Showing posts with label concept. Show all posts
Showing posts with label concept. Show all posts
Thursday, 9 December 2010
Cities of Death campaign map!
Battle for Tcharkov is gonna finish soon so we are planning a new campaign with the Cities of Death expansion, just to make a little change! this is gonna be the new map, from Googlemaps... most of you will not understand why it is so funny, but hey, what a gag!
Labels:
campaign,
Cities of Death,
concept,
Warhammer 40000
Thursday, 15 April 2010
One more Chaos Space Marines scheme

Friday, 26 February 2010
Chaos Space Marines test schemes
Tuesday, 8 December 2009
map based campaign

since i'm tired of competitive powerplay i've planned some rules for a 40k campaign: i just wanna sit back and relax while playing my favourite tabletop game. the ideas are:
- use a hexagon-divided map: this will be made with photoshop and uploaded somewhere in order to be able to update it through a blog: every player will declare weekly his move dropping a comment
- terrain is divided in Urban and Field, so we might use some Cities of Death rules. in addition to this some Field hexagons are designated to be Core terrain for the race that starts the campaign from there (Core Terrain grants 500 pts to be spent in the armylist planning), others are Aerocamp hexagons (allow to replace losses and to change armylist whenever a player wants, a sort of reinforcements gateway). every player has 3 Core & 1 Aerocamp. obviously if these are lost things get difficult. some Urban hexagons might have CoD stratagems but i'm not sure.
- every conquered zone (hexagon) grants some points to be spent, as wrote above: Core 500 (very rare), Field 100. the maximum amount of fieldable points is 2000 and of course it is possible to have unbalanced battles (maybe this can be one of many roads to victory).
- players will be 4: Eldar (Kaelis fleet), Space Marines (Ultramarines and Black Templars), Planetary Defence Force (PDF).
- the PDF can be "conquered". in order to do this the wishing player must move in the PDF's Fortress hexagon and make a check: roll a D6, on 4+ the invading commander manages to convince the PDF commander that he's on the right side. from now PDF player must act as he's told by his conqueror. if the test gives a 1,2 or 3 then a normal battle must take place: if PDF wins then it still preserves his independence, if it loses then is conquered as explained above.
- MISSIONS: always casual deployment
Urban: always KP game
Field: always Seize Ground game
Aerocamp & Core: always Capture & Control game
if the Battle Missions book comes out i'll probably change something and add special missions. - VICTORY CONDITIONS: control the whole Hive (8 Urban hexagons) or wipe out every opponent by conquering every hexagon belonging to an enemy
Sunday, 8 November 2009
812nd cadian "hellmarchers" concept

i mentioned this fictional regiment before, precisely here. since it will be part of our setting i guess it would be nice to include in an imperial guard army at least 1 squad of survivors from the original 812nd, just for background sake. i've imagined them as a regiment of rapid deployement guys, faster than standard cadian shock troopers, inspired by ww2 british "red devils" paratroopers. it would be nice to include some bullpup lasguns but forgeworld's are bloody expensive so i guess i'm gonna convert some from standard lasguns. opinions?
Friday, 30 October 2009
planning an armoured company


building 10 different leman russ tanks is all but an easy work. i mean, nothing impossible but i think it deserves a little bit of planning, so i wrote down all the things i wanna put in this project and this is the result! planning ahead all the modelling and painting ideas i wanna use is the best thing to do in order to have every tank different from each other in order to achieve a "veteran" fashion, much more attractive than the plain, disciplinated, classic tank company like the one GW studio built when they put out Apocalypse (take a look here)... well, not bad, but, as i said, i want tanks with a personality, you all know i guess. i'm already converting a demolisher... the main guidelines are:
1) eliminate where possible (if it isn't already painted) the standard battlecannon, looks ugly
2) faithfully represent weapons and equipment, maybe with magnets
3) paint a coherent insigna on every tank, with honour badges and personal heraldry at least for squadron commanders
4) convert a brand new turret for the demolisher and enhance the lrbt one
5) lot of tank crew and at least one flag
so? ideas?
Subscribe to:
Posts (Atom)