WH40K Campaign Game
 
 

By Nikolaj P P

v1.1, May 9, 2001


Contests:

Disclaimer

Note that all Warhammer 40K products are © Games Workshop Ltd. All names are registered trademarks. All rights are reserved Games Workshop Ltd.
No challenge is implied or intended in any way. This game and the rules used are unofficial and meant as a supplement only.

Armybuilder is 1998-1999 © Lone Wolf Developments, and all rights are reserved Lone Wolf Developments.
 

Introduction

This is the help file for WH40K Campaign Game. Note that it is possible to play this game without Warhammer 40,000 miniatures/rules or Armybuilder, but I highly recommend that you use these as a part of this game. WH40K is produced by Games workshop (http://www.games-workshop.com). A free demo version of Armybuilder (very useful in fact) can be downloaded at http://www.wolflair.com

The game and the rules used are created for playing Warhammer 40K battles (3rd ed.) as a campaign. I have got inspiration from other suggestions for campaigns at the internet and from different strategy games, but basically this is my own ideas and my own work.
Please mail any comments or suggestions to me at: npilgaard@hotmail.com

The main idea of the campaign is that it can be played by multiple players (this version supports a maximum ten players). The players give orders to their armies simultaneously, and the orders are carried out simultaneously, so the standard 'player 1 takes a turn, then player 2 a turn, then ...' structure is avoided. Thus a large number of players can play against each other without having to wait for each player to move his armies etc.
In the game this works by each players giving his movement orders, that are saved in a file, which is then e-mailed to a 'Game Master' (GM). He runs the program which carries out the movement orders (secretly) and saves the results in files, that are returned to the players. They are then able to see the status of the game, and which battles they have to fight. The players then have to meet and fight the battles as Warhammer 40K battles, and mail the results to the host. Alternatively the computer can generate the results, if it is inconvenient to play a 'real' battle, or if the game is played as a pure strategy game, without any miniature battles. When all battles have been fought, the GM mails result files to the players, and a new turn begins.

As this is version 1.0 (the first version of the game), bugs may (and probably will) occur, even after a considerable amount of playtesting. In addition, the different army lists may not be fully balanced with regard to special rules. As English is not my primary language, any comments on phrasing etc. are welcome. The graphics of the game has been rather quickly done (as you've probably noticed...), so if anyone is interested in doing some graphic work, please send me a note. Also, some of the names used in the game (especially the names of the various buildings for the different races) are not quite as good as I would like them, so any suggestions are appreciated.
So I am very interested in any feedback regarding the game, rules, questions etc. Please mail me at: npilgaard@hotmail.com

This is a freeeware game, and intended to be free for all to use. I mainly wrote it for fun, and because I like the idea of a WH40K campaign with some strategic aspects, instead of the normal narrative campaigns. It has been a lot of work (much more than I expected when I began - it has taken more than a full year to complete; the program itself amounts to nearly 20,000 lines of handwritten code...), but I think that it has been worth it (after all, it was great fun to do...).

Updates and new versions of the program will be announced at the WH40KCampaign e-group ( http://www.egroups.com/group/WH40KCampaign ).

The program, as well as updates etc. can be downloaded from
http://www.geocities.com/npilgaard/minia.html
 

Thanks to Ivan Raaby and Jens Ole Pedersen for ideas, critique and play testing during the development of this program.

I hope you'll enjoy it!
 

Nikolaj Pilgaard Petersen, February 24. 2001
npilgaard@hotmail.com
 
 

Glossary

A lot of specific terms are used in the following. This list is intended as a reference:
 

The Game Sequence


The Game Sequence is as follows:

  1. The GM runs WH40KCampaign.exe and checks if he can proceed to next game phase (i.e.. if he has received all the plr-files he needs. Note: the plr-files must be in the correct game directory). He then proceeds to the next phase, thereby creating a turndata-file. This file is distributed to all players (an easy way is to zip it and send it by e-mail, or upload it to an Internet site, so the players can get it there).
  2. Each player receives a copy of the turndata-file (containing the results of the orders of all the players given in the previous phase) and move it to the relevant game directory. He then  runs WH40KCampaign.exe and gives his orders, thereby creating a plr-file. This file is then sent to the GM.

