Stop working 4 hours away!
We are going to hold this off till at least February. We got new players demo'd this weekend, and I think it will take another month to really get the ball rolling here.
So far, we have the following playing or trying out KoW.
Me, Rob, Larry, Glen, Kurt, Shawn, Craig.
Possibles include: Dox, Tom.
I am currently planning something simple, and here is the general outline.
Your faction/army is trapped in a magical vortex. You need to collect enough crystals to escape. Crystals can be found throughout the vortex, they can be taken from other armies that are trapped and collecting them as well, or you can "sacrifice" enough of the enemy to provide the magical essence necessary to escape the vortex.
A capturable objective on the table. Collect 3 and "escape" the campaign. Any objectives captured will be brought to the next game you play, and give a small buff to a unit that is carrying it. (elite, vicious, that sort of thing)There will be clarifications about who can pick it up, and who can be assigned the item to carry.
If the unit is carrying an objective and killed, the objective is dropped, and is capturable.
The other way to "escape," is through traditional victory points. How many vp you win by will be tracked. When you score enough victory points you can escape the campaign that way as well. So, you can win by winning, or lose the game but manage to have enough objectives to escape.
(I want something easy to track, and an alternative way for weaker armies, or newer players to be able to still be successful)
A reminder that the object is to escape rather than win. It isn't so much the first person to achive the objective, as it is to not be the last one to be left behind.
If someone just ends up being 2-3 games and out, they can cycle back in. If they pick a new faction, they play at even strength. If they play the same faction, they play games -10% of the opponent for each time they cycle back in.
We can play this for as long as we want to, and if you and your opponent don't want to use the "campaign" rules, they don't have to be used.
This is my alternative to a map campaign, or true narrative campaign, giving a reason to battle, and a goal. I think this is perfect for people to dip their toe into, and is fairly loose and non-committal. If KoW really takes off strong, I am willing to run something more rigid, or "campaigny" down the road. (summertime?)