[Epic] Campaign Rules for Epic 40k [Long!]
I am running an Epic 40k campaign at my local wargaming club and I thought
Epic 40k players on the list may be interested in the rules, so have posted
them below. The campaign is designed so that there are two sides. One side
has players with Chaos, Ork and Imperial Guard armies, the other side has
players with Eldar and pure space marine armies (you can also incorporate
players with squat armies on this side if you wish to). The only army type
that can't be incorporate is Tryanids. But if you can imaginatively dream
up why tyranids would be on Gibraltar, there is reason way you cannot have
a three sided campaign. You can have any number of players on either side,
and the players who started the campaign do have remain involved right
until the end of the campaign. Battles can be any size from a 1000 points
upwards.
Campaign Rules
History
The planet of Gibraltar and its sister planet Singapore are in the Orina
solar system, which lies on the edge of the Eye of Chaos. Gibraltar has
been half held by the Imperium and half held by Chaos since the Horus
Heresy. The Orina solar system contains a dozen warp gates into and out off
the Eye of Chaos. Because of its position, it is vital for the Imperium
that Gibraltar not fall completely to Chaos, as it is the perfect spring
board for raids into the Imperium and the Eye of Chaos.
In the year 4059 the Chaos Gods hatched a plan to gain complete control of
Gibraltar once and for all. In the years 4060 and 4061 Chaos forces mounted
numerous raids into the solar systems near the Orina solar system. The
Chaos Gods hoped that the raids would make the new Imperial Governor of the
sector reduce his forces on Gibraltar and Singapore in order to protect the
other planets in the sector. The Chaos Gods plans worked perfectly and in
4062 they attacked the Orina solar system taking Singapore and they were
just about to take Gibraltar when the Ultra Space Marine Chapter, assisted
by Eldar, intervened.
The Eldar farseers had long foreseen the Chaos Gods true plans and had
attempted to warn the new Imperial Governor of the sector. However like all
humans the new Imperial Governor distrusted aliens, and he had also just
attended the Imperial School of Strategy, as a result he believed he 'knew
it all'. So he ignored the Eldars warnings. Instead he believed the Eldar
were attempting deceive him, so that they could take-over the sector for
themselves.
Luckily for the Governor when Chaos attacked the Orina solar system the
Eldar decided that Gibraltar must not fall into the hands of Chaos. As a
result the Eldar dispatched forces to assist the Ultra Space Marine
Chapter, which the Imperial Governor had sent to reinforce Imperial Guard
Regiments on Gibraltar, when he heard that Singapore had fallen.
However the Eldar had not foreseen that Chaos had subverted an Imperial
Guard force holding the fortified line on a land bridge and recruited Orcs
to assist them (in return for a share of the plunder). Now Chaos has to
capture the land bridge before the Imperium and Eldar can mobilise
additional reinforcements, while the Ultra Marines and Eldar have to hold
off the combined Chaos, Orc and Imperial Guard traitor forces until
reinforcements arrive.
Introduction
I have intentionally designed the campaign with a simple set of rules. The
intention is that two or more players can turn up at a club meeting and
have to spend only 30 minutes moving forces around on the map until
opposing forces meet and they can then fight a battle, without needing my
assistance. After the club meeting all the players need to do is report the
result of the battle and hand the maps, which they marked the movement of
their forces on, to me. I will post out campaign updates a week or so after
each club meeting. Players can also fight campaign battles at home.
Campaign Set-up
- To become involved in the campaign a player has to:
* Have at least 3000 points of troops.
* Design a 3000 point army list and hand it to me the list at a
club meeting.
* Supply me with their address and telephone number if I don't have
it already.
Turn Order
1 Order Phase
Each side rolls a 1d6, the side which rolls the highest will move first.
2 Movement Phase
2a) The side which rolled highest moves all their forces in one square.
2b) The side which rolled lowest moves all their forces in one square.
2c) Both sides record movement.
2d) The side which rolled the highest declares if he wishes to attack an
opposing force in a square adjacent to one of his forces. If an attack is
declared go to phase 3 straightaway.
2e) The side which rolled lowest declares if he wishes attack an opposing
forces in a square adjacent to one of his forces. If an attack is declared
go to phase 3 straightaway.
2f) If neither side declared an attack go back to phase 2a.
3 Battle Phase
3a) Set up and conduct battles in the following order.
* Calculate and declare army sizes
* Set-up Terrain.
* Deal Fate Cards.
* Roll to randomly determine which the 4 broad edges the attacker
will enter on.
* Both sides write on a piece paper the attack or defence plan they
will use in the up coming battle, then both sides declare what their
plan is. Note the plan which players initially declare may be
different from the plan they have written on the piece of paper.
* Fight the battle.
