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 the rules (lees ze)

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Hollow_man
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the rules (lees ze) Empty
BerichtOnderwerp: the rules (lees ze)   the rules (lees ze) Emptyma nov 21, 2016 5:50 pm

We willen graag nog eens een grote campaign doen in de Hermelijn. Dit soort campaigns duurt héél lang, en deze gaat waarschijnlijk jaren duren. De bedoeling is deze rustig op de achtergrond te laten doordraaien, aan een heel traag tempo. Deze post dient om te kijken wie er eventueel geïnteresseerd is om mee te doen. Dus als je eens een kwartier hebt, lees dan de regels en denk er eens over na. Wie zich graag wil inschrijven, stuur me daarvoor een PM, (want gewoon een reactie hier riskeert verloren te gaan tussen andere posts) Ik zal dat dan hier aanpassen.

Campaign Leader: Thomas (Hollow_man)

Ingeschreven (herbevestiging november):
-Jeroen (Necron)
-Arno (arno)
-Pieter (Coves)
-Bart VM (BartVM)
-Peter (Great Unclean one)
-Bolle (Lord_Ebonius)
-Phillippe (Philuz XIII)
-Bart VdB  (Bartvdb)
-Solène (Nyuluna)
-Didier (Acapulco)
-Tim (TimDG)
-Tom (bad_karma)

the rules (lees ze) 2uzpfmd

Master of Hermelinus Prime

Of all dark corners in the galaxy, the Erminea sector is beyond a shadow of a doubt the most volatile. It has always been a warzone where every known (and unknown) race and faction in the galaxy was fighting at least 1 of the others, yet none of them was ever able to claim the sector as its own.  Now, this is about to change. The main obstacle in establishing a lasting foothold in the sector has always been the unruly nature of the warp in that area. Stable warp paths were never found in the sector, and even the light of the astronomican is barely able to pierce the unreal storms. But legends tell of a lonely planet, orphaned from its star a long time ago, cut off from the rest of the universe by the warpstorm named ‘Singularity’. This planet would be a nexus for the elusive stable warp routes through the Erminea sector. The name of this mythical planet, is Hermelinus Prime.

The singularity is not a natural phenomenon (putting aside the question in how far a warp storm can be ‘natural’), but is caused by some unknown guardians, who use ancient, unknown and forbidden technology to sustain the singularity. The ones causing the singularity created a hidden path through it for their own use, a secret closely guarded. But like all secrets, it eventually leaked. Not as a whole, but bits and pieces became scattered across the sector, pieces of a map to navigate the storms and make the journey towards this mythical planet. Should one be able to reach it and deactivate the device causing the singularity, he will be able to call in reinforcements nigh momentarily from all over the galaxy, and have them anywhere within the sector in a heartbeat. The sector is certain to be his.

There is no telling how many pieces of the map one would need to find Hermelinus prime, but what is certain right now, is that one of the pieces has been located. It is in possession of the necron Overlord Dyvanakh, who resides on his crownworld Trakonn. The race is on.

Before you begin
you should know a few things:

-Know what you are getting into. The scope of this campaign is damn big, it is slow-paced and likely to span years, every turn might take several months (but it will mostly depend on how many battles will need to be played that turn). While there will be systems in place to accommodate new players joining in and minimize the impact of players leaving, we’d rather not have to use them every other turn.

-New content can always be used the campaign turn after GW releases it. When a player gains access to a new codex, his affected army lists must change, but this is only once and they must be updated at the end of the campaign turn. This free army list change only is granted when your codex is updated. It is not granted for FAQs (unless your army contains a unit which the faq changes its points cost), if you didn't spam, you should be fine there. The free army list change is not granted for new extra content (like the old campaign books mont'ka and such), as your army remains perfectly legal. Your generals need time to integrate the new tech, probably using a draft order.

-The campaign leader is not a player, to ensure neutrality (and because actions are simultaneous and hidden from other players). The campaign leader will participate however, by controlling neutral armies on the map and orchestrating random events. Finally, the campaign leader is the final authority and while one may give argument and suggestions, his decisions are final and should not be questioned once they are made. This set of campaign rules was not written by a lawyer, and it is always possible some parts can be interpreted different as intended by the writer. Should this happen, the interpretation of the campaign leader is always the correct one. If you are not sure, ask him beforehand. The interpretation of the campaign leader supersedes RAW, because he will not be bogged down in endless discussions about it. The campaign leader reserves the right to make changes to the campaign rules if he perceives this is necessary for balance, or this would make the game more interesting. Such changes will ALWAYS be communicated well in advance (several campaign turns), and will usually be suggested to the players first, to see if there is enthusiasm for them.

