss, non repairable during battle) should also be reported if the race has separate critical hit table.
After the battle reports are in, I will send out the end phase PM. For example:
(for player x)
Repair allocation
Damaged ships in Aleo:
Lunar class cruiser His Will, 5 pts damage, crippled
Lunar class cruiser Divine Light,1 pts damage
Repair points available in Aleo: 3
Commander: Your commander has gained 4 renown this campaign turn. He now has 7, and has therefore been promoted to Battle Group Commander. (ld 8, 2 re-rolls)
Ship changes:
Lunar Classcruiser His Will was crippled, and has lost many of her experienced crew. The ship has lost 1 ld. Current leadership is 7
Lunar class cruiser Divine Light,has gained +1 leadership. Current LD is 8. Do you wish to increase the leadership, or gain a crew skill?
Cobra squadron 12th Pursuit, has gained +1 leadership. New leadership is now 8.
Appeals: You have 1 appeal to make. How do you wish to use it?
LD changes are affected before repairs. So repairing crippled ships will not save from the ld loss.
Escort squardons may be reinforced with repair points, but there is a risk of LD loss. If new escorts are added to squad, then I will roll D6.
+1 escort will keep the current ld on 3+, 1-2 will cause -1 ld.
+2 escorts will keep the current ld on 4+
+3 escorts will keep the current ld on 5+
+4 escorts will keep the current ld on 6+, and on roll 1 the squadron loses 2 ld
+5 escorts automatically lose one LD) and roll 3+ or lose another.
This method replaces escort LD losses based on losing more then half of ships.
After getting the final stage PM, player decides what to do, and sends PM to me.
Example of reply:
Repairs: Use 3 repair points on His Will
Ship changed: Divine Right will take a crew skill.
Appeals: Request as reinforcements Majestic Might Lunar class Cruiser.
Reinforcements enter your start location. You may also use 1 appeal to change the "staging area" to another system you control. (to shorten the distance to front for example). Changing staging area will succeed on 2+. After change, any ship gained as reinforcements will enter game there.
After the end PM, the turn is over. I will do whatever game mechanics adjustments I have, and then will start a new turn from the beginning.
This is roughly the turn. Now, I will be sending you maps. I have to see if I can attach them to the PM:s or how i do it.
Anyway, any comments? Suggestions? Worries?
As noted in the other list, you each will have a fleet of 1500 pts. I will work as GM, taking care of campaign mechanics.
At the start of each turn, I'll send each of you a PM, detailing where your ships are (among with damage if they have any left). You may (or may not) also get some special info at this PM, or orders related to the coming turn)
Example: (sent to imaginary player X)
Your available ships:
Lunar class cruiser Divine Light(ld 8), in Fret system
Lunar class cruiser His Will(ld 8), 2 pts damage, in Fret system
Gothic class cruiser Blessed Fury(ld 7), in Aleo system
Cobra squadron 12th Pursuit(ld 7), 4 ships, in Aleo system
Request for reinforcement Emperors Rage (Emperor class battleship) processed: Request denied
Intel: We have heard that the traitor ship Blasphemous Deed is located in system Boles.
After receiving the PM, player will tell any movements his ships will do. Ships can only move from one system to next in turn.
In the example the player decides to move His Will to Aleo system to be repaired, and reinforce the Fret system with the Blessed Fury. (We assume these two systems are next to each others). He also sends the cobra squadron to examine the Boles system, which is next to Aleo system.
So, his command PM would be like this:
His Will Fret -> Aleo
Blessed Fury Aleo -> Fret
12th Pursuit Aleo -> Boles
Importants are detailing the ship (name is good for that), where it starts and where it ends. (where it starts is not needed, it is for checking you have right ship and right data.)
After sending the PM to me, he then starts to wait till everyone else has sent their movements.
After this, I will move the ships, and report players about possible combat.
Only question is, should I tell these combats openly, or only to participants? On one hand it will spice up the campaign, on the other hand it gives information of ship movements, and fleet strengths to other players?
