Aleph Sector Campaign system

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Aleph Sector Campaign system

Postby noodle » Wednesday 1st July, 2009 8:25 pm

Aleph Sector 40K Campaign System

The Aleph Campaign system is predominantly narrative. It’s up to players to organise games and explain the motives of their forces. However there is a very simplistic system to measure the pace of the campaign and it works as follows:

Game results: General
When you play a game of 40K you can achieve 0-4 “points”, which affect the campaign in a number of possible ways, detailed later.

Draw: 0 points
Win on VPs: 1 point
Win on objectives: 2 points
Win by double the objectives and by at least 2: 3 points
Massacre (no enemy troops remain): 4 points

If the game is Kill Points they too work in the same way as objectives.

What happens to the points?
What can be done with the points depends on what’s going on in the campaign. If the campaign is a land based territory capturing one, such as Tarsis Major or Alphe, you take as many “squares” as you gained points. This land based campaign system will be detailed later.
If you’re not engaged in a land war on a specific planet, but you and your opponent are in a war on a minor planet, such as those in the Shadow worlds or Rim worlds, you can take territory of your opponent’s racial holdings on that minor world, again up to the number of points you won by.
If you and your opponent are not engaged at all, your faction will earn +1 global modifier and your opponent -1, up to a maximum of +1/-1.

Land Based Campaigns

General
The size of the planet is determined by its number of territories. This is the number of squares you get for each point of win. Planets like Alphe are not smaller than planets like Tarsis, but they are less important and have less installations, population and armies, so campaigns tend to be quicker. Minor planets (without a map) have even fewer settlements and thus fewer squares.
In a land campaign when you win a game you take a number of territories (a number of squares) equal to the amount you won by. On Tarsis Major one territory is one square, but on Alphe it is three squares, so a win on objectives gains 6 squares on Alphe.
In a single 1500 point game all squares gained must be taken in an unbroken line (no diagonals). In larger games, the number of territories gained is multiplied by the number of 1500 point armies on the winning side, so a 3000 point would net 2x as many territories and can be taken as two lines, or one.

Supply
Armies (Tyranids are an exception and work differently) need supply on land based campaigns. Cities and other settlements are supply bases, as are large areas of territory (9 squares on Tarsis, 16 on Alphe and Betor). If a square cannot draw supply (no diagonals) to a friendly supply zone, it is cut off and is surrendered to an enemy.

Global Modifiers
Global modifiers represent the overall effect waging other wars has on the main campaigning powers. Constant raids and defeats to smaller forces are a drain on resources, while victories over enemy forces can result in safer supply convoys and extra loot.
Global Modifiers are earned through defeating non-campaigning armies and through winning battlefleet gothic games (see later). Once the game is finished the winner adds the difference of his and his opponent’s modifiers to the number of territories he gains from this game. If the difference is negative, no extra territories are added.
Note Global Modifiers “decay” over time. Modifiers gained against non-campaigning races will decay by 1 point after the following wargames session. Battlefleet Gothic modifiers usually decay by 1 point 3 months after the game was played.

Local Modifiers
Local modifiers are planet specific, such as owning a particular city or having air superiority (up to +3/-3) and are detailed on the planetary map.

Cities
Cities need more than one “point” to take. Each city will have its worth labelled on the map. If the city is surrounded it costs this to take. If it is not surrounded it costs 1 territory more (1 point on Tarsis, 3 on Alphe) to take. So a city worth 3 points on Tarsis would cost 4 to take if not surrounded.
On Tarsis and Alphe cities must be taken in one go – you cannot take part of a city. On Betor you can.

Mountains and Rivers
Usually mountains cost double to take, so on Tarsis they take 2 points per square and on Alphe 6 points per square. This is to represent the difficulty of moving troops and supply convoys across difficult ground.
Rivers cost two to cross, and supply cannot be drawn across a river.

Airborne Operations
If your side has air superiority (the highest air modifier) you can launch airborne operations against supply zones far from the front line. You will usually need to gain 3 points or more from a game to take a supply point (see cities), so it is ill advised if modifiers are not in your favour.

Bridgehead creation
Instead of taking territory points can be used to create bridgeheads – i.e. a supply point. This costs 3 points to do, so a minimum of 4 points is needed to do this as you also need a territory to build the supply point on. This is useful for initial attacks against areas where you have no supply. Obviously there is little point in attempting this without good modifiers!

Tyranids
Tyranids work differently. Instead of supply, their hive nodes (worth and costing 3 points) have a supply radius of six squares (on most planets) and supply all Tyranid squares within this zone, regardless of whether they are in contact or not. The only way to put Tyranids out of supply is to take the hive nodes. Unlike most cities (excepting Betor) hive nodes can be taken piece by piece. Each reduction of the 3 point node reduces its supply radius by 2 squares.

Razing
Instead of taking territory, you may raze a single territory. That territory loses all its characteristics (fortifications/cities etc) and is classed as neutral. It costs 1 point to “un-raze” territory. You cannot draw supply across razed territories.

Fortifying
Instead of taking territory, you may fortify a number of squares, up to 3 points per square. These then take this much extra to take. On Alphe a point will fortify up to 3 squares.

Minor World Operations
Minor worlds do not have a map and are usually just represented by a bar of squares such as those in the Rim Worlds and the Shadow Worlds. When you win a game it works the same however, you take a number of squares equal to the win you get.
Invasion
If your side has no squares on a planet, you must conduct an initial invasion. This can be a special scenario or a game of battlefleet gothic. Either way the system is the same and a win means taking a number of squares.

Fortifying and settling
Instead of taking territory, you can improve your position on a minor world, fortifying every other square up to 3 points. This makes it more difficult for enemy forces to retake.
Every other square on a minor world can be fortified up to +3. Once this is done a further 2 squares can be “added” using points in the normal way, and the second on fortified. Eventually a map can be created as the world is “settled” in this way (probably when the bar is too long to fit on the excel worksheet!)

Razing
Instead of taking territory, you may raze a single territory. That territory loses all its characteristics (fortifications) and is classed as neutral. It costs 1 point to “un-raze” territory.

Battlefleet Gothic Games
BFG games add to the global modifiers up to +3/-3. If its a big game (1500 or greater) the modifier will be doubled. In addition BFG games can allow you to conduct airborne assaults, as well as raze up to 3 squares on a planet (GM discretion).

Aeronautica Imperialis
AI games add up to +3/-3 (minus to the opponent) to the local modifier on the planet your faction is fighting on. In addition they can allow for combined airborne/40k operations, as you need to win an AI game to conduct and airborne assault.

In addition:
- Bombing missions can reduce the value of a base/city by 3 points. This lasts for the next game you play (to take advantage of it). You can play up to 3 AI games in a row to bomb something into submission, but it will always remain at least 1 point of worth.

- Insertion missions - IF you have superiority you can claim up to 2 squares not adjacent to your current territory by playing an insertion mission. It will remain in supply until you lose air superiority.

The Golden Rule
The golden rule is nothing is set in stone. Suggest something to me. A lot of these rules have come about from player suggestions, and new rules will get added. In the end this is just a campaign system to make things more interesting, make sure players don’t feel “hard done by” which can happen in narrative campaigns, and to avoid organiser bias!
Last edited by noodle on Thursday 8th September, 2011 2:29 pm, edited 1 time in total.
http://alephsector.blogspot.com/ <---- Aleph sector blog
http://alephsectorfiction.blogspot.com/ <---- Aleph sector fiction
http://ww2campaign.blogspot.co.uk/ <---- WW2 campaign
http://palurin.blogspot.com/ <---- Warhammer campaign
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Re: Aleph Sector Campaign system

Postby noodle » Wednesday 1st July, 2009 8:26 pm

There is a word version with examples linked to the blog now ;)
http://alephsector.blogspot.com/ <---- Aleph sector blog
http://alephsectorfiction.blogspot.com/ <---- Aleph sector fiction
http://ww2campaign.blogspot.co.uk/ <---- WW2 campaign
http://palurin.blogspot.com/ <---- Warhammer campaign
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Re: Aleph Sector Campaign system

Postby Morph » Wednesday 1st July, 2009 10:01 pm

Good summary though I'd point out you've listed 'Razing' twice.

Plus you haven't totally explained how modifiers effect the number of squares taken, which I think is the big mystery a lot of people want to know. It involves the difference in modifiers between you and your opponent, but you can't go any lower than the amount you win by.
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Re: Aleph Sector Campaign system

Postby Tom O'Bedlam » Thursday 2nd July, 2009 12:02 am

now i look at it, I don't like the scoring system. it makes 2 objective games much less profitable than any other kind. in a two objective game each held should be worth double.
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Re: Aleph Sector Campaign system

Postby noodle » Thursday 2nd July, 2009 8:28 am

Razing is in there twice because its slightly different in land campaigns than minor world campaigns.

