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  1. Even though the weather still feels like summer, we know in our bones that it won't be long before the dark and the rain are here. And what better way to celebrate the changing of the seasons than adventuring in the ruined city of Mordheim! Sign up here: https://forms.gle/Xd92MqSn6ZceNjUH7 This campaign will begin in early November and consist of 4 rounds, each lasting approximately 3 weeks, for a total of about 12 weeks. Players will have the flexibility to play as many or as few games as they like each round, and report the results to the GM (Wentwizard). For a full list of campaign rules check out the website: https://sites.google.com/view/forearc-campaigns/mordheim
  2. March 2018 Flames of War league and mini-campaign This will cover the Battles in Tunisia, in November of 1942: Novemer 17-30. RCDD Mini Campaigns- MAR 2018 - Flames of War - "Battle Axes, Diving Eagles" WHAT: Each campaign is a month-long series of connected battles, with individual and team prizes. These instructions cover both Team Yankee and Flames-of-War mini-campaigns. WHEN: START: the first of the month. END: The last day of the month. PRIZES: Awarded on the first Thursday of the following month. POINTS and RANKINGS: Updated online every Sunday at https://rosecitydukes.wordpress.com WHERE: Prizes will usually be awarded in-person, by the organizer, at GG or OCGG. Exceptions will be communicated via Ordo PM or email. Battles to claim are listed on the ORDO topics "Flames of War MAR Campaign - PDX" and "Flames of War MARCH Campaign - PDX" The Campaign map is posted and updated at https://rosecitydukes.wordpress.com WHO: Gamers who claim a battle can participate in the campaign. Games can be fought solo, or by several people. Gamers who pay the fee are eligible for Individual and team prizes. Gamers who fight battles but do not pay the fee will be recognized and ranked, but are not eligible for prizes. COMMUNICATIONS: BRIEFINGS and MAPS: You can download from our blog HERE. REPORT: To be ranked and earn points for prizes, you must report on the results of your battle. REPLY BELOW. HOW DO I REPORT THE RESULTS? You should fight the battle and report on it within 3 days of claiming it. At a minimum, post the following information: Battle Code, Faction, ALLIED General(s), AXIS General(s), winner, victory points of winner, VP of loser, ALLIED Force, AXIS Force. HOW DO I CLAIM A BATTLE? Go to the ORDO thread (this one) and post a comment (REPLY BELOW) or send an Ordo PM to the organizer. TEAMS: CAN I SWITCH TEAMS? Yes, but when you claim your first battle, you must pick a default team. Only the points you earn for that team will be used for your rankings and prizes. SCORING: Whether or not you pay the campaign fee, we will record your individual and team scores for: Battles won, Battles lost, Victory points per battle, Total victory points and Team Points NOTE: If you play solo, then when you claim your first battle, you must pick a default team. Only the points you earn for that team will be your score for rankings and prizes. From the time that you pay the fee, until the end of the month, those points count for FULL value towards the prizes. If you pay the fee after you have played one or more games, the scores that you earned before the fee count for HALF value towards prizes. Points you earn after the fee count for FULL value for prizes. If you fight the battles, but don’t pay the fee, you are not eligible for prizes. PRIZES: If there are 2 or more paying participants, there will be an individual prize. This will be in the form of a gift certificate for a FLGS. The value of the gift certificate will increase with each additional fee-paying participant. If there are 5 or more paying participants, there will be a set of team prizes. Team prizes are gaming and modeling products purchased from FLGS. There might be some painted models as prizes... FEE: paid in-person to barca, cash, $5 for the month. BATTLES - AVAILABLE (UNLOCKED) as of MAR 1: see our blog - battles-available-as-of-MAR-1 BATTLE #1: ROUTE WEST: Djebel Abiod CODE: FoW-BADE-01 BLOG LINK for battle #1 (tbd) CLAIMED BY: CLAIMED ON: FOUGHT BY: ALLIED FORCE: AXIS FORCE: VICTOR: WINNER’S VP: LOSER'S VP: RESULT: BATTLE #2: ROUTE WEST: Aine Soltana CODE: FoW-BADE-02 BLOG LINK for battle #2 (tbd) CLAIMED BY: CLAIMED ON: FOUGHT BY: ALLIED FORCE: AXIS FORCE: VICTOR: WINNER’S VP: LOSER'S VP: RESULT:
  3. RCDD Mini Campaigns- FEB 2018 - Team Yankee - "COLD FIRE, HOT STEEL '85" WHAT: Each campaign is a month-long series of connected battles, with individual and team prizes. These instructions cover both Team Yankee and Flames-of-War mini-campaigns. WHEN: START: the first of the month. END: The last day of the month. PRIZES: Awarded on the first Thursday of the following month. POINTS and RANKINGS: Updated online every Sunday at https://rosecitydukes.wordpress.com WHERE: Prizes will usually be awarded in-person, by the organizer, at GG or OCGG. Exceptions will be communicated via Ordo PM or email. Battles to claim are listed on the ORDO topics "Team Yankee FEB Campaign - PDX" and "Flames of War MARCH Campaign - PDX" The Campaign map is posted and updated at https://rosecitydukes.wordpress.com WHO: Gamers who claim a battle can participate in the campaign. Games can be fought solo, or by several people. Gamers who pay the fee are eligible for Individual and team prizes. Gamers who fight battles but do not pay the fee will be recognized and ranked, but are not eligible for prizes. COMMUNICATIONS: BRIEFINGS and MAPS: You can download from our blog HERE. REPORT: To be ranked and earn points for prizes, you must report on the results of your battle. REPLY BELOW. HOW DO I REPORT THE RESULTS? You should fight the battle and report on it within 3 days of claiming it. At a minimum, post the following information: Battle Code, Faction, NATO General(s), WP General(s), winner, victory points of winner, VP of loser, NATO Force, WP Force. HOW DO I CLAIM A BATTLE? Go to the ORDO thread (this one) and post a comment (REPLY BELOW) or send an Ordo PM to the organizer. TEAMS: CAN I SWITCH TEAMS? Yes, but when you claim your first battle, you must pick a default team. Only the points you earn for that team will be used for your rankings and prizes. SCORING: Whether or not you pay the campaign fee, we will record your individual and team scores for: Battles won, Battles lost, Victory points per battle, Total victory points and Team Points NOTE: If you play solo, then when you claim your first battle, you must pick a default team. Only the points you earn for that team will be your score for rankings and prizes. From the time that you pay the fee, until the end of the month, those points count for FULL value towards the prizes. If you pay the fee after you have played one or more games, the scores that you earned before the fee count for HALF value towards prizes. Points you earn after the fee count for FULL value for prizes. If you fight the battles, but don’t pay the fee, you are not eligible for prizes. PRIZES: If there are 2 or more paying participants, there will be an individual prize. This will be in the form of a gift certificate for a FLGS. The value of the gift certificate will increase with each additional fee-paying participant. If there are 5 or more paying participants, there will be a set of team prizes. Team prizes are gaming and modeling products purchased from FLGS. There might be some painted models as prizes... FEE: paid in-person to barca, cash, $5 for the month. SUMMARIES OF EVENTS: Cold Fire Hot Steel 85 - Events of 7 to 12 February BATTLES - AVAILABLE (UNLOCKED) as of FEB 22: see our blog - battles-available-as-of-feb-14 BATTLE #4: ROUTE GOLD: Kirchheim North CODE: TY-CFHS-04 BLOG LINK for battle #4 CLAIMED BY: CLAIMED ON: FOUGHT BY: NATO FORCE: WARSAW PACT FORCE: VICTOR: WINNER’S VP: LOSER'S VP: RESULT: BATTLES - COMPLETED as of FEB 22: BATTLE #1: ROUTE BLUE: Aua-Neuenstein CODE: TY-CFHS-01 BLOG LINK for battle #1: CLAIMED BY: taran.shannara & phyfor88 CLAIMED ON: 15 FEB FOUGHT BY: taran.shannara & phyfor88 NATO FORCE: US Mech Combat Team (phyfor88) WARSAW PACT FORCE: Soviet Tank Battalion (taran.shannara) VICTOR: phyfor88/NATO WINNER’S VP: 4 LOSER'S VP: 3 RESULT: US 3rd Sqdn/11 ACR successfully completed Rearguard mission. Withdrew in good order as planned to Oberaula, 11 KM SW. Soviet force took significant casualties, and are preparing for a more deliberate attack vic Oberaula. BATTLE #2: ROUTE GOLD: Kirchheim CODE: TY-CFHS-02 BLOG LINK for battle #2 CLAIMED BY: ZEKE and barca CLAIMED ON: FEB 8, Thursday FOUGHT BY: ZEKE and barca NATO FORCE: ZEKE, West German Panzergrandier (Marders & Leo I), 64 pts WARSAW PACT FORCE: barca, Soviet Tank battalion (T-72), 64 pts VICTOR: ZEKE / W Germany. WINNER’S VP: 4 LOSER'S VP: 3 RESULT: West Germans hold Kirchheim. See our blog for a narrative-style battle report BATTLE #3: ROUTE RED: Niederaula CODE: TY-CFHS-03 BLOG LINK for battle #3: CLAIMED BY: lazarus and phyfor88 CLAIMED ON: FEB 8, Thursday FOUGHT BY: lazarus and phyfor88 NATO FORCE: phyfor, US Mech (M113 + M60) WARSAW PACT FORCE: lazarus, Soviet Tank BN, reinforced (T-64 + BMP2) VICTOR: lazarus / WP/USSR. Minor Tactical Soviet victory. WINNER’S VP: 4 (WP) LOSER'S VP: 3 (NATO) RESULT: Soviet Attack succeed at Niederaula, but both Soviet and US forces bled badly. BATTLE #5: ROUTE RED: Breitenbach am Herzberg East CODE: TY-CFHS-05 BLOG LINK for battle #5 CLAIMED BY: phyfor88 CLAIMED ON: 2/22 FOUGHT BY: phyfor88 (USA), barca (USSR) NATO FORCE: phyfor, USA Mixed Tank + Cav WARSAW PACT FORCE: barca (USSR) Tank Battalion (T-72) VICTOR: USA WINNER’S VP: 6 LOSER'S VP: 1 RESULT: US Succesfully repulsed soviet forces in a limited counterattack. USA/NATO still in control of Breitenbach am Herzberg East RANKINGS - Updated as of FEB 22: INDIVIDUAL RANKINGS: Name/Avatar, VP, Wins, Losses, Team/Faction, Paid, prize points phyfor88, 13, 2, 1, NATO, no, 0 ZEKE, 4, 1, 0, NATO, no, 0 lazarus, 4, 1, 0, WP, no, 0 barca, 4, 0, 1, WP, yes, 0 (sponsoring, no prizes) taran.shannara, 3, 0, 1, WP, yes (2/17), 1.5 2 & 3 tied MOST BATTLES FOUGHT: phyfor88, 3 MOST CAMPAIGN POINTS (PAID), GENERAL'S PRIZE: taran.shannara, 1.5 TEAM RANKINGS: Faction, VP, Wins, losses NATO, 17, 3, 1 WARSAW PACT, 11,1, 3 ACRONYMS: GG= Guardian Games, OCGG = Oregon City Geeks and Games, “Ordo” = www.ordofanaticus.com WP = Warsaw Pact point of contact is barca
  4. Hey All, I have been running a Heavy Gear RPG campaign for the last year and a half, and we are currently looking for new players. We meet every other Saturday at Guardian Games in the Dungeon foyer. Heavy Gear is a realistic hard scifi militaristic setting set on Terra Nova, a long colonized world that is 75% land. Most notably, the military's' of all major powers use Gears, which are 15ft tall mechs which fight along side both tanks and infantry. The world is quite rich and incredibly established with lots of cloak and dagger politics between two massive super powers currently in a Cold War going hot. The game that I run is very story driven and focuses on weighty character actions rather than just combat (Though combat does happen and can be quite brutal). Consequences for actions can be heavy and effect the overall campaign path. The current players are part of a military unit within the Northern Guard, and are under-strength and over-stretched, yet caught within the wheels within wheels machinations of several opposing parties. If you are interested, I'd be more than happy to introduce you to the game, or have you as a guest while we play so you can see how the mechanics work, and how the world turns! Thanks, and I hope you drop by! ~Jared