The Turn Sequence

Each game turn consist of the following:
 
  1. Build phase - Orders for new constructions are given by the players. This include build/upgrade urban hexes or strongholds, and construction of new detachments, garrisons and convoys. Note that the orders are not carried out until the GM creates a turndata file.
  2. Movement phase - Movement orders are given to units (i.e. detachments and convoys) by the players. Note that the orders are not carried out until the GM creates a turndata file.
  3. GM receives plr-files and creates a new turndata file, which is distributed to each player.
  4. Battle order phase - Battle orders are given to the detachments by the players. Note that the orders are not carried out until the GM creates a turndata file. This phase is sometimes omitted if here is no possibility for any battles to occur (normally if no detachments are adjacent to any enemy units) to speed up the game (i.e.. the players don't have to give any battle orders which have no effect anyway).
  5. GM receives plr-files and creates a new turndata file, which is distributed to each player.
  6. Battle resolvement phase - Only if one or more battles occur as a result of the battle orders. The involved players fight the battles as WH40K battles and enter the results in the game. Alternatively, the computer can generate the battle results. If this is the case, then this phase is omitted.
  7. GM receives plr-files and creates a new turndata file, which is distributed to each player.
  8. A new turn begins.

The Rules

The rules of the campaign game will be explained here:

WH40K Campaign Rules

Note that all dice rolls will be done by the computer. The only exception is dice rolls in a WH40K battle fought between players.

The program itself, as well as the game mechanics, will be explained below.
 
 

The Program

In the following the main screens encountered during the game will be discussed.
Most af the explanations will be short (there it is quite a bit to write for me, after all...), and the best way to learn the game mechanics is to do it through the game anyway. But as some of the aspects of the game are a bit complicated, I have included the following explanations with screen shots.
Especially the Examples included below should be read, as they often explain some very important aspects.
 

Main Screen

This is the startup screen.


 

Current Campaign Directory.(not 'Current Game Directory' as stated above) It is possible to play in multiple campaigns simultaneously (for instance one campaign where all battles are fought as 40K battles by the players, which result in a somewhat slow campaign, best suited for a small map, and another campaign, where the computer takes care of all battles, thus allowing a larger map and a faster progress). Each campaign must have a corresponding sub directory. By selecting a directory from the list, the corresponding campaign is chosen.

Delete Dir. Delete the current Campaign Directory from the list. Note that this only delete it from the list in the program. You can always add it again later. If you wish the directory with its files 'really' deleted, then you have to do it with Windows commands etc.

Add Dir. Adds the text in the box as a directory to the list of available Campaign Directories. Note this does actually create the directory (this is a change from v0.9.0.0 making it a lot easier to start up a new game)

Continue Campaign. Continue playing the campaign selected by 'Current Campaign Directory'.

Create New Campaign. This button creates a new campaign. Note: this is only used when the GM wants to create an entirely new campaign, it is not used when a player starts playing a new campaign (see example below).

GameMaster. Used by GM when its time to proceed to the next phase.

Exit. Closes the program.

Example:
To start as a player in a new campaign. Let's assume the WH40Kcampaign program is located in the directory
C:\games\40Kcampaign\
First, enter the name of the new subdirectory  (in this example called 'newcampaign')  corresponding to the new campaign in the box next to the 'Add Dir' button, and press this button.
The folder C:\games\40Kcampaign\newcampaign\ is now created, and 'newcampaign' is added to the directory list next to 'Current Campaign Directory'.
(Note: All turndata-files for this campaign received from the GM must be copied to this directory. Similarly, all plr-files the GM need for this campaign is found in this directory.)
'newcampaign' can now be selected by 'Current Game Directory', and by hitting 'Continue Campaign', the game is on.
 
 

Player Menu Screen

You come to this screen when 'Continue Campaign' is selected.