-All actions you wish to do must be sent as PM on the forum. If the campaign leader did not receive it, it will not happen and you may waste your turn.

Declare your faction
A player must declare to be part of 1 of the 4 power blocks in this campaign. Once he has chosen his block, all his forces will need to be part of that group. Note that army lists must still follow the rules for matched play, so while a player will be able to have both tyranid and ork forces for instance, he will still not be able to have tyranids and orks in the same list. The 4 power blocks are Imperium, Chaos, Aeldari and Other Xenos. Other xenos contains Tyranids (including genestealer cults), Orks, Necron and Tau.
There are no codex-specific benefits in this rulespack. While they are fluffy, such kind of rules often lead to game imbalances and always lead to discussions over perceived game imbalances.
It is true the fluff does not entirely fit for all races. It is assumed they have their own reasons/ways. Even if only keeping it from the others.

Forces
At any given time, a player will always have at least one army on the map, usually more. From now on, we will refer to these armies as ‘forces’.  A force has a fixed army list, although there are plenty of opportunities to change this army list. Army lists must be submitted to the campaign leader every time a force is created or changes. A FORCE IS TAKEN FROM THE MAP AS LONG AS THE CAMPAIGN LEADER DOES NOT HAVE THIS LIST, OR AN INCORRECT LIST. Bear in mind your army may disappear if you do not submit your army list in time. When you have submitted a correct army list, an army may re-enter via warp travel. (NOT via a mustering ground, or this coud be abused to teleport to mustering grounds freely.) If a force's warlord has no name, the force will still count as not having a correct army list. When 2 armies clash, both players will be sent a copy of their opponent’s army in advance (this copy will not include bonus units from support and fortifications).
Forces are defined by their warlord. All warlords should be given a name by the player, and all bonuses a force acquires live and die by this warlord. Should a warlord be killed or changed, these bonuses will be lost. On the map, forces are identified by the name of this warlord. To avoid confusion, if your warlord is a named character (like Tigerius for example) You will need to rename it as well, mostly to not have battles like red Tigerius VS blue Tigerius, which would sound rather dumb.

The number of forces a player has on the map is 1, plus 1 for every 3 areas he controls. New forces are placed on a mustering grounds controlled by the player, or can arrive anywhere by warp travel. Arriving by warp travel will mean they will not arrive immediately however (see warp travel table). New forces arriving by warp travel will do so during one of the following turns, depending on what mode of warp travel was chosen. The turn they arrive, they cannot give an order, but they might have to fight. Should a player lose areas and a force needs to be removed from the map, he must specify which one is removed. If he fails to do this in time, the campaign leader will remove one at random. The force removed in this way can never be one holding a map piece, unless there are no forces without a map piece, in which case the force will drop the piece on the area it was standing on. Forces removed by lack of territory are not entirely lost. The next time a player would be entitled to add a new force, he may bring one of those back instead, including all bonuses (and injuries) the warlord had collected.

Army lists must be battleforged and follow all the rules for matched play, but that is the only restriction. Forge world units and army lists are allowed.
Named characters and relics are, as per the narrative, unique. Across all of a player’s forces, named characters and relics can only be included once. (By relics we mean everything that passes for those in any given codex/supplement/index or even campaign book. A good rule of thumb here is: If it can only be included once in an army, in this campaign, it can only be included once in all your armies combined.)
At first, the base value of forces will be 1000 points. At an unspecified point in the campaign, this will increase to 1500 and later to 2000. This will be communicated several turns in advance.

Planetfall
At the start of the campaign, all players will secretly note down the area where their first force will begin. Should this be the same area or adjacent to one of another player, they will be warned by the campaign leader, and they get one last opportunity to change this, but this is not mandatory. The area where players start will automatically hold a mustering grounds.

