Sunday, March 27

The Campaign for Joura: Rules for the Joura Map Campaign

This is a five week map based campaign between two opposing sides consisting of four players on each side.  The side holding the majority map tiles at campaign end wins.  Spaceport map tiles count as two tiles for victory conditions.  The individual player with the most map tiles will be the best general.

Choosing map tiles: Each player will roll 2D6 and in descending order choose map tiles to represent their territory.  The map tiles will be divided evenly amongst all players and any odd tiles will remain open.  Once tiles are chosen by all players, another roll of 2D6 will determine the order of challenges. 

Challenges: A player may challenge an opponent to attempt to take one of their map tiles.  Each player may only play two games per campaign turn.  Beginning with the player with the most tiles (ties will be decided by roll of a D6), a challenge is issued and then the next highest issues their challenge until all players have issued a challenge. Then, starting from the beginning, move back through making challenges until all players have two games.  

Game Play: Games may be any point value decided on by the players.  Games can be any mission chosen by the players except when using a spaceport to attack a nonadjacent tile, then a Planet Strike scenario must be played. Players who have more tiles than their opponent are stretched thinner to hold territory.  Once points are agreed, the player with fewer tiles receives a 5% bonus to spend on his army for each tile the opponent has more than them.  Example, 2000 pt game, player 1 has two more tiles than player 2.  Player 2 would spend 2200 pts on his army.  (2000+10%=2200)  *These bonus points may be used to hire mercenary units from other codices, but take up normal slots in force organization.  Units do not benefit from players’ army special rules.*

Conquering Tiles: At the end of the campaign turn all the winners can attempt to conquer a tile.  The winning player may choose any tile of his opponents, but be aware of the modifiers in the table below.  To conquer a tile you must roll 2D6 and adjust the total based on any modifiers. 

  • To conquer an adjacent tile: roll of 4+ on 2D6 (with modifiers)
  • To conquer an adjacent tile to an ally: roll of 6+ on 2D6 (with modifiers)
  • To conquer a non adjacent tile (must use a spaceport): roll 8+ on 2D6 (with modifiers) Planet Strike Missions only.

Modifiers: There are certain factors that make conquering easier or harder.  Below is a list that players must apply to their conquer rolls.

  • The tile has rivers or ruins, -1 to the roll
  • The tile has mountains or a spaceport, -2 to the roll
  • The tile has a shield generator, see the table for army specific
  • Player is attempting to conquer a 2nd tile, -1 to the roll
  • If the player massacres his opponent, +1 to the roll
  • If the player’s opponent concedes the game, +1 to the roll

***Any roll of double sixe when conquering automatically succeeds, regardless of modifiers.  Any roll of double ones when conquering automatically fails regardless of modifiers, and also the player’s folly has allowed his opponent to attempt a conquer roll instead!***

Spaceports: count as having a shield generator on the tile and allow players to planet strike any tile on the map. 

*** Players who lose all their map tiles continue to issue challenges and play games; their opponents simply cannot conquer tiles if they win.  Also, players with no map tiles can only receive a maximum of 10% bonus due to the nomadic state their army must endure. ***

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