 

To start giving orders, first enter your password (if you have any), and then select your name in the player list.
'Clear' clears the password text.
After each players name is shown how many VP the player has scored so far.
'(Plr-file exists)' indicate, that the player already has given orders for the current phase. It is possible to give new orders (i.e. create a new plr-file). This cancels all previous orders (i.e. you start all over on the phase). However, in the the battle phase (see below), you have the option to load the old plr-file, and continue with the battle results already given. Note, however, that when the GM has received your plr-file, you cannot change your orders anymore.
 
 

Report Screen

Information from the processing of the previous phase.

Shows the result of the orders given, as they are carried out, as well as other information from the result process of the GM.
It is well worth to quickly read through the messages before you start a new phase.

If you get a message saying that your plr-file is not needed by the GM, then it means that he can go to the next phase and create a new turndata file without having to get a plr file from you first. This often happens if for instance 3 players play a campaign, and only two of them have adjacent units in the battle order phase. Then the 3rd players plr file (containing his battle orders) is not needed, as he has no chance to get in battle anyway.
 

Map Screen

The main screen during play. It consists of three windows: The Map Window to the left, the Message window at the top to the right, and the 'Mapkey' Window below the Message Window.

The Map Window: The left window shows the map. It consists of hexes, each with a different type of terrain.
Right clicking with the mouse centers the map on the hex clicked on.
Left clicking moves the cursor to the hex clicked on. If the position of the cursor is the hex already , then by clicking it is possible to select units, cities etc. in the hex (i.e. click through all units etc. in the hex, selecting them in turn). If a unit is being given a movement-order (see later), and you click in an adjacent hex, then the unit moves to that hex.

Pictures:
Units: Their pics have solid (black) symbols when they are 'unused' (i.e. no orders yet), and 'transparent' (grey) when they have been given orders.
Detachments: The pics varies with the different types. A small, red line at the bottom of the pic indicates the current strength.
Urban hexes: 'transparent' pics in the build phase, if something has been built here. Solid otherwise.
Resource hexes: 'transparent' pics in the movement phase, if a transport route has been assigned. Solid otherwise.
Strongholds: 'transparent' pics in the build phase, if not all defence slots have been used. Solid otherwise.
Strongholds with garrisons are marked by a small flag.
 

Message Window: Messages is shown here (including messages created during order-giving, for instance error-messages).
 

The 'MapKey' Window:

N, NW, NE, SW, SE and S: Can be used to move the cursor around instead of the mouse.

Movement/Battle Order: (depending on phase). Give the current unit orders.
Note on Movement Orders: A Resource hex can be assigned a transport route (max. 10 hexes). All convoys created in the resource hex will then automatically be given the movement order 'path', following the transport route (so you don't have to manually give all your resource hex convoys a movement order each turn).

Target: Is used whenever an action (such as an order) requires a target, including a 'target hex'. For instance, when a detachment wish to attack an enemy, or when the capital is placed at the start of the game (although 'deployment' or something like that might have been a better word in the last case).

Next in hex: 'cycle' through all units, cities etc. in hex (same as left click with the mouse on the hex, see above).

View: Specific Information/Orders on selected unit/urban hex/stronghold etc. Also used to 'enter' a stronghold or urban hex (i.e. select what to build here etc.).

Options: Player options

Info: Info about special rules for your armlets, your units, game settings etc.

Next phase: Normally the game move on to a new phase only when the GM creates a new turndata-file. However, after a player has completed his building phase, he has to continue right away with the movement order phase, by using this button. (So both the building orders and the movement orders are written in the same plr-file).

Orbit: Some army lists (mostly Space Marines) have detachments able to make drop pod attacks from orbit. A players units which have moved to orbit can be accessed here.

Finish: Finish the phase for the player and creates a plr-file to be sent to the GM.
 
 

Urban Screen

This is the screen concerning urban hexes. It is accessed by the 'view' button, when an urban hex is selected.


 

Upgrade: Upgrades the urban hex to the next size category (i.e. Town to City etc.).

