From: carlparl@j... (Carl J Parlagreco)
Date: Thu, 26 Mar 1998 18:06:46 -0500
Subject: DSII: Campaign system
279,282-283,
285,287-289,294,299,302,305,313,316,318-319,324,326,329,332,334,
340-341,345-346
From: carlparl@juno.com (Carl J Parlagreco)
Reply-To: FTGZG-L@bolton.ac.uk
X-UIDL: 4294967286
Status: U
X-Mozilla-Status: 8001
Here's a system I've been developing on my own, which is being playtested for
Enigma's new miniatures rules. I was told that I still have rights to them, so
I'm glad to share them with folks. I would, however, appreciate feedback on
them if anybody uses them. Thanks.
Carl
--------- Begin forwarded message ----------
Okay, folks, here are the campaign rules that I've been working on. I've just
got the basic framework down, and I haven't had a chance to do any
playtesting, but I thought I'd present them to the group, to see how people
like them. I'm sure I'll see lots of commentary on the list about them. I've
also got another system that involves using a flowchart to plot the course of
the campaign, but that has turned into a real monster.
=======================================================
Campaign System Battle Generator, rev. 2 This is a system for generator
battles in an ongoing campaign in any of a variety of battle systems. It will
link a series of battles together into a campaign, and a series of campaigns
can be linked together to form a war. Different tables can be used to reflect
the nature of the campaign in progress (such as a major engagement between
regular forces, a guerrilla campaign against an invader, etc.) A Campaign is a
series of battles which uses the same army list. I.e., while some replacements
and casualty recovery can take place during the campaign, the forces used
throughout are basically the ones that are generated before the campaign
begins. When the campaign has ended, new army lists can be created (possibly
influenced by the outcome of the campaign), and a new campaign can begin. A
series of campaigns can be fought until a predetermined number has been won,
and this concludes the war. For instance, 5 campaigns can be fought, and the
winner of 3 of them wins the war. Or, play a series of campaigns until one
side has won 3 or more campaigns than the other. Against two equally matched
players, this war could drag on for a long time. Against unequal players, it
could be over in 3 campaigns. If the type of campaign needs to be determined,
do this first. After the campaign has been determined, generate an army list
for each side that is appropriate for the campaign. On the chart, roll 3d6 to
determine what the first battle will be. The chart will give an indication of
how much of each army is available to fight in that battle. If the chart gives
a range, any where with the range may be taken. This will permit an army to
basically forfeit a battle with minimal losses, if
the player feels s/he has little chance of winning. If the percentage is
a straight number, then that is the amount of forces that should be taken. In
general, the army with the initiative for that battle will have a greater
proportion of their forces available. Note, however, that determining the
exact percentage to bring must be determined at the time of battle, and this
is where psychological warfare comes into play, as each player tries to guess
what the other is going to do. Setting up and playing the battle will be done
in accordance with the rules that are being used. Victory will also be
determined by these rules. After the victor has been determined, it will be
necessary to award Campaign Victory Points. The winner of the battle will get
1 CVP. The loser gets none. Add this to the number of CVP already accrued. The
difference between the CVP of the Red Team and of the Blue Team is the
modifier to the battle dice roll. If Red Team has the higher total, the
modifier will be subtracted from the dice roll, thus moving the result towards
the lower end of the scale, which is more favorable to Red Team. If Blue Team
has the higher total, the modifier is added to the dice roll, moving the
result towards the higher end of the scale, which is more favorable to Blue
Team. (There are other ways of awarding CVP, according to the players'
preferences. A point could be awarded only for a decisive victory, with
nothing being awarded for a marginal victory. Or a marginal victory could gain
1 point, and a decisive victory 2 po
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ints. The former would tend to keep the CVP total from growing as fast, while
the latter would cause it to increase faster.) Note that the available forces
gives a percentage number. This is the percentage of the entire remaining army
list which may be assigned to this battle. Thus, as the campaign progresses,
the actual amount of forces available will steadily decrease. Also be aware
that, if a specific army list is drawn up, rather than a set point value, if a
unit is lost, they are gone unless some sort of casualty recovery rules are in
force. So, if the army's commanding officer is killed during the first battle
of the campaign, he will be gone for the rest of the campaign. No provision
has been made for resupply, it being assumed that all forces have sufficient
quantities of food and ammunition for the battle. It is entirely permissible,
however, to decide to limit the number of certain items (such as Vortex
Grenades in WH40K). If this is done, merely keep track of the number taken at
the start of the campaign, and mark them off the roster whenever the item is
either used, or the figure carrying it is lost in action prior to using it.
