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DocMortand
Ogre GW Commando

285 Posts

Posted - Aug 22 2009 :  12:13:26 AM  Show Profile
The following is a teaser for the upcoming Mittennacht Campaign (I'll probably start it in mid-September, or when it fills up.). First - short details:

Minimum 2000 pt army, fixed list for entire campaign, although may grow larger. Proxies ARE allowed, as long as models are the same size and are clarified to all before the game. We will be using a modified Planetary Empires ruleset, and 40K 5th edition rules as per normal Leagues. Also, the cost is $20 per person, 1 army per person, and 12 slots for people in the League. Thus said, prizes should be considerable. Also, I will be in the League (I'm the 13th person, muahaha), but I will not be able to win prizes. Be forewarned, I'm playing Necron. :)

Now, to whet people's appetites, here's a bit of fluff.
----------------------------------
Mittennacht appeared on the Astronomicon initially as a blight, a warping of the Celestial Choir. The Inquisition was dispatched to determine what this new development was, and determined it to be a dark planet on the outskirts of the Rim, theoretically well beyond the Astronomicon's reach, in a sector of dead space that had been explored by no one - not Chaos, not Tyranid, and certainly not during the Crusades. When the Inquisition's party came back, they were halved in number, and the leader, Inquisitor Vayax, had been ripped apart mentally and was only alive in his body. The remaining members of Vayax's team told a tale that seemed like a fantasy, but they had voxcasts to prove it. First of all, the indigenous people were human, and spoke a corrupted form of Gothic. But humans were not the master of Mittennacht. The most telling of the voxcasts is reproduced here:
**********
A group of two adepts is shown talking to an elderly male dressed in rags.

Adept #1: Now that we are set up, tell us your tale, revered one.

Male: Tee tyle of Myr?

The Adept nods, and the male shudders.

Male: Myr, und Mittennacht. Tee too ar forver in darknyss. Myr is tee nahm of tee Blackem Cytie whar now une ges...und tee nahm of tee Une kan ne'er by uttared. E'en ar hystory...

Adept #2: Excuse me, revered one - never uttered? Is it a name of power?

The male merely looks puzzled.

Male: Yt ys oonknowan, lohst yn tyme know. Tere ar tahles tat tee mer spikyng of tee nahme wood drawh tee Unees ahttentatyon, boot tee Unees ahttentatyon ys det. Yt hahs byn...

Adept #1: Death in what manner?

The male looks scared now, rocking back and forth anxiously.

Male: Yt ys tahles, und tahles ohnla - boot yf thah ar to bih bileavd, yt ys det of tee mynd, und det of tee sul. *Male makes a symbolic gesture unknown in Imperium archives*

The adepts both look at each other, then at the camera.

Unknown voice (ID: Inquisitor Gris Vayax): Continue.

The adepts look at each other again, then at the rocking old man.

Adept #2: Tell us of the Black City. Who lives there?

The old man stops rocking, and goes chalk white.

Male: ...Tee Eye.....yt wytches oos kohnstanty...

Pictcast suddenly distorts and an orange tinge is seen flashing from a distant location and striking the old man. The two adepts dive for cover, and the picture tilts and falls to the ground.

Male: Oh me Lahd....oh FARGIV!!!!! *starts screaming incoherently*

Adept #1 attempts to dive into the light to tackle Male out of it, and is instantly disintegrated. Male is lifted from ground, an ominous cracking of bone is heard, and screaming stops. The light then spreads to encompass the camera and all of the party, and dimly an orange eye is superimposed over the image, then the voxcast terminates.
************
When this report is brought to Terra, several Marine chapters are dispatched to investigate, and if necessary, destroy this blight to the Astronomicon. What is unknown is who else may be interested, and what the Eye may be...
-----------------------------
Please sign up here if you want to join the Campaign - spots may fill up fast! Remember, you must be able to field a minimum of 2000 pts.

Hope you enjoyed the fluff, and any comments are welcome!
~Doc

Warhammer 40K armies: Imperial Guard, Space Marines, Tyranid, Necron, Speed Freek Ork.
Warhammer Army: Vampire Counts
Mordheim and Blood Bowl armies: Many.
Flames of War armies: Mid and Late War Russian Tankovy Company.
Warmachine: Mercenaries (Rhulic/Sea Dog)

Edited by - DocMortand on Nov 12 2009 11:58:21 PM

rbiddle
Ogre Captain

390 Posts

Posted - Aug 22 2009 :  07:39:50 AM  Show Profile
About how many games are expected and how are victories determined (objectives, killpoints, VPs, roll each game)?

