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campaign ideas http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=15484 |
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Author: | BenE [ Sat May 02, 2009 1:03 pm ] |
Post subject: | campaign ideas |
This was moved from a different thread: I love the ideas of having random troops in games adding an unexpected element to the game! Say playing the escalating engagement scenario and whoever wins is the attacker for the campaign. 6 points are assigned a number. Each side write an 18,000 pt list and splits it anyway they want between 6 points secretly. After troops are assinged a dice is rolled by attacker to see which is played (with attacker allowed to reroll). During the game formations are allowed to withdraw by moving off their own table edge. After the game whole formations that are destroyed stay destroyed. Formations on the winning side of the battle still surviving must stay put, they may be reinforced but nothing may leave. Sides may move 1 formation from every position (6 total) or deploy as many as is available from reserve. Defender then becomes Attacker/counter-attacker. continues for as long as you want or until one side concedes as they can see no hope of victory. e.g. game 1 = 3000pts escalation A vs B A=orks B=guard A wins and is now attacker both sides generate 18k points of troops and can split them between 6 positions or leave in reserves B knows they will be defending in missions so takes 12k worth of siegemasters,3K AMTL and 3k elysians for any counterattacks. B deploys 2k of siegemasters to each point and keeps AMTL and elysians in reserve. A takes 6k speed freaks,6k OGBM and 6k infantry heavy normal orks. A deploys 3k of speed freaks to point 3-4 and 1k OGBM to point 3-4. A also deploys 1k of orks to points 2-5 to scout out the defences. A rolls for position and rolls a 1. As they have no troops there they elect to roll again rolling 5. They have to accept this result and play the game. The orks are hopelessly outmatched by the artillery and defense works and withdraw early on suffering few losses. Both Sides reorganise B places his 3k AMTL over points 5+6 hoping the orks are still only there in a small force. Player A places another 1k normal orks at points 2+5 just in case there is a small counterattack. The guard player rolls a 5 and goes for it, easily winning. Reorganise again. A deploys all remaining OGBM to point 5 and remaining orks to point 2. B moves superheavy tanks to support counter-attack expecting it to be countered by gargants. A roll a 4 and attack. A wins suffering heavvy losses to speedfreak mobs but OGBM forces suffer few losses due to lack of guard anti titan weapons. rinse and repeat. I may try this out as it requires people to think out side of a single deployment. Maybe all initial missions play the assualt mission. The counterattack is a normal game etc. there could even be a map based around two sets of defenses facing each other : One half of the map: Pos 1 2 3 4 5 6 no mans land cleanse DEF scen: Assault -DEF scen2 normal game city assault if the attacker loses in no mans land then they become defender and all troops are pulled back and redeployed. loads of extra rules can be added in e.g. reinforcement rolls each side gets d6 x 500points to place in their reserves. Rapid reaction forces: defender may have up to 3 seperate 1000pt RR forces. Each one covers 2 positions and may be added to the defenders force. Preliminary bombardment = every indirect fire weapon in the attackers reserves section is allowed an activation in the first turn with unlimited range. If the activation is failed the gunners got the wrong co-ordinates and the defender may carry out the attack on any unit on either side immediately. |
Author: | Chroma [ Sat May 02, 2009 1:40 pm ] |
Post subject: | campaign ideas |
Quote: (BenE @ 02 May 2009, 13:03 ) if the attacker loses in no mans land then they become defender and all troops are pulled back and redeployed. I have a "No Man's Land" scenario for "EPIC: Total War", but it's still a work-in-progress... represents a "bogged down" battlefield more than "neutral" ground between forces though. I'll see what I can finish on it this weekend and send it to you if it's presentable. |
Author: | Gary [ Sat May 02, 2009 1:41 pm ] |
Post subject: | campaign ideas |
Nice ideas, but you probably need to be a bit careful about allowing very unevenly matched battles as these might not be much fun to play. Small points differences would be good though. |
Author: | Ginger [ Sat May 02, 2009 2:41 pm ] |
Post subject: | campaign ideas |
I really like the ideas here, but I think you need to have some way of deciding how the campaign is won / lost eg, the first to control 5x battlefields. On very uneven battles, as I understand it the weaker side can withdraw everything immediately, leaving the larger side in control of the battlefield, but with forces that cannot be extracted until that battlefield is revisited. However, I do see some problems, mainly in the re-deployment mechanics: -
