WH40K Campaign Game
By Nikolaj P P
v1.1, May 9, 2001
Armybuilder is 1998-1999 © Lone Wolf Developments, and all rights
are reserved Lone Wolf Developments.
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
The Game Sequence is as follows:
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.
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.
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.
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.
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.
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 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.
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.
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.
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').
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:
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:
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)):
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).
Nikolaj Pilgaard Petersen