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This campaign was built over the idea of evolving armies. I feel that too often the armiesthat players play with have no history, no soul and no evolution. This leads to armies with no charisma. Too often we see people playing tournament winning lists in order tobe as competitive as possible without getting to know their army fluff-wise. I understandthat many out there play to win and see Warhammer 40.000 as a way to compete. I dolike a fair share of competition as well, but in my mind an army must have some defining moments in its history, some important events which altered the way the army is builtand played. It might not be the most competitive way to build a list, but it sure is fun.In any case my friend and I both have space marine armies and have played against eachother for at least half a dozen years. We have played smaller campaigns and countlessskirmishes together, yet nothing which has dramatically changed either of the armies. Itfelt like our brave soldiers were stuck in an eternal loop of warring and endless battles, with no reason or end in sight. This is about to come to an end. This campaign was builtspecifically to make our battles matter in a larger scale. Who cares if you lose a skirmish when there are no consequences, or even if you win when there is no reward other thanseeing a slight disappointment on your opponent's face (although that too can berewarding).For anyone wanting to play this campaign, bear in mind that the first mission makes useof an old board game called Space Crusade. In using it we set up the board and used theradar blips as in a normal game, but then used the WH40k rules on everything else. Lineof sight would be cut by walls as normal, doors would open on demand, shooting andassault rules would be from the WH40k rules, while the random event card would bestill taken and the effects would be modified by the Dungeon Master to suit the mixed
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