Beruflich Dokumente
Kultur Dokumente
This player works closely with the GM and provides new ideas. He defines the overall objectives of a race or races and suggests rules and ways to measure campaign goals as well as playing their own force. Example 3 This player is not interested in the campaign at all (fine!) and just wants one off games. (Well still count them though!) Example 4 This player is actively involved in the campaign., defining his own forces objectives and background and coming up with a reason for each game. He works with the GM to push their story forward. The Aleph Campaign system is predominantly narrative. Its up to players to organise games and explain the motives of their forces. However there is a very simplistic system to measure the pace of the campaign and it works as follows:
GLOBAL MODIFIERS vs. Tyranids vs. Necrons vs. Dark Eldar vs. Eldar vs. Other Chaos vs. Other Orks Space Total Global
+1 +0 +0 +0 +0 +0 +1
+0 +0 +0 +0 +0 +1 +0 +1
-2 +0 -1 +0 +0 +0 -3
+0 +0 +0 +0 +0 +0 +1 +1
+0 +0 +0 +1 -1 +0 +0
Global Modifiers are earned through defeating non-campaigning armies and through winning battlefleet gothic games (see later). Once the game is finished the winner adds the difference of his and his opponents modifiers to the number of territories he gains from this game. If the difference is negative, no extra territories are added. Note Global Modifiers decay over time. Modifiers gained against non-campaigning races will decay by 1 point after the following wargames session. Battlefleet Gothic modifiers usually decay by 1 point 3 months after the game was played.
Local Modifiers Local modifiers are planet specific, such as owning a particular city or having air superiority (up to +3/-3) and are detailed on the planetary map. Example
The Tau (Yellow) play a game against the Imperium (clear or white). Though the game was a draw the Global and Local modifier differences were +3 to the Tau, therefore the Tau gained 3 Territories. The Tau player took the following squares.
The remaining 6 squares are cut off and fall to the Tau: Cities Cities need more than one point to take. Each city will have its worth labelled on the map. If the city is surrounded it costs this to take. If it is not surrounded it costs 1 territory more (1 point on Tarsis, 3 on Alphe) to take. So a city worth 3 points on Tarsis would cost 4 to take if not surrounded. On Tarsis and Alphe cities must be taken in one go you cannot take part of a city. On Betor you can. Mountains and Rivers Usually mountains cost double to take, so on Tarsis they take 2 points per square and on Alphe 6 points per square. This is to represent the difficulty of moving troops and supply convoys across difficult ground. Rivers cost two to cross, and supply cannot be drawn across a river. Airborne Operations If your side has air superiority (the highest air modifier) you can launch airborne operations against supply zones far from the front line. You will usually need to gain 3 points or more from a game to take a supply point (see cities), so it is ill advised if modifiers are not in your favour. Bridgehead creation Instead of taking territory points can be used to create bridgeheads i.e. a supply point. This costs 3 points to do, so a minimum of 4 points is needed to do this as you also need a territory to build the
supply point on. This is useful for initial attacks against areas where you have no supply. Obviously there is little point in attempting this without good modifiers! Tyranids Tyranids work differently. Instead of supply, their hive nodes (worth and costing 3 points) have a supply radius of six squares (on most planets) and supply all Tyranid squares within this zone, regardless of whether they are in contact or not. The only way to put Tyranids out of supply is to take the hive nodes. Unlike most cities (excepting Betor) hive nodes can be taken piece by piece. Each reduction of the 3 point node reduces its supply radius by 2 squares. Razing Instead of taking territory, you may raze a single territory. That territory loses all its characteristics (fortifications/cities etc) and is classed as neutral. It costs 1 point to un-raze territory. You cannot draw supply across razed territories. Fortifying Instead of taking territory, you may fortify a number of squares, up to 3 points per square. These then take this much extra to take. On Alphe a point will fortify up to 3 squares.
Danelloth is Ork/Tau held. The Tau have a +1 modifier and play the orks. They win on objectives and therefore gain 3 points. You cannot take a partial fortification, so the Tau take the available square and fortify with the remaining 2.
Danelloth x3 x3 x2
Aeronautica Imperialis
AI games add up to +3/-3 (minus to the opponent) to the local modifier on the planet your faction is fighting on. In addition they can allow for combined airborne/40k operations, as you need to win an AI game to conduct and airborne assault.