Campaign 3 - Dominion Campaign

For all Necromunda, both new version and old

Campaign 3 - Dominion Campaign

Postby Tom » Sat Sep 08, 2018 3:44 pm

All new gangs.

Starting start first game night in October.

Hostile takeover, democracy has failed and I'm declaring myself arbitrator! Though I will listen carefully to the concerns of my fellow hive dwellers.

Who is in?

I'm in with my Goliaths again.
User avatar
Tom
Archduke Pumpkin of ARBBL
 
Posts: 3411
Joined: Tue Aug 12, 2014 11:27 pm

Re: Campaign 3 - Dominion Campaign

Postby Ray » Sat Sep 08, 2018 7:23 pm

I'll play chaos cultists as planned, but I am away for the first two weeks in october
Ray
Lord of Pumpkin Spam
 
Posts: 1848
Joined: Thu Jun 26, 2014 4:06 pm

Re: Campaign 3 - Dominion Campaign

Postby Tom » Sat Sep 08, 2018 8:09 pm

Starting 3rd week in October then.

Everyone needs to be fairly active especially at the start as that’s when the territories get distributed.
User avatar
Tom
Archduke Pumpkin of ARBBL
 
Posts: 3411
Joined: Tue Aug 12, 2014 11:27 pm

Re: Campaign 3 - Dominion Campaign

Postby Dave » Sun Sep 09, 2018 2:41 pm

I’m in, Orlocks for me.

If you have a spare 5 minutes between building AoS models could you give us a brief on how the Dominion style campaign works?

I’m really just trying to understand how income collection works now so as to know if savant skills are still worthwhile, which in turn effects my leaders and champions load outs.


Cheers.
The Guard dies but it does not surrender
Dave
Archduke Pumpkin of ARBBL
 
Posts: 2905
Joined: Fri Jun 27, 2014 10:16 pm

Re: Campaign 3 - Dominion Campaign

Postby Tom » Sun Sep 09, 2018 4:09 pm

There are no post game actions for cash at all, just money from territories. Your home base you can’t lose gives you 1d6 x 10 after each battle, the rest are very variable. There’s a 250 cred cash infusion half way through the campaign. And the home territory has a decent chance of giving free recruits after each game (roll 2d6, if either are a six get a free juve, if both get a free ganger).

Still post game actions for rare trades and docs. So fixer still gets you free d3 x 10 creds and connected lets you double trade or trade and doc.
User avatar
Tom
Archduke Pumpkin of ARBBL
 
Posts: 3411
Joined: Tue Aug 12, 2014 11:27 pm

Re: Campaign 3 - Dominion Campaign

Postby JAC » Mon Sep 10, 2018 7:21 am

Tom wrote:There are no post game actions for cash at all, just money from territories. Your home base you can’t lose gives you 1d6 x 10 after each battle, the rest are very variable. There’s a 250 cred cash infusion half way through the campaign. And the home territory has a decent chance of giving free recruits after each game (roll 2d6, if either are a six get a free juve, if both get a free ganger).

Still post game actions for rare trades and docs. So fixer still gets you free d3 x 10 creds and connected lets you double trade or trade and doc.


So an improved version of the old necromunda.

I'm in, not sure whether to go goliath or escher.
Wolves, what wolves...
#itsoktonotbeok #lifttheweight
User avatar
JAC
Pumpkinhead
 
Posts: 623
Joined: Sun Dec 14, 2014 2:31 pm

Re: Campaign 3 - Dominion Campaign

Postby Tom » Mon Sep 10, 2018 11:28 am

Something I noticed, the gang composition restrictions are checked when adding fighters, not only when purchasing fighters, so they will apply to the free Juve from your home territory and you may want to front load with Gangers to leave space for them. Seeing as you've got a 30% chance of one after every fight they should be fairly common.
User avatar
Tom
Archduke Pumpkin of ARBBL
 
Posts: 3411
Joined: Tue Aug 12, 2014 11:27 pm

Re: Campaign 3 - Dominion Campaign

Postby Dave » Fri Sep 14, 2018 11:32 am

Arbitrator – for your consideration on how the Occupaiton Phase might work;

Gaining territory process map –
(i) flip a territory card
(ii) player with the lowest GR chooses if he wishes to fight for that territory or pass
(iii) player with the second lowest GR then has the same choice
(iv) continue until all players have made a choice whether to either fight or pass (this can result in more than two players fighting over a single territory)
(v) If there are any players who have not committed to a fight then flip a new card and start the process again
(vi) If a territory has no players committed to fighing over it then it is simply discarded
(vii) If a territory has only one player committed to fighting for it, after all players have had the opportunity to declare a fight or pass “action”, then the player simply adds the territorty to his roster, he may commit his gang to other fights in this round.
(viii) Continue this process until all players have committed to fighting.

Note: A player may only add a single territory to his roster each round without fighting. So a maximum of two territories per Occupation round (one through an unopposed occupation and one through a successful fight.

Despite the “stealth errata” I really like GW4.
Last edited by Dave on Fri Sep 14, 2018 12:17 pm, edited 2 times in total.
The Guard dies but it does not surrender
Dave
Archduke Pumpkin of ARBBL
 
Posts: 2905
Joined: Fri Jun 27, 2014 10:16 pm

Re: Campaign 3 - Dominion Campaign

Postby Dave » Fri Sep 14, 2018 11:50 am

(5) At the gang recruitment stage one ganger can be designated a Specialist. He may be equipped with a special weapon and gains advances as per the Specialist rules. No other Gangers may be equipped with Special weapons during a campaign unless they gain the Specialist ability.

To try and avoid the proliferation of high end military equipment being toted around, although probably not needed in Dominion campaigns given that it looks like creds will be a bit harder to come by. Although it would be nice to have a ganger who can make progression choices from the outset.
The Guard dies but it does not surrender
Dave
Archduke Pumpkin of ARBBL
 
Posts: 2905
Joined: Fri Jun 27, 2014 10:16 pm

Re: Campaign 3 - Dominion Campaign

Postby Tom » Fri Sep 14, 2018 1:09 pm

Free specialist, I see where you're going, but I don't think it's needed. There should much less cash splashing around now so let's see how a Dominion campaign goes as is first before tweaking.

Territories, I'm not so keen on giving them away for free. I'd say again stick to the system as is for our first run and let the challenger pick the stake territory, though maybe from a pool for the night rather than the whole deck just to make decisions quicker!

As for the challenge system (which the book entirely fails to describe). Of all the players ready to play on a given night, the lowest wealth rating gang issues the first challenge, then the next lowest unmatched gang, and so on up the table. If an odd number of players then the player left behind at the end decides if they want to join in on the match with the highest combined wealth rating from the the other two gangs and makes it a three player, or sit out if they have a back up gaming plan.

Sorry, don't mean to be Debbie Downer on your ideas but I think we should keep it simple and change as little as possible for the first run. You can be in charge of the next one and go crazy!
User avatar
Tom
Archduke Pumpkin of ARBBL
 
Posts: 3411
Joined: Tue Aug 12, 2014 11:27 pm

Next

Return to Necromunda

Who is online

Users browsing this forum: No registered users and 25 guests