Keeping track of such basics as food, fuel, and ammunition is probably more
involved than warranted for this campaign. The percentages of available forces
does, in part, account for this, it being assumed that the forces sent off to
do
battle have been re-equipped, and anyone without ammunition or otherwise
unfit for duty being left behind. If some reckoning is desired, however, that
is up to the players involved. Eventually a Battle Roll will be made that is
modified off of the end of the table. This indicates the end of the campaign.
Forces can then be set up for the next campaign (assuming the war hasn't
ended). Categories on the Tables There are five entries on the tables. What
follows is a brief description of each: 1. Init: This shows which side has the
initiative at the moment. In the WinWord file, this is easier to depict than
it is here. Suffice to say
that for rolls 3-10, Red Team has the initative, and for rolls 11-18,
Blue Team has the initiative. This is informational, only. Because of the ebb
and flow of the campaign, it is possible for the initiative to change from one
battle to the next. For instance, if one battle is selected on a roll of 12,
this means that Blue Team has the initiative for that battle. Regardless of
who wins, if the next roll for a battle is a 6, then Red Team has the
initiative. Because of the variability of this, a better judge of who is ahead
in the campaign is the VP total, and the resulting modifier of the Battle Dice
Roll.
2. Roll: This is the roll on the dice to determine which battle is to be
fought. After the dice are rolled, the number is modified by the CVP modifier,
and then the battle looked up on the table. Notice that if the dice roll is
modified off of the end of the table, the campaign is concluded, and victory
is declared. The roll can be made with 3d6, to
give a range from 3-18, or 2d6+3, for a roll of 5-15.
3. Battle: What kind of battle will this be--a classic Meeting
Engagement, an Ambush, a Reconnaissance in Force, etc.
4. Battle Description: A brief description of what is happening on the
battlefield. Not that this will be on a line beneath the above items, due to
the limitations of this email.
5. Battle Notes: Information about the setup of the battle, and the available
forces. Note that the available forces is listed as a percentage of the total
army at the time, not the beginning army list. Thus, the actual forces will
continue to decrease through the campaign. So, if a Meeting Engagement is
fought near the beginning of the campaign between two 2,000pt armies, the
forces can be up to 2,000 points. Later in the campaign, after losses have
been accrued, the two forces could be 1,750 vs. 1,400. Note, too, that while
the percentage is a maximum, a player can opt to put out less than this
amount. As little as half of the stated percentage can be taken to the battle,
but no less than this. Also, if the target of the scenar
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io is part of the forces (specifically the ambush scenario, where 15% of the
force must be in transport), this amount cannot be reduced. Only the combatant
forces can be reduced. This will be placed below the Battle Description, again
due to the limitations of this email.
Generic Battle Generator Table, 3d6
The following is a campaign chart based on a 3-18 die roll. Note: To
make the campaign run longer, instead off rolling 3d6, roll 2d6, add 3
(actually it should be 3.5), and then modify by victory points. Generic Battle
Table Ini Roll Battle <3 Red Victory Description: The tide of battle has
turned decisively in favor of Red Team.
Notes: This is a non-battle event. The campaign is concluded, and the
Red Team has won.
