Tuesday, 24 July 2018

The Aleph Campaign: How it works

The Aleph campaign is at its heart a narrative campaign, but there is a "system" behind the narrative. This primer attempts to explain how it works. Basically, you gain points for winning games, then can spend the points on gaining territory or building resources for your faction, or taking territory away from your enemies, including blowing things up.

All factions are represented but these are currently: Imperium (Crusade and Loyalist, who are often locally at war), Alliance (Tau and Federacy), Eldar, Chaos, Necrons and Tyranids.


So how does it work?


Warhammer 40k games

For each win in matched play you get a number of points equal to each 500 or part points played. So a win at 1500 points gets 3 campaign points. If you massacre (wipe out). Add 1.

Narrative games which have a specific campaign mission in mind will either have their results pre-determined by the GM or even both parties, but if not, a narrative game gains DOUBLE the base points of a win at matched play, so a win at 1500 "points" (or equivalent power) would yield the winner 6 campaign points.


Modifiers!

The modifier system represents the strategic situation in each planetary system. When you WIN a game two things happen. First, your win allows you to remove one negative modifier from your own faction (if there are any). Second, if the modifier difference is POSITIVE between you and your enemy, you can add that to your base points for a total number of campaign points. Note that "big games" inflict and clear more modifiers, but you don't add your difference more than once. If the difference is negative but you won, you just get your base points.

You can push modifiers in your favour in a number of ways. First, you can just conduct a non terriroty taking raid and double the modifier effects. So if you win you remove 2 negative modifiers from your own faction.


Secondly every time you destroy in game any of the following, you inflict a -1 modifier on your opponent (maximum -3 per game of any size)

 - You kill the enemy's warlord
 - You kill a named character
 - You destroy a Lord of War that is greater than 25% of the points or power value

Additionally, building things like spaceports, defences and other things give you positive modifiers in the system where you build them. In addition, completing certain objectives (such as control of key systems) will change your modifiers. An example is the control of a Foramen - a stable passage across the Cicatrix Maledictum. Control of these is important for supplying expeditions in the Imperium Nihilis. For a breakdown of the global and regional modifiers here is a snapshot. This changes weekly but can be visited on the main page of the blog.


Global and regional modifiers:



Local Modifier example:

Dnatha is in the Hadron expanse so uses the Hadron modifiers as base. In this example both the Federacy and Loyalists have a fleet in the system (+5) while the loyalist Imperium has an additional 2 bases confering +2 (=+7). While the alliance stands, the federacy and tau can use the alliance column. When the Crusade and Loyalists aren't fighting, both factions can use either column (whichever is better!)


After applying modifiers - you now have a total number of campaign points...


OMG my modifiers are awful! What can I do?

Well, firstly win some games and remove the thing that's trashing your modifiers. Secondly, you can remove a lot of modifiers in one go - by abandoning a world or evacuating it (usually with a rear guard mission). However, beware of Inquisitors commissars, lords of chaos or eldar farseers who may not take kindly to you abandoning a world!

OK, but what can I *do* with these points?


1 - Take Territory

Each system is broken into planetary systems with a number of squares or locations worth points. These squares or total locations represent the inherent value of the planet. Small number of squares, limited value. Large number of squares, more value. It doesn't necessarily mean the planet is smaller, just less value.

When you gain campaign points you can take any neutral square (blank squares) no matter who you played. Once all territory has been taken or has been allocated already (e.g. an imperial world that belongs to the imperium and has a defnce force), you must now wrestle territory off someone else by defeating them. 


Some planets have maps. On these maps you can create favourable situations by encircling squares with your points. If a section of a map is encircled and doesn't have a supply source (e.g. a city) then that whole area will fall to you as well! Each map or system will explain how to take territory.





2 - Build settlements (more territory!) - 1 per square

You can increase the value of some worlds by adding more squares above and below the existing "line" (some planets are already multi line. You can add one line above and one line below). The maximum expansion is one line above and one line below. This represents building of a base on the world, but it is as yet undefended! On map based worlds you can't add more squares. The planet has been fully explored. Building settlements is rather pointless except on unexploited (small number of squares) worlds.

3 - Build Forts - 3 points

For 3 points, you can turn any square into a fort. This fort turns the square into a square worth 3 points. It now takes 3 points to wrestle it off you. Also, the squares cannot be taken "behind" until the fort is overcome. This is especially important on multi level planets and map based planets and if you create settlements. Up to HALF the squares on a world may be "forts". Forts also count as supply.

