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 Post subject: Planetary Empires Campaign add your comments and sign up.
PostPosted: Mon Nov 16, 2009 6:11 am 
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Planetary Empires campaign (You do not need a copy of Planetary Empires to play)
As previous mentioned I will start a Planetary Empires campaign now that Tyson’s Lucky 13 campaign is over. I’m thinking that map generation will take place in December and play will start in January and run for 6 months (which can be extended if all players wish it). Turns will be monthly with one mandatory battle and a second optional battle that can change the tactical options for the mandatory battle. The optional battle can be 40K or Planetary strike, Battle Fleet Gothic, AI, or Space Hulk depending on the players involved. The team which controls 10 tiles of the map and had fought each other team at least once is the victor.

The Setting:
In a mineral rich asteroid belt on the fringes of the Imperium, six (plus) groups of enterprising races have created mining colonies on 48 of the larger asteroids. Each of these asteroids has one of the following: a spaceport (the center of each group and difficult to capture); power stations- value differs by race (which add to dice rolls for choosing deployment zones, first turn, and availability of reserves in the mandatory battle - +1 to the rolls if your total is higher, +2 if your total is double and +3 if it is triple or more); shield generators (which make asteroids more difficult to capture at the end of the campaign turn – the amount varies with race); manufactorums - value differs by race ( add 50+ points battle bonus to the mandatory battle if your total number is greater, +100 if you have double, +150 if triple); or Command Bastions - value differs by race (which allow you to give units a universal special rule for the mandatory battle). Active commerce and frequent military clashes highlight this busy sector of space. There are few secrets among players because of the numerous spies and free traders which sell their information to all bidders. Therefore everyone will know how many of each tile and improvements that each player has, as well as any tactical advantages gained because of the Planetary Empires rules or the results of the optional battle. Active background story writing and publishing on the CCMG website is encouraged.

Campaign Turns: A representative for each group will need to be present on the third Friday of each month at the Imagination Shoppe (or another agreed on time and location) to work out the results of each campaign turn and plan the next campaign turn. This representative can be any player from any group as long as you will abide with their decisions and dice rolls.

Groups can be individuals or teams depending on your availability to fight battles. If individuals drop out, other players can replace them or their sections of the asteroid battle become uncontrolled and can be conquered as normal.

Mandatory Battles use the 40K gaming system and each group needs to be able to field between 1000 and 2000 points of troops using the regular force organization table. Point totals and strategic considerations (choosing deployment zones, who goes first, and reserves’ availability) will be modified by the Planetary Empires Campaign rules (discussed at the map generation meeting) and the optional battle results. Battles will need to be scheduled and completed by the end of the campaign turn (the third Friday of each month).

Optional Battles will need to be organized and scheduled by the players involved and completed before fighting the mandatory battle. Although the campaign organizer would appreciate knowing the results of the battle and have the final ruling on the effects of the battle before the mandatory battle, this is not necessary if both groups agree on the effects.

Optional Battle Missions. The aggressor (the group which selects the opponent) has the choice of mission and both groups agree on the game system. 40K is the default choice.

Disable Power Station: If successful the aggressor disables a power station and the defender loses that many points of his/her total power station points and this may change the strategic rolls in the mandatory battle. Whatever casualties that the attacker takes can’t be replaced before the mandatory battle.

Disable Shield Generator: If successful the aggressor disables a Shield Generator makes it easier to capture the asteroid that the Shield Generator (or an adjacent asteroid) is on. Whatever casualties that the attacker takes can’t be replaced before the mandatory battle.

Disable Manufactorum: If successful the aggressor disables a manufactorum and the defender loses that many points of his/her total manufactorum points and this may change the battle bonus in the mandatory battle. Whatever casualties that the attacker takes can’t be replaced before the mandatory battle.

Disable Command Bastion: If successful the aggressor disables a Command Bastion and the defender loses that many points of his/her total Command Bastion points and this may change the universal special rolls in the mandatory battle. Whatever casualties that the attacker takes can’t be replaced before the mandatory battle.

Interdict Reinforcements: If successful, the aggressor prevents a defender’s unit from participating in the mandatory battle. Whatever casualties that the attacker takes can’t be replaced before the mandatory battle.