3 Last Stand Description: A unit from Blue Team has been cut off, and must
fight to survive. Notes: Blue Team sets up in the center of the board. They
have been cut
off, and have to resist as long as they can. Forces: Red Team: 15%-30%;
Blue Team: 15%
4 Ambush Description: Desperate to cut off the flow of reinforcements to the
battlezone, the Blue Team sends a force into enemy territory and ambushes a
Red Team convoy. Notes: The Red Team have numerical advantage, but they start
the game off in column, exposed, and about half their force is composed of
noncombatant units (transport vehicles, etc.) The Blue Team start in position,
hidden, and have initiative for the first turn. Forces: Red
Team: 15%-30% (0%-15% combat, 15% transport); Blue Team: 10%-20%
5 Reconnaissance Description: Red Team is trying to locate and identify Blue
Team Forces, and get the information back to HQ. Notes: Red Team has the
initiative, and moves first. Blue Team is unable to move any units until at
least one Red Team unit has been spotted. To reconnoiter enemy units, Red Team
must get a unit within direct line of sight to an unhidden Blue Team unit, or
engage in combat with any Blue Team unit. After Blue Team units have been
reconnoitered, at least one Red Team unit must exit off their own board edge.
Forces: Red Team:
05%-15%; Blue Team: 15%-30%
6 Raid
Description: After pushing into occupied territory, the Red Team breaks
through and strikes at Blue Team's support echelons. Notes: The Red Team has
the initiative on the first turn. Place noncombatant facilities in the Blue
Team's setup area. Objective of the Red Team is to destroy these facilities.
Set up 1d6 'facilities' pieces of terrain within the Blue Team's deployment
area. Facilities must be at
least 3" apart. Forces: Red Team: 25%-50%; Blue Team: 25%-50%
7 Rear Guard Action Description: After taking a beating, the Blue Team is
trying to withdraw. Units are set in place to hold back the Defender's
attacks, while the Raider's main forces retreat to safety. Notes: A small Blue
Team detachment is emplaced in the middle of the
board. They must prevent the Red Team from exiting any combat-ready
units off the board from their table edge for a set number of turns. Forces:
Red Team: 30%-50%; Blue Team: 15%-25%
8 Patrol Description: An offensive sorty by the Red Team probes at Blue Team
territory. Notes: Red Team starts off with numerical superiority and the
initiative. Blue Team starts off in position, with some defensive works, and
non-combat facilities. Set up 1d6 'facilities' pieces of terrain within
the Blue Team's deployment area. Facilities must be at least 6" apart.
Forces: Red Team: 80%-100%; Blue Team: 60%-80%
9 Attack Description: The Red Team engages in offensive operations against
Blue Team forces. Notes: The Red Team has the initiative on the first move of
the game.
Forces: Red Team: 80%-100%; Blue Team: 70%-90%
10 Meeting Engagement Description: Opposing forces meet in battle while
maneuvering for an advantage. Notes: Approximately equal forces on each side.
Red Team has the
initiative, and moves first. Forces: Red Team: 75%-100%; Blue Team:
75%-100%
11 Meeting Engage-ment
Description: Opposing forces meet in battle while maneuvering for an
advantage. Notes: Approximately equal forces on each side. Blue Team has the
initiative,
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and moves first. Forces: Red Team: 75%-100%; Blue Team:
75%-100%
12 Attack Description: The Blue Team engages in offensive operations against
Red Team forces. Notes: The Blue Team has the initiative on the first move of
the game.
Forces: Red Team: 70%-90%; Blue Team: 80%-100%
13 Patrol Description: An offensive sorty by the Blue Team probes at Red Team
territory. Notes: Blue Team starts off with numerical superiority and the
initiative. Red Team starts off in position, with some defensive works,
and non-combat facilities. Set up 1d6 'facilities' pieces of terrain
within the Red Team's deployment area. Facilities must be at least 6"
apart. Forces: Red Team: 60%-80%; Blue Team: 80%-100%
14 Rear Guard Action Description: After taking a beating, Red Team is trying
to withdraw. Notes: Units are set in place to hold back Blue Team's attacks,
while Red's main forces retreat to safety. A small Red Team detachment is
emplaced in the middle of the board. They must prevent Blue Team from
exiting any combat-ready units off the board from their table edge for a
set number of turns. Forces: Red Team: 15%-25%; Blue Team: 30%-50%
15 Raid
Description: After pushing into enemy territory, the Blue Team breaks through
and strikes at Red Team's support echelons. Notes: The Blue Team has the
initiative on the first turn. Place noncombatant facilities in the Defender's
setup area. Objective of the Blue Team is to destroy these facilities. Set up
1d6 'facilities' pieces of terrain within the Red Team's deployment area.
