Campaign Host Quickstart Guide
Hosting means you own the campaign: you set it up, invite people, break it into stages and schedule the battles. This page walks through it from an empty campaign to a first battle.
Your player cap depends on tier, and it counts you: 4 on Free, 8 on Supporter, 50 on Commander.
Host Workflow Overview
Step 1: Create a New Campaign
- Click Create Crusade, in the sidebar or under Quick Actions on your Dashboard.
- Enter a Campaign name.
- Check the Edition beside it. It starts on 11th, so pick 10th if that is what your group plays.
- Set the Supply limit per roster: the points each force starts with. It defaults to
1,000. You can raise it later, but never lower it. - Customise (optional) opens the rest, all of which can wait:
- Brief description: a short summary shown on the campaign overview.
- Campaign Chronicle: the opening lore your players read when they join.
- Campaign Cover Banner, on Supporter and Commander.
- Click Create campaign.
The wizard then offers a first stage, your own roster and an invite link, one step each. Skip any of them and do it later from the campaign page. The roster step names the campaign's edition, so you know which list to export from NewRecruit or BattleScribe. The last step confirms the edition and links to the guides, this Help Centre and the Discord, and Go to my campaign takes you there.
An 11th Edition campaign gives everyone in it multi-detachment forces and Force Dispositions. If you picked the wrong edition, open the campaign menu (Campaign Options, the ⋮ button) and choose Edit Campaign, then set Ruleset Edition. Do it before players import their lists, because a campaign turns away an army list exported for the other edition. The same page holds Starting Requisition Points (default 5) and Max Participants (optional). See Campaign Setup & Settings and Detachment Rules.
Setup Checklist
The campaign Overview shows a setup checklist: create a stage, invite players, set up your roster, start the campaign and add a banner. Each step is worked out from the campaign itself rather than ticked by hand, so it stays right if you do a step somewhere else. Starting the campaign never waits for players to ready up, and scheduling your first battle starts it for you anyway. On Free, the banner step is an offer of the Supporter plan instead, and Not Interested clears it.
Step 2: Add Stages
Stages are the chapters of a campaign (e.g. Phase I: Planetfall, Phase II: Planetary Assault), and every battle belongs to one. If you made a stage in the setup wizard, the first one is done.
- Open your campaign and go to Stages.
- Click New Stage, or Create First Stage if there are none yet.
- Fill in the stage:
- Stage Name: e.g. Phase II: Planetary Assault.
- Prologue (optional): the scene your players read at the top of the chapter.
- Planet Name, Tagline and a planet type (optional), if you want the chapter to have a world attached.
- Click Create Stage.
A stage has no dates, no battle count and no points limit. The size of each game is the Points Target you set when you schedule the battle. See Stages & Narrative Phases.
Structuring Campaign Escalation
Raising the Points Target from stage to stage (e.g. 1,000 pts, then 1,500, then 2,000) lets players grow their Order of Battle and bring in new units as the story unfolds.
Step 3: Invite Players
There is no join code. Players join through an invite, either a link you share or one sent to them.
Open your campaign and click Invite Players, the button with a person and a plus sign at the bottom right of the campaign banner. The invite step on the setup checklist opens the same dialog. It has two tabs.
Share a link
- Press Get invite link. If you reached the invite step of the setup wizard, this is the link it gave you.
- Send it however suits your group: the copy button at the end of the field, the WhatsApp, X, Reddit and Facebook buttons beside Post it, Share where your device offers it, or Show QR Code for people at the table.
- Anyone with the link can join, and nobody is emailed, so you will not see who has yet to reply. If it has gone further than you meant, press Regenerate Link. The old link stops working at once.
Send an invite
- Type a display name, username or email address.
- Press Invite beside the person you mean. An address with no account behind it is shown as not on Echelon yet, and they are emailed a link to join. The invite is waiting for them when they register.
- Everyone invited this way sits under Pending Invites in the participant list (see Step 4) until they accept or you cancel it.
Use this tab when you want to know who has not answered.
How players join
A player who follows your link is added to the campaign once they have signed in or registered. If the link gets lost on the way, they can open Join a Crusade in the sidebar, paste it into Invite link or token and press Accept Invite. Someone you invited by name or email address accepts from their notifications, or from Pending Invites on their Dashboard.
Every invite lasts 7 days, links included. After that, Get invite link gives you a fresh one.
When the Campaign Is Full
The cap counts you as well as your players. Invite Players warns you when one place is left. Once the campaign is full, a player who follows your link is told the campaign is full for the host's current tier, and nobody else gets in until someone leaves or you upgrade, which raises the cap straight away. Max Participants (optional) on Edit Campaign sets a lower cap of your own. See Plans and Billing.
Step 4: Manage Players & Standings
- The row of player avatars in the campaign header opens Campaign Participants. Everyone who has joined is under Active Participants, and anyone you invited by name or email address is under Pending Invites.
- From there you can remove a player who has dropped out with Remove Participant on their row, or withdraw an invite with Cancel Invite.
- The Campaign Leaderboard on the Overview ranks everyone on their win, loss and draw record. The same table appears as Standings on the Stages page.
Requisition Points belong to each player. A player changes their own balance with Adjust RP on the Requisitions tab of their roster, and has to give a reason, which is logged. A host cannot change another player's RP, so a narrative reward or a catch-up grant is something you agree on and they enter. See Participants & Permissions.
Step 5: Advance Stages
Standings update as battles are logged with the Live Battle Companion. Stage progress is not something you set. A stage's status is worked out from the battles inside it:
- Upcoming, until a battle in the stage starts.
- Active, while any battle in it is underway.
- Complete, once every battle in it has finished. Cancelled battles are ignored.
A stage therefore advances by its battles finishing, not by being closed by hand. To move a battle to a different stage, or to put a new one in a particular stage, use the Stage field when you schedule or edit that battle.
Frequently Asked Questions
Can I edit a match result if a player made a logging mistake?
Not the result. Victory points can only be edited while the battle is still in progress, and each player files one post-battle report that cannot be filed again.
Until the battle is completed, you can change its name, mission, date, location, stage and narrative with Edit battle on the battle page. After that, the pre-battle and post-battle narratives are the only parts anyone can still write. The player can correct their own unit's experience and tallies on its Crusade Card.
How do I handle asymmetric player counts or drop-in players?
A player can join at any point. Someone arriving mid-campaign starts with the campaign's starting Supply Limit and Requisition Points, the same as everyone else did. If the rest of the group is well ahead, agree a catch-up grant and have them enter it with Adjust RP on their roster's Requisitions tab. You cannot add it for them.
Give the Campaign a Plot
Once the stages exist, two host tools turn a fixture list into a story.
Write your Story Beats: the things this Crusade is about, scoped to the whole campaign, one stage or one battle, and marked off as they land.
Hand out Missions: extra objectives for particular players, with a reward for passing and, if you want one, a penalty for failing. Write them before the game, because a finished battle takes no new ones.
Next Steps
- Learn about Campaign Setup & Advanced Settings
- Write your Story Beats and hand out Missions
- Manage Participants & Permissions
- Explore Stages & Narrative Phases