My fan made campaign model for ToS enjoy with your friends family or in your slow grow
Dead simple and unofficial campaign rules for the other side perfect for a slow grow leagues, buddies in basements or for a campaign in a day style "organized play" event.
Dah intent: this is to allow a small group of players to play a campaign in the other side over a series of weeks days or hours depending on what type of event your running. This is to provide you with a simple, relatively balanced easy approach to a campaign variant for The Other Side these are unofficial, and purely for personal enjoyment.
1.) Linear campaign model: or going from Point A to point B over a series of games.
In our example campaign were going to show two scouting forces intercepting each other at random leading to a more organized series of engagements between the two forces that culminates with a 2 commander battle. Because our narrative is about a scouting force finding the enemy into a skirmishing between the two forces leading to the whole of these companies engaging we will have our participants each create 2 1 commander list each featuring a unique commander with the ability to field both 1 commanders list they create together at the same time. This type of set up can be ideal for a grow league.
So rules wise:
at the start of your campaign determine how many rounds the campaign will be and how many commanders each player will field each rd. It is recommended you determine a theme and a location for this to add flavor I. Our example.
We are following the events that lead to the eventual battle of the pyramids in Egypt between earth forces and the forces of malifaux. This will follow events over 3 rds 2 rds of 1 commander each with a unique commander list and 2 rounds of two commander using the combined unique list for each player.
Determine attacker and defender in rd1- the attacker and defender will be determined in rd1 by narrative reasoning. So you can either have players flip at the start of the first game if it makes narrative sense for this to be random. Such as 2 scouting forces looking for the enemy or you can determine who is attacker by narrative mandate. As a go forward the winner of the previous round will determine attacker and defender there after for the campaign. This should make narrative sense as in our example campaign the winner will be the attacker having won vital intelligence over the opponent and being able to freely set traps and hazard the loser will have to overcome.
Laying out your rd operations and deployments.
As campaign organizer it is your job to determine the operation and deployment that is appropriate for each round of your campaign event this will include what the winner receives as bounty and or what the loser receives in disadvantage. In our example campaign were keeping it logical and simple. Rd1 set traps on killing fields. The story is two scouting parties are searching for the enemy while preparing the enemies likely advance route with boobie traps. The winner of this rd will receive the following bounties 1 additional starting tactics token at the start phase of turn 1 of the next game only. And will pick 2 enemy fireteams at the start of the game to receive an uncheatable str3 hits and whose unit receives a pinned token representative of successful setting traps on the enemies advance route. Killing fields has been selected because it offers large board space for the forces to find each other within. Because were looking at a scouting force this game will be a single commander Game.
The next round should make narrative sense and aid in the story you and your opponent are crafting here we give the event organizer some ideas and guidance in a linear campaign setup we recommend just having a single path regardless of outcome meaning no matter who wins the next battle will be the same operation and deployment. If you want a more complex campaign experience a branching style campaign would have you playing a different operation and or deployment based on winner of the previous mission. Our example is linear style for ease.
Example- rd 2 establishing a base of operations.
In this second round we find the second half of our armies attempting to setup long term supply bases so that the entire force can establish dominance of this strategic piece of ground. The losers forces being slightly mauled by the winners forces on the way in. And the winners enjoying an early tactics lead thanks to having extra time to establish their base. We will play this winner being attacker with operation being supply cache and deployment being corners representative of the attacker controlling the deployment options of the opponent thanks to their traps from the previous mission. Size this is a single commander game using the yet unused 1 commander list Stakes: winner will receive one additional tactics token at the start of game on turn 1 only this bonus is not cumulative And they can have 1 non commander unit starts the game in glory and may distribute 1 reinforcement token and 1 inspired token amongst their units. This represents hard won battle experience and the benefits of being able to maintain your supply caches in strategically important locations. The loser if they lose by a difference of 5 or less will start with 1 commander in glory and places a shaken token on one of their units. If they lost previous battle by more then 5 then 2 of their units receive a shaken token. Low morale represented this way from lack of supply.
Example 3rd Battle of the pyramids the earth side faction is always defender if no earth side faction is being used the previous rd winner is defending.
Size 2 commander this is the combined 1 commander lists you used in the 2 previous games.
Operation scavenge on confrontation
This is the final battle for the pyramids so were looking to hold strategic points on the ground for longer then our opponent. Our whole forces are Assembled and how well we played in the previous rd has given us some help or hindrances. Stakes winner of this battle.gets plus 2 to their overall differential
Winning. The campaign the winner of the campaign is the force with the highest overall differential at the end of the campaign special note if a differential in a single game is ever greater then 8 it is recorded in the final differential as an 8.
You can also if you wish to play larger or linked smaller campaigns say that the winner of this campaign can get some bonuses in the follow up campaign such as adding an overall campaign stake of the winner of this campaign begins the next campaign with all their commanders in glory. Or receives 2 inspired tokens to distribute at the start of the first game of the next campaign.
In a larger group it is possible to have 2 winners face off in the follow game for both or 2 losers if that is the case it is recommended to have a narrative direction for attacker and defender if each player had same result previous game. In the example battle for the pyramids the malifaux aligned allegiances are always considered the attacker except for the first game which is randomly determined. Hope you have fun with this and let me know what you think of.
Again general recommendations around the stakes sliders are to use tactics tokens sparingly along with glories units, use the other 4 token types more freely.
You make your fun, if it makes narrative sense do it.
Start small and simple and build to complex.
Quick branching example: recommended with smaller player count i.e. you and a buddy or 2 in base ment.
Each round should have 3 outcomes:
If earth won: then stakes x applies and do mission x
If tied: then stakes y applies then do mission y
If malifaux then stakes z applies then do mission z.
This generally requires more organizer work and tracking but can lead your campaign interesting places.
When should a rd end?
A round should end when each player has faced each other campaign player this round or each player has played at least 2 other players this rd.
Rd timeframes- if you are doing this as a compliment to a slow grow league I'd recommend 2 weeks a rd. If it is just people playing with already purchased and or painted forces reduction of that time is fine. Also totally acceptable to do in a day in leu of a tournament event.
Attrition? I am generally not a fan of attrition in a campaign as it normally leads to snowballing of one player or allegiance. That said there are some very simple ways to show an attritional toll without undermining balance 2 heavily. This could be as simple as losing force taking more pinned tokens in their next match, fireteams suffering a dmg flips at start of game that give the attritional feel without a lot of book keeping or feels bad. As this punish shouldn't be more then you see from a stratagem.
Feel free to mix it up your the general of your fun I'm just showing you a potential frame work from some quick easy campaign fun.