  5. LA FORJA MOBILE SHIPYARD: Operation Deck Orbital shipyards are space-borne infrastructures for maintenance and logistics. They have been designed to repair and build ships, stations, and other infrastructures that are impossible to produce in a gravity well. Mobile shipyards such as La Forja, smaller and lighter but with a capacity for propulsion, are limited to maintenance and repair tasks. These kind of shipyards were originally designed for deployment in temporary or troubled locations, because of an extreme tra c density or a changing environment, such as the unstable areas around asteroids. One of the distinguishing features of these shipyards is their lack of closed and pressured hangars, since they are specialized in maintenance tasks rather than construction. This allows them to have smaller facilities in terms of weight and volume, thus increasing their mobility. The continuous traffic around a Jump Gate requires the presence of an orbital shipyard in the surrounding area. The Cosmica Corporation, based on Corregidor, is aware of this fact and thus established a mobile version, which could be adapted to the redeployments and relocations required by the Paradiso Coordinated Command to cover the security parameters of the complex. In order to avoid La Forja becoming just corporate facilities, the Corregidorian Government established some administrative offices in the shipyard, as well as a docking berth for the ships of the Nomad Military Force. This way, La Forja became an element of the Nomads’ war escorts in the area and is considered part of the Nomads’ sovereign territory. Habitation and operation areas in La Forja are very stark, though completely functional, along the lines of any Corregidorian facility. The most relevant areas on this mobile station are the Operations Control deck, which manages all shipyard work, and the military quay, where the ships from the Nomad military dock for maintenance. Mission: HUNTING PARTY MAIN OBJECTIVES 1-CONNECT THE ANTENNAS (1 OBJECTIVE POINT FOR EACH CONNECTED ANTENNA). 2-HUNT DOWN MORE ENEMY SPECIALIST TROOPS THAN THE ADVERSARY (2 OBJECTIVE POINTS). 3-HUNT DOWN AS MANY ENEMY LIEUTENANTS AS THE ADVERSARY (3 OBJECTIVE POINTS). 4-HUNT DOWN MORE ENEMY LIEUTENANTS THAN THE ADVERSARY (4 OBJECTIVE POINTS). CLASSIFIED Each player has 2 Classified Objectives (1 Objective Point each one). DEPLOYMENT Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep. SCENARIO SPECIAL RULES RESTRICTED RANGE The structure of the zone of operations restricts the range of rearms. In this scenario, any BS Attack where the range to the target is 32 inches or more is considered an automatic failure with no need to roll the die. ANTENNAS There are 2 Antennas on the central line of the game table, placed 8 inches from the edges of the table. Each Antenna must be represented by a Transmission Antenna Marker CONNECT ANTENNA (SHORT SKILL) -Attack REQUIREMENTS ONLY SPECIALIST TROOPS CAN DECLARE THIS SKILL. THE SPECIALIST TROOP MUST BE IN BASE CONTACT WITH AN ANTENNA. IF THE ROLL IS FAILED, THIS CAN BE REPEATED AS MANY TIMES AS NECESSARY. A CONNECTED ANTENNA CAN BE CONNECTED AGAIN BY THE OTHER PLAYER, APPLYING THE SAME PROCEDURE. IN SUCH A SITUATION, THE ANTENNA IS NO LONGER CONSIDE- RED TO BE CONNECTED BY THE ADVERSARY. HUNT DOWN OBJECTIVES A Lieutenant and a Specialist Troop are considered Hunted Down when they are in Isolated or Immobilized (IMM-1 or IMM-2) state at the end of the game. All those Lieutenants and Specialist Troops that have not been deployed on the game table at the end of the game will be considered to be Hunted Down by the adversary. HUNTING MISSION In this scenario all the troopers possessing a Pistol have available also a Stun Pistol with no additional Cost. Moreover, all those troopers possessing the Veteran Troop, Elite Troop or Headquarters Troop Troop Characteristic have available also an Adhesive Launcher with no additional Cost. MULTI BS Weapons can use Stun Mode to shoot Stun Special Ammunition. In this scenario, Stun Special Ammunition causes the Immobilized-1 state instead of the Stunned state. In this mission, the identity of the Lieutenant is always Public Information. The player must indicate which Marker is the Lieutenant if it is in a Marker state (Camouflaged, TO Camouflaged...) or which Markers are the Lieutenant in the case of a Holoprojector.
