Tabletop Conflict allows you to link your battles and gaming sessions for your favourite tabletop games. From a linear progression through objectives, to full-on freedom of moving wherever you like throughout open maps.
Whether linking space battles into epic starship conflicts, moving through oceans with fleets of seafaring vessels, recreating D-Day, testing alternative napoleonic strategies or unfolding legendary fantasy conflict with forces of Chaos and Orc armies, all is possible and far more.
Not only is it easy for you to create a campaign, Tabletop Conflict will also help manage and organise all the players too - sending out invitations with details of the campaign, chasing them when it's their turn, assist them in arranging and scheduling their games and reminding them to submit their results. With notifications via the site and email, we'll keep them informed and engaged with progress and news throughout your campaign.
Story Driven Campaigns
From initially setting the scene for each team, to trigger points throughout unravelling the story based on player actions, movements, battle successes or failures. Pre-defined campaigns designed for specific stories can be played, created for specific genres or game worlds, with flexibility on replayability using random encounters, different campaign maps, leading to every game being different.
Campaign settings allow you to shape your campaign with more depth, including resource gathering to increase your force size, tracking your survivors and controlling army points. Real world battles are initiated with a battle brief, detailing any deployment setup, force lineup and landscape considerations.
But you're always free to create your own story - Craft your own backdrop and context for any standard campaign and continue to enhance it throughout with updates, and of course players can enhance it further with their own battle reports capturing the essence of the battle firsthand.
Whether you want a one minute quick start, or deep dive into all the settings to customise your campaign - you have the control, with full descriptions and help throughout informing you how it's visualised or impacts within the campaign.
Campaigns can vary wildly with resource points generated based on area claimed, mining and farming resources obtained, per turn or after the results of battle. Or simply not track or gain army points!
In addition to general controls such as total armies each player can field, there's finer controls such as fog of war, movement distance, how far a losing army gets pushed back or if even for deathmatch style - losing a battle means the army is removed from the campaign!
Importantly, these settings are a framework which can still be overruled, leaving you in control to run the campaign the way you want to play.
Victory & Progress
There are 3 different point systems possible within Tabletop Conflict, with the aim of being able to translate to your favourite game mechanic as flexible as possible. Any or none of these can be used.
Campaign Points - Used to measure progress within the campaign, compare players and ultimately in most scenarios, an objective score to win the campaign.
Army Points - If active, this tracks the total points for your entire force across all your armies, or can maintain points allocated to each individual army.
Command Points - When implemented, these add the ability to exchange for added benefits relating to your game, at a campaign or battle level, this could be bonus starting position within a battle, unit movement or disrupting another players supply lines or army movement. But game specific these could be used to gain specific skills, abilities or equipment. Players may either start with a fixed amount, earn them throughout the campaign, or sacrifice campaign points to gain them!
Maintain Army or Warband lists
Want to track your favourite Kill Team? Level up your High Paladin hero? Or keep your whole army in check with the slain and new recruits? Tabletop Conflict allows you to track these throughout your games, as well as saving your favourite army lists for future use.
You can mix up army sizes, from a full Kings of War army to a Vanguard scout force - all within the same campaign.
The six ships jolted out of hyperspace in sync, spread out into formation to avoid any incoming fire. The fighters quickly opened out their cross-shaped wings and boosted the engines.
“You see anything, D4?” I called back to my droid.
A string of high-pitched beeps let me know we were in the right place.
“Okay rebels, this is it.” I spoke over the comm. “Roll call.” My fellow pilots quickly listed off their names. We were Scarlet Squadron, one of the last remaining fighter squads. Our ships were battered and outdated, easily outpaced by the imperial fighters and essentially useless against deflector shields, save for our limited supply of proton torpedoes. Between the six of us, we had only four torpedoes remaining.
“D4 tells me we’re closing in on the imperial destroyer. Prepare yourselves for a dogfight. No doubt we’ll be coming in hot.” We had been tasked with taking out a destroyer headed for the planet Darkin 3, home to a rebel-allied city housing refugees from its imperial-controlled satellite moons. The base had remained a secret for years, but a recent infiltration by force-sensitive imperial spies had exposed our operations on the planet, and the empire was responding with lethal force.
“Squadron leader.” I heard a voice in my ear.
“Go ahead Scarlet 5.”
“I’m picking up movement to our flanks, I think they’ve deployed.”
“Already? It can’t be… D4, check your location drive.” Nervously I twitched with the controls of my fighter, practising evasive manoeuvres in my mind. A shrill piping from the droid confirmed my worst fears.
“Scarlet Squadron, that’s not fighters. That’s Darth Vok’s ship.” I heard the gasps of my fellow pilots in my ears.
“Should we fall back?”
I steeled myself for a moment, trying to focus on the task ahead.
“No,” I replied. “this planet needs us. The alliance needs us.”