Elimination, players joining and leaving
In the spirit of inclusion, no player can ever be truly eliminated. Should a player lose his last area, his last force may reenter the map as if it were a new force arriving by warp travel. This is the only point where a player may change his faction. New players will enter like this as well. When a player (re)enters like this, it is likely a new planet will be discovered for them, to prevent them being beset on all sides immediately and to accommodate more areas for more players. Planets of players leaving may be cut off by warpstorms if it seems their territory left behind would be too easy pickings for a single player.

Victory
Victory can be achieved in 2 ways:
-Controlling and holding over half of all areas for 3 consecutive turns.
-Controlling and holding the nexus on Hermelinus Prime for 3 consecutive turns.

The campaign starts with the location of the first map piece known. More map pieces and opportunities to grab them will be revealed as the campaign goes on. Once one of a player’s forces claims a map piece, that force will hold it. The map piece can be passed on to another force that is adjacent to the one holding it by saying so in your orders. A piece can only be passed on once per turn. Forces belonging to other players may claim the piece by defeating the force that is holding it.  However, once one of a player’s forces has held the piece, it is assumed he can never lose that knowledge. Defending a map piece is not about holding on to the knowledge but preventing your opponents from getting it. The map pieces act as beacons to daemons, and each second spent in the warp incurs greater and greater risk for a daemonic attack. Each turn a map piece is in the warp, both the chance for getting attacked by a daemon army and the size of said daemon army increase. If the army is defeated by the daemons, it will shatter and the map piece will be dropped on the tile they departed from. The counter for each map piece resets when it is claimed by a new player who isn't an ally of the last who held it. The first warp jump after claiming the piece always has 0% chance of incurring a daemon attack.

How much pieces a player needs to find the way to Hermelinus Prime is not specified at this point, but will be when it seems time to make the campaign draw to a close. Once a player has found the way to Hermelinus Prime he will get a head start, but others will be able to follow his warp trail in later turns. Everyone will be in the race until the end.

Universe at war
Other players are not the only danger a player faces. A whole lot of random stuff may occur (especially to players who are not in combat with any other player), ranging from daemonic incursions over rumors of powerful relics in a certain location to full blown warpstorms making warp travel to certain planets impossible for a short time.

Warlords
A force lives and dies by its warlord. All bonuses a force accumulates are tied to this warlord. Every time a force wins a battle, its warlord will go up in rank and bestow new bonuses on his force. However every time a warlord is slain (this includes being chased off the table) a warlord will accumulate injuries, which bestows penalties.  Both tables are cumulative.

rankbonus
0None: every new warlord starts here
1Tactical insight: Once per battle, at the start of his turn, the warlord may discard a maelstrom of war objective and immediately draw a new one.
2Prestige 1: Increase the warlord’s force by 5% points. Force may change army list at this point.
3Logistical genius: The warlord’s force may take a single auxiliary support detachment without suffering the -1 penalty to its command points.
4Prestige 2: Increase the warlords force by another 5% points (so total 10%), force may change army list at this point.
5Experienced leader: Warlord gains an extra warlord trait. Send a message to the campaign leader which one you choose.
injuriespenalty
0None: every new warlord starts here
1Losing his edge: once per battle the opponent may force this warlord to reroll a single to hit roll or saving throw.
2Shaken confidence: Reduce the range of the warlord’s aura ability by 1” (if applicable)
3Tainted wounds: -1 to both WS and BS
4Losing his style: the warlord loses his basic warlord trait (but still can gain one from the rank 5 bonus).
5Near death: the warlord halves his toughness (rounded up).
6Death: the force must change its army list and gain a new rank 0 warlord.
Every time the army list of a force is changed, the warlord can be changed as well. Changing just his wargear has no effect, but changing to another type of model (like captain to librarian) will cause both rank and injuries to reset to 0. Simply put, a warlord will not reset if it is only his/her/its wargear that changes, and it could narratively still be the same being leading the army. For example, changing a captain in terminator armour to a captain on bike will not cause a reset. Switching that same captain to a captain in gravis armour will reset his rank however, as the gravis captain is a primaris marine and it is unlikely they travelled back in time to change his implants to the primaris variant. Needless to say, changing a warlord's chapter (or craftworld, hive fleet,... whatever it is in your army) will cause a reset as well. A player may state he is changing his warlord anyway (like captain to captain) to get rid of injuries. An exception here is a promotion which makes narrative sense. Even though they are technically different codex entries, a warlordwill not lose his bonuses when for example a necron lord becomes an overlord, or a chaos lord ascends to daemon prince.

