Wednesday, April 27, 2022

The Outlander Campaign: Pictures, Bruno's Gang update, Triumphs Awarded and thoughts on campaigns

This past Thursday we wrapped up the Outlander Campaign I had been running for the last two months.  I put together this campaign based on my excitement for Outcast Gangs and the newest Necromunda book; Book of the Outcast.

Since I hadn't been documenting this campaign on here as I should have been this will be one large post trying to summarize the whole thing with pictures and my thoughts on how it ran, the scenarios, the Outcast Gang structure and then also ideas about running future campaigns.

I started by creating a Campaign Packet.  I took the Outlander Campaign and modified it by changing the rewards in the first three scenarios to fixed amounts of Materials that you would get as opposed to random amounts.  I really wanted people to be able to build lots of structures and I thought that giving everyone fixed amounts of Materials would allow everyone to definitely build something.  Just the idea of someone rolling a 1 when determining the amount of <aterials at the end of a scenario made me cringe and I didn't want "feel bad" moments in the campaign to be the result of a bad roll after a scenario.

Here is a link to download the Packet: 

https://www.dropbox.com/s/8oyw5zzuriobgbv/OutlanderCampaignWinter_2022.pdf?dl=0

I ran a 7 week campaign that ended up being 8 weeks since we decided to split week 3 into two weeks.  The reason for this was that some people couldn't make it on the first week 3 so I decided that the next week would also be week 3.  The reason this mattered so much was that I put a cap of 2 games per week and that all games must be played at the HW Store.  

I put a cap on the number of games that could be played per week and I also limited play to the store because I didn't want gangs to get out of control by allowing people to play as many games as they wanted each week.  I learned this lesson from the previous campaign I played in.

Another change was that there would be no Rackets although Alliances were acceptable.

The final change was what the Triumphs would be.  I used Triumphs from both the main rulebook for a Dominion Campaign and Triumphs from the Book of the Outcast and I made one up as well.

The idea of using the Triumphs is that someone could pick a Triumph or two at the beginning of the campaign and focus on getting that triumph through their actions during the campaign.  Each Triumph will also grant that gang benefits for the next campaign that gang plays in.  More on this later.


The first three weeks saw people playing the Gunk Tank, The Mining Expedition, and The Big Score.  My goal with this campaign was not only to run an Outlanders Campaign but also play in it and play every mission.  The reason I made such a large Campaign Packet was so that I had all the rules codified before the campaign so I could play in it without people saying I was making biased decisions to benefit my gang.

I played the Mining Expedition on week 1, The Gunk Tank week 2 and the The Big Score on week 3.  

I thought the Mining Expedition was probably the best of the three scenarios.  I felt it was the most balanced of the three scenarios.  It allowed people to achieve the objective and still interact with the opponent.  It was the most normal of the games if that makes any sense.  

The Gunk Tank I thought was the most problematic because there was just the one objective in the middle of the board.  If one person got there first and could hold off the other then it was very difficult for one player to actually accomplish anything.  

The Big Score was a scenario that encouraged the players to have a truce and just each grab an objective and end the games, gaining Materials and not engaging the other gang at all.

We had a Downtime Week where we played two multiplayer games with different games set in the Sump Sea.  It was the beginning of our once-monthly Sump Sea Adventures Campaign.  I will be doing a series of Sump Sea Adventures posts starting soon since this week Thursday is the second Sump Sea Adventures campaign week.

The Expansion Phase lasted only two weeks instead of three and then the final week we played a modified Highway to Hell mission; which I will go into detail with later.

I played the Stealth Attack mission first in the Expansion Phase.  The Sump Whispers Delaque Gang challenged me.  I was the defender and he schooled me.  I started off ok but eventually because he outnumbered me and I had to have several gangers be sentries and not respond normally to his gangers right away, I was at a big disadvantage.  It was an ok scenario but I feel like the defender either needs more sentries or the reserves need to be dealt with differently where the defender gets more reserves sooner.

The next mission I played was in Week 6 and I had challenged the Cawdor gang.  I had some bad luck but I lost it mainly due to poor planning and tactics on my part.  Cawdor are also very tough.

The final week we played the Highway To Hell scenario from the White Dwarf that had End Campaign Scenarios. The idea was that the gangs were trying to escape out of the hive to the Ash Wastes through the Ash Gate.  Each gang had 8 gangers because that was the size of the smallest gang in the campaign at that point.  Each gang deployed in a tile with them deploying in a random order based on a dice roll.  Each turn, each gang would activate all at once and operate at the same time.  The NPCs controlled by me would activate after everyone else did each turn.  Each turn the turn order was also randomly determined.  I think the game actually played out very well.  Three gangs escaped to the Ash Wastes and three did not.


Now on to an update on Bruno's Gang.  There were some changes from the Ultrathon Gang to the one I used in this campaign.  In the Ultrathon we were able to have Specialists from the get-go so I had a guy with a long rifle; Zexx Marquis, and a guy with a flamer; Thor Gothod.  Well this was a straight-up regular campaign and when building a gang for a campaign you don't get to start with specialists in an Outcast Gang.  So those two had to go.

