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Referee's guide for the campaign manager.
Create a new campaign by clicking "Create new Campaign" on the main
page. You will be guided through the steps and options available.
Select whether the campaign is map-based (where you move
battleforces around on a strategic map) or a tournament.
Specify all the options that applies for all types of campaigns:
Specify a name for the campaign, which factions and unit categories
are
available, which result types are possible, and optionally a start and
end date. If no start or
end date is specified, the campaign can be started and stopped manually.
Select a campaign display style; Choose something that matches the campaign genre - for instance, 'Science Fiction' for WH40K and 'Parchment' for WHFB.
Optionally, select a sponsor logo and link (both should be provided
as URLs, the first to an appropriate image, the second to the sponsors
home page).
Select which scenarios the application should select from, when
battleforces engage in battle. Note that each scenario specifies a
point value range - this indicates the point values where random
scenario generation will allow the selection of the scenario - thus,
Bunker Assault will never be selected for battles less than 1500
points, and Sabotage will never be selected for battles above 1500
points.
If you selected a Mapbased campaign, you must also set some options
that applies only for this type of campaign.
Select which map to play on, from the drop-down list. The following maps are available:
Only the maps relevant for the Genre chosen are presented (so you
can't play Warhammer 40K in Bulderhaven!)
Select which logos should be available to choose from as battleforce
logos for players, and also which logos should be available to select
from as control logos. There must be at least one logo for each
player, since the application will prevent different players from using
the same logo.
Select which special rules (see below) are in force for the
campaign, and which settings applies to the selected rules. All special
rules have default settings, so to get a default campaign, just leave
all the special rules unselected.
Select the campaign from the front page. For each army to make
room for, click "Create new army for campaign" and choose whether the
invitation is open to all, or specific to a particular player (you
don't have to do this for Open
Tournaments, see below).
Once the invitations are ready, notify your intended players that
they may join the campaign (using this guide).
If all goes well, there shouldn't be anything to do from now on
until the campaign completes.
Tournaments, in particular swiss draw tournaments, require the
referee to start each round. This allows the referee some leeway to
give all battles a chance to resolve, and to speed up the rounds if the
battles complete early.
The referee can choose to select the scenario from the list of
allowed scenarios, or let the computer select a scenario at
random. All games in the round will use the same scenario.
It is possible to cancel a campaign; This ends the campaign without
awarding honour icons.
The main job for the referee during the campaign is to arbitrate disputes.
The referee can Invalidate any
unit in the tournament, if it has wrong points, contains copyrighted
material (like listing the cost of each upgrade) or is otherwise
marginally valid. An invalidated unit can be edited by the
player, but
may not be selected for battles. Once the unit is in order, the
referee can revalidate it. This is a less harsh way of dealing
with
mistakes than summary dismissal, and should be preferred for honest
mistakes.
If a unit is found to be completely illegal, it can be dismissed by
the
referee. The referee can do this while the unit is locked in
battle. A unit with a too high point value can usually be left
in; The owning player can correct the mistake at his or her leisure.
If a unit us found to be invalid in the specific battle (eg, being a
seventh Troop choice), it should be excluded from the battle by the
players, but no further action is needed.
If two players disagree on the outcome of a battle, they will mark
the battle "disputed" and implicitly call on the referee to resolve the
situation. The referee should investigate, letting each player
present their position, and choose one of the
following actions:
This would typically be used if a player wilfully abuses the
campaign or the other players, by cheating or posting spam in the fluff
section. If a player persists in being a nuisance, he or she can
be effectively expelled by adjusting their AP to a large negative
number.
Abusive fluff , such as storylines that take unwanted freedoms with
another player's stories, or personal attacks, or unsolicited
advertising, can be deleted by the referee. This requires that at
least two players agree that the fluff piece is bad. Wilful
abuses of the fluff entry system can be penalized by removing AP or VP
or both from the offending player.
The referee can, when starting a campaign or tournament, set a large
number of special rules. This sections lists the special rules
available, and details their effects. Note that availability is
varies depending on the type and genre of campaign - movement costs are
irrelevant for Tournaments, and Retreat to Warp is irrelevant for
Fantsy. Irrelevant optional rules are not shown in the list.
Click the checkmark next to
rule name to have it
in effect.
Most of the rules have a default value which will be used even if
the rule is unchecked.
Some special rules have an [+1]
marker: Click on this marker to increase the number of entry fields
for the rule. This is used for rules that have multiple values.