Of all your warlords, one will be appointed warmaster. A warmaster uses a different rank table which has  a much more profound impact on the map. The warmaster uses the same injury table as a warlord, but always is treated as if he has 3 less injuries (meaning he will only start gaining penalties when he has 4 injuries and only dies at 9 injuries).  The first force a player begins with automatically holds a warmaster. A new warmaster can be appointed, but it is not mandatory to have one.

Warmaster rankbonus
0A warmaster is treated as a rank 5 warlord to begin with.
1Supreme commander: the warmaster’s force gains 2 extra command points.
2Prestige 3: Increase the warmaster’s force by another 5% points (so total 15%), force may change army list at this point.
3Backbone of the war effort: The warmaster can now give support to any number of forces, not just 1.
4Prestige 4: Increase the warmaster’s force by another 5% points (so total 20%), force may change army list at this point.
5Tactical expediency: the player can issue 2 orders for the warmaster’s force every turn, the second will be executed after all others, if the force is not in combat by then. If one of those orders is a draft order, it must be declared as the second order.
Orders
At the start of every campaign turn, all players will issue orders for their forces. These orders are unknown to other players and will be executed simultaneously. A player issues a single order for each of his forces.  The orders a player can give are:

-Hold: the force does nothing. If no orders are received in time, all forces will do this by default.

-Move: The force moves to an adjacent area. If there is no enemy force there, the force claims this area for his player. If there is an enemy force there, there will be battle. Unless there is a battle going on, an area can only contain 1 force at any given time. If you make a mistake in your orders and send 2 or more forces to the same area, one randomly selected force will move there, the others will hold instead. The same will happen with 2 allied forces so coordinate well with your allies.

-Raze: destroys a building in the area.

-Ambush:  A force using this order prepares to receive the enemy with a nasty surprise. If the force needs to battle this turn, it is assumed they have plans in place. They gain a +2 bonus on the roll to seize the initiative, and may deploy a unit in ambush. After deployment, but before the roll for seize the initiative, this units may be set up anywhere within terrain and outside 9" of enemy units. This order cannot be issued on an area that holds an armory or garrisson.

-Draft: A draft order can only be issued on a mustering grounds. The force may change its army list. A new warlord can be appointed at this time, but bear in mind he will start at both rank and injury 0. If the force’s current warlord is highest in rank or tied for highest amongst all your warlords, he may be elevated to rank 0 warmaster at this time. If you already have a warmaster when you do so, it is assumed the old one retires (or maybe executed for incompetence). The old warmaster is replaced by a rank 0 warlord, bear in mind you will need to change the army list of that force as well then, as it will lose points. Note that this is the only order that will be executed in the consolidation phase and not in the action phase. If the force needs to do battle, they will do so with their old army list. The draft order will still be executed if the force loses a battle and is pushed off the mustering grounds.

-Warp travel:  This can bring a force anywhere, but involves risk. It is the only way to travel between planets. When issuing the warp travel order, specify a mode and the area where the force needs to go. The destination cannot be on the same planet you depart from. Once the force is in the warp, everything might happen. You will only know if they suffered perils of the warp when they appear (or do not appear). The roll is made in secret by the campaign leader. If the mode is not specified in the orders, regular will be used, with a -1 penalty on the perils roll.

modeAppear in … turnsRoll on perils of the warp table with
Rush job1D6
regular2D12
Meticulously planned3D20
Perils of the warp

rolleffect
1Lost!: the force is forever gone…
2Delayed: the force arrives a turn later as planned, it may also go off course (scatter die roll).
3Wildly off course: the force arrives on a random area on the destination planet (excluding the one you wanted, areas with an own or allied force, and areas with a null-field generator. if there are no areas left, treat this as delayed instead).
4Off course: the force arrives on a random area adjacent to the destination. (excluding the one you wanted, areas with a null-field generator or who already hold an own or allied force. if there are no areas left, treat this as wildly off course instead).
5+All goes as planned.
12+Through favorable warp currents, the force arrives a turn earlier as planned.
Too legendary to get lost: Warmasters treat an end result (after all modifiers) of 1 as 2 instead. Warmasters make the story, they do not get lost in it.

