Lands of Brik
Posted: Tue Jan 28, 2014 4:40 pm
In the past, I have often played games of Risk (the board game), and, as a 40K player, thought: "Wouldn't it be cool if you resolved the battles with Warhammer games?"
Presenting: LANDS OF BRIK! A new semi-strategic Brikwars version for people with WAY too much time on their hands.
How it works:
6. Make a board of/for the battlefield. Now, I'm not talking about a set of baseplates truck together, I'm talking about a MAP.
Here's one I prepared earlier:
Those funny knobbly things are the bases/hq/whatever for the armies.
Now, each player aquires their army. Any size should work, but the opposing forces should be roughly the same. As long as you can cover four (4) 32x32 baseplates with your forces, you should be fine.
Each side is then divided into four (4) contingents. These can be whatever size you want - from 90% of the force to a single fig. However, each contingent should be able to fit onto a 32x32 baseplate. Designate each contingent a different stud colour, and pick a colour for your team. It should be different from your opponent's. Also, If you haven't already done so, make a base and a base marker for each army. The marker can be anything from a flag to the knobbly things seen above.
That's all the preperation. Phew.
Now, you start the game.
Each player picks a location for their base marker (this cannot be changed). The overall goal of this game is to take the opponent's base, so maybe don't place your base next to your opponent's.
Roll off to see who goes first.
The turn goes as follows:
6. Recruit
7. Main movement
8. Battle
9. Ending movement
10. End turn
RECRUIT
In the recruit phase, bring one of your contingents onto the board, in the form of a contingent marker:
The stud on top refers to the contingent's colour, and the other cylinder thing refers to the allegiance (what team it is).
Now, if you don't have any contingents left to bring on, no problem! Simply make a new one out of some/all of the casualties, and bring it onto the field.
MAIN MOVEMENT
In the main movement phase, all contingent markers can move up to three (3) studs. This can be in any combination of directions, provided it is not diagonal.
Diagonal movement is not allowed.
BATTLE
Now, once you have moved the desired amount of contingents the desired amount of spaces, you may call a battle. As a demonstration would be easiest, here's one I prepared earlier:
Now, as you can see, the beige and black forces are facing off over the river. Here's the orange-black contingent:
And their marker:
And then there's the white-beige contingent:
And their marker:
It is currently the beige player's turn. In the battle phase, they 'call a battle'. This entails picking a 3x3 area shown on the map, then resolving it in a game of BRIKWARS!
This is how it happens: The beige player calls the battle on the elbow of the river. This leads to the following set-up:
As you can see, the layout of the battlefield looks just like the map, just zoomed in. Terrain can be added to your heart's content. Then the battle happens.
This is how it goes down:
Growle and his homies obliterate everything.
The orange-black contingent is wiped out, and subsequently removed from the map.
The white-beige contingent suffers casualties of the Flamin' Halftrack (see http://www.brikwars.com/forums/viewtopi ... 17&t=11848), one grenadier, and Filiberto the dragon (see http://www.brikwars.com/forums/viewtopi ... 17&t=11849).
The casualties are removed from the contingent, but the remainder of the contingent stays on the board.
And that's how it happens.
END MOVEMENT
Now, following the rules for main movement, you can move any contingents which haven't already been moved this turn.
Note this happens after the battle.
END TURN
It is now the other person's turn.
The game ends when a contingent moves onto an opposing base, HOWEVER! Before the game ends, there is one final battle, centred on the base in question, where the defenders have one final chance to obliterate the attackers. Should they fail, it's game over. The winner may now gloat mercilessly.
And that's how it happens.
Signing out.
-----EDIT-----
Signing back in, few things I wanted to clarify:
ALL the numbers can be changed. The total size limit, the number of contingents, the movement allocation, the battle sizes. Do whatever works best.
ALL contingents within the battle area shall be required to participate in the battle.
The hero rules apply per contingent, so each contingent can have one (1) hero without penalty. This also applies if more that one contingent is present. I repeat - heroes are only affected by other heroes from the same contingent.
If you want scenery occuring relative to the map, I suggest using a scenery marker (a single coloured stud). Whenever that stud is present in the battle area, include the relevant scenery. This scenery may even have benefits for those controlling it - maybe an alternative spot to recruit from, etc.
