Re: Re: [NetEpic ML] Campaign System

From: <drklrd_at_...>
Date: Fri, 23 Mar 2001 07:56:32 -0500

I thought all of these ideas were pretty good,

one thing I would reccomend that would really be cool
is for the map based movement to happen in between turns in the tactical battles. this would allow for reinforcing exitsting battles

thus if a small army is forced to fight a meduim sized army, but a large allied army is near by the whole scope of the battle changes. The small army tries desperatly to last 2 or 3 turns till reinforcments arrive, while the enemy tries to annilaite the smaller force before they are reinforced. if the map based system is played out on hex or grid layout. it would even allow for flanking or rear attacks.

some friends and I worked out a system for army movement for 40K. after each turn of a tactical battle. Each army was allowed to move hex. the movement phases went 123123123. Armies were classified as either inf or vech and depending on the phase and the type teh armies moved like this

1:vechile, inf
2:vech
3:vech, inf

we based this on counter based wargames where infantry had a standard movement allowance of 4 and armor of 6 (very simplistic)

we then placed objectives on the map to fight over. Trick was afer capturing each objective. You rolled on a table to see what you got. some times it was something good, sometimes it was nothing at all, and some times you got to fight a whole hoarde of gene stealers.

it was a lot of fun

netepic_at_yahoogroups.com wrote:
> > Hello!
 
> 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


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Received on Fri Mar 23 2001 - 12:56:32 UTC

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