-Build: The force constructs a building that might aid in the war effort. Every area can only hold 2 buildings. Buildings are neutral and enemies may use them if they take over the area. Unless otherwise specified, all buildings require 1 turn to complete. An area can never hold the same building twice. Buildings are visible on the map to all players.
Options:
• Mustering grounds: Requires to use the build order 2 consecutive turns to complete. New or shattered forces may appear here, or adjacent areas you control if there is already a force on it.
• Armory: forces defending this area gain an additional 5% points. The bonus can only be claiamed by a force which did not use the move order this turn, and did not arrive by warp travel this turn.
• Garrisson (requires armory): Requires to use the build order 2 consecutive turns to complete. Upgrades an existing armory. Increase the points bonus to 10%. The same restrictions still apply.

• Manufactorum: an area with a manufactorum counts double when determining the player’s number of forces. A player cannot build another manufactorum if he already controls 3. When a player loses control of a manufactorum, it is destroyed.
• Null-field  generator: Nobody can warp travel to or from an area with a null-field  generator.  Should 2 null-field generators ever be adjacent to each other, they will stop working because of the interference. (This could be exploited tactically to shut down an enemy one). If a null field generator is built in an area that is the destination of a force currently in warp transit, that force will go off course.
• Academy: Requires to use the build order 2 consecutive turns to complete. A warlord (not warmaster!) who uses a ‘hold’ order on an area with an academy increases his rank by 1, to maximum of 3, at the end of the consolidation phase. (if the hold order was issued because the campaign master received no orders, this bonus is NOT granted). Cannot be built on an area that already holds a field hospital.
• Field hospital: A warlord/warmaster who issues a ‘hold’ order on an area with a field hospital decreases his injury value by 1 at the end of the consolidation phase. (if the hold order was issued because the campaign master received no orders, this bonus is NOT granted). Cannot be built on an area that already holds an academy.
• Contingency plan: When a player loses control of an area, the contingency plan and any other building in that area are destroyed.

Combat
When 2 hostile forces meet on the same area, battle will erupt. The winner remains there and claims the area for his player, the loser must retreat to an empty adjacent area he or an ally controls. If there is no such area, or he loses by wipeout, the force counts as shattered. A shattered force is taken from the map and must reenter play through either a mustering grounds or warp travel. In case of a draw, sudden death will trigger. As soon as sudden death triggers, players must play extra turns until, at the end of the battle round, there is a winner.
If a player forfeits, he will count as having lost by wipeout.
Codex specific strategems can only be used if your opponent uses units who already have a codex as well. If not, only the strategems found in the basic rule book are in play.
For these battles, chapter approved is in effect.

If 2 enemy forces are ordered to move in each other’s area, they will fight and not just pass each other. The winner will complete his move and claim the area the loser came from, the loser must retreat from the area he came from, using the normal rules for losing a battle. To determine which forces can support such a battle, always consider the force you want to support to be in the area they were trying to move into.

If a third player’s force or even a fourth and so on would meet in the same area, all will fight. (Note that 2 allies must coördinate and are not allowed to attack the same area. The '1 random will hold' rule will aply then.) To avoid paradoxes when 2 players attack each other and a player orders a force to enter the area hist first force leaves behind, the following sequencing rules apply.
-First, all battles involving 2 forces who move in each other's area will be played
-Then, all other battles are played, including any battles that popped up because of the results in the previous 'battle phase'.
If there are any conflicts within these 'battle phases' the campaign leader will roll off to determine the order in which battles are played.
This may cause a force having to play more than 1 battle in a round, though it should not happen often.

A force that is not in combat itself may support another force on an adjacent area that is in combat if that other force belongs to the same player or an ally. This force in combat receives an additional 5% points for each other force supporting it. A force can only support 1 other force at a time, and a force can only receive support from up to 2 forces (for a 10% bonus). A player should specify when sending in his battle results which force(s) were supporting him in this battle. If this doesn't add up (probably because it turns out a single force was supporting multiple combats), the battle result may be overruled.