I'm interested, but I need more details before I can commit to a league.
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DocMortand
Ogre GW Commando

285 Posts

Posted - Aug 22 2009 :  11:13:30 AM  Show Profile
I'd say a minimum of 8 games, but the end is when the objective is reached (the City of Myr), so it may be more or less. Victories are determined by the bi-weekly scenario, they'll change for each game. The format of each game will be fixed before start, however - I'm still finalizing things over here. I would say it will be more geared toward objectives and VPs, NOT Kill Points.

Oh, and fluff is changed so that the English Standard of the Male isn't perfect English...whoopsie.

Last but not least - you're not "committed" until you've paid the fee. Basically you'd be standing in line right now - with things not finalized, no pay yet. I'm getting there, sheesh...

Warhammer 40K armies: Imperial Guard, Space Marines, Tyranid, Necron, Speed Freek Ork.
Warhammer Army: Vampire Counts
Mordheim and Blood Bowl armies: Many.
Flames of War armies: Mid and Late War Russian Tankovy Company.
Warmachine: Mercenaries (Rhulic/Sea Dog)

Edited by - DocMortand on Aug 22 2009 11:30:19 AM
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DocMortand
Ogre GW Commando

285 Posts

Posted - Aug 22 2009 :  4:42:04 PM  Show Profile
Okay, here is the first of the Ruleset for Mittennacht.

As I said, we are using a modified version of Planetary Empires Campaign rules. Since I doubt anybody HAS the rules (unless in PDF form) here is the gist of the rules, and the steps each week will take. Also note this has changed since the last time people looked (as Planetary Empires is MUCH better than Mighty Empires).

The campaign is fought over a number of rounds. Each round will have a different scenario to be fought, and will last 2 weeks - and players are free to arrange battles as and when they wish. Each battle must be fought at a minimum of 2000 pts, but the following bonuses apply:

1) Compare the number of tiles each player controls. If one player has less tiles, then they get a 50 pt. bonus for each additional tile the opponent controls. This is because the larger player is stretched thinner trying to control more territory...

2) In addition each player adds the bonus for the manufactorum's they control.

Bonus points can be used to either add units to the player's army list, to allow the player to take mercenary units from a different list, or to ask for help from another player in the form of allied units. For example, a Space Marine player with a bonus of 150 points could either add 150 points worth of units chosen from another army list, or ask another allied player to help out with 150 points worth of allied units.

Mercenary and allied units take up force organisation slots on the player's main army. In effect the units count as part of your army, even though they may have been chosen from another army list or lent to you by another player. For example, if you took a mercenary Heavy Support unit, then it would take up one of your Heavy Support slots. However, note that any further restrictions that apply to taking merc or allied units in their OWN army list are waived - such as the Necron 75% phase out rule.

One deviation from the normal rules: I will list each army, and what army lists it can choose from - we are going to be "fluffy" here as this is a story campaign.
Space Marines - Imp. Guard, Inquisition, Eldar
Imperial Guard - Space Marines, Inquisition, Eldar, Tau
Orks - Anyone (they'll ally with anyone to get a better fight!)
Tyranids - Imp. Guard, Eldar, Tau (They infected them)
Eldar - Imp. Guard, Space Marines, Tau, Orks
Tau - Imp. Guard, Space Marines, Eldar
Necrons - Any vehicle from other races (Necrons infect the mechanized)
Dark Eldar - Imp. Guard, Tau, Chaos Marines, Daemons (slaves for some)
Chaos Marines - Dark Eldar, Daemons, Imp. Guard, Orks
Daemons - Chaos Marines, Dark Eldar, Imp. Guard

If you have a question about your race, lemme know.

At the end of the round the players get together to see what effect the battles they have fought will have on the map. Players that fail to attend lose the chance to conquer tiles, though tiles CAN be taken off them.

Each player that won a battle is allowed to attempt to take over a tile controlled by their defeated opponent. For each battle you win you may attempt to conquer their tile. The player that controls the most tiles goes first, then in order of number of tiles. Any tiles get rolled off. The chance of capturing the tile depends on its location and how easy it is to defend. Use the following table:

Location:
Tile is adjacent to one of the winner's tiles = 3+ on 2D6
Tile is not adjacent to one of the winner's tiles = 7+ on 2D6.
(Note: If the winner controls a space port tile, he counts as being adjacent to all other space port tiles on the map.)