As for the 2 objective game. You get a 2 point win if you hold yours and contest your opponent's. You get a 3 point win if you take both. I wouldn't say it is less profitable. The 3 types of game all have their advantages and disadvantages. In some cases its almost impossible to get double your opponent in Kill Points!

I probably should re-write the modifiers bit. Squares taken = win level in territories (1,2,3 or 4 etc) + (global mod difference + local mod difference) where the mod bit is +ve

On Alphe you get 3 squares per win level, but don't get 3x the modifier difference.

The word document has examples :D
http://alephsector.blogspot.com/ <---- Aleph sector blog
http://alephsectorfiction.blogspot.com/ <---- Aleph sector fiction
http://ww2campaign.blogspot.co.uk/ <---- WW2 campaign
http://palurin.blogspot.com/ <---- Warhammer campaign
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Re: Aleph Sector Campaign system

Postby Morph » Thursday 2nd July, 2009 4:51 pm

Tom O'Bedlam wrote:now i look at it, I don't like the scoring system. it makes 2 objective games much less profitable than any other kind. in a two objective game each held should be worth double.


I don't follow you here Tom. Objectives should be worth double what?
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Re: Aleph Sector Campaign system

Postby Tom O'Bedlam » Thursday 2nd July, 2009 6:04 pm

I've just reread it again.


i've appear to have misunderstood.


carry on.
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Re: Aleph Sector Campaign system

Postby noodle » Friday 3rd July, 2009 9:33 pm

Well its a work in progress ;)

Amazingly 6 people have already downloaded the campaign system from file host.

Even more amazingly 68 people have downloaded the history part 1 SIXTY EIGHT :o

There is a new version of history part 3 which is up to date incidentally...

Soon be time for part 4!

Any campaign system additions/ideas please post here
http://alephsector.blogspot.com/ <---- Aleph sector blog
http://alephsectorfiction.blogspot.com/ <---- Aleph sector fiction
http://ww2campaign.blogspot.co.uk/ <---- WW2 campaign
http://palurin.blogspot.com/ <---- Warhammer campaign
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Re: Aleph Sector Campaign system

Postby noodle » Sunday 16th May, 2010 8:09 pm

A minor update/addition:

Invasions: You can't do an invasion of a "major" world (i.e. with a map and a number, or all '9s' on the map) without having relative space superiority over the enemy you are attacking, or have an "opt out". You can raid them and fortify your own positions of course.

Exceptions:
The Catechism can launch an invasion using the device. Currently in use on Alphe.
Necrons (because they now have 2 tomb worlds - and a fleet actually :o can "awaken" under one major world of their choice - though it might be advisable not to take on the larger (>100) planets!)

If you don't have relative space superiority you can attempt a contested invasion, though this will require a WIN over your enemy at gothic, or a no show (the enemy decides not to defend)

Summer operations

Master of Chaos will continue, but there will be no "upkeep" i.e. no -1 for not playing, for each faction.

Bastien can be defended by any Chaos player (as was the case anyway)
http://alephsector.blogspot.com/ <---- Aleph sector blog
http://alephsectorfiction.blogspot.com/ <---- Aleph sector fiction
http://ww2campaign.blogspot.co.uk/ <---- WW2 campaign
http://palurin.blogspot.com/ <---- Warhammer campaign
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Re: Aleph Sector Campaign system

Postby noodle » Saturday 15th September, 2012 12:26 pm

I'm updating and redoing all this to include everything for the new term... It's becoming quite a rules-set! But its a guide, not a rules-set so no nitpicking once its done :p
http://alephsector.blogspot.com/ <---- Aleph sector blog
http://alephsectorfiction.blogspot.com/ <---- Aleph sector fiction
http://ww2campaign.blogspot.co.uk/ <---- WW2 campaign
http://palurin.blogspot.com/ <---- Warhammer campaign
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Re: Aleph Sector Campaign system

Postby woodnoggin » Monday 17th September, 2012 2:15 pm

Isn't it time to move on to other sectors. I'm sick of hearing about Aleph. ;)
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Re: Aleph Sector Campaign system

Postby noodle » Tuesday 9th October, 2012 9:43 pm

http://alephsector.blogspot.com/ <---- Aleph sector blog
http://alephsectorfiction.blogspot.com/ <---- Aleph sector fiction
http://ww2campaign.blogspot.co.uk/ <---- WW2 campaign
http://palurin.blogspot.com/ <---- Warhammer campaign
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Re: Aleph Sector Campaign system

Postby noodle » Friday 8th February, 2013 2:56 pm

Addition:

Epic @4000 counts as 1 40k game
Epic @6000+ counts as 2 40k games for points, but 1 game for modifiers.