4 - Build a spaceport - 2 per square

For 2 points a square (turning each square into a "worth" of two) you can convert a square of four squares into a spaceport, or a 3x3 square into a large spaceport. Apart from upgrading your base, this also confers benefits. If you have a spaceport in a system, you gain +1 in ALL games you win in the system. If you have a large spaceport, you gain +1 and if you lose the enemy gains one LESS point than they otherwise would. A planet can have one space port. This is true on map based worlds as well. The modifiers confered for bases and space ports will be shown in the "local" section.

5 - Build Defense Lasers - 3 points

You can build up to two defence laser silos on a world. These are like forts in that they are worth 3 points, but they don't confer any defensive capability (they cost 1 to take). However, a planet must have no defence lasers on it for an enemy to conduct and invasion, and must be raided (see below).*
*Exception - if you have space control (fleets in system and no enemy fleets contesting)

6 - Rudimentary base - 1 point

Any square can be converted into a base. This represents various military base equipment. This costs one point and converts the square to be worth 2 points (to take). It also counts as an asset (see invasion)

7 - Conduct a raid - cost variable

You can destroy assets (such as defence lasers, which might be helpful!) of your enemy by conducting a raid. Win a raid and get points equal to or above the cost of the asset you are raiding, and you remove the asset. You do not however take the square or squares. You can "damage" a space port by destroying one or more of its squares. It is non functional until repaired.

8 - Conduct an invasion - 3/4 points

Once one faction controls all the squares on a planet and has at least one asset (fort, defence laser, spaceport), it cannot merely be invaded*. Now an enemy must conduct an "invasion". You will need at least 3 points to create a beachhead, and it only gets you one square (though you can choose which one). That square cannot have assets in it except rudimentary base assets, but this increases the base cost of invasion to 4. Note you need to raid defence lasers first!*
*Exception - if you have space control (fleets in system and no enemy fleets contesting)

9 - Space station - 18 points

This costs 18 points to build. Details on this later. You need to control ALL planets in a system to build one.

Note, you can use your points in any feasible way on ONE planet at a time. You can't use it across worlds, not even in the same system from one battle.*

*Exception - if you have space control (fleets in system and no enemy fleets contesting)

In addition, you can fight on one world (narratively) but build on another. This represents diversionary attacks, or defensive battles carried out while you build up your bases somewhere else.


10 - varied

There are other things you can fight over such as: trying to assassinate key campaign characters or kidnap them. Destablise worlds, create viruses, find artefacts. Some of these will be GM led and the GM will set the task/mission/victory conditions. Others you can come up with and once again the GM will set you the mission or missions. These can be multiple battle missions and lead to a much more dramatic conclusion if succesful.

 - Ask me any questions! Advanced campaign rules will be explained, showing how these rules are actually applicable ACROSS the sector and in all campaigns.


Fleet actions

Each faction has a number of fleets or space assets (or sneaky webway shenanigans) which allow them to get "space control". Each faction can move these fleets around ONCE PER WEEK however to get total space control you need too be the only faction with fleets in a system. Fleets add +5 to local modifiers, but you'll need to play a game of gothic* to remove the enemy fleet. Oh and win.

Gothic games also affect "space modifiers", inflicting and removing +/-2 on the space modifiers. In addition, they can be used as a planetary invasion (select an appropriate mission) to gain up to 3 squares on a world (or equivalent).


*or other game, be inventive


40k Kill team

Kill team games represent key small skirmishes which can decide the fate of a world. A default kill team game is worth 1 point and doesn't affect modifiers, OR can be used to change the modifiers by +/- 1 (inflict one or remove one) However, you can use a kill team to destroy an enemy asset (such as a defence laser or fort), kidnap people (which may affect modifiers) or other imaginative uses of small insertion missions. Ask the GM or agree with your opponent what you are fighting over.

Titan legions/Epic games

Bigger in scale, a single titan legion or epic game counts as 3 40k games for the purposes of the campaign.

Is there a faction leader?

Ideally one among the faction should be the "leader". You can of course attempt to remove them as leader at any time - by force, or maybe by a "war game" where you prove your opponent is not fit to lead. As leader you need to set your own strategy. Usually this will be "focus on this system" - and if you WIN while "obeying orders" you get +1 point.

Final word: Despite this being a system behind the narrative, the campaign is ultimately narrative. The GM's word is final and people cannot "game the system"! You can't "win" the campaign!


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