Lets see if I can write this up with out convoluting the details. When looking at ways to add a narrative element to this event I looked at multiple ways to give the games some sort of meaning outside of just lets play. There were many ways to do this, league, map campaign, tree campaign, ranked play, ect. I really just wanted something interesting that did not really add a competitive element. So I decided a campaign was the way to go but I wanted to do something different. In this campaign players are going to be battling for dominance with the control of Strategic Objectives.
Dominance and Defiance
Dominance is a measure of control. Dominance will be determined by the amount of points each alliance has control of at the end of each turn. The total Crusade Rating of all the Strategic Objectives controlled by each alliance will be calculated and the side with the most points will have Dominance. All players in the alliance that has Dominance will gain a benefit when determining what Strategic Objective they will use for a battle. This will of course be explained in detail below. No alliance will have Dominance the first campaign turn.
In the same way that Dominance is a measure of control, Defiance is a measure of momentum. Well a way for the alliance without Dominance to gain a bonus from a good turn of play. After calculating who has Dominance, if the team not in Dominance gained more Crusade Rating in the last turn than their opponent, they are said to be in Defiance. This is a measure of how much they are gaining on their opponents even though they are not in Dominance. In the first or second campaign turn no one will have defiance.
**An important note, an alliance can never be in Dominance and Defiance in the same campaign turn. If they gain more Crusade Rating in a turn than their opponents and that puts them in Dominance, they only gain the benefit of being in Dominance.
Strategic Objectives
Strategic Objectives are just what they sound like. Objectives of strategic value. They represent the places in the system the player controls and provide a Crusade Rating, a Battle Bonus, and are tied to Scenarios. Each one of these aspects is explained below.
Crusade Rating
Each Strategic Objective has a Crusade Rating. This bonus is quite simply the amount of influence it provides to your alliance each game turn. At the end of each campaign turn I will add the crusade rating of all the Strategic Objectives controlled by each alliance. The totals will be compared and the alliance with the highest total will be in Dominance as explained above.
Battle Bonus
Each Strategic Objective grants a Battle bonus that can be used in your battles. You are able to use one Strategic Objective for each battle and how that is obtained is described below under Playing Games.
Scenario
Each Strategic Objective will have a certain scenario tied to it. This scenario limits the scenarios available to you and your opponent and is explained under Playing Games.
Starting Objectives
Each player will start with two Strategic Objectives. They are the Landing Zone and Command Bastion. The details of those Strategic Objectives are explained in the chart below.
Playing Games
This is the largest part about Strategic Objectives. This will explain how they are gained, lost, and used in a battle.
Before each battle the players must establish exactly what is going on. To start off with each player will select one of their Strategic Objectives that they want to stake in the upcoming battle. After they have done so, they will roll a third Strategic Objective and make a note of it. These are the Strategic Objectives that are at stake for this battle.
Once the Strategic Objectives have been determined you must find out the scenario . Look at the scenario for each of the three Strategic Objectives staked for the battle. If neither player is in Defiance then roll randomly to determine which scenario will be played. If one player is in Defiance, that player may choose the scenario instead of rolling randomly.
Once the scenario has been determined, each player may can choose their forces. If you are not playing with one particular list I recommend coming to the game with several possible lists to avoid delaying the start of the game. This is also where the battle bonus of Strategic Objectives comes into play.
Each player gains the battle bonus of the Strategic Objective they staked for the duration of the battle. The player in Dominance can elect to use the battle bonus from the randomly rolled Strategic Objective instead of their own. It could be extra points, special rules, or something similar.
To the Victor the Spoils
Well sort of. Once the outcome of the battle has been established, it is time to choose your reward. If the battle resulted in a draw, then neither player gains a Strategic Objective. If there is a winner in the battle that player must decide if he wants the randomly rolled objective or the one staked by his opponent. His choice will have two outcomes. If he chooses the random objective he adds that to his list of Strategic Objectives and we are done. If he chooses the objective staked by his opponent, he gains that and his opponent takes the randomly rolled one.
Two important points here. First off, the above system means that no one will ever have less objectives than when they started. I am doing this to keep the field close and prevent someone with a string of bad luck from feeling they have nothing to play for. Second, each campaign turn will have a maximum number of Strategic Objectives that any one player can have. If a player is at the maximum number and they win, and they want to select one of either the randomly rolled or opponents staked Strategic Objectives they will have forfeit their own staked territory to do so. In affect this means no player can gain more than two objectives a campaign turn and allows players to play as many games as they want while preventing any one player from outpacing the group.
Teir 1 Strategic Objectives
| Strategic Objective |
Crusade Rating |
Battle Effect |
Scenario |
| Landing Zone |
3 |
+1 to Reserve rolls for the battle |
Maelstrom: Cleanse and Control (rb 148) |
| Command Bastion |
6 |
D3 units gain Stubborn |
Maelstrom: Contact Lost (rb 149) |
| Power Station |
6 |
+1 to roll to Steal the Initiative |
Maelstrom: Tactical Escalation (rb 150) |
| Space Station |
3 |
Deep striking units start rolling for reserves in turn 1 instead of turn 2. If they choose to do so they will arrive on a roll of 4+ instead of 3+ in turn 1. |
Maelstrom: The Spoils of War(rb 151) |
| Manufactorum |
3 |
+50 points |
Maelstrom: Cloak and Shadows (rb 152) |
| Shield Generator |
3 |
D3 units gain 6+ Invulnerable save. This provides no benefit if the unit already has an invulnerable save. |
Maelstrom: Deadlock (rb 153) |