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Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts

Thursday, August 3, 2017

Bolt Action Road to Victory!




C-Bax's Road to Victory campaign set is an excellent way to change up your Bolt Action games, check them out here if you haven't already! Recently, we took a stroll through the campaign from a newcomer's point of view and if you didn't read Community Member Rob's write up, you can find it here. This week, we're going to look at the other side of the coin and take a look at the campaign from a veteran player's point of view. This Community article comes to us from our good friend in Texas, Tyler Wallace. Tyler recently had a chat with us about Americans, and North Africa in particular, on the Ghost Army Podcast (Episode 26, here). In this write up, we get to hear about his experience with the campaign, and get to see some pictures of his snazzy Americans. I must apologize to Tyler for taking so long to get this posted. Thanks for your patience, brother.

Without further ado, or further links, here's Tyler's article!

__________________________________________________________________

A Veteran's Perspective

I recently began a campaign with my cousin using the Road to Victory campaign rules from the Bolt Action Alliance. Joel is more of a casual player. But we both love history so, it’s fun to have an opportunity to play a historical game together.

Road to Victory, I discovered, is an excellent way for more experienced gamers to play fun games with casual players like my cousin (granted one of you owns multiple armies with a variety of units.) Not only are the units easier to digest for the newer players but they can also try their hand at list building in a way that won’t seem as overwhelming. Usually, when I play against a new/inexperienced player I end up having to make two generic lists in order to teach them the basics. However with Road to Victory, Joel and I had almost as much fun building the lists, and rolling for random units as we did playing the game itself.

Since the PDF is free to download, I won’t talk much about the actual mechanics. You can check that out for yourself. Below is a report of our lists, and how the battle progressed.

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Monday, June 19, 2017

Bolt Action Road to Victory: A Beginner View



Hey everyone! Seamus here with another community article for your reading enjoyment. Today's article is from a newcomer to Bolt Action who took the bold step of using the Road To Victory campaign rules for his first foray into the game. One of the best parts of this system is that it really shakes up the normal run of rulebook missions and cookie-cutter army lists by using dice rolls on tables to drive which units you can add to your force. Another great strength of the system is that you or your opponent may end up with a really strong unit, which then means you'll both have to be on top of your game to deal with less balanced forces. So, without further ado, I present to you a newcomer's experience on The Road to Victory....


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Friday, February 3, 2017

Star Wars Armada: Corellian Campaign in a Weekend

With the release of the excellent new Corellian Conflict campaign for Star Wars Armada, my buddy Craig and I tried to play the entire thing through in a weekend. While we didn't quite finish, we got 9 awesome games of Armada in under the awesome campaign system! Fortunately, we recorded all 9 games and all of the campaign strategy phases between them. Check out the playlist here:



Make sure to subscribe to our Twitch channel if you'd like to catch these games live!

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Friday, January 27, 2017

Star Wars Armada: Dodonna's Raid

Part of our 2nd run of the Corellian Conflict



The holodisplay sputtered then came to life. General Jan Dodonna blinked twice, before processing what he saw. The hyperlane near Raider’s Pointe was supposed to be filled with Imperial freighters and independent merchant ships fat with supplies and raw resources. Instead, he saw a combat fleet lying in wait. Was it a trap? Bad luck? He didn’t have time to consider the possibilities before a young lieutenant turned to him:

“Sir? What are your orders?” the woman, no older than 20, was calm, but a slight tremor in her voice betrayed the fear she suppressed.

Jan thought for one moment. He knew his Strike Force was ready. He surveyed the enemy fleet: an aging Victory class Star Destroyer, and a handful of cruisers and corvettes. They were spilling forth fighters now, but they didn’t concern him. Captain Ors had assembled the fighter wing, and organized it into two groups. The X-wing escorts under the leadership of Biggs Darklighter, and the bomber group under Norra Wexley. He knew they could best the Imperial fighters given the chance, and his own ships were more than a match for the Imperial vessels, likely doomed to endless patrols. Aging equipment and bored, un-motivated crews. Jan liked his odds. He leaned forward and thumbed a button on his console.

Y-Wing

“Squadron leaders report in.” His voice echoed through his command ship. Responses came swiftly but calmly.

“Blue Squadron, standing by”, Biggs was the first to respond.

“Green Squadron, ready”, Norra barely contained her excitement.

“Lock S-Foils in attack positions”, now Jan Ors spoke, her command sounding more like a victory declaration than an order.

