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Campaign Manager


Rules for a node-based campaign manager.


Index


Rules

Setting up the Campaign

A referee creates the campaign, selects the map and invites players, either by name or with open invitations.

Players may join any campaign with an open invitation.  Players choose the name of their army, and what faction to play.  In this release, this has no in-game effect.

By default, each army has 100 Action Points at start, and no battleforces.

When the campaign starts, the system automatically deploy one battleforce (chosen at random) from each army to a random starting node for the campaign. In this release, all cities are starting nodes.

Campaign Movement

By default, each day (at midnight), players accumulate one action point.

Points can be spent at any time using the online interface at http://sdahl.net/campaign/.

Battleforces for the same player can stack in a node.  If a battleforce enters a node with a stack of enemy battleforces, it attacks one at random, and the rest are queued for battle.

The point costs for actions can be modified when the campaign is created; The values given are default values.

Accelerating play

The Referee may add Action Points to all armies if necessary to speed up play, or to a single army to compensate for a late start or other handicap.

Creating a Battleforce

When a player creates a battleforce, players must enter unit specifications to a sufficient level of detail to allow other players to verify that the claimed point value is accurate.  The tool allows creating a roster (including name and background fluff) for that battleforce. 

The roster should allow the creation of valid forces for which the player has models (no proxies!) - ie, for a WH40K battleforce, there should be at least one HQ and two Troops.  There can be any number of each type of unit in the battleforce. It may by default contain at most 3000 points worth of units, though this may vary between campaigns.  They player need not be able to field models for all of them simultaneously, but must have (or intend to acquire) models to represent any unit listed in the roster.  The units included in the battleforce should be capable of fighting in any of the missions possible, so it should include units to make viable assault, line defense, raid, etc. forces.

There is no kill-teams in this release.

A player can create battleforces smaller than the campaign limit, if desired; New units can be added later (see Modifying a Battleforce, below).

The application keeps the battleforces and their compositions publically available.

Combat

Once two battleforces are locked in combat, their controlling players should play out the mission at their earliest convenience.

By default, the application randomly generates a scenario to play, at 500 to 2000 points, with a named mission.  The campaign settings control the scenario generation.

The players select their units from the roster(s) of their battleforce(s) in the node.  Units must be included exactly as they are specified in the battleforce roster.  Note: For this reason, it is a good idea to include a few low-cost units in the battleforce, to make sure that it is possible to select forces as close to the mission point limit as possible.

The winner of the mission keeps the battleforce in the node. The loser retreats to a neighboring controlled node.  If the battle is a Draw, both forces retreat, leaving the contested node uncontrolled.  If there are several neighboring controlled nodes, the system picks one at random.

If there is no valid retreat node for a battleforce, it is destroyed.  A "destroyed" battleforce becomes undeployed, and can be re-deployed as reinforcements at the normal cost, thus saving the cost (in time and Action Points) of creating a new battleforce.

If a player has no battleforces left, the player can continue to accumulate actions points and acquires reinforcements as normal. 

The winner (or, in case of a draw, either player) enters the mission results in the application, and the other player approves the result.  If the other player does not approve the result in a timely manner, or disagrees with the results entered, the referee may approve or or cancel the entered results. Once the battle results are entered and approved, the mission is considered resolved and retreats are carried out.

If the mission is not played within (by default) 14 days (or if the players both request a random result), the application decides the result randomly (Roll D6: 1-2 Attacker wins, 2-3 Draw, 4-5 Defender wins) and retreats the losing battleforce(s). No Victory Points is awarded for randomly resolved battles.

If more battleforces enter a node where a mission is already in progress, the new attacking battleforce will attack the winner of the current battle, as soon as it is completed. Any number of pending battles can "stack", awaiting resolution, in a node.  A player may enter nodes where his own forces are already fighting - this represents reinforcements who will take over if the first force falters and retreats.

A Battleforce that is in currently awaiting a battle outcome (either in progress, or in the "stack") may not be given orders.

Note that it is in the battling players best interest to conclude the battle as soon as possible, as the movements of other players may cut off their retreat.

Players may agree to resolve a battle randomly immediately, if they know they won't be able to play it out in time.  This of course frees the battleforces to receive new orders (if they survive).

Experience

There are no experience points in this release.

Modifying a Battleforce

A unit can be retired entirely from the battleforce, and new units can be brought in.

Victory Points

The following values are campaign defaults; They can be changed at campaign setup time.

Weekly points

Victory points are awarded weekly (Sunday midnight) for controlling planetary surface nodes. Nodes with pending battles yield no victory points to either side.

These are the default values; Be sure to check the campaign special rules to see if they are different in the specific campaign. Note also that the VPs awarded for territory can differ between factions.

Battle points

The players get victory points for battles:

These are the default values; Be sure to check the campaign special rules to see if they are different in the specific campaign. Note also that the VPs awarded for battles can differ between factions.

Faction victory points

The factions can score victory points for various other actions, such as the Eldar "Mysterious Purpose".  Check the campaign special rules for specifics.

Fluff victory points

Fluff victory points are awarded at campaign end.

Other victory points

Victory points are awarded at the end of the campaign for unspent Action points, at a rate of 1 VP for every full 5 AP.

Winning

The game runs until the specified end time, or until the referee ends it, at which time the player with the most points is the winner.

Honours

The system awards honours for certain feats, and displays them on the main page with the following icons:

Honour
Description
Limit
sword >1 won battles
1
sword2 >10 won battles 1
wreath Campaign Winner 1 per campaign
cup Tournament Winner
1 per tournament
heart Battle honours: Scored most BVP in Campaign, but didn't win
0-1 per campaign
team Team honours: Team (with 2+ players) combined score exceeded winning player or teams score
0-1 per campaign
lyre Storyteller: Scored VPs for fluff
1

If two or more players have the same winning score, they are both eligible for campaign honours.

Special Nodes

Some nodes have special rules; they are detailed in this section.

Space Capable Battleforces

Space Capability is set up for each faction in the Campaign Special rules; Be sure to check the specific campaign. By default, all battleforces are Space Capable in a Spaceport node.