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 Warmachine Campaign Scenarios

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MatthewTyson



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PostSubject: Warmachine Campaign Scenarios   Tue May 17, 2011 3:00 pm

Post your scenario ideas in this thread.
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PostSubject: Re: Warmachine Campaign Scenarios   Tue May 17, 2011 3:10 pm

Ok. I like the direction that Tyson took it in the previous thread, with giving the respective army generals different missions/objectives for their turn. What I was thinking, after looking back at your idea, is to give at least 1 major engagement mission per decision turn (which could have big adverse or beneficial impacts), plus a couple of minor engagement missions (same as before, but the stakes are much lower), and maybe a non-combat option or two. Dependent upon which missions everyone takes, new objectives become available, and the whole global battlefield changes. Now, as to what those missions are and what impacts they have, that's dependent upon several fronts. For example, choosing to take one mission over another could leave you open to attack on another front, possibly giving your other enemies a straight shot to your capital or key production facilities.

I have a large copy of the most recent Western Immoren map, with all of the continental lines and cities on them. When/if this thing gets to completion, I'll get some copies made for the scenario (for each faction that is part of it)

So...questions to you guys:
1. How does this framework idea sound?
2. Are we including just the Warmachine factions or should we also include Hordes to some extent?
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PostSubject: Re: Warmachine Campaign Scenarios   Tue May 17, 2011 3:21 pm

I certainly hope you include hordes or I will be a very sad panda.
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PostSubject: Re: Warmachine Campaign Scenarios   Tue May 17, 2011 3:40 pm

MatthewTyson wrote:
I certainly hope you include hordes or I will be a very sad panda.


We'll include Hordes, but since we are, we're going to have to be very careful in building the campaign, since there are going to be so many mission threads overlapping.....

Just had a thought while writing this. Instead of marking out individual missions for each faction, we should make only a few faction-exclusive/faction-specific missions (i.e., targets very specific unit groups/faction stuff), and the rest are general missions with benefits depending.

For example, let's use our siege of Vrolningrad case. If the Khador player holds it, he can get extra benefits for his WinterGuard OR Man-O-War units for so many campaign days. Whatever faction assaults it, if victorious, in addition to Khador's infantry debuff, gets...let's say -2 to infantry unit deployment costs(those infantry units must cost at least 4) until such a time that the city is repaired. This is kind of a one-sided specific. But it could be general if, say, Menoth and Cygnar clash in the city, with the benefits trading off or staying with the winning faction. Again, tons of stuff we have to consider.

Also, since I know mostly Khador lore, gonna need some others to help build our missions.

Lastly, I'm going to wager that this campaign is not just going to be a one-weekend deal. The scale it's appearing right now is at least a one-week minimum global campaign.
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PostSubject: Re: Warmachine Campaign Scenarios   Tue May 17, 2011 5:24 pm

Quick idea before I go....

Rule of One: A warcaster cannot be on two fronts at the same time (ex. Cygnar's caine fighting to hold their capital while he also fights in Khador), nor can than one of any warcaster be in the field of battle(Two copies of Sorcha). This would apply to their vanilla and epic versions. Since you can't be two places at once IRL, your 'caster can't either.
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PostSubject: Re: Warmachine Campaign Scenarios   Wed May 18, 2011 5:32 pm

Ok. I need some thoughts on Turn missions....namely what kind of missions we need to try and get out there. Once we know that, I can start weaving it together with a bit of lore and making it make sense in the global field.

Also, since this has the high possibility of going over simple 1v1 combat, I want to pose this: how many generals should we allow for each faction? 1? 2? You know, so it's not just pick an option blindly during the decision turn for that faction. also, the possibility of multiple generals allows each faction to possibly engage in multiple scenarios. Only problem with that is it has the potential to bog down the game quite a bit.

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PostSubject: Re: Warmachine Campaign Scenarios   Wed May 18, 2011 6:29 pm

Ok. I have a rough layout of the main turns. Need feedback.





