it short. After
last campaign, I felt that a defined number of games would help
keep things focused.
2. Keep it narrative. The
background story of the Ozone Scorpions infiltrating
Veda was already in place before the campaign began. The battles
will determine how successful the Dark Eldar were in their plans to lay
an ambush for the Fighting Tigers. Rather than be a random event, each
battle has been planned to further the story. The missions for the campaign
will be: Slave Raid, Jungle Patrol, Rescue, Meeting Engagement (Codex:
Cityfight), Fire Sweep (Codex: Cityfight), and Dawn
Assault (Chapter Approved).
3. Use some form of Experience
for units. I wanted to use small armies so that we could try
out the experience rules as presented in the rulebook. After the first
battle, we went to apply the experience rules and realized two things:
1) the rules favor long campaigns with larger armies as they require amassing
a lot of points per squad, and 2) even if you wanted to use them, the rules
are kind of stupid. Having a squad with negative experience seems to spell
doom for that squad, and if the player is unable to swap the squad out,
eventually for the army.
Rather than rewrite the experience
rules (we’ll save that for a different campaign), we opted to use the Spoils
of War list I created. The winner of each battle may choose an item from
the Spoils of War list and apply it to the next battle. Once an item is
chosen, it is removed and may not be chosen again. Here is the list:
a. Winner may choose
1 item of wargear (worth no more than 10 pts); this does not count toward
the total point cost of the army.
4. Set up some limitations. There
are some limitations that will be incorporated into the campaign:
b. Winner may choose 1 vehicle
upgrade (worth no more than 10 pts); this does not count toward the total
point cost of the army.
c. Winner may choose one enemy
unit to be “disrupted” at start of next game. This is identical to the
“Ranger Distruption Table” on page 19 of Codex: Craftworld Eldar,
re-rolling results of “1”.
d. Winner may add “Mine Fields”
or “Obstacles” to next mission.
e. Winner may use “Deep Strike”
or “Infiltrators” on one of their own units (of no more than 10 members)
during the next mission. Unit may not have vehicles attached, be mounted
cavalry, or be on Bikes.
f. Winner may choose the type
of terrain for the next battle. Veda has diverse terrain, so a battle could
be fought in jungles, regular forest, on a plain, in deserts, on a mountain,
by a shore, etc.
Obviously, the scenarios using rules
from Codex: Cityfight would have to include buildings, but
other than that, the winner of the previous battle could decide. Perhaps
the buildings were ancient ruins located in a forest. Or perhaps they were
native huts alongside a river. And so on.
a. Each player will
use the same 1,500 point army list for the duration of the campaign, except
for the final battle which will be 2,000 points.
b. The army lists must conform
to the Standard Force Organization chart.
c. There will be no Special
Characters used; however, use of regular characters that have been named
is encouraged (just because you have a name doesn’t mean you are “special”).
d. Regardless of the outcomes
of each battle, the campaign will end after six games.