From: Andy Cowell <andy@c...>
Date: Sun, 31 Dec 2000 11:52:29 -0600
Subject: SG2 Campaign System Revision
I've changed/cleaned up my campaign system a bit. We started a game
last night. We only played up to the first conflict, platoon vs. platoon. My
side got chewed up, and everybody seemed to like it. Check it out:
http://www.cowell.org/~andy/min/sg2/sg2cam.pdf
Some things that aren't in there or need to be clarifed: * Wpn Platoon: May
move, support another battle this turn and move, or support two battles this
turn. May not support a battle after it is activated. * Wounded evac and
return to duty
I'd appreciate anybody looking it over and giving their comments.
From - Wed Jan 03 11:06:13 2001
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To: gzg-l@csua.berkeley.edu
Subject: Re: SG2 Campaign System Revision
In-Reply-To: Your message of "Sun, 31 Dec 2000 11:52:29 CST."
<200012311752.MAA02062@okura.cowell.org>
Date: Sun, 31 Dec 2000 11:58:07 -0600
From: Andy Cowell <andy@cowell.org>
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> In message <200012311752.MAA02062@okura.cowell.org>, Andy Cowell writes:
Oh, one other thing. I'd especially appreciate comments on the scenario
creation system. It seems fun, but it needs some work. Right now, the defender
would almost always pick "Hold Location" (it seems to me). Plus, I'd like to
have other options as well. Let me know what you think.
From - Wed Jan 03 11:06:13 2001
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From: Allan Goodall <awg@sympatico.ca>
To: gzg-l@csua.berkeley.edu
Subject: Re: SG2 Campaign System Revision
Date: Sun, 31 Dec 2000 16:55:51 -0500
Organization: Haphazard at best.
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> On Sun, 31 Dec 2000 11:58:07 -0600, Andy Cowell <andy@cowell.org> wrote:
> Oh, one other thing. I'd especially appreciate comments on the
Hi, Andy.
I've looked it over quickly. It doesn't look too bad!
I'm not sure you need a "fight" option. I think that you basically need to
have only "stay" and "retreat". When there are units in a hex, they will
either stay or leave. Here's what would happen:
1) Both units enter the hex, both choose "stay": you have a meeting
engagement. 2) One unit is in the hex, one unit enters the hex, and both
choose
"stay":
you have an assault on a defended position. 3) Both units enter the hex, one
chooses "stay" and one chooses "retreat": the retreating unit gives up the
hex, and the other unit takes the hex unopposed. 4) One unit is in the hex,
one unit enters the hex. The unit in the hex picks "stay", the unit entering
the hex chooses "retreat": the unit already in the hex retains the hex
unopposed. 5) One unit is in the hex, one unit enters the hex. The unit in the
hex picks "retreat", the unit entering the hex chooses "stay": you have a
rearguard/retreat scenario.
6) One unit is in the hex, one unit enters the hex. Both units choose
"retreat": the unit already in the hex withdraws, the unit moving into the hex
falls back. The hex is empty.
You might want to play with which unit chooses their option first:
simultaneous, defender first, or attacker first.
With what I've outlined the actual players have to decide their objectives.
The players will have to decide if the hex is worth fighting over, whether or
not it's worth taking the location, or if the destruction of enemy forces
should be a priority.
Anyway, just some thoughts...
Have you thought of some method of doing hidden movement and hidden units at a
campaign level? If so, capturing prisoners becomes a viable objective (in
actual combat, that IS a viable mission).
Wish I had a group of SG2 players that played regularly. This has me thinking
about campaign possibilities!