  6. Click for intro! The first battle of the conflict took place above the world of Vagran, home to a network of valuable repair yards. A fleet led by the Rebel High Commander Jun Sato arrived in orbit of the planet, but Moff Jerjerrod had anticipated the attack and was ready with a fleet of Star Destroyers and a carefully laid minefield. Hera Syndulla and the crew of the Ghost crippled Jerjerrod's flagship with a series of successful bombing runs by her fighter wing, but the rest of the Rebel fleet was hemmed in by the minefield and crushed by the combined firepower of the Victory Star Destroyers as the ISD Relentless limped away. In the last moments of the engagement, the Rebels' lone surviving Corellian Corvette went out in a blaze of glory with a suicidal ramming attack against the Relentless, finishing off the damaged Star Destroyer before being destroyed itself in a hail of turbolaser fire from the nearby VSD Protector. While Jerjerrod focused on a defensive operation, he sent the most viscious Admiral under his command, Terrinald Screed, to make a Show of Force in the Sacorria System. As the Imperial fleet advanced on the undefended space stations orbiting the planet, a Rebel fleet led by General Crix Madine responded to the Sacorrian distress call. Despite Madine's most valiant efforts, his fleet was overwhelmed by the fast-moving ships under Screed's command. The Rebel bomber wing was crushed by the ace pilot Mauler Mithel and several squadrons of TIEs as Boba Fett started laying down bombing runs on ships and the neutral stations alike. In the end, Madine saw that his best efforts were not enough to save the Sacorrians and ordered the remains of his fleet to make the jump to hyperspace, escaping with the Mon Karren along with a lone flotilla of transports as the rest of the fleet burned. Meanwhile, the Imperial Admiral Kassius Konstatine was locked in talks with the Planetary Governor of Aurea, a world known for its skilled Diplomats, as a Rebel fleet led by General Carlist Rieekan arrived via Hyperspace to sway the world to the Rebellion. Using their superior agility, the Rebel fleet was able to outmanuever the Imperials and force Konstantine's flagship to leave the battlefield while the remaining ships carried on the assault. In the end, the Empire was forced to flee the field and cede the planet to the Rebellion. --- Overall the first turn of the campaign ended in 1-1 tie in campaign points, but a big resource advantage for the Empire. At the end of the day, the map looked like this: And for reference, these are the lists that the players went into this turn with: GALACTIC EMPIRE REBEL ALLIANCE
  7. Hey All, I was tinkering around with an idea i had for playing Firestorm as a campaign over a series of weeks, either using a points system as is being currently used for Spartan, or on a map that i could paint up (I'm a fantasy cartographer by profession). I wasn't sure how much interest there would be in such a campaign, but i thought it would be fun to mull over with everyone. Main Idea: For a map (My preference of course) it would be cool to run it a bit like a FoW campaign. I could map out the Storm Zone, and dice it into territories connected by Waygates or some such thing for capture. Certain territories would have an abundance of certain Terrain types, or possibly limit certain capabilities (No Shunt Arrival, more or less Ambush tokens, Limited Shields or Cloaking etc.) Players would roll off against one another and whoever wins may choose what territory to attack. Each week could have an Initiative bonus based on the Fluff. (First Week- Zenian League Attack Initiative+2, Second Week, +1, Third Week- Even, Fourth Week- Alliance of Kurak +1, etc.). Optional Stuff: An overall commander could be chosen for each side. Might be neat though since each side could receive reinforcement tokens as a point bonus for a single match. This might get outta hand unless the points were small, like 100, 150, 200pts. Anyways, just figured i'd throw it out there for discussion!
  8. Greetings and I hope I am not breaking any rules. An acquaintance of mine directed me here as you guys might find this to be of interest. My name is Ivan and I'm a Portland indie wargames author of some skill and limited renown. Probably my most successful game is Fast And Dirty (FAD4) I am working on a rather different WW2 miniatures game that I am hoping to raise some funds for. Essentially, this will be a man to man combat game with the following characteristics: Very quick and easy to play (no charts). Campaign rules where your figures develop skills as you play. Can play player determined scenarios or generate troops and missions randomly. A lot of narrative elements. A mission may be a routine patrol at the front or it may be a trip to check out a ruined farm house for buried wine bottles. Initially, the game will cover the "big four" (Germans, Soviets, Americans, Commonwealth) and focus on Europe late war but depending on funding, I'd like to expand that as much as possible. The game will work with any figures you have (I play in 15mm personally but it'd be well suited to play in larger scales, if you've been interested in delving into collecting a bit of WW2 stuff without going broke) So if you are interested in a different kind of game, give it a look and I appreciate any support. The rules are coming together at a decent pace, so backers get access to the beta immediately, which includes most of the combat rules and the preliminary campaign stuff. https://www.indiegogo.com/projects/five-men-in-normandy/x/7341804 A battle report from a backer here http://zephyrcorpdreadball.weebly.com/wwii-action.html I am more than happy to answer any questions here as well, of course.
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