S3 - Campaign Turns 

Campaign Phases

Each campaign turn consists of four phases:

Strategy Phase

During this phase players will have three days to submit their orders.  Each player may submit one order per phase detailed below - use the google form.

Attack

Players submitting an attack order specify which location they hold they are attacking from and which location they are attacking into.  Attackers may only attack hexes adjacent to a system they control except when they no longer have a home system (see the house rule Nomads).


Support

Often players may form alliances due to narrative, convenience, or common enemy.  In these cases players may wish to support another player taking a system (maybe their common enemy is about to win the campaign and a last ditch effort must attempted to avoid defeat) rather than fight a free for all game for the territory.  Players may then decide to support a “friendly” players attack by specifying the location of the army they are supporting (i.e. the territory that the other player is attacking from) and also specifying the target location.  As with attacking players may only support other players attacks if they are adjacent to the system being attacked (but not necessarily to the system of the army they are supporting).


Defend

Players may be down to their last territory or hold a key system needed for victory, they may know deep down in their spirit stones that an enemy attack is coming – rather than attack an enemy sector they may dig in.  To defend a player specifies one of their own systems and specifies they are defending that system.  They will receive a bonus to their command points if attacked in the defended system, depending on game size.


Intensive Training

Occasionally there will be turns where you will be unable to participate in any games - vacation, work trips, or family outings may preclude you from participation.  Since the default battle results may force you to cede systems you cannot schedule a defense of - you may instead select this action to gain some campaign benefit while not participating.  Your crusade force gains the following benefits, however you cannot gain a system for any reason (you may still participate as the defender in colonization games).

Scenario Phase

After all orders have been received or the strategy phase deadline has been reached the campaign team will assign games (i.e. who should play who) and specify which scenario table is available for their game (players may choose one scenario from their table if they mutually agree).  Below are the possible scenario lists and different conditions for using each scenario table - these will be assigned by the Campaign Master.  This process should take no more than two days.

Multiplayer (3 or more non allied players) Colonization OR Two or Three Players Attack Another Player (i.e. No Supporting Armies)

(Combat Patrol)

Hold the Center (Catastrophe)


(Incursion)

Headhunt (Catastrophe)


(Strike Force)

Marching Columns (Catastrophe)

One Player Against Another Player With Support

Note that all of these scenarios are from the Open War mission pack and actually have asymetric army sizes - i.e. one side is larger than the other.  Supported attackers are one of the best ways to punch through heavily defended systems or even stop the momentum of runaway players.


(Incursion)

Hold at All Costs (Small Size)


(Strike Force)

Hold at All Costs (Medium Size)


Hold at All Costs (Large Size)


Player Who Supported Another Player Who Did Not Attack

This is the risky downside of supporting another player - if that player does not keep their word on attacking (perfidious Eldar!) or even simply miscommunicates this can result in a tough game for the supporting army.


(Combat Patrol)

Death or Glory


(Incursion)

Death or Glory


(Strike Force)

Death or Glory

Battle Phase

Once player matchups have been determined and potential scenarios shared with players - players should attempt to schedule games as soon as possible with their opponents.  In general players will have two weeks to complete their games.  Due to the nature of life however it may not be possible to schedule a game, here are some common scenarios that can occur and the default outcome:

Resolution Phase

In the resolution phase systems change hands and victory conditions are checked; the order of this phase is explained below:

Cicatrix Maledictum (Great Rift Turns)

There are five turns that will not follow the standard four phase format.  Those turns are shown on the Season 3 - Data sheet.  Instead of the normal Strategy, Scenario, Battle, Resolution Phases players are free to schedule and play up to two battles during these turns against any opponent.  These turns represent instability in the galaxy due to the Great Rift - where forces and entire planets are transported in time and space to random locations.

Designer's Note: These Great Rift turns serve two purposes - first they allow players to easily play against other players not in their region (whether that is physical distance or campaign map distance) and there are certain win conditions that require players to control systems in both Imperium Nihilus and Imperium Sanctus however their faction may be unable to traverse the Great Rift hexes (Tyranids, Orks, and Eldar are all required to either win battles against players in another sector or hold systems in a sector that is not their starting area).

To schedule battles in a Great Rift turns players follow the below sequence of operations: