Running a Campaign

Crusade Campaign Pacing: How Long to Run It, and How It Ends

Most Crusade campaigns do not end. They fade: a missed week, then a missed month, then a group chat that goes quiet. Two decisions made before the first game prevent most of that: how long the campaign runs, and what finishing it means.

Share

A campaign that fades rarely does so because people stopped enjoying it. It fades because there was never a point at which it was meant to be over, so missing a week cost nothing, and then missing a month cost nothing either.

The answer is to treat the end as part of the design. Decide how long the campaign runs, decide what finishing it means, and tell the group both before anyone builds a list.

Pick a length you can finish

There are three common ways to set a length, and each fails in its own way:

Ways to set the length of a Crusade campaign.
LengthWorks forWatch out for
A set number of gamesGroups whose players turn up most weeksPlayers who fall behind and can never catch up
A season on the calendarClubs with a regular nightGames piling up in the last fortnight
Three or four chaptersNarrative groupsA chapter that never closes because one game is outstanding

Whichever you choose, go shorter than feels right. Three or four chapters over two to three months is enough for units to rank up, earn honours and pick up scars. A campaign that finishes and gets a sequel does more for a group than one that runs for a year on paper and six weeks in practice.

Set a cadence, and a deadline per chapter

Give every chapter a window of two or three weeks, and close it when the window closes. That one rule handles most attendance problems. A player who misses a week has a fortnight to catch up, and a player who misses the whole chapter does not hold the rest of the group up.

Chapter boundaries are also the right place to let a new player in. Joining at the start of a chapter, with a fresh force at the current points level, feels like arriving rather than catching up.

Missed games are not owed

Resist keeping a ledger of games each player still has to play. It turns the campaign into homework. If a game did not happen, it did not happen.

Escalate the points

Raising the points level each chapter does two jobs. It gives the campaign a visible arc, from skirmishes to full battles, and it gives players a reason to spend Requisition Points on a bigger Supply Limit instead of hoarding them.

Bigger games also take longer, which affects pacing more than people expect. If a chapter moves up to larger battles, give it a longer window too.

Decide what winning means

The core Crusade rules do not say how a campaign is won, so your group has to. These are the conditions most groups use:

Common Crusade campaign victory conditions.
Victory conditionGood forWatch out for
Most victoriesSimple, and rewards turning upA runaway leader by the halfway point
Best win rateGroups where attendance variesOne win from one game topping the table, so set a minimum
A deciding final battleKeeping every player in it to the endEarlier games feeling pointless, unless they shape the finale
The story decidesTwo sides fighting over the campaign's turning pointsArguments about what counted, unless the turning points are written down
No winnerRelaxed groups who play for the recordNothing to aim for, so give each chapter a goal instead

A deciding final battle is the most forgiving choice, but only if the earlier chapters still matter. Let results along the way shape the finale: who picks the battlefield, who deploys second, which side starts with an objective.

Keep the trailing players in it

The player having the worst campaign is the one most likely to stop turning up, and once one player drifts the rest follow. A few ways to keep them in:

  • Give each player a personal objective they can achieve while losing the game. The homebrew campaign guide covers how to write them.
  • Make the final chapter decide something the standings do not, so nobody is out of it by the halfway point.
  • Reward turning up. A Requisition Point for playing, win or lose, already does this, and an extra one for the player at the bottom costs the leaders very little.

End it properly

Finish with an event, not a date. A final battle with the whole group present, an epilogue the host writes, a closing line from each player about where their force ends up. Then decide together whether the forces carry into a sequel or everyone starts again.

Pacing a campaign in Echelon

Echelon has no end date and no winner field. The length is the stages you write, and the winner is whatever your group agreed. Here is what it does give you:

  • Stages are your chapters, each with a name, a prologue and a conclusion. A stage shows as Upcoming, Active or Completed from its battles, so it completes when its last battle does.
  • Every battle carries a date, a time and a points target, so the escalation is on the schedule.
  • The Standings tab ranks players by victories, then win rate, then Victory Points. Alliances, a Supporter feature, add a second table that ranks each alliance as a whole.
  • Story Beats hold the turning points the story turns on, and Missions hold the personal objectives that keep trailing players playing.
  • As host, use Pause Campaign to tell the group a campaign is on hold, and Complete Campaign to end it. Pausing locks nothing, and a completed campaign stays readable.

The campaign setup guide covers the rest of running a group campaign.

Frequently Asked Questions

How long should a Crusade campaign last?

Long enough for units to rank up and pick up a few scars, and short enough to finish. For most groups that is three or four chapters over two to three months.

How do you win a Crusade campaign?

The core Crusade rules leave it to the group. Some Crusade supplements add a campaign-wide win condition, but most groups agree their own before the first game: most victories, a deciding final battle, or the story's turning points.

What should happen when a player misses games?

Let the chapter close on time anyway. The missed games can be played late or simply not played, and a player who falls behind needs something to aim for that does not depend on the standings.

Does a Crusade campaign need a winner?

No. Plenty of groups play for the record of what happened. If you skip a winner, give each chapter its own goal so the games still lead somewhere.

This guide covers pacing and ending a Warhammer 40,000 Crusade campaign. Echelon is an independent campaign tracker and is not affiliated with or endorsed by Games Workshop.

Keep it moving

Run your campaign in chapters

Split the campaign into stages, schedule each battle, and keep the standings where everyone can see them.

Start a campaign free

Community Hub

Join the Discord

Ask other hosts how long their campaigns ran, and what they would change.

Join Community

Install Echelon App

Add Echelon to your device and it opens full screen at the table, like any other app.

We use cookies to improve your experience and serve relevant ads. Cookie policy