Tuesday, December 27, 2011

Rough Draft for the Campaign.

Ok Quick Strike is a go.  We will be using it for the Tukayyid Campaign.  So easy and quick...



Now for the rough draft part...

We will be using he Tukayyid scenario book as a guide, but not playing the scenarios out of it exactly as they are written.  This will make more sense in a minute




THE MAP:
We will also be using the Planetary Empires tile Set for our Map.  I'll update our map with an online version, but having a physical map to track progress on I think will be a nice touch.

There are seven "Landing Zones" one for each Clan.  After players have selected their clan and selected their starting zone, and Unit that will drop first...we will see whose landing zone meets with Comstar opposition.  Four of the initial clans landing will have a battle during their drop.  Those will be the first 4 games of the night.  The other 3 clans (one being Clan Wolf) will have unopposed landings and get their Landing Zones for free.  Should a clanner lose the opening drop battle, they will lose that unit for the remainder of the campaign, but get their landing zone tile.

There are two city tiles in the center of the board, surrounded by ruin tiles.  Only one clan may posses a tile other than the two city tiles.  The City tiles can be held my more than one clan.  The landing zone may hold all 6 clan units.  All other tiles may hold no more than 2 Clan units. 

Each clan is tasked with winning one of the ruin tiles and one of the city tiles.  For the clanners to win the overall battle of Tukayyid, they must take 8 total City or ruin tiles.

If a clan owned tile does not have at least unit of that clan deployed in it, the tile will automatically revert to Comguard control.  If a unit does not have a path of tiles connecting them to their landing zone, Any unit that does not have the ENE ability will reduce the damage at each range they can do by half rounding down.


THE MAP TURN:
Each Clan will get one battle during a Map turn.  Clan Wolf being the exception, as they will not get to go the first two map turns. The first map turn is the landing zone battles.

The second map turn will be the other 6 clans (all but clan wolf) taking their turns in a  random order.


THE PLAYERS:
The finishing order of the players from the Solaris campaign will determine  "Draft" order for clan.  Each Clan can have up to two players.    Each clan had differing strengths, weaknesses, and Mech sections.  They are by no means balanced, so look them over and decide how much of a challenge you would like before picking.

The first person to take a clan will be the Khan of that clan.  The 2nd player will be the SaKhan (in most cases).  The Khan will be in charge of force alignment (Where the 6 "units" of that clan are located on the map). 


THE FORCES:
25 Galaxies from the Clanners vs. The 12 Armies (144 regiments) of the ComGuard.

But for the campaign, each clan will have 6 "Units" to work with.  These "units" will represent a Cluster (Part of a Galaxy) of the clans.  Each one having a different base skill level for their forces [Elite, Veteran, Regular, Green].  Some units will have named characters in Italics, these are special characters of note that took part on Tukayyid. Special Characters sometimes have a different skill level than the rest of their unit, all will have a specific mech they they used on Tukayyid.  You do not have to use a special character as part of a force, it is mearly an option.  Should a Special character be killed in battle, You may not use them the rest of the campaign.  Should they lose their mech, they must sit out one battle.  Should a Clan lose both Khans (Killed) they will be ordered to withdraw and will give up any tiles they may hold.  
For example here is Clan Wolf 

Clan Wolf will have 6 Units.

  • Silver Keshik (Silver Keshik) [Elite] - Khan Garth Radick
  • 13th Wolf Guards (Widowmakers) [Elite] - Khan Natasha Kerensky, Phelan Ward
  • 3rd Battle Cluster (Silver Devils) [Veteran]
  • 4th Wolf Guards (The Cyclops Cluster) [Veteran]
  • 7th Battle Cluster (Hungry Wolves) [Regular]
  • 11th Wolf Guards (The Lightning Pack) [Veteran]
Should a force lose a battle and not retreat of the board, they are removed from the clan players pool.




Units on the board:
Each player will control no more than 2 stars worth of mechs or Battle armor.  So at most the clan side will have 20 units.  The players who are not running clanners will control one or more "Level 2's" of Comstar (6 Mechs or Tanks).  Normally, no more than 5 total "level 2's" will be on the board for the Comguards (30 units).  So at most there would be 50 units on a table.


Bidding:

To take a tile the Khan and SaKhan  players for a given clan will bid against each other with the lowest bidder being the overall commander for that battle.  The Khan always open the bidding.  There are 5 possible unit sizes (Assault, Heavy, Medium, Light and Battle Armor).  There will be an entire post later about the details of bidding.  It gets more convoluted when multiple units with different skill sets are involved.

Note, when you are bidding, you will also be bidding against another clanner for 1st picks for mech selection. when building your force.

Taking a Tile:
The Khan will decide which tile they wish to attempt to take.  Then they will Draw a card from the "Tile" deck for that appropriate tile.  Desert tile will draw from the Desert deck, the river delta will draw from the river delta deck, Ruins from the ruin deck, city from the city deck...
.  This card will have the scenario (Many from the Tukayyid book), opposing Unit (force skill level), any special characters the Comguards may have in that force.  Some cards are special one time scenarios that will be linked to a given tile (Devils Bath.)  Some cars will say Counterattack...and the Clanners will be hit in their tile before  they get a chance to advance (Using the same force they just bid on).  Some will say Supply lines hit, and the Clanners will have to fight using units not from the units designated to advance, but from those in the other tiles or landing zone of that clan.  If the card says "Special" it is a one time battle and removed from that deck, otherwise it is returned to the deck and may be drawn again.  


Should the clanners win the "advancing" scenario...then they will take the tile they were attacking.



Using the Correct Mini:
Clanners and Comstar will have to use the correct minis for their mechs when building their forces.  We will have two games going at once.  For the clanners, The lowest bid will get to build their force first (getting the widest selection of minis).   The Comguard force will be built first for the clan player with the highest bid, meaning bidding high will most likely get you facing off against  the tougher batch of Comguard minis.  Not much of a difference really , but a little more incentive to bid low.

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