 


 In their place I added Korgan Manix and Big Cercadian.

 


After a game with Manix and Cercadian I added a Rebel Lord; Lady Delfinax and a Hanger-On Fixer; Mando Delar.  

The fixer allowed me to subtract 2 from the die roll when testing alliance so it was really easy to have the Rebel Lord each game.

After a few games I came back from the down time with 4 new gangers.  I knew I was going to need some chaf because Eth had challenged me to Sneak Attack and I was rather nervous.  I wanted to make sure that after that game if any of my fighters went into Recovery or were killed I would still have a decent number.


From left to right: Allara Nehome, Nero Horn, Karl Feuge, and Guillermo Odenforge.

These four fared ok but in the second-to-last game of the campaign and in Bruno's last Campaign game, Guillermo Odenforge died.  He was the only member of Bruno's gang to die during the Ultrathon or the Outlander Campaign.

 

In the final game of the Campaign we played the Highway to Hell scenario and I played the NPCs.  There was an Ogryn, a Goliath Zerker, and 2 squads for Enforcers that showed up via reserves from the opposite sides of the table.

Here are some pictures of the game:

The board setup.  The Great Ash Gate is on the right.





                                        The Enforcers arrive chasing the Roided out Zerker!



                                The other squad of Enforcers arrive trying to find the Ogryn.



 

The Ash Gate opens and the gangs start their mad dash to escape the Hive.



 The Ash Gate is wide open and the first gang attempts to escape.


In the end three gangs escaped to the Ash Wastes form the Hive through the Great Ash Gate.  The three gangs that escaped were: The Reliquariate (Cawdor), The Sump Whispers (Delaque), The Rebels of the Sacred Heart (Cawdor).

The final results along with the awarded Triumphs of the Campaign are below:


Here are the Triumph Boons:

Lord of the Badzones: +1 Rep
Outland Raider: +1 to first Priority Roll of each game when you are the attacker to a max number of 6
Outland Defender: Subtract 1 from Bottle Rolls when Defending
Scavenger: +2d6x20 Credits at start of next campaign
Master of Coin: -1 when testing Alliance with the Guild of Coin
Slaughterer: -1 when testing Alliance with the Noble House Greim
Power Broker: -1 when testing Alliance with anyone
Survivor: re-roll one die when recruiting from settlement or add one additional Hanger-on or Brute slot

The above Boons will be applied to the winning gangs at the beginning of the next Campaign that they use those gangs in.


Some thoughts on campaigns.  

I think after running this Outlander Campaign and playing in two Dominion Campaigns and a one-day event, I think I have some ideas about what is good and what is not in campaigns.

I like having a document that lays out all the rules of the campaign at the beginning.  I like the idea of having phases and "weeks".  

Modifying the first three scenarios in the Outlander campaign to have fixed rewards instead of random rewards combined with the ability of everyone to play more than one (in this case 2) games in a week was too much.  Everyone had tons of structures by the end of the campaign and many people had built themselves into a corner where they couldn't possibly build anything else.

I think having each campaign week be spread over multiple weeks may actually be a better way to do things.  Create a new post-battle sequence and a different post-week sequence would probably be good.

If the "Campaign Week" was multiple weeks and each "Campaign Week" consisted of multiple games, maybe one week everyone plays the same game and another week its rolled on a chart and then at the end of the "Campaign Week" is when you can go to the trading post and recruit new fighters and get out of recovery, the campaign could deter certain gangs getting way too powerful way too quickly.  Having everyone play on the same night helped control how many games were played also.

Also making the Triumphs mean something with specific boons granted by them at the end of the campaign would be a good motivation and a way for gangs to try for certain goals.  

A challenge was having everyone show up every week.  I think having a "Campaign Week" last for several real weeks might help mitigate this.

Next time I will be talking about the Book of the Sump and the Sump Sea Adventures Campaign and I will show off pictures of my Pirates of the Seven Sump Seas and their Ship, until then...

3 comments:

  1. Nice essay. Especially like to read your thoughts on the campaign structure, the only real way to learn from these experiments is to fail and accept that and think it through. Then go on to try again! It's so great having the same group of players now for over 20 years, we've learned so much.

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    1. Thanks! I am going to follow this up with another post about running campaigns and also a list of resources and examples of how others have run Necromunda campaigns. I have some ideas for the next campaign that is not Ash Wastes or Sump Seas. We are starting a once-a-month "Narrative" Sump Sea campaign with tonight being the second "week". For each other week that is not Sump Sea we are splitting into smaller groups and creating campaigns with 3 - 5 people each that will play games against each other and then occasionally against the other group. It is really great that we have a group that has been together for so long and that we can have people always available and willing to play. Actually playing through campaigns does give experience that "Theory-Hammer" just doesn't.

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  2. Very cool looking board, wish I could have been in on that campaign.

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