Stunke
01-12-2006, 08:05 PM
Okay some of you out there have been in the army at some time, and I need your perspective on some things.
I'm trying to make some sort of campaign rules, so you can pit your armies against eachother, just as if a real life war campaign was at large.
So I'm thinking of making about 9-10 different scenarios you can play against your opponent as a part of the campaign. The scenario that is being played will be determined by the two players rolling for the tactical initiative, so to speak, catching the enemy off guard.
The scenarios so far are:
Take and hold (for better positioning in a later game)
Breakthrough (an attempt to encircle an enemy, preventing them from getting to the frontline)
Assault (all out assault, an extreme attack to make sure the enemy will not be able to bring certain soldiers to an upcoming battle)
Ambush (maybe combined with a capture or an assassination attempt)
Stand off (regular battle, line up, fight)
Patrol (game comprised of a lot of terrain and only few unit scattered across the board, one forces trying to prevent the other from bringing home intel)
Trench warfare (with special rules for blast attacks, flamers and Hold "actions", this was meant to be an action filled game where close combat armies would really get to sweat)
Raid (raiding an ammo dump or a radio post, preventing intel, or ammo from reaching the main army)
I'm aware that these are not real life tactics, but let me know if you think anything needs to be implemented or changed...
Like real life tactics, what are the soldiers trying to archive, and what benefits will they yield. Translated into this simplistic world of wargaming of course.
Well anything really.
---------------
I am thinking of making primary and secondary obejectives.
The primary being winning the scenario at hand, the secondary would be capturing an enemy officer, inserting agents, assassination or fatigueing the enemy.
The secondary objectives will not only need to be completed during the game, there is also a slight chance that they might not even suceed after all, so I'm hoping they will not end up dominating the campaign.
Every fation will have a certai secondary objective that they will be strong against.
Forsaken will discover spies, Dragyri wont break during torture, skarrd cant be stressed and fatigued, brood wont be affected by assassinations.
Both armies have a pool of points (maybe 3000) that they get to make their armies from, then their casualties are taken from this pool untill one player reaches zero points. Over the course of many battles naturally.
During the campaign certain scenarios will gain more troops, and there will ofc be a limit to how often these can be played.
Every army will have a named general, colonel and captain. Capturing these will give the opportunity to extract more info, but you never know when they will be fielded!
Any feedback would be greatly appreciated.
Thank you.
I'm trying to make some sort of campaign rules, so you can pit your armies against eachother, just as if a real life war campaign was at large.
So I'm thinking of making about 9-10 different scenarios you can play against your opponent as a part of the campaign. The scenario that is being played will be determined by the two players rolling for the tactical initiative, so to speak, catching the enemy off guard.
The scenarios so far are:
Take and hold (for better positioning in a later game)
Breakthrough (an attempt to encircle an enemy, preventing them from getting to the frontline)
Assault (all out assault, an extreme attack to make sure the enemy will not be able to bring certain soldiers to an upcoming battle)
Ambush (maybe combined with a capture or an assassination attempt)
Stand off (regular battle, line up, fight)
Patrol (game comprised of a lot of terrain and only few unit scattered across the board, one forces trying to prevent the other from bringing home intel)
Trench warfare (with special rules for blast attacks, flamers and Hold "actions", this was meant to be an action filled game where close combat armies would really get to sweat)
Raid (raiding an ammo dump or a radio post, preventing intel, or ammo from reaching the main army)
I'm aware that these are not real life tactics, but let me know if you think anything needs to be implemented or changed...
Like real life tactics, what are the soldiers trying to archive, and what benefits will they yield. Translated into this simplistic world of wargaming of course.
Well anything really.
---------------
I am thinking of making primary and secondary obejectives.
The primary being winning the scenario at hand, the secondary would be capturing an enemy officer, inserting agents, assassination or fatigueing the enemy.
The secondary objectives will not only need to be completed during the game, there is also a slight chance that they might not even suceed after all, so I'm hoping they will not end up dominating the campaign.
Every fation will have a certai secondary objective that they will be strong against.
Forsaken will discover spies, Dragyri wont break during torture, skarrd cant be stressed and fatigued, brood wont be affected by assassinations.
Both armies have a pool of points (maybe 3000) that they get to make their armies from, then their casualties are taken from this pool untill one player reaches zero points. Over the course of many battles naturally.
During the campaign certain scenarios will gain more troops, and there will ofc be a limit to how often these can be played.
Every army will have a named general, colonel and captain. Capturing these will give the opportunity to extract more info, but you never know when they will be fielded!
Any feedback would be greatly appreciated.
Thank you.