Global Turns (Days)
The central time for decision making, which will affect combat (or the lack thereof) will be during the Global Turn for each faction. During a faction’s global turn, it’s leader(s) are allowed to choose one of the following options regarding their faction:

- Major Mission: Mission is heavily story-oriented, with preset rules in terms of forces, force composition, and win conditions. The results of the missions can have major adverse or beneficial effects on an army’s field allowances, unit strength, and mission availability. Generally there is at least one Major mission available during each commander’s Global Turn.

- Minor Mission: Not as story-driven as a major mission, but can still have benefits or drawbacks, though not as major. Most Minor Missions are short skirmishes, defense missions, intel gathering missions, etc. Some missions, instead of combat, will be simple dice-roll missions for intelligence and/or enhanced bonuses to a force for a Day. Generally there are at least 2 Minor Missions, though these can number up to a maximum of five depending on the campaign advancement.

- Special Missions : These missions are dependent upon several pre-requisitions, such as campaign advancement, completion of both Major and Minor pre-requisitions and status of the commander’s faction’s capital. These offer unique benefits and can be either non-combat or combat missions. If a certain fortress or city has been destroyed/captured, then the commander will have the option to repair/reclaim the city.

- Global Power: Each faction has a one-time-use Global Power that they can use by Day 5. It is faction unique and can change the face of a battlefield or an entire continent depending on when it is used. It is the global equivalent to a warcaster’s feat. Please note that, if the Global Power is used, the faction’s commander can still choose an additional mission. However, they may NOT choose the Reinforcement or Major Mission options.

- Reinforcement: This is a special power that can only be used once every three Days. This option negates any harmful effects on the commander’s army and/or continent. However, it also negates any beneficial effects, essentially returning the commander to a neutral starting ground.
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PostSubject: Re: Warmachine Campaign Scenarios   Thu May 19, 2011 2:14 pm

Things are looking too complicated for our first run through, and we're going to get bogged down. I have a list of suggestions:

0) Each faction will have the same number of casters. IE if there are 2 PEOPLE playing for khador, that sets the number at 2 casters. If I'm the only Legion player, I will have 2 casters available to me as well.

1) I agree that casters cannot be in two places at once. I'll explain how this works further on, but for now let's leave it at the word "teleport."

2) Global power - I think we need to drop this for the first run. Let's keep it simple so that we can build some experience for round 2.

3) Special missions - Drop these too. Keep it simple.

4) Reinforcement needs to be available as often as the player wants, or consecutive losses will force the losers to go back to reinforce every 3 days and generally screw them seven ways to Sunday. This way, a player has the option of just sucking it up when they get a debuff, and continuing on.

5) Terrain for a given mission needs to be set up by the DM to fit the scenario. If it lands up screwing one of the players' strategies, they better learn to adapt in a hurry.

6) Reduce the mission options to Offense mission, Defense mission, or Reinforcement. Offense is obviously going to be a pretty major thing to do and instills big debuffs to the loser and decent buffs to the victor (IE +3 points on next deploy for winner, bad restrictions on unit size / UA / etc for the loser). Defense is a more minor thing to do, as the victor only gets a minor buff and the loser a minor debuff (IE +1 point on their next deploy and -1 point for the loser).

To further expand the concept of offense and defense, let's throw an example in. Cygnar is presented with his offensive mission as assaulting Khador's fortress. Cygnar knows that victory will cripple Khador's future winterguard units. Khador knows this, and chooses their defend mission (which will happen to be that fortress). Khador will get some kind of bonus to deploy (let's say all of their jacks have advance move).

Now to spice things up. This is where teleportation comes in.

Let's say Khador didn't choose the defend mission and instead chose to assault Ios. His caster would learn that his fortress is under attack. If Ios chose to defend, this would mean Khador is now fighting on two fronts. If Khador's second caster is on a seperate offensive mission, he has to make a choice: Stay in this fight until the end, or leave early to assist on the defensive. Seeing as how nobody will have the models to ACTUALLY have 2 fights happen simultaneously, we'll just decide which fights have priority and are being played out. Khador's caster would then, for instance, decide to teleport out at the end of turn 2. If he doesn't have jack marshalls available, his jacks go autonomous. If he has jack marshalls, he hands off control of as many jacks as the jack marshalls can support (Each jack marshall can support up to 2 by the rules definition).