Most multi-value rules have a value that varies by faction. These are marked with an [F] in this list, and have a dropdown listing faction names when creating a new campaign. Create a copy of the special rule for each faction to which it applies, and if different from the default, also one for (All). Factions with no explicit rule use the (All) default value for the rule, or if that is not set, the system default.
| Special
Rule |
Settings
and effects |
| Action Points Limit | After one weeks play, the system
will enforce an upper limit on how many AP a player can have in
reserve. This should obviously be large enough to execute the
most expensive move possible, but should not be too large. Setting this
value high, compared to the cost of a normal move, would allow "blitz"
attacks. Irrelevant for Tournaments. Default value: 14 |
| Action Points Rate |
The system adds action points to
each player's reserve on a regular basis. Irrelevant for Tournaments. Default value: 1 ever 24 hours. |
| Battle Size |
This is one of the most
important
settings for the system, since it determines what size scenarios will
be generated. The value is a modified dice roll, multiplied by a factor. Default value is (3D6+2)*100, which yields battles in the 500 to 2000 point range, in 100 point increments, with an average size between 1000 and 1100. |
| Battle Size Escalation |
This is a modifier to the Battle
Size rule, allowing the parameters for that rule to vary over
time. An escalation campaign can be attractive since it allows
newcomers to start with a small force and gradually build their force
as the battles get larger. No default. |
| Battleforce Size |
This is the upper limit on the
size of each battleforce. Setting this low compared to the maximum
battle size makes it harder to make a flexible force, while setting it
high makes it easier to construct a unbalanced (beardy or cheesy...)
force. For fixed battle size tournaments, the battle size and battleforce size should be set to the same value. Default value: 3000 points. |
| Battleforce Size Escalation |
This is a modifier to the
Battleforce Size rule, allowing the parameters to vary over time.
Use to set up a campaign where the armies start small, and grow over
time. |
| Custom VP awards [+1] | Set to allow the referee to
award each army custom VP awards - eg, "Paint", "Quiz", "Sport"
etc. Keep the labels short, they are also column headers in the
campaign amry overview. No Default. |
| Default FOC minimum |
This is a check on army
composition, when selecting forces for a battle. The referee can
specify two unit types and assign a minimum number of untis of that
type that must be selected. When playing with alternate FOCs, set both
values to 0. No default. |
| Deploy Battleforce Cost [+1] [F] | The cost (in AP) to Deploy a
battleforce. Scenario rules specify where the battleforce can be
deployed; Usually Deep Space and Warp nodes are available. Defalt value: 10 AP. |
| Deploy to Friendly City [+1] [F] | Allow a faction to deploy new
battleforces to a friendly city node. Default value: NO |
| Deploy to uncontrolled Node [+1] [F] | Allow a faction to deploy to any
uncontrolled node. Default value: NO |
| Expand Cost [+1] [F] | The cost (in AP) to take control
of a neighboring empty node without moving a battleforce there. |
| Great Sacrifice [+1] [F] | When a player destroys a city,
immediately deploy an undeployed battleforce (if any) to the node at no
AP cost. Should really only be set for Chaos factions... Default value: NO |
| Initial Action Points [+1] [F] | The amount of APs granted each
player at start. Set low for a gradual escalation, or high to get
several battleforces from each player into play quickly. The default
value allows each player to start with 3 to 4 battleforces. Irrelevant for Tournaments Default value: 100 AP. |
| Initial City Deployment [+1] [F] | How many battleforces are
deployed to a city node at campaign start Default value: 1 |
| Instinctive Behaviour [+1] [F] | Automatically and at no AP cost
destroy cities and spaceports in a captured node. Should only be set
for Tyranid factions. Default value: NO |
| May Destroy Cities [+1] [F] | Allow the faction to voluntarily
destroy a City facility. Should be set for factions that have the Great
Sacrifice rule. Default value: NO |
| Miscellaneous [+1] [F] |
Container for text-only rules.
