Campaign Rules

Na-Po

Mongoose
Hi all,

and first thanks for giving so much good ideas through this forum :D

I'd like also to apologize for any mistake in english because it's not my mother tongue. (feel free to ask for clarifications)

Not new to the game nor to wargames in general but it's the first time with friends that we want to play in campaign mode. And of course some questions arise.

First one, an easy one I hope :

If we are 3 players (A,B and C) and the init order for the first turn is
A,B & C; Player A chooses a strategic location and is uncontested so it is
now belonging to him.
Now player B chooses a location, is player A eligible to contest and therefore fight against player B since he already got a location this turn ?

If not it means that player C, when his turn is coming, cannot be challenged, correct ?

Thanks,
 
Your English is fine :-)

no, Player A cannot challenge player B, and likewise and an B cannot challenge C.
Winning initiative gives you the juciest target pick, although sometimes going last is better as you get to challenge :-)

sequence is

A takes target
B can contest, if B does not contest C can contest
If B did not contest B takes a target, if C did not contest A, he may contest B
If C did not contest, C takes a target.

Essentially you only get one action, you may contest a move, Take a free target, Or attack a captured target. (defending is a free action) Contesting does not win you the target, it just stops the other person getting it IF you beat them, if that all makes sense :-)
 
As hiff said, each player only gets one move. That move can be taking a free target, attacking a taken target, or contesting a move. You can also pass, and delay your move.

Eg:
A takes target 1
B passes
C takes target 2
B contests target 2.
 
Thanks a lot,

that also answers to my second question :

Can I take a target and contest someone in the same turn, answer is NO.

But I'm surprised with your last sentence, I was pretty sure that it was written in case of contesting that the winner takes the target.
(for a previously unhold target of course).

Edit : By the time I wrote another answer was written, I was aiming hiff sentence ;-)
 
IF the person who attacked the target wins, they get the target, if the person who contested wins, they just block the move, they do not gain the tactic.... unless I hugely misunderstood the rules.
Of course you can house rule it differently
 
hiffano said:
IF the person who attacked the target wins, they get the target, if the person who contested wins, they just block the move, they do not gain the tactic.... unless I hugely misunderstood the rules.

I hate to break this to you, but you have hugely misunderstood the rules. :)

The winner gets the target. Only in the event of a draw does it remain unclaimed.
 
fair enough, I'll shout at Karlpopli who stood reading the rules for ages and told me they don't :-)
we always played you did anyway
 
The guys at our club expect us Ash and myself to sulply the minis if we have a campaign, i told them if they want a campaign with other fleets im not made of money ..
 
Of course I'll let you know how it's going :D
We planned the setup and the beggining of the campaign for March the 18th.

Until then it will be fleet preparation.

I usually play Minbari but the friends I am gonna have the campaign with
are somewhat quite new players so I am looking on Vree, Pak or maybe Abbai.
On their side they are looking on EA, Centauri, ISA and Narn fleets.

For a first campaign we want to avoid the old ones, good idea or not ?

It might ends up with EA Crusade, ISA and Pak ;-)
I like challenges :D
 
In fact that's a kind of thing we can do. Nice idea, thanks :D

Being only three for a first try will limit us to around 7 targets; that should not
take too much time I think.

On the fleet point of view one of my player suggested the Drazi.
In fact he suggested ALL Drazi, the green ! the purple ! ...
and why not the red faction :D

It might be a good way to get into the campaign mechanisms as everyone will know the available refits&duties and ships stats.
 
Another useful house rule we use is that if a new strategic target is generated we attach it to an existing site that player controls (re-roll if you control no sites at that point). This prevents the creeping win condition that cannot be reached in a reasonable time. We shoot for six month campaigns with a two week turn cycle.

Ripple
 
Yes it does.

It really can ramp up the economy but usually does so for everyone. We found it made folk want to fight a tad more, and not be so afraid of the big beam fleets where you can lose the whole fleet (from in front or behind the beams) very suddenly.

Ripple
 
Ripple said:
Yes it does.

It really can ramp up the economy but usually does so for everyone. We found it made folk want to fight a tad more, and not be so afraid of the big beam fleets where you can lose the whole fleet (from in front or behind the beams) very suddenly.

Ripple

Quite like that idea, may steal it ;) Though our group did want to do a ramped up "strategic" campaign...we're still working on it.
 
From a gaming point of view I can understand it, and even like it ;-)

But from a "fluff" point of view having a gas giant hidding behing a jump gate for exemple or an Industrial World behind a dead World is ... a bit strange no ?

If I understood correctly if you win you get :
both targets
so 10*2 RR for capturing,
+ associated bonus if ever there is one
+ RR generated by both targets (since nobody can attack a "taken in the turn" target, correct ?),
and -2 Initiative


PS : We decided not to play with space stations for a first run but I was thinking that a space station on the prime target may block both for the cost of "only" one station no ? ;)
 
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