The combat report would be something like this:
Combat in Aleo system
Imperial Forces (Player x)
Lunar class cruiser His Will(ld 8), 2 pts damage
Lunar class cruiser Divine Light(ld 8), in reserve
Gothic class cruiser Blessed Fury(ld 7), in reserve
Cobra squadron 12th Pursuit(ld 7), 4 ships, in reserve
Chaos Forces (Player y)
Murder class cruiser Blasphemous Deed(ld 7)
Infidel squadron Conspirators(ld 8),3 ships
Game to play:
Cruiser Clash
Sub Plot(s):
none
Other things to mention:
On Chaos win, system will change owner on 6+
As you can see, Imperial player can call in any ships that are in near by systems(Fret and Boles), but they start on reserves. If they reach the board during battle, these ships will then be located in the system the battle took place(Aleo) at the end of turn. If there are multiple battles on same turn, the ships will not move from their starting system if there is a battle there. So don't count too heavily on them.
Once you get the combat info, you have 1 week to arrange the combat, and fight it. Once done, report final results to me(only one of the players needs to do this, but of course both can do it. Double accounting and stuff. If after one week nothing has happened, I will simulate the combat, and show the results. If it looks like you are unable to reach the other player by the end of the week, let me know and I might take over their fleet for combat. This way you can control your own fleet at least.
The report should look something like this:
Combat report
Results for Battle in Aleo system
Imperial forces at end (player x)
Lunar class cruiser His Will, 5 pts damage, disengaged
Lunar class cruiser Divine Light, reached table, 1pts damage
Cobra squadron 12th Pursuit, reached table, 3 ships left
Gothic class cruiser Blessed Fury, did not reach table
Chaos forces at end (player y)
Murder class cruiser Blasphemous Deed, destroyed, no hulk at end.
Infidel squadron Conspirators,1 ship left, disengaged.
If ship in reserves is not reported in the list, it is assumed not to have reached table. If Ship present has not been reported in the end it is assumed destroyed. But please try to report data on all ships that took part of conflict. This helps to ensure you didn't forget anything.
You don't have to report critical hits, with one exception: The bridge smashed critical, which lowers the ship leadership may cause some officers or subcommander to die, leading to permanent loss of LD for ship, or loss of subcommander. So if this critical happens, please report it on the ship. Other criticals with similar effect (ld loss, non repairable during battle) should also be reported if the race has separate critical hit table.
After the battle reports are in, I will send out the end phase PM. For example:
(for player x)
Repair allocation
Damaged ships in Aleo:
Lunar class cruiser His Will, 5 pts damage, crippled
Lunar class cruiser Divine Light,1 pts damage
Repair points available in Aleo: 3
Commander: Your commander has gained 4 renown this campaign turn. He now has 7, and has therefore been promoted to Battle Group Commander. (ld 8, 2 re-rolls)
Ship changes:
Lunar Classcruiser His Will was crippled, and has lost many of her experienced crew. The ship has lost 1 ld. Current leadership is 7
Lunar class cruiser Divine Light,has gained +1 leadership. Current LD is 8. Do you wish to increase the leadership, or gain a crew skill?
Cobra squadron 12th Pursuit, has gained +1 leadership. New leadership is now 8.
Appeals: You have 1 appeal to make. How do you wish to use it?
LD changes are affected before repairs. So repairing crippled ships will not save from the ld loss.
Escort squardons may be reinforced with repair points, but there is a risk of LD loss. If new escorts are added to squad, then I will roll D6.
+1 escort will keep the current ld on 3+, 1-2 will cause -1 ld.
+2 escorts will keep the current ld on 4+
+3 escorts will keep the current ld on 5+
+4 escorts will keep the current ld on 6+, and on roll 1 the squadron loses 2 ld
+5 escorts automatically lose one LD) and roll 3+ or lose another.
This method replaces escort LD losses based on losing more then half of ships.
After getting the final stage PM, player decides what to do, and sends PM to me.
Example of reply:
Repairs: Use 3 repair points on His Will
Ship changed: Divine Right will take a crew skill.
Appeals: Request as reinforcements Majestic Might Lunar class Cruiser.
Reinforcements enter your start location. You may also use 1 appeal to change the "staging area" to another system you control. (to shorten the distance to front for example). Changing staging area will succeed on 2+. After change, any ship gained as reinforcements will enter game there.
After the end PM, the turn is over. I will do whatever game mechanics adjustments I have, and then will start a new turn from the beginning.
This is roughly the turn. Now, I will be sending you maps. I have to see if I can attach them to the PM:s or how i do it.
Anyway, any comments? Suggestions? Worries?