Quote: (Jstr19 @ 01 Dec. 2008, 06:23 )
E&C, Zombocom and I have tried to run these in the past. I'm not sure that map based campaigns are workable. We had problems of what to do when 1 person is attacked multiple times in the same movement phase or if 1 person didn't attack at all. We didn't really find an answer for that. It led to alot of waiting around while other people played games. We have also had issues in the past with allocating resourse/rebuilding points. On paper the systems we used seemed OK but in practice they again didn't work and we tried to make modifications on the run to limit the abuses. I will have to let E&C explain what we did as he has the write up. I think he started a thread in the BFG area explaining the system we used.
I helped run a map-based campaign using the a hex-map (Like mighty empires) in bournemouth. We used "on the battlefield variations" that modified the victory conditions aswell, so an underpowered army may only have to hold it's blitzkrieg, or destory a single enemy commander (This would be unknown to the opponent).
Each player had 12000 points split into 4 3000pt armies.
To take into account spaceships we limited it to a number of spaceports equal to the number of armies involved. If you lost yours (one hex on the map) then you couldn't use spaceships. Also at a forfit of a standard move a single army could be picked up OR dropped off by your fleet.
To counter the multiple attacks problem, we allowed people to drop back out of a hex without risking their army, leaving only the attackers to fight over the contested ground. If there were four armies we either built allegiances or used a knock-out style system, the losers retreating to their original hex assuming they survived the ordeal.
For supply lines we had roads, though anyone with a spaceport could supply anywhere free of charge. The spaceports were deep in your own territory, so if you lost yours it was usually towards the end of your downfall anyway.
This was a longterm campaign.
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