I have managed to detect a trace of rambling present in my post. I'll organize my ideas better at a later date.
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PostSubject: Re: Warmachine Campaign Scenarios   Thu May 19, 2011 9:51 pm

MatthewTyson wrote:
*Snip*

I actually like this better. More streamlined. You see, that's our problem and simultaneous solution. One person over-engineers it and it takes another person to make it more efficient. =P

But yes. I'm going to re-incorporate it into the manual.....but first I need to re-read the teleport part. Massive mindfuck, being so late (been working all day).

I'll have a basic offensive mission sample up tomorrow.


MatthewTyson wrote:
I have managed to detect a trace of rambling present in my post. I'll organize my ideas better at a later date.

Naw. The rambling, while being what it is, amuses me.

EDIT: I would also like to put something up for consideration. If, say, Cygnar sieges and captures/destroys Khador's capital city (Korsk), should there be a heavy specific debuff associated with the loss of the city until it is retaken?
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PostSubject: Re: Warmachine Campaign Scenarios   Fri May 20, 2011 2:00 pm

Actually I'd say taking the Khador capital city would mean Khador loses.

Teleportation is indeed a bit of a mindfuck. Since nobody here is going to have the miniatures to have 2 fights going on at the same time, they just have to decide when their caster leaves the first fight. IE If the Cygnar warcaster teleports out at the end of turn 3, the fight will continue and the Cygnar player simply doesn't have his caster for the rest of the fight. Once the players set up the 2nd fight that Cygnar is involved in, he doesn't start the game with his warcaster. At the end of turn 3, he can put his warcaster on the table. I'd say he has to appear completely within 3 inches of any friendly model, and he can't activate the turn he teleported in.


For the actual mission selection. I'd say each player gets a piece of paper with their available missions listed. They circle the one they want to do, and hand it back to the DM. The DM then announces everyone's mission selections simultaneously. I'm thinking that some of the offensive missions won't actually be all that major, and the defending player will know it. IE Ios knows one of its supply dumps is vulnerable, but losing it won't be too terrible so they have an excuse to go on offense without ever sending their caster back to defend. Should they land up winning without the use of a caster, props to them.


And now, a major defensive mission:
Day 4. The Retribution of Scyrah has made several major assaults into Cygnar, Khador, and Menoth territory. They know that everyone is gunning for them and despite their guerrilla tactics, one of their major resupply camps has been discovered by a Menoth scout. The general (aka player) decides that he is going to defend, and is allowed to lay down 6x 6inch Trench templates (see rulebook) anywhere inside their deployment zone that is not already covered by terrain before deployment. The battlefield is 4ft by 6ft and looks like this:

The special part is that although Retribution sets up first, Menoth gets to take the first turn, hence the tiny deploy zone for Menoth. However, those opening forests are well within gun range (and possibly even charge range) of Menoth, so Ret has to be particularly careful about their deployment. On the other hand, Ret has this nasty habit of ignoring forests and such, giving them the advantage of terrain.


Last edited by MatthewTyson on Fri May 20, 2011 2:21 pm; edited 1 time in total
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PostSubject: Re: Warmachine Campaign Scenarios   Fri May 20, 2011 2:13 pm

Ok. So rules regarding capital cities is if, that it falls, that nation loses, correct?

NOW I get the teleportation concept. Sure. That can definitely work.

Also, about the terrain: most will be roughly designed for the really major battles (to fit the mission), but pretty much every other engagement will be chosen from a series of random styles.

Got anything else you want to add to the table? Still working on a sample scenario....and painting at the same time.
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PostSubject: Re: Warmachine Campaign Scenarios   Fri May 20, 2011 2:24 pm

I tossed a sample defense mission up. I'm pretty sure we've got all the bases covered, I just need to organize everything.

Also, for the minor missions, I agree that we need to have random maps. I'm thinking each minor engagement will have a set number of terrain pieces pre-indicated that the DM randomly lays out.

Also, yes. If the capital falls, that nation loses. Think of it as the ultimate assassination Razz I'm thinking that a player is going to have to have X number of offensive missions against another given nation before they're even given the option of assaulting the capital.

