Ideas for BrikWars Campaigns
Moderators: warman45, Rev. Sylvanus
Ideas for BrikWars Campaigns
6. Risk-style map, with territories held by each player. Each player has either a total force roster or a running total of max. CP allowed to spend per battle.
7. Each "campaign round," players pick territories to contest, and duke it out with the holder. Based on several modifiers, the attacker may take the territory with victory (depending on how thorough the victory was, how far from the attackers' seat of power the contested territory is, among other things).
8. Units lost count against army/CP total, enemy units destroyed "donate" their equivalent CP (or, in the case of captured equipment, they donate themselves). CP may be spent on buying or upgrading units between campaign rounds.
9. Territories may have buildings/attributes which confer bonuses to the holder -- a factory may have an income of X CP per campaign round, a barrack may give an extra X CP to battles being fought in that territory, a space port may allow armies to "jump" into nonadjacent territories (i.e. no penalties for contesting nonadjacent territories).
Feh, I've just had these thoughts bouncing around in my head for a while (especially since reading WH40K "Planetary Empires" about a year ago), and I've finally taken the time to put them all out there for commentary. So! Your thoughts?
7. Each "campaign round," players pick territories to contest, and duke it out with the holder. Based on several modifiers, the attacker may take the territory with victory (depending on how thorough the victory was, how far from the attackers' seat of power the contested territory is, among other things).
8. Units lost count against army/CP total, enemy units destroyed "donate" their equivalent CP (or, in the case of captured equipment, they donate themselves). CP may be spent on buying or upgrading units between campaign rounds.
9. Territories may have buildings/attributes which confer bonuses to the holder -- a factory may have an income of X CP per campaign round, a barrack may give an extra X CP to battles being fought in that territory, a space port may allow armies to "jump" into nonadjacent territories (i.e. no penalties for contesting nonadjacent territories).
Feh, I've just had these thoughts bouncing around in my head for a while (especially since reading WH40K "Planetary Empires" about a year ago), and I've finally taken the time to put them all out there for commentary. So! Your thoughts?
Heuristic ALgorithmic AFOL.
T6281: Solar Federation (Rules T6588)
T6777: Dungan Swarm
T6783: Space Pirates
T7349: BrikWars Vehicle Datasheet
T7402: Imperium Constructor
T6281: Solar Federation (Rules T6588)
T6777: Dungan Swarm
T6783: Space Pirates
T7349: BrikWars Vehicle Datasheet
T7402: Imperium Constructor
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I already use the exact same rules! weird.....
well the one deferance is we don't use cp....ever and the places you capture give you more stuffz I.E. you capture a factory you get more tankz
happy face
well the one deferance is we don't use cp....ever and the places you capture give you more stuffz I.E. you capture a factory you get more tankz
happy face
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My Brikwars group is officially doing that.
10 planets in the Endimus star system, and I'll be making Risk-style maps for each one. There'll be population bonuses for each area taken, and bonuses for owning entire planets.
10 planets in the Endimus star system, and I'll be making Risk-style maps for each one. There'll be population bonuses for each area taken, and bonuses for owning entire planets.
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Add planet special rules.Nitewatchman wrote:My Brikwars group is officially doing that.
10 planets in the Endimus star system, and I'll be making Risk-style maps for each one. There'll be population bonuses for each area taken, and bonuses for owning entire planets.
For Example:A planet with slightly toxic atmosphere would give a -1 armor to all units without a sealing helmet or gas mask.
A Planet with low gravity would give all units +2" when leaping and/or no falling and impact damage.
Or a planet on which every turn lightning strikes at a random spot.
A weird planet with highly instable ABS could even be so absurd that you can only kill each other with food items.
To stop things from getting repetitive.
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There'll be different terrain and whatnot on each planet, as well as various planetary effects.
I've drawn a star map with all 10 planets on it, each connected to various others via ship routes. We're doing things sort of Risk-style on the planet, with several regions and populations to move around and colonize with. There are also fleet units in space with their own rules.
Basically, it'll be a big strategy game, and the whole Risk-style rolling of the dice to take regions has been replaced with Brikwars battles.
I've also devised a building system to place cities, factories, and training facilities in different regions. Certain facilities must exist in certain places in order for certain units to be used in battle. For example, a star ship factory must be placed somewhere on a planet for that planet to produce fleet units as the turns go around. One star ship factory per planet, since a star ship yard would require a lot of resources, energy, and man power.
I've also included cities to increase population, factories for different things like weapons and vehicles, and training facilities.
I've got a lot of the rules written up, but I won't be posting them until I'm done.
I've drawn a star map with all 10 planets on it, each connected to various others via ship routes. We're doing things sort of Risk-style on the planet, with several regions and populations to move around and colonize with. There are also fleet units in space with their own rules.
Basically, it'll be a big strategy game, and the whole Risk-style rolling of the dice to take regions has been replaced with Brikwars battles.
I've also devised a building system to place cities, factories, and training facilities in different regions. Certain facilities must exist in certain places in order for certain units to be used in battle. For example, a star ship factory must be placed somewhere on a planet for that planet to produce fleet units as the turns go around. One star ship factory per planet, since a star ship yard would require a lot of resources, energy, and man power.
I've also included cities to increase population, factories for different things like weapons and vehicles, and training facilities.
I've got a lot of the rules written up, but I won't be posting them until I'm done.
Silverdream wrote:MOST UNLIKED BY SILVERDREAM
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-Blitzen
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-Vami IV
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