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Mighty Army: Barbarians
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New Post 5/14/2009 12:34 PM
  HyperBunnyDaddy
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Starting a campaign 

I recently picked up a box of the Mighty Empire tiles from Games Workshop. I used them to create a large island map to kick off a Mighty Armies campaign. The map was laid out to create a larger  near-hex out of the smaller hexes. This gives each army their own starting edge.

The campaign turn will run something like this.

  1. a small deck of cards with 1card per army will be shuffled. A single card will be drawn. That army will then get the chance to advance and claim a new hex or they may attack a hex already claimed by another army that is touching one of their controlled hexes.
  2. then another card will be drawn as above.
  3. once a army claims 3 hexes they gain another card to be added to the following campaign turn's deck
  4. once a army claims 6 hexes another card is added, and so on for each 3 claimed hexes
  5. if an army's hex total is lowered (due to losses) below a 3 hex mark they lose a card to a minimum of 1
  6. an army is elimiated if they have no hexes remaining
  7. the first army to claim 12 hexes will claim the island

This will be played solo most likely, as I have no one else interested right now. But the great thing about Mighty Armies is that it does lend itself well to solo play. Also I have to wait till I buy and receive my sixth army, which I hope to order later today.

 

 
New Post 5/16/2009 2:27 PM
  HyperBunnyDaddy
25 posts
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Re: Starting a campaign 
Modified By HyperBunnyDaddy  on 5/16/2009 10:28:12 AM)

Okay, well my barbarians are on the way. But in the mean while I have decided to try a smaller campaign with just the five armies I have already.

I have slightly changed the way I am doing the cards. Each card is labeled "Invasion", "Land Grab", or "Invasion or Land Grab". Each is also labeled for the army it belongs to.

Then as before each army starts with 1 card and for each three hexes they claim they get a bonus card.

When the army has a card drawn it can do whatever action is listed on the card. So a Invasion card allows the army to attack a hex claimed by an enemy army that is touching a hex that they claim. The Land Grab card allows the army to claim any unclaimed hex touching one of their claimed hexes. Then the combo card allows the army to decide which one of these actions they would like to take.

If a card is drawn that the army cannot complete, such as drawing a Invasion card without any enemies to attack, the army does nothing (imagine they are recruiting, resupplying, whatever).

I played out around 7 campaign rounds last night. They resulted in around 4 battles. By the end of the night the dwarves claimed 7 hexes while the most anyone else still held was 5.

 I think this system will work well for keeping me entertained for a few weeks. Oh and when a army gets bonus cards for claimed hexes, these are randomly drawn from the master pile. So each army doesn't know if it's getting a Invasion card, Land Grab card, or combo card added. This simulates the politics without needing to go into details.

 
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