* Workout experience and titan honours.
* Roll for each sides losses.
* Conduct retreat and advance moves.
3b) Each side rolls a 1d3 for reinforcements, this is the amount of force
points that are placed in their supply depot.
3c) Record the result of the battle, retreat and advance moves and the
entrance of reinforcements.
3g) The turn ends, if the players wish to play another turn start at phase 1a.
The Movement Phase
- Each counter on the board represents one force point. There maybe any
number of counters in a single square.
- During movement a side may move all the counters in a single square, the
counters do not have to end their movement all in the same square.
- From here on in all counters moving together through the same squares are
called 'a force'.
- Each Force may move two squares vertically or horizontally, or one
square diagonally.
- Forces may move across any terrain without restriction, except mountains
which are impassable. All other terrain only affects the terrain layout for
battles.
- A force must immediately stop moving if it enters a square adjacent to a
square occupied by the opposing side, even if the adjacent square is
already occupied by a force belonging to your side.
Movement and Supply
- A force is consider to be out of supply if it cannot trace an
uninterrupted line of supply back to its supply depot. An uninterrupted
line of supply can not go through a square occupied by an enemy force, or a
square adjacent to an enemy force (excepted if the adjacent square is
occupied by a friendly force).
- A force which is out of supply may not move away from its supply depot,
it must move towards its supply depot. If an out of supply force cannot
move towards its supply depot without moving through a square occupied by
an enemy force, it must attack one of the blocking enemy forces in an
attempt to breakthrough them. A force which is out of supply that fails to
breakthrough an enemy force is destroyed.
- Note a force out of supply suffers negative affects when fighting
battles, these negative affects are outlined in the battle section of the
campaign rules.
Battles
- Note the side which declared an attack is called the attacker and other
side is called the defender from here on in.
- When declaring an attack, the attacker can only use a force in one square
to attack an enemy force in an adjacent square.
- Conduct battles in the following order.
* Calculate and declare army sizes
* Set-up Terrain.
* Deal Fate Cards.
* Roll to randomly determine which 4 the broad edges the attacker
will enter on.
* Write down and declare attack and defence plans.
* Fight the battle.
* Workout experience and titan honours.
* Roll for each sides losses.
* Conduct retreat and advance moves.
* Record losses and retreat and advance moves.
Calculating Army Sizes
- The side with the greater amount of force points automatically starts out
with a 3000 point army. The side with the smaller number of force points as
an army in relative proportion, use the formula below.
((3000/the force points of the force with the most amount of force
points)* by the force points of the force with least amount of force
points)
For example if an one force had 12 force points and the other force had 8
force points. The side with the 12 Force point force would have a 3000
points army and the side with a 8 force point force would have a 2000 point
army.
- Players can mutually agree to make the larger forces army 1000,1500 or
2000 points, instead of 3000 points, if they wish to get the battle over
quicker.
- Each player then selects detachments from his 3000 point army list. The
total points value of the detachments in his army may not be more than the
army size calculated above. Note players can not take parts of a detachment
on their army list, they must use the complete detachment as written down
on their army list.
Joint Battles
- It is acceptable for Space Marines and Eldar, Orks and Chaos or Chaos and
Imperial Guard armies to fight along side each other on the same
battlefield. As long as:
* Each army type is control by a different player.
* The armies are not intermingled on the battlefield.
* Enemy detachments are not assaulted by detachments from both
armies in the same assault phase.
- If two different army types are fighting on the same side (for example
Space Marines and Eldar), then each army is half the army size calculated
above.
Hatred
- Because Imperial Guard hate Orks, Imperial Guard detachments may never
fight on the same battlefield as Orks [Note: This prevent a players taking
the best of IG and Orks on the same battlefield and creating a super army]
Terrain
Terrain Type
Description
Mountains
Are impassable to all units.
Rivers
If the attacker is attacking across river the defender must place a river
in his half of the battlefield.
City Suburbs
If the battle is being fought in cities suburbs, place between 6 and 15
multi story buildings and/or ruins on the battlefield, with at least two
thirds of them in the defenders half of battlefield. Orc type buildings (or
similar types) maybe placed in addition to the multi-story buildings.
City Centres Completely cover the battlefield with buildings and ruins,
only leaving space for roads and possibly parks or parking lots.
Open spaces
Place no more than five buildings. Because the buildings represent either a
farm settlement, a mining settlement or a military outpost, only use the
Orc buildings or similar types of buildings.
General Rules
- In all battles (except where defender has declared he is retreating)
players roll randomly, after terrain has been placed, to determine which
one of the four board edges the attacker will enter on.
- The objective rules are used, the attacker can choose any objectives, but
the defender can only choose cleanse or rescue objectives. The attacker
chooses one objective per 500 points in his army (rounding factions up) and
the defender chooses one objective per 1000 points in his army (rounding
fractions down).
