[Epic] Campaign rules

From: Andy Meechan <a.meechan_at_...>
Date: Fri, 24 Oct 97 15:07:22 gmt

     
     
     Having (by hook or by crook) got three copies of Mighty Empires
     (actually, two are on loan), I was toying with some variants on the
     rules:
     
       o
     -Andy-
     
     
     
     +---------------------------------------+
     
     
     
     Mighty Epic v1
     
     ** These are off the top of my head and are in no way playtested **
     
     1) Resource Points (RPs). These are the same as the income for
     Villages, Cities and Towers/Strongholds.
     
     2) Supplies. Well, more of a supply line actually. As long as you
     have enough RPs x 1000 you can keep that many points of troops fed &
     watered, throw in something about tracing a line through hexes back to
     your resources and there you are! If a banner is out of supply then
     use the MEmpires tables as usual.
     
     3) Behind the Lines. Because some armies can use drop pods, Flying
     transports or suchlike (we all know who I'm talking about here!)
     you're going to have an immediate problem with Supplies. For these
     guys, your going to need to use something like RPs x 500 to keep them
     - this'll simulate something or other in real life I'm sure :P
     
     But how did they get there? Easy, they dropped in. Just declare your
     movement and drop the guys onto your target hex and get fighting! For
     flyers you should trace a flight path over your and your enemies
     airspace (or an ally's I suppose). When travelling through enemy
     airspace, stop in each hex on the way to the target and ask "want to
     intercept?"; if 'Yes', then play a quick intercept. You do realise
     that you're gambling with the troops in the transports and you can
     only carry as many stands as you have spaces. Incidentelly, these
     flyers should be paid for using the x500 modifier. Obviously there's
     no such problems with Drop Pods and Mycetic Spores, but then again,
     there's no optional rules to allow vehicles in either of them - you're
     stuck with Infantry!
     
     4) Tyranids. These guys don't need supplies, instead they Raze hexes
     to get their RPs. Standard RPs are used (1 per village, etc.), but
     you also get an extra one for the hex, so a Village is now worth 2!
     (and yes, a barren hex CAN be Razed for 1 RP). However these hexes
     cannot be terraformed by the Tyranids, so you'd better start winning
     games! On the other hand Tyranids get a x1000 modifer for every RP
     for Mycetic Spore troops. If Other races take over a Razed tile, then
     it may be rejuvinated as per MEmpires.
     
     5) Banners. Banners should be knocked up using Detachment cards and
     should not be changed (except for casualties) between battles. At the
     Winter Season you may totally restructure the banner. Normal
     500-1500pt limit per banner, stacking allowable.
     
     6) Wh40k. Optionally a banner can be scaled down by a factor of 5 to
     become a Wh40k Banner (WhBan). A WhBan is also between 500 and 1500
     points, but is not as powerful as a similarly sized E40k Banner
     (EBan).
     
     Example:
     
     A 500pt EBan is the equivalent of 2500pts of combined WhBans, so as
     you can see, you really don't want to attack, do you!
     
     If a WhBan of 1500 points went up against a 500pt EBan then play one
     of the following:
     
     i. 1500 vs. 2500 game of Wh40k (good idea)
     ii. 300 vs. 1500 game of E40k (bad idea)
     iii. Roll some dice on some table or other - the MEmpires one would
     do, use the EBan scores where possible (even if two WhBans fight) as
     this will keep the Epic feel.
     
Received on Fri Oct 24 1997 - 15:07:22 UTC

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