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Friday, December 2, 2016

Star Wars Imperial Assault Cooperative Campaign Video Playthroughs

Sean and I recently caught the Imperial Assault bug. Set immediately after the destruction of the first death star, Imperial Assault takes players through an exciting story where the Rebels are uncovering plans for a weapons system.

Normally, the game is "one vs many" not unlike Descent, or any number of games where one person is the Game Master, Dungeon Master, etc. However, we found an interesting variant that allows the Empire to be run by an AI (not unlike the Heroes of the Aturi Cluster for X-Wing. Without further ado, here are the first five games in Sean and I's two-man Rebel Assault strike force campaign:

Game One


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Wednesday, November 30, 2016

Arkham Horror The Card Game

Lydia and I recently picked up the Arkham Horror Card Game. Made by much of the same crew who put together my beloved Lord of the Rings card game, Arkham Horror sees players teaming up to face the Eldritch Gods that live just beyond our realm.

The game has been built from the ground up with a focus on campaign play, including a neat system for "leveling up" certain cards by spending experience between games. Here, we begin with two basic starter decks and play through the first scenario in the included campaign.




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Wednesday, September 21, 2016

Firestorm Bastogne - A WWPD Online Flames of War Campaign

Starting this month, WWPD will run a "Firestorm Bastogne" Campaign as a global Flames of War campaign. This campaign will run for about six weeks and will give players a chance to fight out the engagements that revolved around the encirclement of Bastogne from 16 to 21 December, 1944. If you are not familiar with Firestorm campaigns, no problem! Basically the campaign map and movement of units on that map will be used to generate battles that players, from around the world, can fight out and report their results from to determine the campaign flow and eventual winning side.



2nd Panzer moves in on CCR/9th Armored Division at Longvilly


A battle at Longvilly plays out on the table top
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Saturday, August 20, 2016

Battle Report - 11th Armored Division Vs. German Grenadiers (Market Garden Campaign Game)

Up here in Danbury Connecticut, where my local club is located, we are in the midst of a Firestorm Market Garden Campaign.  So Far, the Germans are kicking butt and taking names...and as the overall Allied Commander, I'm doing my best to reverse our flagging fortunes.

Through 2 Campaign Turns, our situation is becoming desperate.  Eindhoven isn't taken yet, and this map below shows the battles marking the end of the 2nd Full Campaign Turn.



My Friend Shane was good enough to come over to my place and give me a game. We rolled off for attacker and defender, and he won, electing to attack the Fabled Groesbeek heights.  Not having any american airborne, there was some proxying going on.  I am also, embarrassingly low on Jagdpanthers so when you see a stuG...that's what those are.
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Thursday, October 22, 2015

Star Wars X-Wing - Green Squadron: Mission Seven: Capture the Imperial Officer




Listen up, Green Squadron. Intel out of the Nulan system has recently been handed to me that indicates a V.I.P. is about to arrive at a nearby imperial facility for an inspection. This is a big one, folks: Moff Lankin is going to arrive via the following flight path -


The central holoprojector blinks to life, indicating a spinning Lambda shuttle and a trajectory through the Nulan system.

- and it's your job to neutralize the shuttle so that we can bring it back to base. Whatever we gather from the Moff and his shuttle's computer should provide us with even more valuable intelligence to be used in future operations. Green Leader, you have the floor.

What is this all about? Check out previous Green Squadron Missions here!
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Thursday, October 15, 2015

Star Wars X-Wing - Green Squadron: Missions Five and Six


Listen up, you two. The rest of the squadron is scattered to all points of the cluster, but we've got an important one that just can't wait. A team of special operators at Argus might have some actionable intel for us, but they've gotten themselves into a bind.



Turns out the HWK-290 they were being extracted in suffered from some faulty hyperdrive repair parts and couldn't complete the evac. They've got a plan to cobble something together - if they sacrifice their weapon systems' power cells to make the fix - it just might work. The problem now is the imps have scrambled squadrons to ferret them out of the asteroid belt they've sheltered in. I need what's left of Green Squadron here on Green Squadron to cover them as they make their final preparations for escape.
Captain M'Kel, commander of Emerald One and the task force responsible for operations in the Aturi Cluster, stops Zholl "Wrongway" Markyle as he's exiting the ready room.
Listen, Green Leader, command has ordered me to keep you on a short leash. I need all the talented pilots I can get my hands on - but I also need all the ships for them to fly in! You lose another x-wing from underneath you and you better hope the ejector pod malfunctions. No more foul-ups, Wrongway!


