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Crusade league rules


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Me and my group are talking about starting up a crusade starting in July, so I want to get a head start on what rules and stuff well use. Figure mostly  the crusade rules, but switch to points. Have the one RP thing go to 100 points, few other adjustments maybe. Have one game a week, keeping track of wins. have games escalate to next level after a month. The league decides match ups for a single elimination bracket. Probably make a google sheet for everyone to keep track of their units and experience. Then have everyone put like 30 bucks into the pot keep everyone honest and involved. Winner gets a combat patrol, second place a squad, third a character. Any pitfalls or crazy stuff I should watch out for?

 

I was also kicking around doing a killteam component to it to emphasize the ongoing war and experience. Maybe a small bonus on the weekly game. Something useful or just adding extra work for not alot?

Edited by Commisar Necros
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Are you using narrative play rules, but with points?

 

What's happening with summoning or rules to bring on reinforcements? 

 

Armies with their own crusade agendas vs generic?

 

Picking or rolling for skills? Picking will make some nasty combos.

 

Remember, crusade is narrative, it's meant to be broken and unsuitable for competitive games. 

 

Personally if you want competitive, just do matched play. Some crusade missions are pretty one sided, and you'd have to make sure everyone gets to play as attacker &defender once. 

 

Crusade is supposed to be silly. Just have the winner be the army with the highest XP/CrP total after X games. 

 

I guess as long as everyone is trying to cheese to the max, then it's ok.

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I actually hope to limit the cheese with this. One of our players has a habit of tailoring his lists to the extreme, so in forcing everyone to limit their choices to whats already "on hand" the newer players will have a chance against this. Our main goal is to give some wight and connected-ness to the games. We all like the idea of units gaining experience and building army rivalries, and kinda want to structure it. The prize at the end is mostly to remind people to stay with it. Goodwill is nice, but Ive had too many DND groups break up because there wasn't enough of a tangible goal. The bracket at the end should keep everyone in the running and interested, but still give advantages for winning games earlier with a better position.

 

Ive written some rules up from before and thinking about what you've said.

 

Crusade rules 

  1. Recruiting Forces 

  1. Armies will start with 1000 points (PT) and 5 requisition points (RP) to develop their army. 

  1. Armies are not required to be battle forged, but each weekly list must be battle forged. 

  1. No named characters are allowed 

  1. Specialist detachments are not allowed, warlord traits may be purchased from specialist detachments for 2RP. They may then take any relics from that specialist detachment for 1RP 

  1. Create a crusade card for each unit in the army 

  1. Entries may not be changed once they are made without expending a requisition point 

  1. Increase supply limits increase the crusade force by 100 points. 

  1. Any unit that requires a CP to recruit, such as a relic dreadnaught, costs one RP in addition to any points to recruit. 

  1. You may spend two RP to give a character a crusade relic, this does not count against any other limits. 

  1. The codex used will be the one at the start of the crusade. 

  1. Experience 

  1. A unit gains one experience point for being in the battle 

  1. A unit gains one experience for every third unit taken out of action 

  1. A single unit gains three experience points as a “MVP” per player per game. 

  1. Any unit that kills an enemy warlord gains one experience 

  1. All battle honors and injuries will be rolled randomly, either during the battle or after. 

  1. Any battle honor that duplicates a rule that unit already has is rerolled. Others are kept. Same applies for injuries. 

  1. Odds and Ends 

  1. Any units created during the game are considered temporary and do not gain experience 

  1. Reinforcements will consider the original unit dead and the new unit coming on temporary.  

  1. Merged squads will count as the larger squad, the smaller destroyed. 

  1. Matches 

  1. Every player should play two games as the defender and two as the attacker per month. 

  1. Agendas should be picked from the core rulebook or codex where appropriate. 

  1. Games should be rolled for from the narrative or matched play section of the core rulebook. 

  1. Battles 

  1. In the first phase there will be one combat patrol per period (1 week)  At the end of a period players will gain 2 RP. 

  1. The victor of the combat patrol will gain an additional RP for that period and one VP for the crusade. 

  1. In phase two it will be increased to one incursion per period. At the end of a period players will gain 3 RP 

  1. The victor of an incursion game will gain 1RP for that period and 2VP 

  1. Phase three will be One strike Force game of 2000 points. At the end of a period players will gain 4 RP 

  1. Strike force winners will receive 1RP for that period and 3 VP 

  1. The final phase will be an elimination bracket. Matching players up according to their VP, Highest against lowest, second highest against second lowest, ect. The winner will play against the winner of the appropriate bracket. They will play a strike force game of 2000 points, but battle honors and injured will be frozen. The winner will be the last person eliminated!

Edited by Commisar Necros
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