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Author: | BenE [ Mon May 04, 2009 12:47 pm ] |
Post subject: | campaign ideas |
some good points, as this is only a WIP i'm open to any suggestions. tyring to address some of them: On very uneven battles, as I understand it the weaker side can withdraw everything immediately, leaving the larger side in control of the battlefield, but with forces that cannot be extracted until that battlefield is revisited. Only attackers can withdraw from a battle if they do so they lose the initiative allowing the defenders a chance to counterattack. The defenders then know that the majority of enemy troops are probably deployed elsewhere and will try to launch their counter along this point. How do you determine the winners / losers in each battle - using the usual tournament victory conditions? It depends on the mission being played, the cleanse scenario posted by (sorry can't remember who but its the guys doing the epic total war scenario expansion i think) will have its own victory conditions, the assualt scenario has its own conditions and obv the normal tournament game has its own conditions. What is to stop the player that is winning from exiting surplus formations during the game? Nothing but remember the attacker is the only side that can withdraw that game, the defender is too determined/surprised/has nowhere to retreat to. I think there may need to be some minimum allocation to prevent a player from putting a single formation on each battlefield to "lock in" the initial enemy forces to a single table, allowing them to outnumber enemy formations elsewhere in the next battle. They could do this but that would give the enemy a win and in the case of the defender 1 win is 1 more step to defeat and if your the attacker it allows your opponent the initiative to counter-attack and you have to guess where he'll come from. E:A generally relies on complete openness, so I presume that the formation allocation process would be done as a separate mechanic, which you should document as well. Something along the lines of each player taking turns to pick a formation and allocate it to a table or to reserve. During each subsequent "reorganisation" phase, the players may only allocate those formations in reserve. I should of include how i intended this to be done yes, an oversight by me. I meant for both players to write 18k worth of armylists in anyway they see fit. With a reccurring theme if possible i.e. a chaos incursion, an ork waagh, an imperial expeditionary force etc. These lists are then shown to the opposition prior to writing out the deployment lists. The deployment lists should be seperate and listed as 1,2,3,4,5,6, artillery reserves, aircraft/spacecraft reserves, reserves. Once complete these are kept secret apart from the artilley reserve abd the aircraft/spaceship reserve and are updated by crossing through the formation once and writing destroyed on turn#/redeployed to point# on turn# and the additions should be made at the bottom of the list so at the end of the campaign deployment histories can be easily followed. How do you propose to handle A/c and Spaceships? Are they permanently in "reserve" or are they allocated to each table? A/C and spaceships have their own reserve pool and can be allocated just before the battle begins. They should follow the normal restrictions for selecting them i.e. no more than 33% of points can be aircraftso a 1000pt force could field an extra 333pts of a/c. This should prevent a tiny force having ridiculous amounts of airsupport. Do you need to add some mechanic to avoid the random selection of uncontested battlefields? (ie where a battle has occurred and only one person has troops in the battlefield) If the defender fails to defend a point then he should learn to defend better. The attacker has the option to reroll so if he fails to select a battlefield with troops belonging to him on then the defender has seized the initiative after scouting parties detect no troops in one area. If neither side has troops then it is simply rerolled after both sides reveal they have nothing there by turning over their deployment lists for that point. As fr victory conditions the winner of the cleanse type mission in no mans land needs 3 consecutive victories after that initial win to be the overall victor. The defender wins by either exhausting the attackers troops or by pushing him back to a cleanse mission and defeating him and becoming the attacker. The new attacker then has the same victory conditions as before. e.g Assault Player 2 wins Tournament game assault cleanse START HERE VICTORY moves the player a step closer to other side Assault Tournament game assault Player 1 wins |
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