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HAVOC & campaigns

HAVOC… running a campaign

A campaign. What tabletop general doesn’t like the idea of a campaign? At the mention of the word, images spring to mind: raids into enemy territory, scouting missions, scorched earth withdrawals, ambushes, pitched battles, and heroic last stands. That’s a lot of stuff, and I’m sure you thought of even more. So, just what are campaigns about? I’ll tell you… story.

The narrative, or history, that is created when a group chronicles the events of linked games is the real reason to have a campaign. If an individual game is like a scene in a movie, then a campaign is a full-length feature.

I’m going to show you how the elements found in the Core Edition of the rules can be used to run a league or campaign. I said can (I even put it in italics!), because these are just guidelines. Feel free to do make any changes you want to suit your gaming group and play style.

Before you run a Campaign…

Maintaining interest, keeping it fun, and seeing a campaign to its conclusion should be your core principles. These are actually very easy to do if you don’t get too ambitious. Some tips…

1.Keep it short: you can actually run a ‘campaign’ in a night, but 4 weeks is a good goal.

2.Fun for losers: campaign progression should never make ‘winners’ forces overpowered.

3. Focus on story: battle reports and ongoing narratives keeping people wondering what will happen next.

Preparing for Battle…

For this example, we are going to assume that our campaign has 8 players. Divide them equally into two sides and have them come up with an appropriate name for their group. In our imaginary campaign, we will call these sides Good and Evil- both clever and original.

Set a starting points limit for force construction and outline the weekly increases. Example:

Starting points/Week 1: 400

Week 2: 500

Week 3: 650

Week 4: 800

Determining opponents each week: this should be random. Having players draw cards works well. Ace, 2, 3, and 4 of Hearts for Good; Ace, 2, 3, and 4 of Spades for Evil.

Wild Card: after Week 1, a player from each side will play a Wild Card scenario. This will be determined during the draw phase. If using the card method for determining opponents, then you would replace the 4s with Jokers.

* the existence of a Wild Card scenario will add another layer of depth to the army construction process

Win or Lose: players will tell the campaign leader, or record, which side won/lost the battle. There is also the possibility that the outcome could be a draw.

POINTS: players will also tell the campaign leader, or record, how many POINTS they earned during the game.

Important! The side with the most combined POINTS will have an advantage going into the next weeks scenario.

Week 1

The battles are finally over and a truce has been called. Your commanders have tasked you with scouring the recent battle sites for gear that can be salvaged and put back into service should the need arise. Apparently, the enemy has the same idea…

Scenario: Scavenge, Sabotage, and Scuttle

Restrictions: no Named

Attackers and Defenders determined as normal.

The side with the highest combined POINTS total (not Wins!) gains an advantage in the Week 2 scenario- this bonus does not apply to those playing the Wild Card scenario.

The side with the most combined Wins may bring a Named model in the Week 2 scenario.

Week 2

Skirmishes in the field have reignited tensions, and it seems that raids across the border are becoming not only more frequent, but more brutal as well.

Scenario: Raid, Pillage, and Raze

Restriction: only players on the side with most combined Wins may have a Named model in their force

Evil: Attackers

Good: Defenders

At the conclusion of Week 1:

If the Evil players had the most POINTS… then they may place up to 150 points of advance scouts anywhere on the North and West compass lines that divide the table.

If the Good players had the most POINTS… then they may place up to 150 points of patrols anywhere in the Southwest or Northeast quadrants.

*advance scouts and/or patrols are any models chosen by the player

Wild Card Scenario: Hunter’s Moon (Attackers and Defenders determined as normal)

The side with the highest combined POINTS total (not Wins!) gains an advantage in the Week 3 scenario- this bonus does not apply to those playing the Wild Card scenario.

Both sides may bring Named models in Weeks 3 & 4.

Week 3

The enemy is looking for a foothold to launch a full scale invasion- so much for that truce. Strategic locations are now being targeted, and tactical battles waged.

Scenario: Dangerous Crossing

Restriction: none

Evil: Attackers

Good: Defenders

At the conclusion of Week 2:

If the Evil players had the most POINTS… then they may secretly elect one model to be their infiltrator (by marking the bottom of the base?). If this model makes it off the opposing table edge per the Invasion! rule, then they gain an additional 3 POINTS. However, if this model is eliminated then the Good player gains 3 POINTS.

If the good players had the most POINTS… then they may deploy 200 points of troops at the ford, on the Good players side of the river.

Wild Card Scenario: Dusk or Dawn

The side with the highest combined POINTS total (not Wins!) gains an advantage in the Week 4 scenario- this bonus does not apply to those playing the Wild Card scenario.

Both sides may bring Named models in Week 4.

Week 4

A decisive battle will now be fought in the open field. If the forces of evil prevail, then the lands of the free people will face yet another invasion. If the forces of good prevail, then maybe… just maybe… it will be time for an invasion of their own.

Scenario: Open Field

Restriction: none

Attackers and Defenders determined as normal

At the conclusion of Week 3:

If the Evil players had the most POINTS… then they begin the game with 2 additional Momentum die.

If the Good players had the most POINTS… then they begin the game with 2 additional Momentum die.

Wild Card Scenario: Parley

Outcomes…

The first outcome we are going to concern ourselves with, is that of fun. Did everybody have fun? (except that one guy, as he rarely has fun) If so, then the campaign was a success. But who, if anyone, won?

Best General: the player with the most Victories receives this title. If 2 or more players have the same number of battles won, then you could rename the award ‘Best Generals’. Or perhaps a final battle is in order, to determine who is truly the best leader…

Best Tactician: the player with the most POINTS receives this title. In the event of a tie: see above.

So, now that we have given out the individual awards, which side is considered the victor for the campaign.

If one side had the most combined Battles won, but the other side had the most POINTS accumulated, then the result if a draw.

If both sides have either 1) the same number of Battles won, or 2) the same number of POINTS accumulated, then the winner is determined by the other record.

I hope that you find this useful. Later we can look at more advanced campaigns. These types of campaigns will include options to buy equipment and bonus forces with earned POINTS, and give you the means to conduct large-scale multiplayer battles as well. The last battle of this campaign could definitely be used to define how the next campaign will begin and where (and how) it will be fought.

HAVOC!

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