Awesome chat guys, a great listen. Josh has been an absolute legend for his work in organising the slow grow and campaign, bringing a bunch of us together for some great times (and getting some armies painted up!).
Another episode of Josh's awesome campaign! Yes please... oh, it's a reupload 😂 I'm letting it play through on (nearly) silent for the algorithm anyway.
Cheers perfidy! And in reference to your comment on the previous upload, how good would it be to see a Cult army in an dark elf arcane journal (there's probably been one written up, just sitting at the bottom of a dusty drawer...) - Josh
Got a question, that hex map for the campaign 1:30:56 Are you using the 7th edition Mighty Empires rulebook to drive that ? or some other house rules ? this is fascinating.
Thanks! When I was looking at starting this, I felt Mighty Empires spent too much time on campaign rules and not enough on stuff that influences the actual battles. After looking into a lot of different options I ended up writing an entire ruleset myself. You can check it out here drive.google.com/file/d/1yH0LhYsFqDJxMXcIhaW8d0PU0YOrfN5A/view?usp=drive_link - Josh
The campaign sounds like its rolling along well. How are you finding the balance of complexity in the rules you have written for it? Are people finding it easy to follow?
Thanks Liam! They seem to be following it pretty well - altho the first round did need a little bit of guidance. Once you have your matchup it's really just a three step process: Step One: Each player selects either the Scouting or Sabotage table and rolls on it, applying the result. Step Two: Players then perform the Engagement Roll; this dictates the scenario to be played including deployment zones and the core Victory Point rules. Step Three: Finally, players refer to the Territories: Events & Terrain Setup page to generate events and set up the battlefield. After that you’re all set! Get crakin’! I'm definitely reluctant to push the complexity any further (as much it would be fun to expand campaign resource management, add tile development and have benefits for holding different tile types)
Awesome chat guys, a great listen. Josh has been an absolute legend for his work in organising the slow grow and campaign, bringing a bunch of us together for some great times (and getting some armies painted up!).
Another episode of Josh's awesome campaign! Yes please... oh, it's a reupload 😂
I'm letting it play through on (nearly) silent for the algorithm anyway.
Cheers perfidy! And in reference to your comment on the previous upload, how good would it be to see a Cult army in an dark elf arcane journal (there's probably been one written up, just sitting at the bottom of a dusty drawer...) - Josh
Got a question, that hex map for the campaign 1:30:56 Are you using the 7th edition Mighty Empires rulebook to drive that ? or some other house rules ? this is fascinating.
Thanks! When I was looking at starting this, I felt Mighty Empires spent too much time on campaign rules and not enough on stuff that influences the actual battles. After looking into a lot of different options I ended up writing an entire ruleset myself. You can check it out here drive.google.com/file/d/1yH0LhYsFqDJxMXcIhaW8d0PU0YOrfN5A/view?usp=drive_link - Josh
@@oldworldfanatics aha thanks
You're a game man deploying shades in a FOREST against wood elves 😮😮
A lesson I learnt almost immediately 😆 thanks Ben...
In my defense they did a pretty good job of distracting all those elven scouts for several turns!
The campaign sounds like its rolling along well. How are you finding the balance of complexity in the rules you have written for it? Are people finding it easy to follow?
Thanks Liam! They seem to be following it pretty well - altho the first round did need a little bit of guidance.
Once you have your matchup it's really just a three step process:
Step One: Each player selects either the Scouting or Sabotage table and rolls on it, applying the result.
Step Two: Players then perform the Engagement Roll; this dictates the scenario to be played including deployment zones and the core Victory Point rules.
Step Three: Finally, players refer to the Territories: Events & Terrain Setup page to generate events and set up the battlefield.
After that you’re all set! Get crakin’!
I'm definitely reluctant to push the complexity any further (as much it would be fun to expand campaign resource management, add tile development and have benefits for holding different tile types)
@ Cool I might float it to my group. Always wanted to play in a campaign like this.