Tuesday, January 29, 2013

Proposed Campaign Guidelines

Just a few things I've been rattling around the ol brainpan today

1. Matches should be timed. Also, if everyone is unable to stay for the duration of the entire campaign, please tell us what time you need to jet .The first game took longer than the 2nd and 3rd combined and Rob was already trying to run out the door by turn 2 or 3 of the final game. . These games aren't for money or grudge matches, just play - don't overthink it let's just play please.

2. Since an ongoing Campaign is pretty much a fluff-based concept, it'd be nice to see diversity in our armies. I'm not saying we have to take bad units just for fluff's sake, but changing out one or two things and keeping the rest of your tournament or everyday list defeats the concept of a campaign completely. My idea of a fun campaign isn't coming up with test lists to send to their deaths against the same Decked out lists! Librarians, Lords, Captains, Chaplains, etc. Make it fluffy and interesting! Save your big guns and streamlined lists for when we play for blood!

3. I was pretty sure we all had an understanding as to the point system for our custom characters, but there are some things we need to iron out as a group. Here's what I propose
-Seargents, Aspiring Champions, Squad Leaders etc only get to roll on the chart. 
-No Independant Characters (or the Lone fucking Wolf - this guy already ruins enough playing experiences as is... you dont need to feed him new bonuses)
-When collectively selecting each person's MVP (if they have one), noteworthy things that make a squad leader eligable: destroying other units or vehicles, taking unusual/continuous punishment, accomplishing something epic/against the odds/hilarious/etc, SCORING (Linebreaker, First blood, Capture Objectives, etc)

This is just a start. And it's a friendly critique, I wanna make this game as fun as we can.