A gift to the whole Warseer 40k gaming community.
So I usually organise campaigns in my gaming club. Still a battle is just a battle with everyone knowing what kind of mission is going on. The only variation might be a bigger variation to the rules and missions.
It got me thinking, how to give battles a more depth and a kind of fog of war, thus creating new and unique playing styles to win.
I tried a campaign a weekly weird general rule and using the games workshop campaign tiles. Still the best effect was that players only made minor adaptations in there list or slightly adapted there play style.
So 4 months ago I picked up my 2nd ed. books up to read up on some 40k weapon fluff. And then a light bulb popped. Secret missions, each player having a unique mission only they know! And started on making individual missions. In the same week I saw a bunch of guy's playing with custom magic cards, I asked them how they made the cards and told me of a program. Peanut butter+Jelly!
After working quite some evenings on card designs and missions I started a 10 week campaign with the new cards and it was a success! Now I have streamlined the missions some more and are all fairly balanced. The battle mission cards are designed for 1500 to 2000 points, anything less and some missions become too easy or to hard.
You can just copy the pictures and size them to fit a magic card card-protector. (for really nice results you can use photo paper).
The best would be if you print each card 3 times for good random results.
IMPORTANT: The sequence in how to use the cards, before starting deployment.
To start a battle:
1. Prepare a army list before you take a battle mission card and show it to your opponent.
2. Draw at random a battle mission card from the face down card pile and keep this mission for yourself, your opponent does the same.
3. Then draw at random a set-up card from the face down set-up card pile, turn this card up. This will be your deployment type.
Set-up.
1. Divide the table in 4 quarters and mark the middle.
2. Both players dice-off and the winner deploys an objective in one table quarter. Objectives must be 12'' away from table edges and other objectives.
3. The other player deploys the second objective, but cannot deploy the objective in the same table quarter if there is already an objective in it. Continue until all quarters have one objective.
4. Deploy forces as stated on the set-up card.
Note: Especially the first time, read the mission cards extremely well before deploying.


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