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The Vogen Campaign

Kingaroy Wargamers Club Inc Cities of Death Campaign The Vogen Campaign is based in the Imperial City of Vogen on the planet Khai-Zhaan, a world that has been ravaged by the forces of Chaos twice over. This campaign pack is a modified version of the one that has been around for many years and is one that I’ve always wanted to do, but never really had the opportunity to organise and / or run as an event until now. This campaign is map-based, with some locations within Vogen being of varying strategic importance. These locations have been assigned a number of Victory Points (VP’s) to reflect their status / importance. For example – a hab-block may be worth 1 VP, the Palace Grounds 4VP’s etc. Some locations however will not earn you and VP’s at all. Basic Rules The way this campaign will play is as follows: I. Each player will be allocated a position within one of two factions – Forces of Order or Forces of Disorder. Faction allocation will depend primarily on which codex your army uses and the needs of the factions as a whole. For example – Space Marines and Imperial Guard would be considered Forces of Order, while Chaos Marines and Daemons would be considered Forces of Disorder. Necrons, Tyrands, Orks etc are considered neutral parties and can be assigned to either side. Each of these factions will be led by a warlord whose ultimate goal is to conquer the city and oust the opposing faction from the map. Due to the potentially significant number of players that may participate (especially those in a separate location such as another town), these Warlords will be required to take command of their faction, directing resources across the map as they see fit. How this occurs will become clearer as the campaign progresses. Each faction begins the campaign with three (3) sectors in their possession. These are places where friendly forces have breached the walls, established HQ’s etc. These will be determined by the campaign organiser and attributed a colour as befitting the faction. Every week or so, each Warlord will issue orders to invade / capture up to 5 different sectors as detailed on the map. These sectors must be chosen from areas that are positioned next to one that you’ve already captured, even if the border between them is very small. Each sector is inhabited by a defending force of troops that will oppose any invaders, no matter their faction. As a result, games must be played in order to capture each sector even if it’s not owned by the enemy. Defending forces can be from any race and / or faction as they represent elements of resistance that work to prevent your forces from capturing the city wholesale. Once Orders have been issued by each respective Warlord, players will have a week or so to play as many games a possible. For each campaign game, BOTH PLAYERS must record the following information: i. ii. iii. Date the game was played Owning players name, faction and race Their opponent’s name, faction and race

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Mission Played Outcome of the game Area of the city that is being fought over.

The information above must be recorded and uploaded to the Kingaroy Wargamers Club Inc website (http://kingaroywargamers.webs.com/ ). There will be a section in the forum dedicated to submitting and recording games played. Initially games will be limited to 750pts in size, but will escalate as the campaign progresses. The Campaign Organiser will inform you when reinforcements become available. Note that while you’re restricted to using your chosen Codex, you can change your army as often as you wish between games. All games will use randomly determined scenarios from the Cities of Death Codex unless otherwise stated in the Location Brief. All VP’s obtained by your faction will contribute to a running total that is updated weekly. Please note that some locations on the map provide race-specific bonuses to the owning player. These race-specific bonuses are activated as soon as your faction controls that particular sector. For example: The Basilica Imperialis provides Sister’s players, a bonus Faith Point every turn should they possess it. In this case, so long as the Forces of Order control that sector, all Sisters of Battle Players will receive the bonus. If you wish, troops can gain experience points as outlined in the 5th Edition Warhammer 40K Rulebook. It is up to the players to keep track of these, as it will affect play as time goes on and the Campaign Organiser cannot be expected to monitor every squad in every army. At the end of the Campaign, the faction with the most VP’s (as well as the most sectors captured as a tie-break) will win the campaign.

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Advanced Rules I. Instead of capturing a new sector, a Warlord can choose to fortify a previously captured position. A dot (•) will be added to that location to track the amount of defensive work completed in any given area. When fighting in these locations, players get an additional 100 points for fortifications for free as outlined in the current Warhammer 40K Rulebook. Fortifications purchased in this way to not count towards your single Fortification Choice as outlined in the rules for army selection. This is limited, however, to a maximum of three ‘dots’ in any one location. Some locations have already been fortified – for example (••) would mean that someone defending this area has 200 points to spend on fortifications. Taking a fortified area is a destructive endeavour and as a result, any areas that are captured that have existing fortifications will deduct a single 'dot’ from their original total. For example, if a location containing two ‘dots’ of fortifications (i.e. (••)) will be reduced to one ‘dot’ (•) after capture. Certain areas of the map have certain special rules and scenarios (a cathedral may give Sisters of Battle players +1 to their point total per turn, a Gun Tower automatically means the ‘High Ground’ mission is played etc). These special rules are listed in the Location Brief, which also describes Vogen’s important locations. No ‘Temple’ assassins may be used unless specified in the Location Brief (Vindicare, Culexus, and Eversor etc). Death Cult Assassins are exempt from this rule.

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