Re: [Epic] Epic Campaign

From: James Nugent <jnug1453_at_...>
Date: Tue, 6 Jan 1998 08:42:26 +0000

> Alun and I have decided to intersperse the major battles of our Imperium v
> Squats campaign with smaller games which only affect the next major battle
> but not the flow of the campaign tree.
>
> Next Monday night we are fighting a 1000 point game of squats v imperial
> guard. The winner of which gets a free detachment worth upto 250 points in
> the next major game (a few weeks away).
>
> The story involves a landing ship which had mechanical failure and was
> forced to land away from the main landing zone. The troops onboard started
> to footslog towards the main force. On their way they came across a small
> group of squat reinforcements.
>
> I will update the narrative I have been writing and post it here soon.
>
> What I would like is ideas for small battles, eg an attack on an airfield
> to reduce the level of airpower available in the next battle, cutting
> supply routes, etc. Anything which would give an advantage or place a
> limitation on a future game. I will then compile them into a table which
> can be rolled on between each major battle.

Communications Raid
A force atacks a large communications sight. The defenders must hold
them off until help arrives. This is played as a last stand battle.
If the attacker wins, they cut off enemy communications for the next
battle. The enemy cannot use any fate cards other than psychic blasts
or counterattacks.
        If the defender wins, high command realizes their secotr is in
danger. They recieve 1 free orbintal bombardment in additon to any
fate cards they may have. In additon, they may discard a random fate
card and get another one.

Gurrilla War
Attacker has 3/4 the points of the defender. 1500 vs 2000 for
instance..

Defener deploys first. Deployment area is the entire board.. All
detachemnts must be at least 60 cm from each other. Attacker picks a
board edge and deploys within 10 cms of it. (defender does not know
what board edge this is.) Play as a standard game.
(I would not recomend this game be played with fixed detachments from
previous games, it is just a side battle on the front.)

Missile Command
Two forces battle over a missile site. Play as a standard battle. The
site is the objectives.

        The winner gets to fire a missile at the loser next game. The
missile may be launched at anytime and explodes with the effect of a
vortex missile.

Convoy
Played as a ambush(?) (The one where one side has a marching order
and their deployment is a line in a L one side of the boeard. Wish I
had my book).

        The defender must take at least a quarter of his troops as things
that have the transport ability. (It is assumed, that if he wants to
carry troops, the transport are hurrily unoaded and used as troop
transports. If the defender wins, he just picks up the supplies
again.)
        It attacker wins the defender must use (who was it)'s rule for
superheavy weapons next battle (on a 5 or 6 out of ammo).
        If defender wins he is resupplied and gets an additional 250 pt
detachment drawn from any forces that survived the previous
battle.(He can pick 250 pts from any survivig detachments, he may
take things from multiple detachments if desired)

Well, hope these are good.
                        -James
Received on Tue Jan 06 1998 - 08:42:26 UTC

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