The BP values shown:
Storage: # BP currently in the Urban Hex (above: 572)
Generation: # BP generated by the urban hex itself (above: 100)
Expected arrivals: # BP expected to arrive from resource hexes next turn (above 0). If two BP values shown (in the capital only, as above): The second value: # BP expected to arrive as reinforcements from space next turn + # BP expected to arrive as income from controlled hexes (above 254).
Maintenance: # BP spend for the urban hex's buildings maintenance (above 110). If two BP values shown (in the capital only, as above): The second value: # BP spent on upkeep on the detachments.

Build Road: Order a road to be build between to adjacent hexes (use the target button on the mapscreen to select the hexes).

Create Convoy: Creates a convoy containing the #BP shown (these are taken from the BP in the urban hex)

Build New Detachment: Builds a new detachment.

Reinforce Detachment: Reinforce (i.e. replace killed/destroyed models) or modify (upgrade or change) a detachment located in the hex, or a garrison (can be reinforced from any hex).

Deployment Priority: Priority for deployment of new detachments. A hex can only contain one detachment. If new detachments are built in the urban hex, they are placed in the hex itself or, if it is occupied, in an adjacent hex, according to the priority.

Special: Some races have special rules, for instance Dark Eldar can move their capital using this button.

Available: Shows all models that can be produced in the hex.

Unavailable: Shows all models that cannot be produced in the hex.

Buildings: List of the buildings available to be built in the hex.

Build: Build the selected building.
 
 

Detachment Screen

The screen concerning detachments. Accessed via 'Build New Detachment' and 'Reinforce Detachment' from the Urban Screen,  via 'View' when a detachment is selected on the Map Screen, or via 'Garrison' on the Stronghold Screen.

Detachment No.: The number. The arrow buttons are used to cycle through the different detachments.

The text next to the Detachment No. (above: 'Inf-1500p-Std') is the name of the Army Builder file (see 'Load Data' below) with the data of the current detachment.

Detachment type: Each army list have a number of different detachment types (explained later). When a new detachment is built, the type can be determined here.

All the different data concerning the detachment are explained later in the rules.

The various squads and their 'slot-type' (HQ, Troop etc.) are shown, followed by # models in the squad that are ready / wounded or damaged / lost or destroyed.
By clicking on a squad name, the squad are shown on the Squad Screen.

Load Data: To built a new detachment, the detachment has to be created using the program Armybuilder, and then saved as a 'Text Summary file'. Save the file as a regular Roster file or html-file too, as this will be needed when the detachment is going to fight a WH40K battle . The text summary file is then loaded using this button.
If you don't have Armybuilder or doesn't want to use it, a number of standard detachment text summary files is included with the game, located in the 'Rosters/PreMade' folder.

Build: When a text summary file is loaded, and the right detachment type is selected, the detachment can be built using this button, if all conditions are ok (i.e. the buildings needed, enough BP, etc.).

Full Strength: All destroyed/lost models are replaced, if they can be produced in the urban hex, and there is enough BP to pay for it.

Disband: Disband the detachment.

List specials: list all the special models in the detachment (Scouts etc.)

Status / Print (not shown above): Shows the status of all units in the detachment. This status can be printed (useful when 40K miniature battles are to be fought).

Example: An Imperial Guard player wants to produce a new armoured detachment:
He constructs the detachment with Armybuilder (this can be done while the campaign computer game is still running and the detachment screen open), within the restrictions given in the campaign rules for armoured detachments (excactly which units/models that is allowed, can be seen via the 'Info'-button in the 'MapKey'-window). Note that this creates a roster that is not validated by Armybuilder. He saves the roster as html, 'Armoured1.html', and as text summary, 'Armoured1.txt' . He then use the 'Load Data' button, and loads 'Armoured1.txt'. The Detachment type is set to 'Armoured' (remember to set the type every time a new detachment is constructed, it is easy to forget), and the construction is begun with the 'Build' button.
 
 

Squad Screen

Info and options for the individual squad.

The number of models ready, wounded/damaged ad lost are shown for each model type.
These numbers can be changed manually by the player as a result of reinforcements or battle loses.
The Full Strength button is a quick way to get all lost models replaced.
 
 

Stronghold Screen

Information about and construction orders for Strongholds.


 

Upgrade: upgrades to the next size category (i.e. Camp to Fortification etc.)