The referee can set as many of these as desired. The system doesn't use
these values for anything. They can specify references to IASL
selection systems in force, or special character choices available, or
referee-assigned no-show penalties. No default value. |
| Modify Engaged Battleforce |
Is it possible to add units to a
batleforce that has a current pending battle? Default value: NO. |
| Move to Orbit [+1] [F] | Specify rule for allowing a
battleforce to move from a surface node to an orbit node. default value: From Spaceport. |
| Movement Cost [+1] [F] | Cost (in AP) to move a
battleforce to a neighboring node. This also triggers an attack
on any battleforces already present in that node. Default value: 5 AP. |
| Mysterious Purpose [+1] [F] | Set for factions that chase some
unknown goal. The rule will automatically update with a new location
every set period, and if the location is held by the faction indicated,
the faction scores the amount of victory points set. |
| New Battleforce Cost [+1] [F] | Cost (in AP) to create a new,
undeployed battleforce. Irrelevant for Tournaments Defalt value: 5 AP. |
| Open Tournament |
Check this rule to indicate that
a tournament is Open. All eligible players can join an open
tournament (it is not necessary to create invitations), and all players
can challenge all other players to matches. Specify how many battles
against each opponent that can score VPs. In Open Tournaments,
the referee does not set up games at all; The players does that
themselves by means of challenges. Every year, a year-long, open to all tournament is created for each genre allowed in the system. Players are encouraged to use this tournament to arrange ad-hoc games against opponents in other clubs. No default. |
| Redeploy Cost[+1] [F] | Cost (in AP) to move a
battleforce to a neighboring, controlled node. A redeploy also
ignores difficult paths. Default value: 2 AP. |
| Referee Delegation |
If this flag is set, a
tournament referee may perform some actions on behalf of the players,
as a time-saving convenience. Set only if the referee does not
participate in the event. Default value: NO |
| Resolution Time |
When a battle is created, the
players have a set amount of time to finish it. If it is not
completed within the allotted time, the system decides the result
randomly. Default value: 14 days. |
| Retreat to Orbit [+1] [F] | Determine if the factions
battleforces may retreat to an adjacent orbit node if defeated in
battle. If the orbit node is occupied by an enemy battleforce,
the retreat is never allowed. The rule allows setting a
"difficulty level" for the retreat, at a D6 roll of 1 (automatic)
through 7 (impossible). Default value: NO |
| Retreat to Warp [+1] [F] | Determine if the faction may
retreat to Warp if defeated in battle. The rule allows setting a
"difficulty level" for the retreat, at a D6 roll of 1 (automatic)
through 7 (impossible). Default value: NO |
| Round Robin Tournament |
Check this rule to indicate that
a tournament is Round Robin,
and specify how many games each player
should play against each other player. In a round-robin
tournament, all battles are created immediately after the tournament
starts, and the players can complete them in any order they
choose. For a round robin tournament, set the Resolution Time to
be equal to the full tournament elapse time, and set Modify Engaged
Battleforce to YES, to allow players to add units to their battleforce
before selecting an army for a battle. No default. |
| Swiss Tournament |
Check this rule to indicate that
a tournament is Swiss Draw,
and specify how many rounds to play.
In Swiss Draw, battles for each round are set up when the referee click
"Next Round". No default. |
| Teams [+1] |
Select this rule to set up Teams
play. When playing in Teams, each player on a team controls their
own army, but will never engage each other in battle (all battles
between team members are resovled randomly, immediately), and will
share all VPs scored. In swiss draw tournaments, all players on the same team will engage in a single battle against against all players in another team. |
| Victory Points City [+1] [F] |
Victory Points awarded for
control of a City. Default: 2 VP. Does not apply to tournaments. |
| Victory Points Crushing [+1] [F] | Victory Points awarded for a
Crushing Victory. Default: 12 VP. |
| Victory Points Destroy City [+1] [F] | Victory Points awarded for
destroying a City. Default: 0 VP. |
| Victory Points Destroy Resource [+1] [F] | Victory Points awarded for
destroying a Resource. Default: 0 VP. |
| Victory Points Draw [+1] [F] | Victory Points awarded for a
Draw (to both players) Default: 4 VP. |
| Victory Points Loss [+1] [F] | Victory Points awarded for a Loss Default: 0 VP. |
| Victory Points Marginal [+1] [F] | Victory Points awarded for a
Marginal Victory Default: 6 VP. |
| Victory Points Massacre [+1] [F] | Victory Points awarded for a
Massacre! Victory Default: 10 VP. |
| Victory Points Node [+1] [F] | Victory Points awarded for
control of a Node. Default: 1 VP. Does not apply to tournaments. |
| Victory Points per Battle |
Set if each battle should result
in a constant number of VP awarded. The winner gets what is
specified in the relevant setting, the loser gets what is leftover from
this setting - eg, if this rule is set to "10 VP", then a Marginal
victory will yield 6 VP to the winner and 4 VP to the loser. Be
sure to set the VP score for a Draw result to half of the value of this
rule. No Default. |
| Victory Points Rate | How frequently are territory
control Victory Points awarded. Default: 7 days. (midnight between sunday and monday) |
| Victory Points Resource [+1] [F] | Victory Points awarded for
control of a Resource Node Default: 1 VP. Does not apply to tournaments. |
| Victory Points Slaughter [+1] [F] | Victory Points awarded for a
Vicorious Slaughter. Default: 16 VP. |
| Victory Points Solid [+1] [F] | Victory Points awarded for a
Solid Victory. Default: 8 VP. |