Really, this is a loose set of guidelines. If you think it would work better another way, or it'd be cool with something extra, just try it out. Maybe you could tell me of your exploits.
Signing back out.
Presenting: LANDS OF BRIK! A new semi-strategic Brikwars version for people with WAY too much time on their hands.
How it works:
6. Make a board of/for the battlefield. Now, I'm not talking about a set of baseplates truck together, I'm talking about a MAP.
Here's one I prepared earlier:
Those funny knobbly things are the bases/hq/whatever for the armies.
Now, each player aquires their army. Any size should work, but the opposing forces should be roughly the same. As long as you can cover four (4) 32x32 baseplates with your forces, you should be fine.
Each side is then divided into four (4) contingents. These can be whatever size you want - from 90% of the force to a single fig. However, each contingent should be able to fit onto a 32x32 baseplate. Designate each contingent a different stud colour, and pick a colour for your team. It should be different from your opponent's. Also, If you haven't already done so, make a base and a base marker for each army. The marker can be anything from a flag to the knobbly things seen above.
That's all the preperation. Phew.
Now, you start the game.
Each player picks a location for their base marker (this cannot be changed). The overall goal of this game is to take the opponent's base, so maybe don't place your base next to your opponent's.
Roll off to see who goes first.
The turn goes as follows:
6. Recruit
7. Main movement
8. Battle
9. Ending movement
10. End turn
RECRUIT
In the recruit phase, bring one of your contingents onto the board, in the form of a contingent marker:
The stud on top refers to the contingent's colour, and the other cylinder thing refers to the allegiance (what team it is).
Now, if you don't have any contingents left to bring on, no problem! Simply make a new one out of some/all of the casualties, and bring it onto the field.
MAIN MOVEMENT
In the main movement phase, all contingent markers can move up to three (3) studs. This can be in any combination of directions, provided it is not diagonal.
Diagonal movement is not allowed.
BATTLE
Now, once you have moved the desired amount of contingents the desired amount of spaces, you may call a battle. As a demonstration would be easiest, here's one I prepared earlier:
Now, as you can see, the beige and black forces are facing off over the river. Here's the orange-black contingent:
And their marker:
And then there's the white-beige contingent:
And their marker:
It is currently the beige player's turn. In the battle phase, they 'call a battle'. This entails picking a 3x3 area shown on the map, then resolving it in a game of BRIKWARS!
This is how it happens: The beige player calls the battle on the elbow of the river. This leads to the following set-up:
As you can see, the layout of the battlefield looks just like the map, just zoomed in. Terrain can be added to your heart's content. Then the battle happens.
This is how it goes down:
Growle and his homies obliterate everything.
The orange-black contingent is wiped out, and subsequently removed from the map.
The white-beige contingent suffers casualties of the Flamin' Halftrack (see http://www.brikwars.com/forums/viewtopi ... 17&t=11848), one grenadier, and Filiberto the dragon (see http://www.brikwars.com/forums/viewtopi ... 17&t=11849).
The casualties are removed from the contingent, but the remainder of the contingent stays on the board.
And that's how it happens.
END MOVEMENT
Now, following the rules for main movement, you can move any contingents which haven't already been moved this turn.
Note this happens after the battle.
END TURN
It is now the other person's turn.
The game ends when a contingent moves onto an opposing base, HOWEVER! Before the game ends, there is one final battle, centred on the base in question, where the defenders have one final chance to obliterate the attackers. Should they fail, it's game over. The winner may now gloat mercilessly.
And that's how it happens.
Signing out.
-----EDIT-----
Signing back in, few things I wanted to clarify:
ALL the numbers can be changed. The total size limit, the number of contingents, the movement allocation, the battle sizes. Do whatever works best.
ALL contingents within the battle area shall be required to participate in the battle.
The hero rules apply per contingent, so each contingent can have one (1) hero without penalty. This also applies if more that one contingent is present. I repeat - heroes are only affected by other heroes from the same contingent.
If you want scenery occuring relative to the map, I suggest using a scenery marker (a single coloured stud). Whenever that stud is present in the battle area, include the relevant scenery. This scenery may even have benefits for those controlling it - maybe an alternative spot to recruit from, etc.
Really, this is a loose set of guidelines. If you think it would work better another way, or it'd be cool with something extra, just try it out. Maybe you could tell me of your exploits.
Signing back out.