Build: Order to build the selected defence type (i.e. Weapon Tower etc.)

Destroy: Destroys one piece of the selected defence type.

Garrison: Views the garrison on the Detachment screen.

The numbers down to the left shows the used/available slots for the various defence types.

To the right is shown the specific defences of the stronghold.
 

Battle Screen

This screen is used if a battle is fought as WH40K. If a battle occurs in the 'Battle Phase' then the hex where it is located can be seen on the map, indicated by yellow. If this hex is left clicked on, then the battle screen is entered.

The type of battle ('attack' or 'raid') and the terrain is noted.

The attackers and defenders forces are listed in the following way:
Name (U <Unit no.>) <Battle Order> [<Primary/Secondary>] {file: <filename>}
In the piture above:
   Name: '2nd Infantry Company'
   Unit no.: 6
   Battle Order: 'Raid hex'
   Primary attacker
   Filename: 'file1' (i.e. the roster file is called 'file1.rst' and the text summary file 'file1.txt')
In addition to participating detachments, any strongholds and its defences in the hex are listed as well.

Fight battle as WH40K Click on this button if you have fought a WH40K battle (all information necessary to fight the battle can be found either at the battle screen or by selecting the participating detachments on the map screen and 'view' them (to see which models are wounded or lost in previous battles etc.) - specific rules concerning the battle are found in The Rules, above).
You have to click on all available 'apply'-buttons (attacker: 4, defender: 2 available) before you are allowed to click on the 'done'-button (to make sure that you have the correct winner, have applied battle casualties etc.)

Apply Winner: Select the winner (attacker or defender). Note, that both the participating players have to select the same winner in their respective plr-files. Otherwise the GM will be notified, when he makes the turndata-file, and he can let the computer will determine the result instead (this is done to prevent cheating from the losing player)

Apply Changes: Apply the models dead and the models damaged/wounded as a result of the battle to your detachments. Note: you should make your 'casualty-roll' (determine which lost models are dead, wounded etc.) before applying the results here.

Apply Points: The attacker only: The winners total number of points used in the battle (i.e. the total 'size' of his force) minus the losers total number of points must be entered here.

Apply BP loss: The attacker only: The total number of points the loser lost in the battle must be entered here. This is the point-cost of all the losing players models, that were lost in the battle (i.e. this is calculated before the 'casualty-roll').
 

Rules Changes

It has been necessary to change a few things from the standard rules, mainly because the way the program is implemented
makes it impossible (or demanding to much effort compared to the gains) to follow the official rules in every detail. When GW
makes up entirely new rules, this is the case from time to time.
The following rules are changed in this game:

How to...

Create a new campaign / start a new game

One person has to be the GM, the one 'responsible' for the game. He is the one who creates the new turndata files and receives the plr-files from the players. The GM can participate in the campaign as a player without any problems.
To create a new campaign, the GM does the following:

  1. Run WH40KCampaign.exe-file.
  2. Create a new folder/directory (henceforth called the campaign-dir) by entering the name of it in the white box next to the 'Add Dir'-button, and press the 'Add Dir' button. The new campaign dir is now created and registered by the program.
    You can also use an old campaign dir (a dir used as a campaign dir in a previous campaign game), but if you do this make sure that all files in the dir are deleted before you start.
  3. Set the 'Current Game Directory' to the campaign dir name.
  4. Press the 'Create New Campaign'-button
  5. Select the map file you want to use for the campaign. At the moment there are a number of maps available to choose from. I am working on a map editor, which allows you to create your own maps.
    The name of a map file indicates the max. number of players allowed and the relative size (or the size in hexes, horizontal-vertical). If you want to play the battles as WH40K battles you should use the smaller maps (initially, anyway) - if the map is to large there is often a lot of detachments, resulting in to many 40K battles to allow any real progress in the game. If you choose the larger maps, it is best to let the computer generate the battle results.
  6. Select the data for the first player: name, password (remember to let the player know it if you enter a password! Often it is not necessary to enter a password here, as the players can do it themselves during the game ), army list, start BP, extra Urban hexes, extra strongholds and resource hexes. In addition to this all players start with a Capital and a Fortress in their Capital. Normally all players should have the same starting conditions (number of BP, urban hexes etc.).
  7. When all data is selected, press the 'Create Player'-button. Note that a player is not 'created' until this button is pressed, so it is not enough to enter the data and press 'Done'.
  8. Repeat for all the participating players.
  9. When the last player is 'Created' press the 'Done'-button.
  10. Set the game settings for the game (these can be changed later):
  11. Press the 'Done' button.
  12. When the new campaign is created, then a file called 'gmdata.dat' is created in the campaign dir. This file is necessary to access the GM options, and thus necessary to proceed to next phase etc. So if you want to do this on another computer be sure to copy this file. As the players don't have this file, it is impossible for them to access the GM options (even if they know the GM password).
  13. A new turndata file is now generated in the campaign dir, ready to be sent to the players.
  14. Each player receive a copy of 'turndata.g-m' from the campaign dir. If sent by e-mail the turndata file must be compressed (for instance using zip), as it will be corrupted otherwise.
    If all players play on the same computer there is no need to send any file. The 'turndata.g-m' is already located at the right place.