All bonuses are cumulative but do not multiply each other.  For instance if the current basic army value is 1000 pts, a rank 4 warlord (+10%) who has support from 1 force (+5%) and is in an area with an armory (+5%) would have an army of 1200 points (+20%). And not 1000 +(10%) = 1100 + (5%) = 1155 +(5%) = 1212

Bonus points from warlord/warmaster rank are included in the basic army list and will always be the same. Bonuses from buildings and support are variable and can be spent each time as the player sees fit . These can be used to buy upgrades or expand existing units, or create new units or even detachments. You cannot however, change the detachment types in your basic army list. For instance, you cannot upgrade a vanguard detachment to a batallion, because you used your bonus points to add a troop unit. The rule that the complete and unchanged basic army list must be found in the expanded army list with bonus points, always stands. A bonus raises the army limit, and is not a flat bonus. For instance, if a player has a basic army of 998 points, a 5% bonus would raise the limit to 1050, effectively giving him 52 points to spend.

Results of a battle must be sent to the campaign leader. If he does not receive this result, both armies will retreat to a random area. Such a result should also include where the loser retreats to, and if any warlords got injured.

As for the mission to be played, both players are free to agree on whatever they want to play (could be nice to play a scenario that fits what’s happening on the campaign map). Should they not agree, a randomly selected maelstrom of war mission is the default.

Painting: By painting new units, a player can gain bonuses. The restrictions are the unit must be painted during the campaign, and the unit must be included in one of your army lists. Each time you paint a unit, first post a picture (in the painting section) of the unit before it is painted. Undercoat is ideal, but it's no problem if it already has a first wash or something, the point is there is still obviously has to be a fair amount of work to be done. When the unit is finished, post a picture again.
The exact definition of 'unit' is at the discretion of the campaign leader.
For each unit you finish like this, you will gain a fate point. For now, there is only 1 thing you can do with them, but more options might be added later (when the campaign leader has an idea he thinks is cool.)
The use of fate:
-When issueing a warp travel order, you can spend 1 fate point (and no more than 1) to gain a +1 bonus on the perils of the warp roll.
-Once per battle, a player may spend a single fate point to immediately gain a single command point. If it later turns out the player had no fate point to spend, he will count as having lost by wipeout, so be certain you have one before using this.

Prestige of flying colours: If an army is fully painted and the opponent's army is not, and during the pre-game setup of a battle a tie is rolled in a roll off (like the one for choosing table sides, deploying first and such), the painted army may invoke the prestige of flying colours and count as having won the roll off.

While players should strive to keep their armies WYSIWYG, it is no real problem if they are not, as long as there is no chance for confusion, and it remains amply clear what weapon is what at all times.
The use of proxies is not allowed however. Converted suitable models, or cool, suitable third party models, do not count as proxies.

Alliances
Players can ally with each other to gain bonuses.  An alliance must be stated to the game master at the start of the campaign turn in the orders. Alliances will only be valid if both players declare it. Ending an alliance happens the same way, but obviously only 1 player needs to declare that in his orders. Should 2 allies face 2 other allies fighting on adjacent areas, a doubles game can be played.
-Allies can move over their ally’s areas without claiming them.
-A player’s force can be supported by their ally’s forces as if they were his own. If a player is allied to 2 or more other players, who have a battle, and he supports one of them, the alliance with the other one(s) will be broken. (Sending troops to reinforce your ally's enemy is widely considered a diplomatic faux pas.) To avoid this, the player may choose not to support any of them.

Alliances are not restricted, any player can ally with any player, regardless of their faction.
An alliance is only game technically ended when the campaign leader is notified.

Bad blood: The betrayal of a broken alliance is not so easily forgotten. When an alliance is broken, all players involved cannot ally with each other for the next 5 turns.

Turn structure
The turn consists of 3 phases. In order:
-Planning phase: give orders, declare alliances
-Action phase: execute orders, play battles. (note draft order is an exception)
-Consolidation phase: in order: losing armies retreat, shattered armies are placed on mustering grounds or in warp transit, new forces are placed on mustering grounds or in warp transit, forces are removed for lack of territory,  army lists are changed/created. (including those of the draft order).

Note this means a player will need to send the campaign leader 2 messages per turn. One in the planning phase with orders and possibly a declaration of alliance . And a second one in the Consolidation phase containing all of the relevant info as in the description of the phase.