Capture supplies: At stake are 10 unit re-rolls to hit in the mandatory game. (a unit rolls to hit, you reroll misses) The aggressor attempts to capture 10 stockpiles of ammunition that are controlled by the defender and are stored in an underground complex (or 10 transports if playing BFG).

Battlefield Interdiction: An AI scenario where fighters contend for air superiority. Victors place enemy units in the reserve at the beginning of the mandatory battle and/or modify the die roll for reserves.

Major offensive: On a neighboring planet (or sector of space), armies are battling which have an effect on the asteroid field’s situation. Both sides have 4 objectives on their sides of the boards (or transports). These represent the equipment and technological support that are scheduled for shipment to the asteroid fields for your power stations, shield genertors, manufactoriums and command bastions. The loss of these are the equivalent of a disabled mission.

Campaign Turns:
At the end of the monthly campaign turn, winners of the mandatory battles have a chance to conquer tiles. Victory is determined by the first team to have 10 tiles and play against all the different groups (assuming that there are 6). Tiles are captured on a modified dice roll (3+ on 2D6 if adjacent to one of your tiles, 7+ is not adjacent)

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 Post subject: Re: Planetary Empires Campaign add your comments and sign up.
PostPosted: Mon Nov 16, 2009 7:47 pm 
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Sounds sweet, I would like to paricipate, though jsut to give you guys a fair warning, every month I spend one weekend out of the month with my GF, so I won't be gaming one friday out of the week.

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 Post subject: Re: Planetary Empires Campaign add your comments and sign up.
PostPosted: Mon Nov 16, 2009 9:20 pm 
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I too, would like to give it a shot.
The team thing, would you need to be all space marine to be on a team? I mean, is a team one race?

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 Post subject: Re: Planetary Empires Campaign add your comments and sign up.
PostPosted: Tue Nov 17, 2009 5:50 am 
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To Abe: Do you have any flexibility as to which weekend you are with your GF? With monthly turns, there shouldn't be a problem. Nonetheless, meeting on the 3rd Friday isn't set in stone. I figured that there would be the fewest conflicts on that week.

To Tom: The Planetary Empires game has different modifiers for different races for the power stations, shield generators, manufactorums, and command bastions. I don't know if these modifiers are balanced or not, but I think that teams should be of the same race. Teams are not mandatory. The option is given to those who want to team up or don't think that they can make it to each game.

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 Post subject: Re: Planetary Empires Campaign add your comments and sign up.
PostPosted: Wed Nov 18, 2009 12:31 am 
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Usually we see each other when one of us has a extra long weekend. The weekends we do see each other changes every month since we both go to different schools, and we usually have to pick a weekend that fits around exams and projects (and miniatures gaming too! :twisted: ), such is the woes of long distance relationships.... :(

If I were to miss a game, could I make it up the week before or after so long as I get all my games in by the end of the month?

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 Post subject: Re: Planetary Empires Campaign add your comments and sign up.
PostPosted: Wed Nov 18, 2009 9:05 am 
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I'm in, maybe with Renegade Guard... Do you need my Mighty Empire tiles to go with your Planetary Empire tiles?

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 Post subject: Re: Planetary Empires Campaign add your comments and sign up.
PostPosted: Wed Nov 18, 2009 3:20 pm 
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That sounds very interesting, though I have no clue which army to bring to the table:).

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 Post subject: Re: Planetary Empires Campaign add your comments and sign up.
PostPosted: Wed Nov 18, 2009 4:07 pm 
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Why not 'nids Dave? The new codex should be hitting the selves early january? :twisted:

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 Post subject: Re: Planetary Empires Campaign add your comments and sign up.
PostPosted: Wed Nov 18, 2009 4:30 pm 
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Moress wrote:
Why not 'nids Dave? The new codex should be hitting the selves early january? :twisted:


Lol, 2 armies is enough for Dave!

Though I will toss my hat in for Nids.

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 Post subject: Re: Planetary Empires Campaign add your comments and sign up.
PostPosted: Wed Nov 18, 2009 6:10 pm 
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Chris, I have a copy of Planetary Empires. If we go beyond 6 players/teams then I will need more tiles.

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