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You are here: FFG Forums /  Board and Card Games /  Battlelore

Battlelore
Epic Fantasy Adventures
Moderator: dante9FFGAntonffgjafferffgjoshGeckoThe Spaniard Topics: 681 | Posts: 4640
If you were to develop a campaign system for Battlelore where would you start?
Published on 08 June 2012 - 12:33:50
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 I have been tinkering around with a campaign system for Battlelore for a while and need some new ideas.  The current version is based on a combination of GW's old version of Mighty Empires and the Settlers of Catan.  I have also tried Grey Hawk Wars but the lack of Elves and light cavalry  makes it a bit difficult.  Has anyone else given this a try or am I just wasting my time?

 

Regards

Without Signature

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Reply #1 | Published on 11 June 2012 - 09:52:52

 I have in the past given this a certain amount of thought and they can be found by following the link in my signature  (if you want to pillage ideas or steer well clear so you can hammer things out yourself).

I personally believe that the campaign rules need to be pretty light (KISS approach) as the game itself is very stream lined and I'd prefer time actually fighting battles to determening supply lines etc (other games yes, BL no).  Not saying there shouldn't be tough decisions.

 

I can see the merit in using existing games / systems, especially when they have pretty pieces but unless they are a natural fit I wouldn't force them to marry.

If you post what you've got so far I'd like to have a read.

 

Chris

Minds are like parachutes, they can only save lives when open

Here is the home for all my homebrew goodness.

Reply #2 | Published on 19 June 2012 - 03:25:36
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 The download says: "Duplicate headers received from server. Error 349 (net::ERR_RESPONSE_HEADERS_MULTIPLE_CONTENT_DISPOSITION): Multiple distinct Content-Disposition headers received. This is disallowed to protect against HTTP response splitting attacks."

 

Without Signature
Reply #3 | Published on 07 September 2012 - 12:33:50

Just the basics, and mostly for a solo campaign. At the end of each battle I would roll a die for each unit destroyed: the appropriate color banner and the unit is eliminated, but a Flag and the unit comes back but starts the next game with one less figure (representing a loss of morale). Any units that survived and were wounded, but were on the losing side would roll a die: on a Flag they would start the next game with one less figure. All units that survive on the winning side come back at full figure counts.

When units come back with one less figure (in the rules above), it is from their normal full complement, i.e. a Human blue infantry unit survives, but is on the losing side with one figure remaining; it rolls a Flag and next game they start with 4-1=3 figures.

I would use the Specialist cards to determine reinforcements, if the unit loss on a side gets too bad, but otherwise I would prefer that objectives on the map actually contain troops. Examples would be taking town X gets you 1 Human Green Infantry, while another might be 1 Human Green Archers, etc. It would also be a nice way to work in Heroes and Treasures.

Still working out my ideas.

Dale

Dale

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