Laatst aangepast door Hollow_man op do jun 28, 2018 12:26 pm; in totaal 50 keer bewerkt
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Hollow_man
Malekith's Best Friend
Hollow_man


Aantal berichten : 1344
Registration date : 16-10-08
Leeftijd : 36
Woonplaats : Aalst

the rules (lees ze) Empty
BerichtOnderwerp: Re: the rules (lees ze)   the rules (lees ze) Emptywo nov 23, 2016 1:17 pm

update 23/11: staat in het rood
Om te vermijden dat forces soms hun beurt verliezen simpelweg omdat ze een rolloff verliezen, zijn de regels voor forces die elkaars gebied proberen binnen te trekken en verschillende spelers die hetzelfde gebied aanvallen een beetje veranderd.

vr dec 02, 2016 12:13 pm
Painting during this campaign is encouraged in the rules now. This update is currently highlighted in green.

zo dec 04, 2016 5:41 am
Een toevoeging in het geel over proxies en wysiwyg.
Kinda goes without saying dat het niet de bedoeling is met proxies te spelen.


di jan 03, 2017 5:35 am
updates in het blauw:
-Een verduidelijking in verband met nieuwe forces die toekomen via warp travel.
-Implementeren van sudden death in case of a draw, wat een hele hoop praktischer is dan een hele battle opnieuw spelen.

Nog een heads up: Ik ben aan het nadenken over de rank 5 warmaster bonus (icon of war), die, als ik er eens over nadenk, op dit moment spectaculair overpowered is. Expect it to change binnen dit en weinig tijd.

di jan 10, 2017 2:39 am
Een heel kleine update in het rood:
Losing forces mogen ook terugtrekken naar een area die een ally controleert. Ze nemen die area niet over. het is een kleine quality of life bonus voor allies die enigszins logisch is.

do jan 26, 2017 12:03 pm
De bad blood rule ivm alliances is updated in het groen.

di jan 31, 2017 3:44 am
Kleine maar belangrijke updates:
-Wanneer bij warp travel niet gespecificeerd wordt welke mode je gebruikt, zal het sowieso tellen als regular, met een -1 penalty op de rol omdat het geen moeite was om dat erbij te zetten.
-'Een correcte army list' omvat ook de naam van je warlord. Army lists waarvan de warlord nog geen naam heeft verliezen dus ook automatisch hun battles. Op de map zijn namen van warlords duidelijk aangegeven, als je vijanden zien dat jouw warlord nog 'army 3' heet, zullen ze weten dat je easy prey bent. Tis geen moeite mensen, bespaar jezelf zulke shit.

vr feb 03, 2017 5:12 am
Een alliance eindigen kan nu ook alleen maar meer in de orders.

ma feb 13, 2017 4:10 am
update over manufactora in het geel:
Het aantal manufactora dat een speler kan hebben wordt capped op 3. Wie er al 3 heeft kan er geen bij bouwen. Na er diep over na te denken heb ik besloten dat ik wel van het idee houd dat ze hoog strategisch belang hebben en daarom kun je geen 'redundant' manufactora bouwen. om te vermijden dat er iemand over de cap gaat door er te veroveren worden ze vernietigd als iemand anders het gebied overneemt. It is assumed dat de production facilities geen enkel nut hebben voor de invaders' verschillende technologie. (wat zou een salamander in godsnaam aanvangen met een floaterbike?)

wo maa 01, 2017 12:10 pm
Omdat er sinds planetary onslaught een resem fortifications zijn uitgekomen die heel weinig punten kosten, zijn fortifications aangepast. (In het blauw).
De bonus punten voor fortification kunnen vanaf nu enkel gebruikt worden om die fortifaction te zetten. Dus als je met een fort bonus van 50 punten een twisted copse van 10 punten koopt, zijn de resterende 40 verloren.
Deze fortification mag één van de nieuwe fortification networks zijn uit planetary onslaught.

wo maa 01, 2017 10:07 pm
Er is mij op gewezen dat er problemen kunnen ontstaan wanneer een speler een force moet wegnemen door territory te verliezen, en die force een map piece vast heeft. Dit is aangepast in het rood.

di maa 07, 2017 10:27 am
Zoals een tijd geleden aangekondigd is de rank tabel voor warmaster enigszins aangepast.