Also, casters don't die in combat. They have emergency teleport beacons. Kind of like in Stargate, but fully functional. And there is no such thing as a jammer.
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PostSubject: Re: Warmachine Campaign Scenarios   Fri May 20, 2011 2:41 pm

Tyson, you have just helped me sum up days worth of thinking, and made it so it makes sense. This thing won't take too long to put together.

Also, props for paint skillz.
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PostSubject: Re: Warmachine Campaign Scenarios   Fri May 20, 2011 5:18 pm

whats wrong with a caster dying?

Everyone should end up with at least 2 casters to their name. So a way to work that with everything is say that the game doesn't end when the caster dies. It ends when you have nothing to fight with left or if you retreat. So when your caster "dies" in a game he is really just injured. Now any functional unit or (bonded/character jack?) can go pick him up and leave the battlefield.

An example. Cygnar forces are fighting Khador forces. a few turns in Cygnar snipes the Khador caster. If any of their solos or infantry units can get to the caster and get him back to your deployment zone, you can use that caster in other fights, even though you lost this battle. Reasons for Cygnar not finishing Khador off in that fight could be that there was no way to kill his army off before they retreated or that Cygnar fears a counter snipe and allows Khador to retreat.

I'd also say that if this was used that if both caster went down in a match, the match continues until one side either defeats the other or retreats.

Jacks and Beasts tied to the caster of course would do their normal thing.


This gives each player multiple times to fight even if you lose your match. It also gives you the possibility of winning a match even though you lose your caster. And the reason for 2 total casters is so if you do lose your first one for good early on, you've got an extra.


This idea could also replace the need for capitals and fighting on a scale that large as few people have forces large enough to sound reasonable for taking a capital city.
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PostSubject: Re: Warmachine Campaign Scenarios   Fri May 20, 2011 6:17 pm

We've never outright said that casters can die. The way I understand it, when a caster is taken down in a match, they retreat from the match, but are ready to use after the end of the match. But a caster being forced out of combat doesn't end the match; that's been my mindset from the get-go.
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PostSubject: Re: Warmachine Campaign Scenarios   Sun May 22, 2011 3:14 am

Victor wrote:
whats wrong with a caster dying?

Everyone should end up with at least 2 casters to their name. So a way to work that with everything is say that the game doesn't end when the caster dies. It ends when you have nothing to fight with left or if you retreat. So when your caster "dies" in a game he is really just injured. Now any functional unit or (bonded/character jack?) can go pick him up and leave the battlefield.

An example. Cygnar forces are fighting Khador forces. a few turns in Cygnar snipes the Khador caster. If any of their solos or infantry units can get to the caster and get him back to your deployment zone, you can use that caster in other fights, even though you lost this battle. Reasons for Cygnar not finishing Khador off in that fight could be that there was no way to kill his army off before they retreated or that Cygnar fears a counter snipe and allows Khador to retreat.

I'd also say that if this was used that if both caster went down in a match, the match continues until one side either defeats the other or retreats.

Jacks and Beasts tied to the caster of course would do their normal thing.


This gives each player multiple times to fight even if you lose your match. It also gives you the possibility of winning a match even though you lose your caster. And the reason for 2 total casters is so if you do lose your first one for good early on, you've got an extra.


This idea could also replace the need for capitals and fighting on a scale that large as few people have forces large enough to sound reasonable for taking a capital city.

Missions that involve an actual caster assassination are going to be virtually non-existent. MAYBE Ios would have one or two for that, but that's still going to be a rarity. Remember that a nation has a huge number of warcasters at their disposal. Losing one does not mean much, and as such is not a real objective. Losing a supply dump, on the other hand, is a pretty big deal.

Also, keep in mind that some of us would quit outright if we were to lose our caster (permanently). Me being a wonderful example. Lylyth is terrible for the way I play, and she is my only caster other than Thagrosh. I do not plan on buying any of the other Legion casters any time soon.
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PostSubject: Re: Warmachine Campaign Scenarios   Sun May 22, 2011 2:59 pm

Just found this out but PP apparently makes campaign books.
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PostSubject: Re: Warmachine Campaign Scenarios   Sun May 22, 2011 3:50 pm

Ok. Here's a sample mission for you, namely a sample starter mission.
-----------
Mission O-1*: Border Conflict

CYGNAR(Off.) v KHADOR(Def.)**

Force Size Limit: 15 pts.