Start playing a new campaign

To start playing a new campaign, a player do the following (note that there is a slight difference in what you have to do depending on whether you play on your own computer (ie. not on the GM's host computer) or on the host computer (for example if you are playing the game on a single computer)):

  1. If you are playing on your own computer:
    Create a new, empty folder/directory (henceforth called the campaign-dir) in the directory where the game is located (henceforth called the game-dir). The name of the campaign-dir must be same as the name of the campaign-dir created by the GM on his computer (see above). A campaign-dir is created by entering name of the dir in the white box next to the 'Add Dir'-button at the startup screen, and then pressing this button. There must be a campaign dir for each campaign game. If an old campaign dir is used (a dir used as a campaign dir in a previous campaign game), then all files in the dir must be deleted. The name of this dir .
    If you are playing on the host computer:
    Don not create a new directory. The campaign-dir is already created by the GM.
  2. Unpack/unzip the turndata file received from the GM if necessary, and copy it to the campaign dir.
    This step is not necessary if you are playing on the host computer, as the file is already ready to be used.
  3. Set the 'Current Game Directory' to the campaign dir name, if this is not so already.
  4. Press the 'Continue Campaign' button
  5. If you have a password, enter it in the white box below the player list.
  6. Select your player name
  7. You are now ready to give your orders:
  8. A plr-file is generated. It is located in the campaign dir. It must be sent to the GM before the game can proceed. If sent by e-mail the file must be compressed (for instance using zip), as it will be corrupted otherwise.
    If you are playing on the host computer this step is not necessary, as the file is already located at the right place.
When a new turndata file is received from the GM, repeat the procedure above, but exclude step 1 and 4.
 

Frequently Asked Questions (FAQ)


Is this an official GW product?

No! (... as you probably can tell by looking at the layout...). This is an unofficial product, meant as a suplement to W40K only.
 

Why is it only the Space Marine army lists, which can be chosen individually, and not for instance the Catachan armylist?

Well,  there are two main reasons for this:

First: When I started to work on this program, only standard Codex' and the Blood Angels Codex were released. So the plan was to create a new armylist for each new Codex, and each armylist would have different special detachments. At that stage this seemed like a good idea. For instance, the Blood Angels would have a standard Infantry detachment, a Drop Pod detachment and an 'Army of Death'-detachment, the Imperial Guard would have Infantry, Armoured, Artillery and Mechanised Detachments, etc. However, as new Codex' were released, some of the Detachment-types actually got their own armylists (for instance: the IG Mechanised Detachment matched the Steel Legion Armylist in codex:Armageddon), so it seemed a bit silly to create a both a standard Imperial Guard armylist (based on codex:Imperial Guard) and a Steel Legion armylist (Based on Codex:Armageddon) with Infantry Detachments, Mechanised Detachments etc., as they would be nearly identical. Instead, I incorporated the sub-codex' into the main armylists as Special Detachments (so the Steel Legion armylist actually became the Imperial Guard mechanised special detachment).
The exception were the Space Marine sub codex'. As each new sub codex had some special rules for the different chapters, I felt that it would be a somewhat strange (and not very fluffy) solution to let the various chapters be just special detachments in the Space Marine armylist. And besides, the 'real' special detachments (Drop Pod, mechanised) would only be able to contain standard Space Marines. So it would be impossible to create for instance a Drop Pod detachment of Space Wolves.