do maa 23, 2017 12:51 pm
Ik heb erover nagedacht en ik kan niet anders dan een opgave (whatever the reason) als de zwaarste loss rekenen (shattered + warlord kill). Als ik dat niet doe gaan mensen beginnen opgeven als ze zien dat ze anders zwaarder gaan verliezen.
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BerichtOnderwerp: Re: the rules (lees ze)   the rules (lees ze) Emptyma apr 03, 2017 11:35 am

Een kleine rules update, in het groen, in verband met allied support om weird-ass alliances te accomodaten en logisch te houden.
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BerichtOnderwerp: Re: the rules (lees ze)   the rules (lees ze) Emptydi apr 04, 2017 9:48 am

Omdat dat blijkbaar niet duidelijk is: enkel warlords kunnen benefit uit een academy halen, warmasters niet. Een warmaster is in principe al een rank 5 warlord, en heeft alles wat hij kan studeren al mee. Legends are made in the field, not in school.
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BerichtOnderwerp: Re: the rules (lees ze)   the rules (lees ze) Emptydo aug 17, 2017 9:18 pm

De update voor 8th edition was uiteindelijk vrij eenvoudig (omdat deze regels vooral over de map movement gaan en niet over de battles zelf) en staan in het rood.
Er is ook een toevoeging bij om map piece denial shenenigans tegen te gaan voor ze worden toegepast. (tot nu toe was het in principe mogelijk een map piece gewoon indefinitely in e warp te houden door de force die het vast had steeds te laten travelen. No more. Good catch van Pieter.)
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BerichtOnderwerp: Re: the rules (lees ze)   the rules (lees ze) Emptyzo aug 20, 2017 8:53 pm

Omdat fortifications nu allemaal een hoop meer punten kosten passen ze slecht in de 5 en 10% marges. Die marges optrekken is geen optie, de fortifications zijn allemaal vrij sterk en zeker hun punten waard, als ik de punten omhoog haal gaat er niemand ooit nog over een fortification geraken.
Dus: de fortifiaction will henceforth be known as 'armory', en een fortress wordt 'garrisson'. zij geven nog steeds een bonus van 5 en 10% respectievelijk, maar een speler is niet langer verplicht die te gebruiken om een fortification te kopen.
Omdat het fluffwise niet meer zou kloppen, is het niet langer nodig dat je al op het gebied stond om de bonus te claimen, de bonus gaat naar diegene (wiens ally) dat gebied controleert.
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BerichtOnderwerp: Re: the rules (lees ze)   the rules (lees ze) Emptydi sep 05, 2017 11:45 am

updates over nieuwe codexen, omdat ze nu heel snel achter elkaar gaan uitkomen. Update over het handlen van forces zonder army lists, omdat ik niet wil dat een speler kan wachten met army list submitten tot hij ziet waartegen hij gaat uitkomen (en om de need om army mists door te sturen wat meer pressing te maken). Dit alles in het groen.
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BerichtOnderwerp: Re: the rules (lees ze)   the rules (lees ze) Emptyma sep 11, 2017 4:00 pm

Update in het geel over het feit dat hq's met verschillend armour/mounts nu verschillende codex entries zijn, en ook accountign voor het feit dat je priamry detachment nu niet meer een vaste chapter (of whatever passes for that in your codex) is.
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BerichtOnderwerp: Re: the rules (lees ze)   the rules (lees ze) Emptyma okt 23, 2017 5:11 pm

update om het een klein beetje gebalanceerd te houden terwijl de codexes 1 voor 1 uitkomen voor 8th edition:
Codex specific strategems can only be used if your opponent has access to codex specific strategems as well. If not, only the strategems found in the basic rule book are in play.
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BerichtOnderwerp: Re: the rules (lees ze)   the rules (lees ze) Emptyzo okt 29, 2017 11:51 am

betere wording voor die laatste update, anders was het mogelijk codex armies te gebruiken en toch geen strategems tegen te krijgen door een random ander unit in je detachment te smijten. No more.
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BerichtOnderwerp: Re: the rules (lees ze)   the rules (lees ze) Emptywo nov 01, 2017 11:10 pm

Kleine toevoeging: chapter approved is in effect voor de campaign battles. Het is sowieso de bedoeling altijd te spelen volgens de laatste officiële updates en rules, maar omdat deze regels uit zijn voor het boek zelf zet ik het er nog eens expliciet in.
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