Modifiers:
Winner only won a moral victory = -2
Tile has defence lines or ruins or river = -1
Tile is a mountain or space port = -2
Tile has a shield generator = -modifer
Attempting to capture more than one tile per round = -1 for each extra tile after the first

The campaign ends the instant a player claims Myr, the Hive Necropolis. He also must have played every player at least once at some point during the campaign. If a player drops out of the campaign, his fee is forfeit and any player that wins a game can choose to conquer one of the tiles controlled by the player they defeated or the player that dropped out. Players reduced to no tiles carry on playing normally, except that if they lose a battle then their opponent cannot claim a tile from them.

Also, the winner can choose to not claim a tile and instead add a special building on this low tech-level world. For the bigger pieces, more victories are needed.
1 victory = Upgrade a ruins to a Power Station
2 victories = Create a Shield Generator
1 victory = Upgrade a village to a Manufactorum
Command bastions cannot be added.

Map Buildings:
Unlike Mighty Empires, there is no building of towns and villages in Planetary Empires. However, the world you are landing on is sparse on technology. SO the following modifications are used. I'm writing out the descripts here, so PLEASE pay attention.

Power Station = As in Planetary Empires
Add up the points from the chart (copies will be given at campaign start) and see who is higher. Whoever is higher adds +1 to dice rolls for picking deployment areas, seeing who goes first and reserves. If their total is double, they add +2. If triple or more add +3. In case of a tie, nobody gets the bonus.

Shield Generator = As in Planetary Empires
An opponent must subtract the first modifier listed on the chart from a Conquest roll to capture the tile, and the second modifier to capture any tiles adjacent to the generator. The mod for adjacent tiles only applies to tiles controlled by the player that controls the generator, and only one shield can be used at a time (so overlapping does not stack)

Manufactorum = As in Planetary Empires
Both players add up the points from the chart for the manufactorum's they control. If one player's total is higher then they receive a 50 pt. battle bonus and may add 50 pts to their army. If their total is double, add 100, if triple or more, add 150. In the case of a tie, neither player receives the bonus.

Village = Modified
Can be turned into a Manufactorum using a hard earned victory. Once it is converted, it cannot be changed back (the people have learned the tech now!)

Ruins = Modified
Can be turned into a power station as some eldritch power in these ruins can be tapped into. Once it has been converted, it cannot be changed back as the power is unleashed...

Warhammer 40K armies: Imperial Guard, Space Marines, Tyranid, Necron, Speed Freek Ork.
Warhammer Army: Vampire Counts
Mordheim and Blood Bowl armies: Many.
Flames of War armies: Mid and Late War Russian Tankovy Company.
Warmachine: Mercenaries (Rhulic/Sea Dog)

Edited by - DocMortand on Nov 13 2009 12:49:25 AM
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DocMortand
Ogre GW Commando

285 Posts

Posted - Aug 22 2009 :  4:43:26 PM  Show Profile
Details on games to be fought
Each Turn's battles will have a theme in addition to anything the players (or tile) adds.

Turn 1: Beachhead
Game type: Dawn of War, and some Planetstrike tweaks will be added. Will use objectives.

Turn 2: Consolidation
Game type: Annihilation, victory points.

Turn 3: Counter-attack
Game type: Annihilation, objectives

Turn 4: Hold the Line!
Game type: "Meat Grinder", special objectives

Turn 5: Breakthrough
Game type: Assault style, Attacker/Defender, Victory Points

Turn 6: Sabotage
Game type: Dawn of War, Objectives

Turn 7: Darkness Rises
Game type: Dawn of War, Victory Points

Turn 8: Darkness Falls
Game type: Annihilation, Objectives

Details will be added here as I figure them out.

Warhammer 40K armies: Imperial Guard, Space Marines, Tyranid, Necron, Speed Freek Ork.
Warhammer Army: Vampire Counts
Mordheim and Blood Bowl armies: Many.
Flames of War armies: Mid and Late War Russian Tankovy Company.
Warmachine: Mercenaries (Rhulic/Sea Dog)

Edited by - DocMortand on Nov 13 2009 12:41:51 AM
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rbiddle
Ogre Captain

390 Posts

Posted - Aug 23 2009 :  2:04:03 PM  Show Profile
Quick question on the fixed lists... Do you mean a 2000 point base army that only changes with influence/Elite Army/Largest Empire/etc, so no tailoring between battles? So if I had a unit of Smurfs with a flamer, I'd always have the flamer and unable to remove it in a future battle? That's a bit different from the last time I played Mighty Empires (but that was customized for Warmaster and not WFB/40k). It'd defintely require alot of thought and planning up front, which admittedly I suck at... I'd be up for trying though.
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DocMortand
Ogre GW Commando

285 Posts

Posted - Aug 23 2009 :  2:51:09 PM  Show Profile
Yep, the 2000 point base is fixed - no tailoring except via the additions. I want the armies to be designed to face ANYBODY, not just tweaked to face one person. Basically, the various forces are congregating on Mittennacht not knowing what they'll be facing, so they'll be sending balanced forces.