Participating Pilots:


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Wednesday, October 14, 2015

LOTR-LCG: Grant’s Three Player Campaign – Part 4 - The Uruk-Hai – “Entering the Realm of Rohan” - Report



By Grant “pfcamygrant” Ellis

In the last campaign report, our Fellowship was broken, as Frodo headed towards the Land of Shadow, and we saw the capture of Pippin, Idraen, and Gimli by the Uruak-Hai at the Seat of Amon Hen. I have difficulty reconciling the narrative as to why and how the proud Dwarf and elusive Dunedain hunter would have been made prisoners. One theory is that Idraen, known to the people of the village of Archet as Hawk, would have the knowledge and ability to leave the most obvious trail for Aragorn and company to follow. Secondly, she may have instructed Gimli to allow himself to be captured should the need arise for a fight to the death with the Uruk-Hai; Gimli would have the battle sense and sheer ferocity needed in an unfair fight with the Orcs. Regardless of the deeper reason, our Noble Hero Idraen and the son of Gloin, joined the fool of a Took as captives to start our next quest.

The Treason of Saruman rules explicitly state on page 5 that if Aragorn was being used as part of any players’ campaign deck, he can be replaced for free, or rather not incur a +1 threat penalty. The tactics version of Aragorn had been used as part of our mono-tactics Three Hunters deck. He needed to be replaced so his Fellowship Sphere counterpart could be used.



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Wednesday, September 30, 2015

Star Wars X-Wing - Green Squadron: Mission Three: Rescue the Rebel Operative (X-Wing)




Green Squadron, we've received an urgent distress signal from one of our Rebel Operatives in the Omicron belt near Nulan VII. Scans indicate he is being pursued by enemy fighters! Get those birds in the air, and get that ship out of danger!
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Monday, September 28, 2015

Star Wars X-Wing - You Rebel SCUM! A Review of Heroes of the Aturi Cluster for X-Wing

By now you've either heard or read about the exploits of 'Green Squadron', and their efforts to return peace to the Outer Rim Territories. Their relentless attacks on the Empire and their cohorts, are just a small part of 'Heroes of the Aturi Cluster'. It's a co-operative campaign using the X-Wing miniatures rule-set with a twist. You now have the ability to play with your friends on the same side, focusing on the same objectives to complete missions. Meanwhile, the Empire is completely controlled by a well written set of predetermined rules that control pilots, their ships and their actions during the course of this campaign.

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Friday, September 25, 2015

Star Wars X-Wing - Green Squadron: Mission Two: Combat Patrol. (X-Wing)

The second mission assigned to Green Squadron saw Greens 1, 2, 5 and 6 sent out on another escort mission to protect a convoy in the Parnel Sector. 



Welcome back, Greens 1 and 2, I apologize that there's no time for a debriefing from the last run you made, but we've got to escort a supply convoy to our hidden base in the Parmel Sector and a group of potentially hostile signals has been detected in a nearby asteroid field. I need you two to check it out before our vulnerable freighters are set upon by Imperial ambushers.

The good news? Well, I'm not sure if you'll consider it good news, but two new pilots calling themselves Tenthumbs and Hotshot have arrived on the last reinforcement shuttle. I'm assigning them to Green Squadron. Dismissed.

GREEN SQUADRON INTRODUCTION | PREVIOUS MISSION | NEXT MISSION
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Monday, September 21, 2015

Star Wars X-Wing - Green Squadron: Mission One: Patrol

Mission One in an ongoing series. See the introduction here.



All right, pilots, we've got reports of an imperial reconnaissance patrol nearby, and we're dispatching you all to finish them. Since you're all a bunch of rookies, this mission should be a good chance to cut your teeth, and see what the Empire's bringing to bear. Good hunting, Green Squadron. May the Force be With You.
Green Squadron Mission One: Local Trouble.
If you have no idea what is going on, make sure to Check out Heroes of the Aturi Cluster.

