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 Post subject: Re: Harvok IV Incident: A Community Event
PostPosted: May 23 2012 12:57 
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Joined: Mar 31 2011 03:40
Location: Shindand, Afghanistan
Native English speaker?: Yes
No worries, the Tau are now on the move finally =D

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 Post subject: Re: Harvok IV Incident: A Community Event
PostPosted: May 23 2012 01:28 
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Joined: Apr 12 2012 10:12
Location: Columbus, OH
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May the light of the Tau'Va guide us all.

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 Post subject: Re: Harvok IV Incident: A Community Event
PostPosted: May 23 2012 07:27 
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Joined: Mar 29 2011 12:56
Location: Franklin, NC
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Well I would need to actually put together an Eldar list and dig out the VASSAL module from wherever I have it hidden.

But sure, I'll join. Gimmie info and what you need/want from me.

Also, what's the end-state of the campaign? (aka, how does someone 'win'?)


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 Post subject: Re: Harvok IV Incident: A Community Event
PostPosted: May 23 2012 09:46 
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Joined: Mar 31 2011 03:40
Location: Shindand, Afghanistan
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Cr'shu: Hey, don't worry too much about a particular list, you will find yourself rewriting it multiple times depending on the battle at hand. So you wish to play a full 40k sized force of Eldar then yes?





FAQ & Update

How do my initial chip deployments work? Answer, all Army Chips that are purchased or granted by the arbiter are in a sort of 'side board' state. Imagine them as kept in reserve and not deployed to the 'campaign' field. When it's the beginning of a campaign turn you can 'move them onto the board' through any friendly territory linked to your HQ by friendly territory. Or if you have control of STIG IV you can deploy to any friendly territory regardless of connections. Finally, the Victory Coast allows you to deploy forces to any territory, friend or foe alike. Landing Zones cannot be deployed to if they are hostile, however forces deployed on a friendly LZ can then later move to another LZ as a combat move action. The exception to this is a new player joining the campaign with no open LZ's to land on. In which case they will be assigned a combat reserve and be allowed to try and assault an LZ of their choice until they win a toe hold.

When do I collect Income? At the end of a campaign turn. Right now the turn is planned to take all week to get everyone in and settled. After that campaign turns will flip as fast as the players are able to wrap up all their assigned battles and such, or by the turn of another week, whichever comes first. Currently no one has collected income, nor had a chance to purchase new troops or otherwise. Each team was assigned 12 Army Chips divided up between the number of players in that faction. These are merely initial forces, you will be able to augment them further next turn.

How does movement work? Only Army Chips already on the campaign map can 'move' around the board. Reserves 'move' onto the campaign map through deployment rules. All active Chips can move one hex a turn, but only one stack of chips can be sent into a combat situation per turn. You can spread all over the neutral territories with each stack seizing ground and spreading thin, but the moment you move a stack into enemy territory, your movements are over.

Can I add to the in character narrative taking place in the Campaign Hub? This is allowed and encouraged. This is a community event and a community story. Feel free to introduce your own commander and give outside players a glimpse into the forces at work. My own additions to the campaign story will focus on the Imperial perspective and remain very 'documentary' style so as not to take sides.

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