Campaigns
Summer
in the City
Introduction
<> Battle #1 <> Battle
#2 <> Battle #3 <> Final
Thoughts
Summer in the
City--Introduction by
Patrick Eibel
Last year,
we ran the Goth Girls Gone Wild! Campaign
set in a jungle environment. For a change of pace, this year’s campaign
will use Codex: Cities of Death (COD) for fighting
in a totally urban setting.
The Armies
The campaign
will pit my Daemonhunter army (somewhat
revised since the last time they made an appearance) against Kenton’s shiny
new Chaos legion. In the last campaign,
we used an escalation strategy in which the armies were built up during
the course of the campaign. For this one, we are going the opposite direction
and reducing the army point values for each mission. This will simulate
attrition over the course of a long siege. Each army will start with 2,500
points for the first battle, have 2,000 points available for the second
battle, and finish with only 1,500 points available for the last battle.
After each
battle, each player will nominate a unit or vehicle from his side as the
“Most Valuable Player,” or MVP. The selected unit can than get a Battle
Honor rolled randomly from the respective charts found on pages 246 and
248 of the rulebook. Once a unit or vehicle receives a Battle Honor, they
cannot be selected again during the course of the campaign. All Battle
Honors stay with the unit for the duration of the campaign, but do not
affect their point cost.
MVP units must
be brought to subsequent battles, but players are otherwise free to select
any unit in his army up to the mission point total. While I wanted to create
the feeling of a protracted siege in the campaign, I did not want the army
lists to be as restrictive as those in the last campaign, so this seems
like a reasonable compromise. The “fresh” units can represent reinforcements
or units that have to adjust to having survivors from other squads added
to them.
The Setting
All battles
will be fought in a section of the city of Trantor V. This sector will
be represented by a 4' x 6' table of city terrain that will remain more-or-less
the same for all three battles. The idea is that both armies have hunkered
down in this part of the city and will remain until the campaign is over.
The Missions
Each mission
will be played at the Omega level and have three cityfighting stratagems
per player. The stratagems may change from mission to mission. The missions
are:
-
Domination (2,500
points; page 43 COD),
-
Urban Assault
(2,000 points; page 44 COD), and
-
The Gauntlet (1,500
points; page 48 COD).
Each battle represents
an engagement in a longer narrative campaign that hopefully we can represent
through some supporting fiction.
Determining The
Winner
This campaign
is rather linear in story – the armies take positions in the city, battle
for position, then one side makes a break to get out. As such, the last
battle will probably determine the winner as far as the story: one side
either makes it out or doesn’t. For the players, we will use the scoring
for Rogue Trader Tournaments:
-
15 points for
a win;
-
10 points for
a tie; and
-
5 points for a
loss.
In addition, there
are bonus points for:
-
Keeping your General
alive (+1);
-
Reducing all of
your opponent’s Troops selections below half (+1); and
-
Getting more of
your units into your opponent’s deployment zone (+1).
There are also
penalties for:
-
Having your General
die (-1); and
-
Not controlling
any board quarters (-1).
At the end of
three games, the player with the most Battle Points will be declared the
winner, regardless of the outcome of the linear story line.
Summer in
the City
Introduction
<> Battle #1 <> Battle
#2 <> Battle #3 <> Final
Thoughts
Posted: June 2007
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