Edit: However, games between players do NOT need to be at the 2000 point level, so you can mix and match from the 2000 pt list (within force org chart restrict, of course) that way as well. Just can't alter the choice of wargear, weapons, etc.

Warhammer 40K armies: Imperial Guard, Space Marines, Tyranid, Necron, Speed Freek Ork.
Warhammer Army: Vampire Counts
Mordheim and Blood Bowl armies: Many.
Flames of War armies: Mid and Late War Russian Tankovy Company.
Warmachine: Mercenaries (Rhulic/Sea Dog)

Edited by - DocMortand on Aug 23 2009 2:52:39 PM
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Master_Caleb
Ogre Warrior

36 Posts

Posted - Aug 29 2009 :  01:31:44 AM  Show Profile
*Reserves #1 Spot* ^_^

You are what you eat, and I eat everything.
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Explanoite
Ogre Warrior

43 Posts

Posted - Aug 29 2009 :  12:23:20 PM  Show Profile
Oh heck yeah, sign me up!

"If I'm not going to catch a fish, I might as well not catch a big fish."
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Gatebuster202
Ogre Warrior

2 Posts

Posted - Aug 30 2009 :  5:42:29 PM  Show Profile
Sign me up, plz.
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DocMortand
Ogre GW Commando

285 Posts

Posted - Sep 01 2009 :  12:05:45 AM  Show Profile
All people signing up here are considered in the League...and when we get 6 signed up, I'll post the details to the games.

Warhammer 40K armies: Imperial Guard, Space Marines, Tyranid, Necron, Speed Freek Ork.
Warhammer Army: Vampire Counts
Mordheim and Blood Bowl armies: Many.
Flames of War armies: Mid and Late War Russian Tankovy Company.
Warmachine: Mercenaries (Rhulic/Sea Dog)
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rbiddle
Ogre Captain

390 Posts

Posted - Sep 01 2009 :  08:30:05 AM  Show Profile
When spending influence, can I modify my existing units?

Example: My Grandmaster has an Incinerator (say x points). Can I use my influence to give him a Psycannon instead (say y points) by only spending "y-x" points of influence (the difference between the Incinerator and Psycannon)? or does the influence have to be on a new unit/cannot modify an existing loadout (but could add say a Icon of the Just that the Grandmaster did not previously have).
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DocMortand
Ogre GW Commando

285 Posts

Posted - Sep 01 2009 :  12:26:58 PM  Show Profile
Can not modify an existing loadout - only add to it.

[edit] And of course, that new add-on only lasts for the game. Goes back to normal afterwards.

Warhammer 40K armies: Imperial Guard, Space Marines, Tyranid, Necron, Speed Freek Ork.
Warhammer Army: Vampire Counts
Mordheim and Blood Bowl armies: Many.
Flames of War armies: Mid and Late War Russian Tankovy Company.
Warmachine: Mercenaries (Rhulic/Sea Dog)

Edited by - DocMortand on Sep 01 2009 12:28:04 PM
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billgreenjr
Ogre Lieutenant

106 Posts

Posted - Sep 08 2009 :  8:15:43 PM  Show Profile
Are there still spots open for this? If there are, I'd like to sign up too.
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DocMortand
Ogre GW Commando

285 Posts

Posted - Sep 08 2009 :  10:04:08 PM  Show Profile
Plenty of space - just waiting for a few more to express interest on here and we'll get this puppy rolling.

Warhammer 40K armies: Imperial Guard, Space Marines, Tyranid, Necron, Speed Freek Ork.
Warhammer Army: Vampire Counts
Mordheim and Blood Bowl armies: Many.
Flames of War armies: Mid and Late War Russian Tankovy Company.
Warmachine: Mercenaries (Rhulic/Sea Dog)
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FatOgre
Fat Ogre Chief

891 Posts

Posted - Sep 08 2009 :  11:25:03 PM  Show Profile
Nice write-up, Doc. Looks awesome!