GREEN SQUADRON INTRODUCTION | NEXT MISSION

Participating Pilots:




Green 6: Are you kidding, Mynock? TIEs don't hold a candle to an X-Wing- especially not MY X-Wing.
Green 2: Oh yeah? Have you tested that th-
Green 1: Alright Green Squadron, cut the chatter. Three Ties on Scope. All Wings Report In.
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Friday, September 18, 2015

Star Wars X-Wing - Green Squadron: Heroes of the Aturi Cluster- Introducing Green Squadron

A Long Time Ago... In a Galaxy Far Far Away...
Amazing picture by Mike Evans. Actual Models of Green Squadron!
HEROES OF THE ATURI CLUSTER
In a remote sector of the Outer Rim, a small force of Rebel FREEDOM FIGHTERS is tasked with keeping the Rebellion alive after a series of crippling Imperial strikes. Striking from their sole capital ship EMERALD ONE, Green Squadron must stand toe to toe with the empire with fresh, untested pilots and limited supplies.

The Empire possesses a planetary garrison on Nulan VI, and the Star Destroyer RETRIBUTION relentlessly patrols the system. Every operation GREEN SQUADRON conducts requires a swift, coordinated strike before fading into the darkness of space. With the possibility of the RETRIBUTION dropping from hyperspace at any moment, GREEN SQUADRON must remain ever vigilant.

Heroes of the Aturi Cluster is a cooperative campaign developed by Josh Derksen and hosted by DockingBay416. You can find more information on the campaign at this link.

The Campaign allows up to 6 players to play cooperatively against AI controlled enemies. The complete campaign set (which is a free download!) includes mission cards, new terrain types, AI and Elite cards for enemy pilots, player character sheets, and a massive campaign booklet with 16 missions spread across 5 awesome story arcs.

Player characters earn experience, increase their pilot skill, and unlock new upgrades. Your pilots can become extremely awesome (more so than they could ever be in regular X-Wing) as they grow into the Heroes of the Aturi Cluster.

Judson and I had been planning a weekend of gaming debauchery, when this gem was announced just days before. We immediately became interested, got a bunch of friends excited, painted up our own fighters, and decided we had to do it.


To further the excitement, our friend Mike from Space Rocks got excited about watching Green Squadron, and decided they needed a home base. He rushed us the first Nebulon B off the production line to act as Emerald One. Though it didn't participate in any battles (The Rebels must keep it safe! it's their only home!), it remained on the table throughout play to remind us that we had a safe haven. Please check out Mike's Nebulon in X-Wing scale on his site--it's amazing! If you order one, make sure to use the code IFF2015 to save 10%!

Meet Green Squadron
All of the fighters available to Green Squadron.

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Wednesday, September 2, 2015

LOTR-LCG: Grant's Three Player Campaign - Part 3 - The Breaking of the Fellowship - "Black-feathered Fellowship" - Report

by Grant "pfcamygrant" Ellis

After vanquishing the vile Balrog of Morgoth in the fifth scenario of the Lord of the Rings: Saga Campaign, we moved to the last leg of The Road Darkens Expansion; The Breaking of the Fellowship.

This scenario sees the players continuing their quest after paying the tough price of sending one of theirs Heroes into the pool of Fallen Heroes at the climax of a Journey in the Dark. Our Fellowship lost Gandalf, so we no longer had access to his Hero or Ally card.

Fallen Heroes, particularly those as powerful as Gandalf, need replacing. We as a group, when replacing fallen heroes, like the idea of bringing the Hero version of Ally cards we've included into our decks into the game when the time comes.

We had some options to replace our Fallen Hero, while keeping with the trend of promoting Allies to Hero status. Galadriel was a lucrative choice, and would be a good fit for the Location Breaking style of the Glorfindel-Idraen Coalition. However, that deck felt a little exposed in regards to Defense, and I recommended a different course of action.

Haldir would have been a unique choice, with his attack potential and ranged keywords helping the group as a whole.

Boromir was another option, as his action advantage is phenomenal and the damage output between him and Glorfindel has high potential. Or the alternative would be to include his Leadership version, reworking the deck to apply buffs to Gondorian characters.

In this situation, however, we chose Elrond to return to the deck he started in (as Gandalf replaced him in the Ring Travels South.)

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Thursday, August 13, 2015

LOTR-LCG: Grant's Four Player Campaign- Part 2- Journey in the Dark - "Four Became Three" - Report


by Grant "pfcamygrant" Ellis

It has been some time since I last spoke of my campaign. Many life events have occurred for everyone involved. Due to unpreventable circumstances our Fellowship of Four has become a group of three.  When life hands you challenges the only thing you can control is how you respond to them, so we made the decision to continue our campaign and see if we can overcome the trials that lay ahead.

