leagueofancients.org.au Forum Index leagueofancients.org.au
League of Ancients
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

DW Campaign: Hurricane Season - Rules Thread

 
Post new topic   Reply to topic    leagueofancients.org.au Forum Index -> Miscellaneous
View previous topic :: View next topic  
Author Message
Pawprint



Joined: 20 Jul 2015
Posts: 33

PostPosted: Mon Sep 28, 2015 7:37 am    Post subject: DW Campaign: Hurricane Season - Rules Thread Reply with quote

Greetings, everyone. I have started this thread to keep the rules for the DW campaign in one place and make it easier to update as needed. Separate threads for each Phase of the campaign will have any specific new rules and/or bonuses in those. General rules and orders will remain here.

Campaign Points
These are the victory points each side gains to ultimately win the campaign. Using the Field Orders to determine victory, a player gets 0 campaign points for a Draw, +2 for a Narrow Victory and +4 for a Crushing Victory. Each phase may have bonuses available for fighting battles under certain conditions. The Campaign Score begins at 0 - Imperial Bond victories add points to the score while Grand Coalition victories subtract points from the score.

If the Imperial Bond team has scored 10+ campaign points by the end of Phase Six, they win the campaign. Otherwise, the Grand Coalition team wins.

Battle Size

The standard battle has limits of 750 PV/75 SV. So, all units deployed by the player must total no more than 750 points of Force Value and 75 points of Strategic Value between them. For models with SV limited to certain factions, treat their SV value as half normal and applied to all.

Command Points & Orders
Each player gets 6 Command Points to spend each phase. They are used for moving fleets into combat, replacing/repairing damaged units and invoking covert actions and dirty tricks on your opponent. Players can PM/email me their orders for each turn along with their Command Point expenditure; I will also bring physical record sheets to each club meeting. Below are the standard orders along with their costs in command points.


Patrol (flagship, Threat Zone): 1 CP.
Each flagship will be accompanied by Medium & Small squadrons to make a legal fleet when in battle. The Threat Zone(s) will be areas on the map that will change by phase. Any flagship *not* in the Threat Zone is considered to be in a player's Reserve Fleet and is not a viable target.
NB: Each player *must* have at least one flagship on Patrol orders each Phase.

Support (flagship, flagship being supported): 1 CP each.
This order moves a flagship into the Threat Zone to join another of your flagships in a battle. All legal requirements for the fleet built, such as points cost, must still be met. Only the original flagship may carry the fleet's Commodore and have Covert Actions assigned to it. Players need to specify *which* ships are being supported. Maximum CP spent on Support orders: 1 for standard battles, 2 for Large Fights and 3 for Huge Fights.

Large Fight (flagship, Threat Zone): 1 CP.
Increase the base fleet size for this flagship's battle to 1250 PV/125 SV. Any campaign points gained increase by 50%. Both players must have used this order to gain the increased battle size. Players should have a contingency order for the CP spent in case no other player selects this option.

Huge Fight (flagship, Threat Zone): 2 CP.
Increase the base fleet size for this flagship's battle to 2000 PV/200 SV. Any campaign points gained increase by 100%. Both players must have used this order to gain the increased battle size. Players should have a contingency order for the CP spent in case no other player selects this option.

Repair (Small/Medium/Large or Massive): 0/1/2 CP.
A squadron counts as damaged when it loses 50% or more of the total HP of all squadron members deployed. Attached squadrons cost 1 CP *less* to repair (minimum of zero).

Replace (Small/Medium/Large or Massive): 1/2/5 CP.
Squadrons that lose all members count as destroyed. This order cannot take your total of Small/Medium squadrons over the maximum. A replaced flagship must be added to your Command Fleet and fit into the PV & SV limits (along with being named). Replacing a flagship takes two Phases, with a player spending 1-4 CP each Phase and the ship being ready for use in the second Phase. Attached squadrons cost 1 CP *less* to replace (minimum of zero).

Refit (flagship, changes): 1 CP.
This order changes the options (if any) on the chosen flagship. Flagships must be in your Reserve Fleet during the Phase they are refitted (i.e. not used in battles). New options may not exceed the Command Fleet's PV or SV limits.


Covert Actions
These are the irregular orders that bolster your fleet in battle via unconventional means. Each order given to a flagship must be paid for and recorded (so I know what flagship has which benefits). Multiple orders may be given to a single flagship for a very stacked battle. They are listed in the same order they are resolved on the tabletop. No more than 2 CP may be spent on the same Covert Action.

Reinforcements (flagship): X CP.
Increase your PV and SV limits for this battle by (10*X)%.

Recon (flagship): X CP.
Your opponent must deploy X Models (in normal size order) before any regular deployment begins.

Sabotage (flagship): X CP.

X enemy Capital models (in descending Size order) begin the game with one HP damage and one random critical effect. If your opponent has fewer than X Capital models, repeat in descending order with critical effects but not HP damage. These effects can be repaired during the game as normal.


Last updated: 21/10/15
Michael A


Last edited by Pawprint on Wed Oct 21, 2015 9:04 am; edited 2 times in total
Back to top
View user's profile Send private message
Mercenary Fan



Joined: 28 Jul 2015
Posts: 27
Location: Melbourne

PostPosted: Mon Oct 19, 2015 2:27 am    Post subject: Reply with quote

Hi Michael,

if following the previous meeting / campaign game (call it Phase 10), I now have six medium squadrons either damaged or destroyed. For Phase 11, I declare 2 CP to repair two damaged Medium Squadrons and 2 CP to replace one destroyed Medium squadron, when are these three squadrons available to use in combat ? Phase 11 combat or Phase 12 combat ?

Roger
Back to top
View user's profile Send private message
Mercenary Fan



Joined: 28 Jul 2015
Posts: 27
Location: Melbourne

PostPosted: Mon Oct 19, 2015 2:48 am    Post subject: Reply with quote

Question Two.

You are basing squadron status of Damaged / Lost based upon maximum squadron size. I know you said you were doing this for ease of book keeping but would it not actually be easier to be based upon deployed unit strength ?

Also, what is to stop me rorting the system and always deploying larger squadrons one under strength ?
If I prefer to deploy 2 Hussar Gunships out of a possible squadron size of 2-3, every time I lose both, it will only cost me 1 CP to "repair" what was a legitimate squadron.

Similar, I could go through an infinite number of 3 ship Arminius squadrons and never have to pay any CP to get them "repaired".


Just a thought.
Back to top
View user's profile Send private message
Pawprint



Joined: 20 Jul 2015
Posts: 33

PostPosted: Mon Oct 19, 2015 9:12 am    Post subject: Reply with quote

Hi Roger,

One: If you spend CP on repairs in Phase X, those units are available for battle in Phase X (exception of new flagships). This makes things easier and lets people ensure they can field a legal battle fleet.

Two: You're right - it would make more sense to base it on deployed strength. The campaign rules have been amended. Besides, the thought of you anywhere near the phrase "infinite Arminius" gives me an upset stomach. Smile

Michael A
Back to top
View user's profile Send private message
Guy



Joined: 17 Aug 2014
Posts: 44

PostPosted: Tue Oct 20, 2015 7:48 am    Post subject: Reply with quote

Hi Michael,
From a quick re-read (I didn't print off the first version of the rules), changes appear to be:
1) You can now reinforce up to 50% and now counts for PV and SV (think this might be a mistake if you were looking for shortish games)
2) A squadron now counts as damaged if half of deployed HP are destroyed.

Have I missed any other changes?
For the second change - While I understand Roger's point about infinite Armenius' (bring it on, that's what chainsaw submarines are for Smile), I'm not clear how that would now work for mixed squadrons (small and mediums) or those with attachments. For instance, if the Dominion was sunk in a 1 Dominion, 3 Attacker squadron would that count as a whole Med squadron destroyed for repair purposes (i.e. 2 pts) even if the Attackers were undamaged? Hope not as would push us towards standard full strength squadrons, with no attachments, which would take the variety out of the games.
Back to top
View user's profile Send private message
Mercenary Fan



Joined: 28 Jul 2015
Posts: 27
Location: Melbourne

PostPosted: Tue Oct 20, 2015 9:14 am    Post subject: Reply with quote

Hi Guy,

the short paragraph directly under the Covert Actions heading states that you may not spend more than 2 CP on the same covert action for a specified Flagship. i.e. max 20% increase or 900 points for a std game.

Damage / Destroyed is now based on deployed squadron size, not the former max possible squadron size.


Might suggest the following to Michael.

Personally I would argue the Dominion + Attacker squadron to be a single, unified squadron and count it as such. The attachment rules as they are, seem a bit confusing.

The only attachments I might count separately would be Escorts
Back to top
View user's profile Send private message
Pawprint



Joined: 20 Jul 2015
Posts: 33

PostPosted: Wed Oct 21, 2015 9:00 am    Post subject: Reply with quote

Hey all,

Yes, treating the new Specialist Group Squadrons as a single squadron would be simpler, but many of them combine models of different Sizes, making the careful maths for repair costs explode. Count attachments as a full squadron for Fleet Pool reasons, but remember they are also cheaper to repair/replace (since people need a reason to consider taking them). I'm also dropping the Fleet Pools to 8 Small and 6 Medium squadrons to make repairs an eventual necessity but not punish players for heavy losses they didn't expect. More to come on this soon!

Michael A
Back to top
View user's profile Send private message
Guy



Joined: 17 Aug 2014
Posts: 44

PostPosted: Sun Nov 01, 2015 8:34 am    Post subject: Reply with quote

Hi Michael,
Suggest just keep it simple and treat as a size of squadron based on the majority of points in the squadron. This would mean a Dominion with 3 Attackers would count as a small for repair/replacement purposes. Equally, Ruler plus 3 Bastions would count as a large squadron, and 3 tribals plus 1 Dominion would count a Medium squadron. All nations can field similar squadrons to the above (PE have Donnerfaust, EoBS have Arashi etc) so would work the same for everyone, but keep it really simple to track. Just a suggestion...
Cheers
Guy
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    leagueofancients.org.au Forum Index -> Miscellaneous All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group