Suggestions for Side Games
Posted: Sun Nov 18, 2012 12:25 am
With the campaign map up and players starting to plan out where they will deploy, I think it is time we had a chat about Side Games.
Whilst the Main Games (those scheduled due to armies meeting on the campaign map), are kind of compulsory, Side Games aren't. They are an option to allow players who have no scheduled Main Games to get in on the action a little. They are also intended as a way to introduce more of a story to the campaign than just Army A moved to Hex Y and fought Army B.
Players are free to challenge anyone they want to a Side Game, but should accept that not everyone will always have the time or opportunity to play. You can introduce your own rules, set up your own objectives and generally let your imagination run wild (with your opponents consent of course). Just remember that usually!a Side Game cannot overturn the result of a Main Game without both players agreeing and having a good reason to do so. A Main Game win is always a win and a loss is always a loss.
One key point that should be made is that Side Games should never be simply picked from the core book. Ideally players should craft their own unique missions. Set objectives that both players have a chance to achieve, though the objectives for each player need not be the same. Armies don't need to be balanced, so long as the underdog has a chance to 'win'. E.g. In a Last Stand scenario the defender should be significantly outnumbered, but can win the game if they delay the enemy force for long enough.
As stated in the campaign rules, all of the usual benefits/penalties of main games (experience, gaining hexes etc) are not used unless both players explicitly agree to use them beforehand. If you use the experience system, you should also use the injuries and equipment rules to balance things out. Gains should be balanced against risks. That said, you may decide that if a specific objective is achieved that one unit or character gains experience even if you aren't using those rules.
You are free to set your own win/loss conditions for side games and your own rewards/penalties. However, any reward given should only be used against the same opponent. E.g. you play a side game where the winner gains the use of a special unit in their next game. It is a little unfair to spring this on a third party, so the special unit is only usable against the opponent from the Side Game.
As with every part of the campaign, all of these rules are at the option of the people playing. Feel free to tweak, adjust or ignore as you feel appropriate.
So, having said all that and laid out some guidelines, lets keep this thread for making suggestions for Side Games. Keep things simple, you can flesh out your ideas when you agree to play a game. Challenges for a side game as well as setting objectives etc are best done through PM.
Some suggestions:
A raid on a village.
A heroic last stand.
Intercepting an enemy baggage train.
A coastal invasion to form a beach head.
Seizing a river crossing to allow you to outflank the enemy.
A scouting party fleeing from a larger force to deliver a report to their own side.
A chance encounter between the vanguards of two armies.
An ambush of a large force marching down the road.
Hunting down a monster (one player plays a large monster, the other a band of heroes).
An assassination attempt on an enemy hero.
Alliance negotiations gone wrong.
A rescue attempt for a captured personality or item.
An honor duel.
Feel free to add your own ideas to this list, you can use your imagination or copy something from a book, movie or even historical events.
Whilst the Main Games (those scheduled due to armies meeting on the campaign map), are kind of compulsory, Side Games aren't. They are an option to allow players who have no scheduled Main Games to get in on the action a little. They are also intended as a way to introduce more of a story to the campaign than just Army A moved to Hex Y and fought Army B.
Players are free to challenge anyone they want to a Side Game, but should accept that not everyone will always have the time or opportunity to play. You can introduce your own rules, set up your own objectives and generally let your imagination run wild (with your opponents consent of course). Just remember that usually!a Side Game cannot overturn the result of a Main Game without both players agreeing and having a good reason to do so. A Main Game win is always a win and a loss is always a loss.
One key point that should be made is that Side Games should never be simply picked from the core book. Ideally players should craft their own unique missions. Set objectives that both players have a chance to achieve, though the objectives for each player need not be the same. Armies don't need to be balanced, so long as the underdog has a chance to 'win'. E.g. In a Last Stand scenario the defender should be significantly outnumbered, but can win the game if they delay the enemy force for long enough.
As stated in the campaign rules, all of the usual benefits/penalties of main games (experience, gaining hexes etc) are not used unless both players explicitly agree to use them beforehand. If you use the experience system, you should also use the injuries and equipment rules to balance things out. Gains should be balanced against risks. That said, you may decide that if a specific objective is achieved that one unit or character gains experience even if you aren't using those rules.
You are free to set your own win/loss conditions for side games and your own rewards/penalties. However, any reward given should only be used against the same opponent. E.g. you play a side game where the winner gains the use of a special unit in their next game. It is a little unfair to spring this on a third party, so the special unit is only usable against the opponent from the Side Game.
As with every part of the campaign, all of these rules are at the option of the people playing. Feel free to tweak, adjust or ignore as you feel appropriate.
So, having said all that and laid out some guidelines, lets keep this thread for making suggestions for Side Games. Keep things simple, you can flesh out your ideas when you agree to play a game. Challenges for a side game as well as setting objectives etc are best done through PM.
Some suggestions:
A raid on a village.
A heroic last stand.
Intercepting an enemy baggage train.
A coastal invasion to form a beach head.
Seizing a river crossing to allow you to outflank the enemy.
A scouting party fleeing from a larger force to deliver a report to their own side.
A chance encounter between the vanguards of two armies.
An ambush of a large force marching down the road.
Hunting down a monster (one player plays a large monster, the other a band of heroes).
An assassination attempt on an enemy hero.
Alliance negotiations gone wrong.
A rescue attempt for a captured personality or item.
An honor duel.
Feel free to add your own ideas to this list, you can use your imagination or copy something from a book, movie or even historical events.