Hey guys, I am currently collaborating on a Map/Node campaign and I have come up with these initial rules. Please give me some comments and input please, as these are just some initial brainstorms.
World Types and Campaign points
Every person signed up for the campaign will be begin with one quadrant which contains their homeworld and 3 other worlds. From any of their worlds, they make an assault against any other adjacent system following the lines (warp routes). If at anytime the player has no more worlds to defend, they will no longer be able to partake in the campaign until the next league starts up. Also all homeworlds are worth + 1 Campaign point.
Worlds have a set worth determind by the kind of world they are. These are the points values for the worlds:
Points are tallied up for the total amount of sytems under control of that player. If a player loses a system, points are deducted from his total and added to the capturing players total.
Races and Special Rules
Special Characters: Every army has access to one special character allowed to their army. If that character is ever killed, he will no longer be accessible to that army for the rest of the campaign.
Imperials- Imperial armies may not attack another Imperial held world, with the following exceptions:
Imperial Guard- The Imperial Guard is a strict hierarchy, and officers follow orders from their commanders. An Imperial army may invade a nearby Imperial system, but will immediately be considered renegade, and will be open targets for any other Imperial army.
Space Marines- Marines may only make a planetary assault against another Imperial world if that world is under the control of a renegade Imperial Guard Commander. Marines will also gain 1 Campaign point whenever they capture a system from Chaos.
Witch Hunters- Witch Hunters may only make a planetary assault against another Imperial world if that world is under the control of a renegade Imperial Guard Commander. They may also attack if the Imperial army is led by a psyker. (Space Marine Librarian, or Imperial Psykers in a Guard Army, or a psychic Inquisitor.) Also Witch Hunters will gain 1 Campaign point whenever they defeat an army that includes psykers.
Daemon Hunters- Daemon Hunters may only make a planetary assault against another Imperial world if that world is under the control of a renegade Imperial Guard Commander. Also Daemon Hunters will gain 1 Campaign point whenever they defeat an army that includes daemons
Eldar: Eldar do not start with any systems under their control, only one base system, their Craftworld. They can attack any system anywhere at anytime. Their Craftworld can not be assaulted by another army unless the Eldar fail in their planetary assault. This signifies the Eldar repulsing the counter attack after a failed assault from their Craftworld. If a Craftworld comes under attack, the Eldar will rally to the defense, and no matter which mission is chosen, they will have 25% more points to choose their forces from, and will always be able to have defenses. Any world captured by Eldar is worth +1 campaign point.
Dark Eldar: Dark Eldar do not capture worlds, nor do they have a desire for territory. The Dark Eldar can attack any system at anytime, but will never be able to capture the world. Instead they gain 1 campaign point from every unit that they take slaves from. For example: A Dark Eldar force attacks an Imperial World, and during the conflict they assault 4 different squads. From 3 of those they capture slaves. As long as at least one Dark Eldar unit is alive at the end of the battle, the Dark Eldar will claim 3 Campaign Points for that battle.
Tyranids: Tyranids will gain Campaign points as normal. However, any world taken by the Tyranids is Immediately turned into a Dead World. Also after the Tyranids have captured a world, they will not lose any campaign points for anyone capturing the world from them as it has already been absorbed into the hive fleet. Tyranids will never assault a Dead World as it has no meaning to them.
Tau: The Tau way of war is for the greater good of the Tau Empire. Therefore no Tau army may assault any other Tau controlled world.
Necrons: Necron Homeworlds will always be Dead Worlds. They fight and gain campaign points as normal. Yet due to the speed of their ships, they may make a planetary assault up to 2 sytems away instead of the normal one adjacent system.
Orks: Orks are a very warlike race, and will always have the upper hand in a planetary assault. Whenever the Orks are the attacker, they will have 25% more points to choose their army from. However Orks are not good at holding Territory, so they will hae 25% less when being the defender. Example, in a 1500 point battle, if the orks are the attacker, they will have 1875 points to choose from. However if they are the defender, they will only have 1125 points.
Chaos: Chaos gain Campaign points as normal, but against Imperial Worlds they gain 1 Campaign point for every system captured.