Campaign Idea
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- EvilTobbacconist
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Campaign Idea
I’ve been toying with this campaign idea. It starts off with all players involved picking a large amount of unit (400cp, 600cp, 800cp,etc.) and using those select units in a series of smaller battle, say, anywhere between 100 to 300cp and all casualties in-between battles have a chance of surviving there injuries (I’m thinking a skill roll with a UR of 5, this means more expensive/tougher units, like heroes, have a higher chance of surviving, whereas basic infantry, do not.), if they succeed, they progress to the next scenario, if they fail, there out of the campaign.
The basic objective is to wipe out the whole of your enemies army, or at least have the most men surviving by the end of the campaign, but other objectives are possible, but I haven’t thought of any .
What do you think? All ideas and suggestions are welcome.
The basic objective is to wipe out the whole of your enemies army, or at least have the most men surviving by the end of the campaign, but other objectives are possible, but I haven’t thought of any .
What do you think? All ideas and suggestions are welcome.
If your gonna walk on thin ice, you might as well dance.
I like it so far. Would you set up battles so that armies would be trying to wipe each other out, or would they be chasing other objectives instead (possibly additional weapons or resources) to increase the number of survivors to fight in the next battle?
And would there be any inter-battle bonus for having a Medik or two on the battlefield to give immediate treatment to the wounded?
And would there be any inter-battle bonus for having a Medik or two on the battlefield to give immediate treatment to the wounded?
- IVhorseman
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- Olothontor
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- IVhorseman
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you can totally have objectives and have this same play style!
EXAMPLE:
mission one: first strike
regular old fashioned siege of a stronghold. good for setting up ambiance and weeding out units early on.
mission two: data collection
the team that had the fort last time is transporting a briefcase containing the whereabouts of a superweapon, and must take it from point A to point B. attackers will intercept it.
mission three: well it should be obvious
this time is another all out slaughter, but the winner of the last mission gets to use the superweapon. optionally you could have a battle at the superweapon's storage facility if the attacking team won the round before. either way, this one should be superweaponholders vs. defenders. this definitely lets you use the partially destroyed base from the first mission (possibly with new improvements).
that's about all i could come up with off the top of my head. i suppose the next several missions could be attempting to ambush and hijack the superweapon in transport, or something with killing off heroes. nonetheless, this gamestyle lets you get really attatched to your guys before they die horrible deaths, and provides a clear, obvious goal. lord knows that not having clear goals is a disaster in a brikwars game.
EXAMPLE:
mission one: first strike
regular old fashioned siege of a stronghold. good for setting up ambiance and weeding out units early on.
mission two: data collection
the team that had the fort last time is transporting a briefcase containing the whereabouts of a superweapon, and must take it from point A to point B. attackers will intercept it.
mission three: well it should be obvious
this time is another all out slaughter, but the winner of the last mission gets to use the superweapon. optionally you could have a battle at the superweapon's storage facility if the attacking team won the round before. either way, this one should be superweaponholders vs. defenders. this definitely lets you use the partially destroyed base from the first mission (possibly with new improvements).
that's about all i could come up with off the top of my head. i suppose the next several missions could be attempting to ambush and hijack the superweapon in transport, or something with killing off heroes. nonetheless, this gamestyle lets you get really attatched to your guys before they die horrible deaths, and provides a clear, obvious goal. lord knows that not having clear goals is a disaster in a brikwars game.
- Olothontor
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- EvilTobbacconist
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Okay, I have an idea for medix. basically, for each medic you posses your allowed 1 re-roll using the medic's skill. As a side note, does anyone want to playtest this or am I stuck waiting for the only other player in town to come back from hoildays
If your gonna walk on thin ice, you might as well dance.
- Olothontor
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- MkCollins93
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Brikwars Campaign Idea: World War Z
Have any of you read World War Z by Max Brooks? If you haven't you can find it here; http://www.randomhouse.com/crown/worldwarz/
I was thinking of a battle or campaign that involved the armies of the world retaking towns, or cities( if you have that many bricks). There could be bonus objectives, like save civilian trapped in house, or take over that farm for food. Just an idea, I'm still working on building my army........
I was thinking of a battle or campaign that involved the armies of the world retaking towns, or cities( if you have that many bricks). There could be bonus objectives, like save civilian trapped in house, or take over that farm for food. Just an idea, I'm still working on building my army........
Star Wars Fanfiction, Legos, Brikwars and Gaming! All at:
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www.freewebs.com/darksideemperium
Go there or else!
- EvilTobbacconist
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- EvilTobbacconist
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Gawd, has this topic died or something? Anyway, anyone have any idea about a sort of EXP system to use? Cause I've been thinking about possible stat increases for minifigs that do extemely well, e.g. killing tons of minifigs single handedly, surving several consectutive battle, killing a hero with a hand weapon/ random object. So yeah, wadda you think?
If your gonna walk on thin ice, you might as well dance.
We had the start of an experience system at one point, although I don't remember if it survived into the 2001 rules. It didn't see much use, so I don't remember it well, but the basic idea was that for every 100 CP spent in a battle, the winner got 1d10 to use to try to advance whichever characters he thought deserved it most. (At least one had to be one of his opponent's characters, if there were any surviving.)
The trick was, to advance a stat, you rolled one or more of the d10s against it. If the roll was higher than the existing stat, the stat got boosted by +1. Otherwise, the dice were wasted.
The trick was, to advance a stat, you rolled one or more of the d10s against it. If the roll was higher than the existing stat, the stat got boosted by +1. Otherwise, the dice were wasted.
- IVhorseman
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honestly, the best i've seen this work out is when all players agree "this minifig has kicked ass. he deserves something awesome", and then gets upgraded to hero status or given stats and whatnot.
if you're looking for in-game EXP, then go to the main page. from there, look for one of NELUG's games where they utilized a system like this.
if you're looking for in-game EXP, then go to the main page. from there, look for one of NELUG's games where they utilized a system like this.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.