Second: The Space Marine sub codex' are more suited to cover an 'entire' armylist in the game (i.e. including special detachments for each, such as drop pod detachments, but also truly special detachments, such as a Ravenwing og 'Army of death' detachment), than the other sub-codex (it would be difficult to create a couple of special detachment types to an Iyanden Ghost Warrior Eldar armylist, for instance).

So this is the reason of this at first glance strange idea of separating the Space Marine armylists.
 

Which Army Builder 40K Data files are supported, and where do I find them?

I will try to support any new WH40K Data files (links to new data files can be found at www.wolflair.com - or take a look at www.skrill.org). All updates will be announced on the e-group H40KCampaign (http://www.egroups.com/group/WH40KCampaign).

Armybuilder v.1.4, v2 and text summary files are supported.
At the moment the newest version of Data files supported are:
AB v.1.x: RedII (by Colen 'Not Colin' McAlister)
AB v.2.x: 40k3_v2p25 (by Colen 'Not Colin' McAlister)
All datafiles can be found at www.skrill.org

What are the system requirements?

Windows 95, 98 or 2000.
20 MB RAM is required. This is excluding the RAM needed for Windows to run properly.
The program will run on almost any processor, although a 80486 or higher is recommended for larger maps.

Is there an e-group where I can discuss/get info about this game?

Yes, the e-group WH40KCampaign. You can find it at
http://www.egroups.com/group/WH40KCampaign

Where can I find some advice on the strategy of this game?

Well, click here: Tips and advice

What about any new GW releases (new codex' etc.)?

I'll try to update the program to include new 40K products. Updates will be available at
http://www.geocities.com/npilgaard/minia.html
All updates will be announced at the e-group WH40KCampaign (www.egroups.com/group/WH40KCampaign).

Army Builder Text Summary File load error
Q: I get some error when I try to load a text summary file to build a detachment.

A:The most common reason for this is that you have to specify a maximum roster size (if you create a roster of 'unlimited size' you will get an error).
It can also be because you use a new Army Builder data file, that is not supported by the program. You might want to check for a patch or an update of the program, that takes care of this.

Special Chaos Marines
Q: I used army builder to make a Chaos roster that used thousand sons as troop choices, the roster satisfied army builder, but when I went to put it into the campaign, it told us it didn't have enough troops selection.

A:Although this seems to be a bug, it is not. Most of the races had various alternative army lists, which I have used as 'special detachments' (for example Imperial Guard have Armoured Company, Catachans, etc.). This was not the case for Chaos. Instead of creating a some entirely new armylists (for example a Demon-army, a Mechanised Chaos Marine army, etc.), I made the special detachments for Chaos correspond to the various Gods (i.e. a Khorne Army, a Nurgle Army, etc.). So the standard Chaos detachment is 'just' a normal Chaos army (Chaos Undivided), while a special detachment is the followers of a specific Chaos God. So try to build a Army of Tzeentch special detachment (you have to build two standard detachments first, as you have to have more standard detachments than special detachments), then the thousand sons can be used as either troop or elite choices.
I know that this is a bit different from the official rules, but it is the same for all races (an Imperial Guard player can not built only Armoured detachments, he has to built Infantry detachments too, etc.).

What about... / why haven't you.../I've got this problem...?

All comments, ideas, questions etc. are very welcome. Please mail me at: npilgaard@hotmail.com.
For a broader discussion, join the e-group WH40KCampaign (www.egroups.com/group/WH40KCampaign).
 
 

That's all

Well, that's all. I hope you will enjoy playing the game just as much as I have enjoyed creating it!

Nikolaj Pilgaard Petersen 1