- The player that reduces the opposing army's morale to 0 or less wins the
battle. If this hasn't happened by end of the 6th turn, or if both players
morale falls to 0 or less in the same turn, then the army with the higher
morale value wins. When the defender is retreating the battle continues
until 6th turn or until the defender has no more units on the broad.
- The experience and titans honours systems attached to these rules are
used in this campaign.
Armies which are out of supply
- All the detachments in a army which is out of supply have -2 whenever
they want perform a special order, such as marching, going on overwatch or
assaulting. Even a detachment that has no blastmarkers on it must still
roll a 3 or more to perform a special order. The -2 does not count for
morale purposes or reducing a armies morale value. The -2 represents ammo
and fuel running out, the lack of replacement parts and troops
psychological fear of being cut off.
Attack and Defence Plans
- The attacker must decide whether he is going to conduct a standard
attack, a fast attack, a cordon or a flank attack. If the attacker decides
to conduct a flank attack or a cordon, he may initially declare that he is
conducting an standard attack, to hide his true attack plan.
Attack Plan
Description
Flank Attack
The attacker splits his force into a pinning and flanking force and writes
down which side of the table his flanking force will enter on. At least a
third of the attackers army must be flank marching. The pinning force
enters the battle field as per meeting engagement rules. Detachments in the
flanking force enter the battlefield using the reserve rules. Flanking
detachments must enter on the enemy half of table, on the side written down
by the attacker.
Cordon
The attacker detaches a third of his army to prevent the defender carrying
out a flank attack. The attacker enters the battlefield as per the meeting
engagement rules with the remaining two thirds of his army. If the defender
is conducting a flank attack, then each time a flanking detachment enters
the battlefield the attacker rolls a 1d6, on a roll of 4 to 6 the
detachment is automatically counted as being reduced to half strength, on a
roll of 1 to 3 the detachment is unaffected (only roll once per
detachment), immediately deduct the morale points from defenders army
morale. Whatever the result all the defenders flanking detachments are
driven off by the cordon and can not enter the battlefield.
Fast Attack
A fast attack means that the defender cannot use the hidden troops and
fortification rules. Only the detachments in the attackers army which have
a speed of 20cm or more (or are being transported by units that have a
speed of 20cm or more) may enter on turn one of the battle, as per meeting
engagements rules. All other detachments in the attackers army enter using
the reserve rules.
Standard Attack
All the attackers army enters the battlefield, as per the meeting
engagement rules. However a standard attack means that the defender can
use the hidden troops and fortification rules.
- The defender may must decide whether he is going to conduct a standard
defence, a counter attack, a flank attack, a cordon, a retreat or a false
retreat. If the defender is conducting a cordon or flank attack, he may
initially declare he is conducting a standard defence, to hide his true
defence plan. If the defender is conducting a false retreat, he may
initially declare he is conducting a retreat, to hide his true defence
plan.
Defence Plan
Description
Cordon
The defender detaches a third of his army to prevent the attacker carrying
out a flank attack. The defender sets up half way onto the battlefield with
the remaining two thirds his army. If the attacker is not conducting a fast
attack the defender may use the hidden set-up and fortification rules. If
the attacker is conducting a flank attack, then each time the attacker
rolls that a flanking detachment enters the battlefield roll a 1d6, if the
roll is a 4 to 6 the detachment is automatically counted as being reduced
to half strength, on a roll of 1 to 3 the detachment is unaffected (only
roll once per detachment), immediately deduct the morale points from the
attackers army morale. Whatever the result all the attackers flanking
detachments are driven off by the cordon and can not enter the battlefield.
Counter Attack
The defender abandons his defences to catch the attacker by surprise. If
the attacker has any attack plan other than fast attack, then only the
detachments in the attackers army in which all the units have a speed of
20cm or more (or are being transported by units that have a speed of 20cm
or more), may enter the battlefield on turn one, as per the meeting
engagements rules. All the other detachments in the attackers army must
enter using the reserve rule. Detachments in a flanking force still conduct
flank attacks. All the defenders detachments enter on turn one, no matter
what their speed, as per the meeting engagement rules. If the attacker is
conducting a fast attack all his detachments enter on turn one, as per the
meeting engagement rules.
Flank attack
The defender splits his force into a pinning and flanking force and writes
down which side of battlefield his flanking force will enter on. At least a
third of the defenders army must be flank marching. The defenders pinning
force sets up to half way onto the battlefield. If the attacker is not
conducting a fast attack the defender may use the hidden set-up and
fortification rules. Detachments in the flanking force roll to enter the
battlefield using the reserve rules. Flanking detachments must enter on the
enemy half of table, on the side written down by the attacker.
