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Nighkhaun
12-18-2009, 02:44 AM
So, does anyone else have any home brewed campaigns?
I was working on one a while back, it essentially was like playing risk on the "campaign map" but when you'd go into a territory you'd battle it out in normal fashion.
I don't want to get terribly in depth about it because I think I over did some custom rules, but I never did get to try it out (I didn't want to play 1 on 1 because my campaign didn't work without three players and my 3rd player became quite a flake on game nights.)
So, I was just curious who here has come up with their own campaign ideas or anyone got any ideas that they think would be cool in a custom campaign?

I just like the idea of the games I play counting for something besides just winning or loosing

Bakemono
12-18-2009, 03:50 AM
Yes. Our campaign rules are entirely different. I may post the when I'm done play testing.

Brandubh
12-18-2009, 04:03 AM
I'm working on a set of generic campaign rules that use the Mighty Empires tiles and modified PP campaign rules. I think it'll work pretty decently. I just have to get my butt in gear to type them up.

Helion
12-18-2009, 04:38 AM
Me and a couple friends have been making alterations to campaign rules for quite some time. We have rules for just about anything, castles, towns, outposts, forts, ambushes, supply lines, attrition factors, reinforcements, uprisings, and allied combat.

I especially enjoy our uprising "encounters". Essentially you play a game vs. an army made up of a random number of points worth of zealots, winter guard, and trenchers who act as "villagers". they have no warcaster, no jacks, and no solo's, but attachments can be taken as normal. It gets pretty hairy some games.

I will say though, our campaigns tend to be TOO long. We barely ever finish them. lol.

Nighkhaun
12-18-2009, 05:19 AM
If anyone is willing to share their campaign ideas I'd be happy to hear them! As fair trade I'll extrapolate on mine.
Essentially a "risk" board which had a number of territories based on number of players or desired length of play. Easy way to do this was number of players x 2 +1, so for 3 players it would be 7 territories [(3x2)+1] so that everyone had a "home base" an expansion point and there was a "free for all" in the center. That was for a small game. For larger games we added the number of territories usually by an "empty seat" so just up the number of players regardless that no one was going to play besides the three of us.

The goal was to capture territories to claim dominance of the area (map).
We would all have a caster list "detachment" which worked off modified escalation ruleset. We had a "side board" (idea from magic card game tournaments?) that had so many points, so even though you had one caster and a prebuilt list, you could swap out so many points (for mk2 we used 15 points default but allowed for that cap to be increased, see below)

So holding the territories gained you "campaign points" which you spent in your campaign phase. You could unlock additional warcasters (as a detachment) characters, increase point caps, or mess with missions by bidding, reviving units/models that got trashed before your next campaign turn to get yourself back up to fighting par, etc.

The bidding system let us try to favor the scenarios, +1 to start roll, etc. All kinds of stuff. Example: I wanted to go first so I bid for +1 to start roll, but only put down 1 campaign point. Well my opponent could match my bid and we'd both be at +1 so effectively +0 hence normal roll would occur. Bidding would occur until both parties agreed to stop bidding and both parties would spend the points then get to it.

So, if you held more territory you began to snowball into a victory situation.

What I really liked is that I heard of a modified game from a PP event they held (I heard it through Podthralls) where they could just wander from board to board and just kinda pick and choose battles so to speak. I liked the idea that casters ARE rare but infantry/solos etc are not nearly as much so. So I wanted to work it into the campaign.

So, LIKE risk, you could leave so many troops on a territory. Well, your warcaster can only be in one place at a time, but your units and other models, why couldn't they be left to the dire task of being the first line defenders in case another big bad warcaster came waltzing by? Or, why not have a unit of calv that seperates from the warcaster detachment to go lay claim to a poorly defended territory?
These additional options seem harsh maybe, but like Helion did, you could have games where one player simply has no war caster. Not the main focus of warmachine, sure, but I thought interesting.

So, if anyone else feels like explaining there's a bit more, that'd be great, if not, hope you get something you like or don't like from mine so that yours may be more enjoyable for your group!