We last left off passing through the West-gate of Moria, defeating the Watcher in the Water and entering the fallen kingdom of Khazad-Dum. A horde of orcs and an ancient evil lurked inside, and a fateful decision would need to be reached.

Something Was Rotten in Hobbiton…




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Monday, June 29, 2015

Review: Frostgrave

Frostgrave, published by Osprey, is a small scale fantasy skirmish game built around a campaign setting. The game reminds me a lot of the old GW Mordheim, although it appears to be a lot more streamlined and simpler. You build a warband of around 6-10 models, which is lead by a wizard and his apprentice. As you play games, you'll collect treasure, gain experience, and over time, your wizard and his warband will become stronger and stronger. While it can be played as a standalone one-off pickup game, it will truly shine in a campaign setting.


The book clocks in at 130ish pages of full color, hardback goodness. In the table of contents below, you can see the exact breakdown, but you're looking at about 20 pages of game play rules, 20 pages of campaign rules, and a whooping 30 pages of detailed spells to choose from.

            

As mentioned earlier, the game is all about your wizard, and to a lesser extent, his apprentice. The wizard represents the player on the tabletop. There are ten different classes of wizards, each aligned to a unique type of magic:  Chronomancer, Elementalist, Enchanter, Illusionist, Necromancer, Sigilist, Soothsayer, Summoner, Thaumatuge, and the Witch. Each magic type has three aligned schools of magic, one opposed school, and five neutral schools. Any wizard can (with time) learn any spell, but  the further away from their class's basic school they get, the harder it is to use that magic.



Gameplay goes as follows:

  • Initiative: Warbands roll for initiative to see who goes first this turn.
  • Wizard phase: The wizard, and up to three mercenaries within 3", activate. An activation consists of moving, and then taking some kind of action, such as casting a spell or attacking in combat, or you can take the action and move afterwards.
  • Apprentice phase: The apprentice, and up to three mercenaries within 3", activate here.
  • Soldier phase: All remaining mercenaries activate.
  • Creature phase: Any creatures on the board not belonging to either warband activate using specified rules for AI.


All combat outcomes in the game are decided with a simple roll of a d20. For attacks, each player rolls a D20, adds any appropiate modifiers, and the highest result wins. You then take the winner's die result, subtract the loser's armor value, and the remainder is the damage the victim takes. Pretty simple, right?

There are only six basic stats to remember for each character, and every wizard starts with the same stat line.

  • Move is how far the model moves in inches
  • Fight is a modifier added to their combat die rolls
  • Shooting is a modifier to ranged attack rolls
  • Armor reduces the damage you take
  • Willpower provides a defensive modifier against spells and trickery
  • Health is how much damage a character can take before falling unconscious



In addition to the wizard and apprentice, you can also hire mercenaries to join your warband. These will be non-magic users and in comparison, fairly cheap and dispensable. In addition, they will not gain experience or improve as the campaign goes on, and will probably die often and need to be replaced. Examples of these hired hands include thieves, archers, knights, and apothecaries.

When your wizard or apprentice wants to cast a spell, simply consult the spell description for the casing value, and roll a D20. You need to meet or exceed the casting value for the spell to go off. For example, in the Elemental Ball spell below, you would need a 12 on a D20 for the spell to cast - a slightly more difficult than average spell, but it yields a ball of area affect +5 shooting strength havoc. Now that's what I call a fireball! This roll is modified by the alignment of the spell to your wizard's class - For example, an Elementalist only needs the 12, but if you are a neutrally aligned Necromancer as seen in the graphic above, it'd take a +4 penalty for a total of 16+ required!


Each wizard starts with eight spells - three from their own school, one from each of the three aligned schools, and two spells chosen from any of the neutral schools. Additional spells will have to be learned later through the campaign system.

In addition to the warbands fighting each other on the tabletop, there are rules for a wide variety of neutral monsters that will attack both players with their own scripted AI. You can place them before the game starts, or some of the scenarios in the book will specific which types, where, and when they appear. I can't wait to lead my opponent into a trap of freshly raised zombies!