Rob -
Fat Ogre Chief (info@fatogre.com)
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rbiddle
Ogre Captain

390 Posts

Posted - Sep 09 2009 :  07:22:01 AM  Show Profile
Ok, count me in

Cake or Death?
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billgreenjr
Ogre Lieutenant

106 Posts

Posted - Sep 09 2009 :  08:02:32 AM  Show Profile
When do we need to make the payment for the league? I can try swing by the store in the next couple days if we're that far along.
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DocMortand
Ogre GW Commando

285 Posts

Posted - Sep 09 2009 :  12:22:00 PM  Show Profile
No payment...yet. When I officially announce the starting date, then pay the store - We have five offically on this thread, and another two verbally in the store, so I'll be posting the workups on the scenarios by Sunday. I'd like at least 8 in the league, but we can take up to 12.

Warhammer 40K armies: Imperial Guard, Space Marines, Tyranid, Necron, Speed Freek Ork.
Warhammer Army: Vampire Counts
Mordheim and Blood Bowl armies: Many.
Flames of War armies: Mid and Late War Russian Tankovy Company.
Warmachine: Mercenaries (Rhulic/Sea Dog)
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billgreenjr
Ogre Lieutenant

106 Posts

Posted - Sep 09 2009 :  8:46:12 PM  Show Profile
How does the force org charts work for the tag team? Do they have to split them or do they get full force orgs each?
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DocMortand
Ogre GW Commando

285 Posts

Posted - Sep 23 2009 :  01:25:37 AM  Show Profile
For tag team battles you have to have the minimum of 1 HQ and 2 troops on each side, so tag team battles generally will be 2000 pts minimum.

Sorry for the delay folks, but I got bogged down with the Apoc game. When that's done, this goes into high gear - so expect a formal announcement next week and signups to officially begin October 1st!

Warhammer 40K armies: Imperial Guard, Space Marines, Tyranid, Necron, Speed Freek Ork.
Warhammer Army: Vampire Counts
Mordheim and Blood Bowl armies: Many.
Flames of War armies: Mid and Late War Russian Tankovy Company.
Warmachine: Mercenaries (Rhulic/Sea Dog)
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Master_Caleb
Ogre Warrior

36 Posts

Posted - Sep 24 2009 :  12:40:01 PM  Show Profile
quote:
Originally posted by DocMortand

For tag team battles you have to have the minimum of 1 HQ and 2 troops on each side, so tag team battles generally will be 2000 pts minimum.

Sorry for the delay folks, but I got bogged down with the Apoc game. When that's done, this goes into high gear - so expect a formal announcement next week and signups to officially begin October 1st!



Sweet man I can't wait! It seems like everything is about to kick off!

Thanks,

~MC

You are what you eat, and I eat everything.
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DocMortand
Ogre GW Commando

285 Posts

Posted - Oct 15 2009 :  4:18:06 PM  Show Profile
Argle Blarghle. Okay, we have 5 here, and a couple more have expressed interest. This will officially kick off in the beginning of November, so we start organizing now. The first scenario will be Dawn of War, and objective based. I'll get the basic specifics written up when things start stabilizing, but plan on many objective based missions, and victory points will be the other major standard.

Sorry about the delays, but my life has been slightly reorganized of late, so bear with me.

Warhammer 40K armies: Imperial Guard, Space Marines, Tyranid, Necron, Speed Freek Ork.
Warhammer Army: Vampire Counts
Mordheim and Blood Bowl armies: Many.
Flames of War armies: Mid and Late War Russian Tankovy Company.
Warmachine: Mercenaries (Rhulic/Sea Dog)
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billgreenjr
Ogre Lieutenant

106 Posts

Posted - Oct 29 2009 :  9:46:11 PM  Show Profile
So do we pay now?
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DocMortand
Ogre GW Commando

285 Posts

Posted - Oct 30 2009 :  10:22:13 AM  Show Profile
Yeah, you can pay now. I'd like to start the campaign November 13th if we have 8 people by then.

Warhammer 40K armies: Imperial Guard, Space Marines, Tyranid, Necron, Speed Freek Ork.
Warhammer Army: Vampire Counts
Mordheim and Blood Bowl armies: Many.
Flames of War armies: Mid and Late War Russian Tankovy Company.
Warmachine: Mercenaries (Rhulic/Sea Dog)
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alasor321
Ogre Warrior

21 Posts

Posted - Nov 01 2009 :  8:42:30 PM  Show Profile
i am too lazy to read this...




alasor321 out
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