some ideas for campaign "models" could be ;
model 1. ; map campaign; each player begins with chosen forces and plays the campaign game for control of a map features. need rules for map movement and ideally 'logistics' (at least in terms of supply and replacements.) advantage in terms of game strategic manouver (on map), giving battles a (geographic) context. will likely be a few unevenly balanced battles and long campaigns, depending on map size and movement. disadvantage; requires an umpire for undetected movement and/or intel gathering. can be a lot of bookeeping required, but are easy methods for streamlining process. (eg. 'formation roster'/diary) campaign can be decided by who hold the most key territory(ies), at/for a given time period.
model 2. ; 'best of five' campaign each player begins with chosen forces and plays short series (?best of five) of random battles of up to a given points value of forces, with unlimited ability to replace losses between battles. need only logistics only in terms of replacements (ie:points value of). campaign can be decided on basis of who won most battles (/5)...... and .....who spent the least points in replacements before each battle.
model 3. ; 'tour of duty' campaign each player begins with (ussually larger) chosen forces and plays longer series (? a dozen) of random (or scripted) battles, of up to a total given points value of forces, with limited ability to replace losses between battles (eg. every four turns over twelve battles). needs logistics only in terms of replacements (ie: points value of), but does benefit from rules for commander personalities (eg. cautious, careful, bold, rash ) , commanders/formations gaining in ability(/abilities)/morale with (good) experience, and repair/upgrading of heavy equipment. (Adeptus Titanicus and Codex Titanicus had some good ideas for this, or dice re-rolls/chaos cards and upgrades will do) campaign can be decided on basis of who won most battles and who spent the least points value in replacements during campaign. model 4. ; scripted campaign each player begins with chosen forces and plays series of games that have been predetermined to occur, or from a limited set of choices(to each player) determined by a prepared campaign scenario storyline. ….requires (creative) umpire or 'given' scenario (eg. from fluff) and should play like a 'role player game', (…with Battle-groups!) … allows all phases of operations (advance, attack, defend, withdraw etc. to be played out, by each player )
model 5. ; specialist campaigns eg;5:1 "guerilla warfare", (eg. martin porter's excellent rules) (each) player plays 'good guys'/security forces, against umpire who controls/plays randomly generated "guerilla" tactical enemy. security forces must guard bases and 'vital assets' against attack from...,/and patrol looking for.... ...randomly generated (by umpire) formations of guerillas...some big. players must win tactical encounters (without too many losses/destruction), find guerilla bases/supplies, protect vital assets, and not destroy any vital assets (esp. civilians) themselves. players win campaign when enemy bodycount >'x' and exceeds their own, minus big points for civilian/vital asset losses, especially+++ if due to forces bad behaviour/fire control or just poor intel, minus points value of replacements from combat (or other) losses. ..needs good umpire and rules for civilians, hidden movement, troops panic/rampage, intel gathering,
eg;5:2 "recon/SAR/black ops", game requiring umpire and map and involving a lot of undetected movement, player must find specified object or character (on map) and recover/destroy.. will be moving on map ...may take a few games (of searching) for specified object/character to 'turn up' and formation will have to manage losses and changes to terrain and remaining TO&E during campaign. can use replacements rules provisions as either models 2. or 3. above. or randomly generated (as 5:1 above). ..needs tactical rules….eg; call in help and/or reinforcements, or 'break contact/extract', if enemy too large.
hope this is useful !
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