False Retreat
The table is set up lengthways and the defender must set up at least two
thirds away from his broad edge. If the attacker is not conducting a fast
attack, the defender may use the hidden set-up and fortification rules. The
defender must place at least a third of his forces in reserve. The
defending detachments in reserve must roll on the reserve table to enter
the battlefield. The defenders reserve detachments may enter on any broad
edge, except for the attackers broad edge. A defending detachment which
retreats off the defenders broad edge, at more than half strength, may
automatically re-enter in any subsequent turn. If attacker is conducting a
standard attack his detachments may only enter using the reserve rule. If
attacker is conducting either a fast attack or a standard attack treat turn
2 on the reserve table as turn 1. No objectives are placed on battlefield
at the beginning of the battle.
Retreat The table is set up lengthways and the defender must set up at
least two thirds away from his broad edge. If the attacker is not
conducting a fast attack the defender may use the hidden set-up and
fortification rules. Any defending detachment that does not make it off the
defenders broad edge before the end of turn six is consider to be
destroyed. If attacker is conducting a standard attack his detachments may
only enter using the reserve rules. If attacker is conducting either fast
attack or a standard attack treat turn 2 on the reserve table as turn 1. No
objectives are placed on battlefield at the beginning of the battle.
Standard Defence
The Defender sets up to half way onto the battlefield with his army. If the
attacker is not conducting a fast attack the defender may use the hidden
set-up and fortification rules.
Battle Losses
- Each side rolls a 1d6 for each force point involved in the battle, the
side that won the battle loses 1 force point for each 1 he rolls, the side
that lost the battle loses a force point for each 1, 2 or 3 he rolls.
With retreats, the retreating side always only loses 1 force point for each
1 he rolls, and a force point for each detachment which was still on the
battlefield at the end of turn 6.
Retreat and Advance Moves
- If one side loses a battle in 3 turns or less (except when the defender
has retreated) the winner of battle retreats the losing sides force 2
squares towards his supply depot. If the way is blocked by mountains or
because the all squares are occupied by enemy forces, the retreating force
is destroyed. Note moving into squares that are adjacent to squares
occupied by enemy forces does not prevent the losing force retreating.
- If either side lost the battle in 4 turns or more, (or the defender
retreated) the the winner of battle retreats the force that lost the
battle 1 square towards his supply depot. If the way is blocked by
mountains or because the all squares are occupied by enemy forces, the
force is destroyed.
- The side which won the battle may advance as many counters has he wishes
into the square vacated by the losing side. If losing side had to retreat
two squares, the winner of the battle may place counters in the unoccupied
squares that are adjacent to the square the losing sided vacated. The
winner of the battle does not have to advance at all, if he does not wish
to.
Starting Forces
- The combined Chaos, Ork and Traitor Imperial Guard deploy 24 force points
within 3 squares of the Chaos supply depot.
- The Eldar and Space marines then deploy 18 force points anywhere except
within 3 squares of Chaos forces.
Victory Conditions
- Chaos has move onto the Space Marine/Eldar supply depot to win, any other
result is a victory for the Space Marine/Eldar side.
Campaign Comments and Hints
- Although it looks unfair that Chaos starts with 50% more force points
than the Space Marines and Eldar, it is not unfair for two reasons. First,
Chaos has to fight its way across the land bridge. As Chaos moves across
the land bridge his forces will be further away from his reinforcements
and the Space Marine/Eldar will be closer to their reinforcements. Second,
the defender in battles has the advantage in this campaign, the attacker
needs superior forces to cancel out the benefits of fortifications and
hidden troops.
- Chaos must try and win the campaign as quickly as possible, because the
longer the campaign goes on the smaller the relative gap becomes between
the two sides becomes, as the Space Marine/Eldar receive reinforcements.
Chaos must use superior numbers to try and win battles in three turns. This
will allow Chaos to advance faster and possibly cut off the supply routes
of the Space Marine/Eldar forces. The best types of attack plans for Chaos
are standard attack, fast attack and flank attack.
- The Space marines and Eldar should do hit and run attacks attempting to
inflict more casualties than they receive. Because reinforcements only
received if a battle is fought, they should fight as many battles as
possible and mainly choose retreat as their defence plan, unless the
circumstances are favourable. The aim is to suffer the least amount of
casualties, so that the combination of reinforcements and enemy causalities
inflicted will far out weigh any losses.
Epic 40k Campaign Map
A campaign map should 7 seven squares wide by 20 squares long. With a chaos
supply deport at one end a
Imperial guard supply depot at the other end.
Betty-Ann Kelly
bk2_at_...
Received on Sat Feb 07 1998 - 04:48:02 UTC
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