> Hello!
<cut some stuff>
> To overcome this problems I suggest:
> 1) The players involved in the campaign agrees upon a fixed number of
> armies, each with a fixed size, say 3k points.
>
> 2) Only 1 army can attack ar defend an area. I know this isnt quite
> realistic but gameballance is of the essence here.
>
> 3) Use the productionrules from Diplomacy. This means that certain keyareas
> on the map are suplycenters, and at the end of each campaignturn all armies
> are fully recovered. One supplycenter supports one army, you can never have
> more armies than you have supplycenters. When you loose a supplycenter, you
> loose an army and when you capture a new supplycenter, you get a new army.
>
> Any thoughts on this?
>
> Eivind
I actually wrote up a quick and dirty campaign system for epic based on
Diplomacy. it's located at:
http://www.frii.com/~dlonnon/minis/epic/dip_campaign.html
It was not meant to be extremely balanced ... rather it was meant to
give some context for epic battles. (Space Marines and IG (and Tyranids)
have some really nasty army abilities).
Things it still could use:
o Rules for combining battles
If province a supports b in attacking c, and c supports d in attack a,
it could be worked out as one battle, rather than two, with the results
of the battle affecting a and c respectively.
o Rules for voluntary retreats
If on a hold order or supporting a unit to hold, you may voluntarily
retreat before an assault (neither army rolls on the lost detachment
table).
o Rules for feints
If attacking a unit which is supporting another unit, the attacker may
decide not to actually engage in battle (no battle is fought), neither
side rolls for lost detachments, but the support is still considered cut.
o And I'm not 100% sure how much I like the detachment loss rules.
The above rules would greatly shrink the number of battles fought per turn
(from about 4-5 to about 1-2).
For those you who don't know diplomacy:
Here's a list of diplomacy maps and variants:
http://devel.diplom.org/Online/maps.html
The rules in a nutshell:
o An army may do one of 4 things, move/attack, hold, support a move/attack,
support a hold.
o A navy may do one of 5 things, move/attack, hold, support a move/attack,
support a hold, convoy an army.
o Armies may not move into water provinces, and Navies may not move inland.
o You can only use a unit to support an attack if that unit could also move
to the province being attacked.
o You can only support to hold if that unit could move to the province being
held.
o You can cut support by attacking a unit that is performing the support
(EXCEPT support cannot be cut if that support is supporting
an attack on the attacking unit or any unit supporting that attack).
o Total up the number of units attacking/supporting the attack, compare
to the total number of units holding/supporting the hold, if greater the
defender is pushed back (destroyed if nowhere to go). If equal or less
the attacker bounces. This may result in two armies attacking/moving
to the same province and bouncing off each other (neither capturing
the province).
o Each supply center captured every other (odd) turn, results in a new
unit to you. This must be built on one of your starting provinces (if
none available, tough luck). One variant allows building on captured
capitals as well.
o There are some other rules, but those are the big ones. ie you can't
attack yourself, convoys fail if a fleet in the convoy is dislodged, etc.
I've rambled on enough, hope someone finds this interesting.
DarylL
Received on Thu Mar 22 2001 - 18:11:20 UTC