Facilities must be at
least 3" apart. Forces: Red Team: 25%-50%; Blue Team: 25%-50%
16 Re-onnaissance
Description: Blue Team is trying to locate and identify Red Team Forces, and
get the information back to HQ. Notes: Blue Team has the initiative, and moves
first. Red Team is unable to move any units until at least one Blue Team unit
has been spotted. To reconnoiter enemy units, Blue Team must get a unit within
direct line of sight to an unhidden Red Team unit, or engage in combat with
any Red Team unit. After Red Team units have been reconnoitered, at least one
Blue
Team unit must exit off own board edge. Forces: Red Team: 15%-30%; Blue
Team: 05%-15%
17 Ambush Description: Desperate to stem the onslaught from the stars, the Red
Team sends a raiding force into occupied territory and ambushes a Blue Team
convoy. Notes: The Blue Team have numerical advantage, but they start the game
off in column, exposed, and about half their force is composed of noncombatant
units (transport vehicles, etc.) The Red Team start in position, hidden, and
have initiative for the first turn. Forces: Red
Team: 10%-20%; Blue Team: 15%-30% (0%-15% combat, 15% transport)
18 Last Stand Description: A unit from Red Team has been cut off, and must
fight to survive. Notes: Red Team sets up in the center of the board. They
have been cut off, and have to resist as long as they can. Forces: Red Team:
15%; Blue
Team: 15%-30%
> 18 Blue Victory
Notes: This is a non-battle event. The campaign is concluded, and the
Blue Team has won.
Types of Tables
The above table is a good, general-purpose table. Below are some
other ideas for tables. If multiple tables are being used, some way of
determining which table to use must be determined. One way would be to allow
the winner of a campaign to choose the table for the next campaign. Some of
the Table Ideas are: 1. Guerrilla Campaign This table would have more ambushes
and raids on it, and fewer open field battles. There would probably also be a
greater disparity in the available forces than in the standard table.
Something such as the Russian Campaign in Afghanistan would be played on this
table. 2. Winter Campaign This would be mostly Patrols and Raids, as major
operations are not normally undertaken in winter weather. Of course, a Battle
of the Bulge is always a possibility. 3. Island Hopping This would be like
W.W.II in the Pacific. It would have a lot of assaults on enemy strongholds,
as one side or the other makes
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their way along island chains towards the enemy's homeland. 4. Low Intensity
Warfare Warfare hasn't actually broken out between the two sides. This table
would actually be used for the preliminary stages of the conflict. It would
have a lot of raids and patrols, and maybe a
few non-game items to represent diplomatic incidents. The difference for
this one is, when the roll is modified off of the end of the table, it
indicates the declaration of war by one side or the other (where the winner of
the campaign has decided to take the plunge and invade the other side). 5.
Gang Warfare This could be the kind of events such as depicted in Necromunda.
It could be street gangs, outlaw gangs in the old west, Gangsters in Chicago,
etc. 6. Air or Space Combat I suppose this would work, but I'm not sure how.
This will take some thought. Types of Campaigns As written, these campaign
rules are designed for modern and
science-fiction land warfare. The game rules I actually looked at when
trying to decide upon the campaigns were Stargrunt II, FireFight, and
Warhammer 40K. The same basic idea should work for other campaign types, as
well. 1. Modern & SF Skirmish This is what the campaign is currently geared
for. 2. Modern & SF Micro There shouldn't be any differences for this, either.
Dirtside II, Modern Microarmor, Epic40K should all work with these rules as
they stand. 3. Naval Combat Fleet Actions would replace open field battles.
Raids would be attacks on enemy harbors. Perhaps an ambush could be
represented by a submarine attack on a convoy.
4. Ancient/Medieval Except for the addition of a Siege, the options are
probably mostly usable as-is.
5. Smash and Grab The original concept was for a Star Viking type of campaign.
In this case, the campaign represents a single expedition against a victim
planet. When the campaign is completed, there is no
follow-up. If the defenders have won the campaign, the raiders have been
driven off, and get nothing for their trouble. If the raiders have won, they
get an opportunity to pillage the defenders' resources.