8th Ed. Campaign idea

Discussion in 'Lizardmen Discussion' started by wolfmage, Aug 6, 2010.

  1. wolfmage
    Temple Guard

    wolfmage New Member

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    Starting a Blood bowl league near here and can I have some feedback on my idea.
    General plan is to use the blood bowl league rules along with mighty empires and the 8th ed rules it's simpler than it sounds.
    Certain tiles will have the stadiums on and each player will have a certain amount of turns to get their team to the stadium for their next league. Rather than generating resources/points it will be converted to gold. The each team will have guards to protect them starting at 750pts and can also make more armies using gold from their loot/earnings/matches.
    The guard are generally their to transport the team. The armies on the other hand can take hostages, loot towns and capture the stadiums.

    Will post more rules as i come up with them if their is interest.
     
  2. strewart
    OldBlood

    strewart Well-Known Member

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    That sounds like a very cool idea, I wonder if it won't make it a little bit too complex and difficult to run though? There will be both WHFB and BB going on in the campaign, and what about when two supporting armies hit one stadium?

    Still, if you can get it to run I think it would work very well and be fun to play.
     
  3. wolfmage
    Temple Guard

    wolfmage New Member

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    To clarify heres another rule
    Two teams on the same tile after a stadium can either choose to fight the opposing army or flee.
    In the case of a draw in the battle neither army will withdraw waiting until next turn to continue the fight
    A driven off defending army that has not been destroyed will flee d3 tiles away from where the enemy army entered the tile if the attacker is driven off then they will flee d3 tiles in the direction from which they entered.

    If an army has no units left or consists only of a single unit below half strength then it is destroyed completely any characters or players will be rolled for below on 2d6.
    2-3 dead.
    4-6 captured by the enemy. Counts as a hostage
    7 counts as having one less wound until seen by an apothacary or meeting up with a friendly army. Players are simply wounded and cannot play for 3 turns
    8-10 Escapes.
    11-12 Safe. character meets up with a 500 point bodyguard consisting only of core and 1 special choice.
     

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