Massacre (4/8pts) = enemy wiped out or X - 0 on VPs
Major victory (3/6pts) = your VPs >2x enemy VPs
Victory (2/4pts) = Win on VPs by more than 5% difference, and only one player makes it over the VP condition
Minor Victory (1/2pts) = Win on VPs by more than 5% difference, but both players make it over the VP condition on the same turn
Draw = both players make it over the VP condition on the same turn and the higher score is within 105% of the lower score
http://alephsector.blogspot.com/ <---- Aleph sector blog
http://alephsectorfiction.blogspot.com/ <---- Aleph sector fiction
http://ww2campaign.blogspot.co.uk/ <---- WW2 campaign
http://palurin.blogspot.com/ <---- Warhammer campaign
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Re: Aleph Sector Campaign system

Postby Comrade_Nikolai » Friday 8th February, 2013 7:12 pm

I thought Matt suggested that 6000 was closer to a 1500 point game of 40k (ie. "standard size") than it was to double that. wouldn't it be more appropriate for a 6000pt game to give the same points as a standard game of 40k?
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Re: Aleph Sector Campaign system

Postby noodle » Friday 8th February, 2013 9:54 pm

Yeah. But I want epic games to be EPIC
http://alephsector.blogspot.com/ <---- Aleph sector blog
http://alephsectorfiction.blogspot.com/ <---- Aleph sector fiction
http://ww2campaign.blogspot.co.uk/ <---- WW2 campaign
http://palurin.blogspot.com/ <---- Warhammer campaign
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Re: Aleph Sector Campaign system

Postby Comrade_Nikolai » Friday 8th February, 2013 11:03 pm

Yeah but by that logic if I win a gothic game I should get a planet...

Planets please.
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Re: Aleph Sector Campaign system

Postby noodle » Friday 8th February, 2013 11:56 pm

I wasn't using logic, gothic already gets a boost. Just want to encourage it a bit. Oh and its double points before mods not after
http://alephsector.blogspot.com/ <---- Aleph sector blog
http://alephsectorfiction.blogspot.com/ <---- Aleph sector fiction
http://ww2campaign.blogspot.co.uk/ <---- WW2 campaign
http://palurin.blogspot.com/ <---- Warhammer campaign
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Re: Aleph Sector Campaign system

Postby Mattman » Saturday 9th February, 2013 5:29 pm

6000pts is an accepted standard size game for epic, but in relation to 40k it represents dozens of games of 40k over the course of 1 game of epic. So in reality a game of epic should be worth many multiples of a game of 40k ;)

A 1500pt army in 40k equates to about 500-700pts in Epic so a 6k game of epic should in theory be worth 10 games of 40k ;)
Last edited by Mattman on Saturday 9th February, 2013 5:38 pm, edited 1 time in total.
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Re: Aleph Sector Campaign system

Postby Mattman » Saturday 9th February, 2013 5:34 pm

Comrade_Nikolai wrote:Yeah but by that logic if I win a gothic game I should get a planet...

Planets please.


A game of gothic might not have anything to do with a planet, plus it doesn't take into account fighting against any sort of defences the planet may have. Just having a fleet in orbit above a planet doesn't mean you have control, sure you can bombard it from orbit, but then you are basically destroying it.
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Re: Aleph Sector Campaign system

Postby noodle » Sunday 10th February, 2013 11:15 am

well I shot myself in the foot. 6 hours and a draw... 2x0 =...

Am thinking 6000pts is a bigger, longer game than 40k anyway, while 4000 is more like a 1500 50k game
http://alephsector.blogspot.com/ <---- Aleph sector blog
http://alephsectorfiction.blogspot.com/ <---- Aleph sector fiction
http://ww2campaign.blogspot.co.uk/ <---- WW2 campaign
http://palurin.blogspot.com/ <---- Warhammer campaign
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