aye they do, but i obviously missed it somehow! not your fault at all, i should have paid more attention! Post is moved anyway just for general housekeeping purposes
how does an escalation league work?
For the record, i love this campaign - ive enjoyed it thoroughly...in 3 turns ive played it feels like a dozen battles
My thoughts on the next one are pretty much the same as always - what i would like/wish for is continuity and progression/regression for the units that live or die - i want a reason to feel particualrly proud or attached to a unit that does well and doggedly keeps surviving, whilst new units i buy to replace dead ones need to earn their place!
for example, my unit of the campaign without doubt has been my battlewagon boyz - theyve pretty much pasted everyone theyve met, multiple units a battle, and usually have remained standing at the end
It would be nice if they progressively got better everytime they survived a game. (a similar system to rts's like command and conquer, battle for middle earth etc where your troops gain levels and become a wee bit harder as they earn kills).
an easy way to employ this is to just allow people to top up their army lists back up to scratch as they would like to, but instead of resource points feeding this, reinforcements are free and instead you earn exp points to buff your troops or buy wargear
eg you win 15 experience points per VP you earned, and different buffs or wargear upgrades cost different exp points to buy eg:
Wargear:- hunter killer missile = 20 exp
- flakk, frag and krak missile launcher = 10 exp
- vehicle self repair (5+) = 10 exp
- full set of grenade types = 15 exp
- 4+ armour save = 25 exp
- 3+ armour save = 50 exp
- 2+ armour save = 100 exp
- 5+ invulnerable = 60 exp
- reroll LD test banner = 45 exp
Buffs:- +1 Ld = 20 exp
- +1 WS/BS = 30 exp
- +1 T = 50 exp
- fearless = 30 exp
- fnp = 60 exp
- outflank = 40 exp
- tankhunter = 40 exp
just for example. replacemtn troops, whilst free to recruit, obviously come without upgrades and dead troops lose their upgrades.
Of course the risk is the unit you upgrade dying, or units becoming too OP, but then, everyone has the same risks and benefits.
ANYWAY, enough fandexing...this method allows you to build different lists for variety when replacing units, , but also gives continuity, progression and rpg elements to it still.
One thing i wouldnt like is the ability to use a brand new list each time - thats definitely one thing this campaign had a big boost from the previous one on.
List tailoring really can spoil the fun i think, and its nice that you pick all comers lists and amend your starting list rather than redesign an uber list each time.
EG; i enjoy playing GK, but enjoyment facing 2 HQs with triple large pie plate ignore cover barrages every turn and an army of purifiers would clearly be limited as it would be over before turn 3!
I also think that people find the bat reps difficult as we've discussed before, so leave that voluntary, having only a post to state the result mandatory. should take the chore out of it
(not that i mind personally...speaking of which, ive forgotten i was due to write the GK one again! doh!)
anyway, enough ramblings - as always, ill be totally into whatever you put together.