Saturday, December 15, 2007

CAMPAIGN: Phoenix campaign rules

We wanted to keep things really simple so we based the campaign around the Phoenix Island campaign in the hardback 40k rulebook with just a few small changes. For the sake of clarity I'll summarize all the rules here.

The campaign revolves around the campaign map, which includes 10 locations. All the rules for choosing scenarios are the same, we've just renamed the locations. I'll write up the map and descriptions of all the locations in my next post.

My Chaos Space Marines begin with four locations, Gary's Eldar start with four and two are uncontested. There is a simple campaign phase before each game. Both players dice off and the winner can move from an occupied location to capture an uncontested one or can attack an occupied location.

Some locations are linked by a route which is difficult to navigate. The player moving along such a route must roll equal to or under the number shown otherwise he is unable to move along the route and cannot capture the intended location or fight the battle.

Each location has a chart to decide what missions should be played there. Some are the standard missions like cleanse while others are a bit more esoteric like blitz or sabotage.

The winner of the battle captures the location. If the result of the game is a draw both armies withdraw and the location becomes uncontested. Once the winner of the dice off has completed his campaign turn then the loser takes his turn.

Victory conditions
The campaign will last until 10 battles are fought or one player captures all of the locations. If a player captures all the locations he has won a major victory. If one player has not captured all the locations once the 10th battle is fought then the player who owns the most locations has won a minor victory. If both players hold the same number of locations after the 10th battle, play one final game. The winner of this game wins the campaign with a minor victory.

Gary wrote a special homebrew scenario to kick off the campaign. Our infiltrators and scouts would fight a small skirmish and the winners would be able to choose the first location to be fought over, the mission to be played and have the first turn. The surviving skirmishers kept their positions on the board for the first battle.

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