The campaign system is pretty expansive, but still fairly simple. It's very reminiscent of role-playing campaigns with lots of charts to see what treasure and such you find. Your wizard (and by extension, apprentice) gain experience by casting spells, vanquishing foes, and collecting treasure. You can trade the experience in for increasing base stats, making spells easier to cast, or learning new spells. After each game, you roll on various charts to see what happens to any troops knocked unconscious. Hired mercenaries will often outright die, where as the wizard and apprentice have a better chance of surviving, albeit possibly with some long-lasting injury effects. In the event your wizard outright dies, you can choose to either start fresh with a new one, or have the apprentice step in and assume the wizards role, and hire a new apprentice. There are also rules for building up your base of operations, which gives some small benefits throughout the campaign.

I've gotten a chance to play four games thus far to try out the campaign system. I took Grey Seer Skitterscratch and his yet-to-be-named apprentice out vs Mike's Dark Elf warband.

I built the following warband:

  • Grey Seer Skitterscratch, the Summoner
    • Started with spells Summon Demon, Control Animal, Brew Potion, Leap, Summon Imp, Steal Health, Destructive Sphere, Crumble
  • Apprentice
  • Giant Rat (Warhound)
  • Clanrat (Infantryman)
  • Stormvermin (Man at Arms)
  • Jezzail Team (Crossbowman)
  • Jezzail Team (Crossbowman)
  • Jezzail Team (Crossbowman)


Clanrat (Infantryman) and a Giant Rat (Warhound) team up against his Squig (Warhound)

Stormvermin charges up the ladder to hit a Night Goblin Slave (Thug) and a Knight

My apprentice stealing some treasure, attempting to prove his worth to earn a name

The opposing caster coming up to rescue the knight
After our series of four games, I was able to bring Skitterscratch up to a level six. He can now summon demons on a 9+ (from a 12+) and skitterleap around the board on a 6+. I did manage to get the unnamed apprentice completely killed off, but Skaven lives are cheap, and it was a mere 210g to purchase a new one. Skitterscratch also managed to learn Mind Control, although its at a whooping 16+ to cast currently, purchased some magic gloves that help him cast better, and found a magic "crossbow" for one of the Jezzail Teams.

Frostgrave releases mid-July. A "Kickstarter-styled" preorder program going on over at Northstar just ended today, and expect to see it at Historicon as well for anyone who wants to get it earlier.

Want to join the conversation? Want to give Skitterscratch's Apprentice a name? Please sound off in the comments below, or let us know on our forum!
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Friday, April 10, 2015

Review: Mighty Empires Campaign System

Let's take a look a gem hidden in Games Workshop's past - the Mighty Empires campaign system.


The set comes with 48 hard plastic interlocking tiles, most of which (all except the mountain tiles) are double sided. I recently painted these up and I think they came out quite awesome.


There are a variety of plains, woods, farms, wetlands, and mountain tiles. The tiles lock together pretty solidly, creating a fairly study 3D map that can be customized to your tastes.


Also included is a booklet outlining campaign rules for the system. Although the booklet is a good size, it's only actually five pages long and repeats the rules in six different languages.


Throughout the campaign, you conquer tiles. The campaign is split up into campaign turns. You take the average scores of all the games you played in the campaign turn (example, one week), and get a set amount of "Empire Points" based on how well you did. You can spend the Empire Points to conquer other tiles. Empty tiles cost more than occupied tiles, obviously. In order to take an occupied tile from another player, you must have beaten them in a game that campaign turn.



The included rules also have options for upgrading tiles with both castles, cities, and mines. You build upgrades by spending varying amounts of Empire Points.


The castle upgrade simply makes it harder for that tile to be conquered (the opposing player must spend more Empire Points to do so)


The city upgrade is an upgraded version of a castle and requires a castle before you can upgrade it. Think hotels vs houses in Monopoly. It provides the castle anti-conquering benefit and also makes the tile count as double when counting who has the largest empire.


Mines can only be placed on river riles and allow the tile to generate gold. Gold can then be used to purchase additional army points in a game you play. For example, if you're playing 2500 pt Warhammer Fantasy games in your campaign, you could spend a set amount of gold for an additional 250 points.


As you can see, the upgrades fit on the tiles and also have spots for the claiming parties flags.



While I don't play enough Warhammer Fantasy these days to warrant using this system for it, I do intend to adept it for an upcoming By Fire and Sword campaign. I've yet to iron out the details - one of the key points of the system for WFB is allowing you to take additional "points" in your army, but BFAS is designed to allow you play different points anyway! Watch this space for details once I finalize the BFAS campaign rules, and if you have any suggestions, feel free to toss them our way!



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