Cygnar Victory Conditions: Force enemy warcaster into retreat. Capture border outpost (Outpost cannot be captured while the warcaster remains).

Khador Victory Conditions: Eliminate enemy warcaster OR eliminate all enemy forces except the warcaster.

Map Configuration: Random
-----------

*The O denotes Offensive Mission, followed by the number in which it was written into the book.
**This will always be specified. Multi-faction battles(Larger than 2 factions) will be noted for who is on whose side.


This is a sample mission using the reconstructed system. Now, this is SOLELY a sample mission, and won't reflect the actual missions that I'm working on, but it gives you a window to see the direction it's going. Now, the farther down the rabbit hole this campaign goes, the more specific or complex the mission objectives are, and the larger the forces could be. But let's chew on this a bit before I get too far into the mission books.

Simple is proving to be the best right now. I've looked up some of the other custom-built campaigns and DEAR LORD, they're so complex (incoming exaggeration) you have to have a dictionary to understand the rules, as well as a calculator just to figure out a few meager stat bonuses and whose turn it is...

Also, Tyson. Need you to give me some info. What is Legion's position on everything? Need to know how to write them in, as I can't find a good PDF of the book.




ALSO.....last thing. I'm considering bringing a camera down when we have this so I can film it and put together a video for it.....followed by a Youtube channel. For Warmachine. And stuff. Sound ok by you guys?
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PostSubject: Re: Warmachine Campaign Scenarios   Mon May 23, 2011 10:42 am

Victor wrote:
Just found this out but PP apparently makes campaign books.
Find PDFs and we love you long time?


Legion of Everblight is a force that serves under the disembodied spirit of the dragon Everblight. All of his followers have some form of "blight" in them that gives them draconic characteristics, and his beasts are literally spawned from the blood of his warcasters (plus a healthy amount of biomass via corpses). As is the objective of most dragons (and warlords for that matter), Everblight is trying to take over the world. The legion book doesn't have a terribly good lore section in it, so I don't have much to go on. I suppose I can go dig through the lore section in the main Hordes rulebook.

Video might work. Feel free to try, nobody is going to stop you Smile
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PostSubject: Re: Warmachine Campaign Scenarios   Mon May 23, 2011 5:03 pm

MatthewTyson wrote:
Victor wrote:
Just found this out but PP apparently makes campaign books.
Find PDFs and we love you long time?


Legion of Everblight is a force that serves under the disembodied spirit of the dragon Everblight. All of his followers have some form of "blight" in them that gives them draconic characteristics, and his beasts are literally spawned from the blood of his warcasters (plus a healthy amount of biomass via corpses). As is the objective of most dragons (and warlords for that matter), Everblight is trying to take over the world. The legion book doesn't have a terribly good lore section in it, so I don't have much to go on. I suppose I can go dig through the lore section in the main Hordes rulebook.

Video might work. Feel free to try, nobody is going to stop you Smile

Well, that's about all I needed. I just needed to be able to put their mission in perspective so I can tailor some missions to them. I'm going off the end here and trying to finish the Cygnar campaign first, then Khador, then Retribution, then the rest. I'll start Legion, then I'll do the Trollblood campaign. Do any of the others have anything other than Legion or Trollbloods?
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PostSubject: Re: Warmachine Campaign Scenarios   Tue May 24, 2011 12:48 pm

Will Howard is about to purchase some Circle stuff, and Kyle plays Skorne on a pretty regular basis.
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PostSubject: Re: Warmachine Campaign Scenarios   Wed May 25, 2011 6:32 pm

MatthewTyson wrote:
Will Howard is about to purchase some Circle stuff, and Kyle plays Skorne on a pretty regular basis.

Awright, then. Definitely going to need a bit of help writing the Hordes stuff.
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PostSubject: Re: Warmachine Campaign Scenarios   Thu May 26, 2011 12:46 pm

We have every faction book on PDF except for minions. Check dropbox. Between the main rule books (Prime and Primal) and the faction books, you get a pretty huge chunk of lore.
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