View Poll Results: How should the campaign be structured?

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  • Every "general" for himself

    1 8.33%
  • Grouped factions

    11 91.67%
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Thread: Structure of the campaign

  1. #1
    Senior Member RedArmy's Avatar
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    Structure of the campaign

    Interested in seeing what everyone thinks. I assumed that a campaign would be every man for himself, but it seems that some have mentioned a more structured version, say Imperials vs. Chaos. I am going to try to have a group of us run/administer this if we can get it going, and no promise that "majority wins" in this. I think the GM's should consider what would work best, but that being said I think we should heavily weight community opinion.

    So, that being said - in the coming campaign - if you are interested in taking part, how do you think it should be structured? Every man/army for himself? Or more of a group effort (e.g. Imperials vs. Chaos, or broken down further to have possible Cron/Ork/Nid forces on their own)? Feel free to expound on the reasons for your opinion below. Just as some food for thought, some pros/cons of the options:

    "Every man for himself"
    -Allows a deeper layer of involvement, with resource expenditure to develop and upgrade territories (as possiblebut not definite components of the campaign). This is harder to account for in a "team" concept.
    -Your success is truly your own, each man's success dependent only on himself.
    -Allows more options for match-ups/battles since in a team concept you cut in half (or thirds, depending on how many factions we have/allow) your possible opponents.

    "Team concept"
    -More easy to absorb player attrition (or even incorporate new entrants) if needed
    -related to the above, but players with personal emergencies or other conflicts would have less negative impact on the campaign progress
    -Probably slightly easier on the record keepers
    -Possibly easier for newer/less experienced players to take part without risking being blown off the map if you hit a string of tough results.

  2. #2
    Hedgefund (Admin) Darkwynn's Avatar
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    I would love to see a every man for himself and allow alliances to be formed with players. Such as "hey Nick is the corner and he is starting to snowball. we need to team up" say Tyson, Matt and Jim.So they team up and launch a assault against Nick and push him back allowing him not to get out of hand too much.

    Such as they would each have a point value and they could commit a point value to the fight, to overwhelm someones forces.
    Stony said...

    After reading this I have decided that the movie "Pineaple Express" should redo one of its quotes from:

    "But if you do something heroic then you'll come back as like an eagle or a dragon, or Jude Law."

    To:

    "But if you do something heroic then you'll come back as like an eagle or a dragon, or Nick Rose."

  3. #3
    Senior Member rand0mnumb3r's Avatar
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    Grouped all the way.

    -There should be 1 IoM side. Not 10.
    -The ability to absorb player attrition is the difference between this thing going past 1-2 months or not. We tried the whole "every man for himself" before and it fell apart very quickly when people didn't show up/quit. There was also no way of adding new players. It also felt way more like a tournament then a campaign.
    -Having new/fluffy players on the same side as veterans and having them feel their army/side is winning the war is a good thing. It also keeps people like me and Nick Rose in check when we can't win the campaign single handily.
    -It would be nice to have the option later on to switch sides. This is just an important option to have whether due to players quiting, or sides being unbalanced, or after 3+ months people want to play something other than orks!

  4. #4
    Senior Member RedArmy's Avatar
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    I have always played "every man for themselves" in the past, and that was what I originally envisioned, but I see a lot of wisdom in the grouped factions the more that I think of it, and hear from others. Assuming we do go with grouped factions though (nothing is written in stone yet), the issue I see is that on the one hand thematically/fluff wise you really need at least 3 factions to make sense. Say something like:

    Imperials
    Destruction (say Chaos, Crons and Nids)
    Xenos (Eldar, Tau, Orks)

    ... The problem though being, with the preponderance of Marine/Imperial players, having enough wanting to run other armies to have the other two factions balanced numerically against the Imperials. But fluff-wise it was bad enough having the Eldar daemon-summoning prior to the most recent book, but grouping them in the same faction in a campaign really does murder the fluff somewhat.

  5. #5
    Quote Originally Posted by Darkwynn View Post
    I would love to see a every man for himself and allow alliances to be formed with players. Such as "hey Nick is the corner and he is starting to snowball. we need to team up" say Tyson, Matt and Jim.So they team up and launch a assault against Nick and push him back allowing him not to get out of hand too much.

    Such as they would each have a point value and they could commit a point value to the fight, to overwhelm someones forces.
    Damn said group then read this and changed my mind.

    "ok now that makes a lot of sense. yes you are correct ultramarines are the most boring version of the most boring army which is space marines." -Noodlers

  6. #6
    Quote Originally Posted by rand0mnumb3r View Post
    Grouped all the way.

    -There should be 1 IoM side. Not 10.
    -The ability to absorb player attrition is the difference between this thing going past 1-2 months or not. We tried the whole "every man for himself" before and it fell apart very quickly when people didn't show up/quit. There was also no way of adding new players. It also felt way more like a tournament then a campaign.
    -Having new/fluffy players on the same side as veterans and having them feel their army/side is winning the war is a good thing. It also keeps people like me and Nick Rose in check when we can't win the campaign single handily.
    -It would be nice to have the option later on to switch sides. This is just an important option to have whether due to players quiting, or sides being unbalanced, or after 3+ months people want to play something other than orks!
    And then I read this.
    Uagg both sides look so fun. Is there a way to combine the 2?

    "ok now that makes a lot of sense. yes you are correct ultramarines are the most boring version of the most boring army which is space marines." -Noodlers

  7. #7
    Senior Member RealGenius's Avatar
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    How about we rebid for teams each campaign round?

  8. #8
    Senior Member eaglesmvp11's Avatar
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    I thing a team format would be best. Also that way we can maybe incorporate 2v2 games on occasion or a big multiplayer (multiteam?) game at some point

  9. #9
    Senior Member Bullymike's Avatar
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    this may not be 100% popular but what about just old fashioned imperium vs chaos/daemons vs eldar/dark eldar. surely theres enough armies in town to keep it to this and leave orks/crons/bugs out

    just a thought i know its a day late
    "The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age."

  10. #10
    Senior Member Bullymike's Avatar
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    and maybe let guard or mechanicum play either loyal or chaos
    "The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age."

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