Re: [Epic] Campaign Rules

From: Peter Ramos <pramos1_at_...>
Date: Mon, 03 Mar 1997 15:28:30 +0000

> I have been using a similar system, I can give you a summary if you'd
> > like.
>
> Please do.
>
> Scott
> shupes_at_...
>

I'll make the summary brief, if you are interested in a complete version
I can type it and send to you directly if thats agreeable.

Steps
1.A you need some hex paper, draw a suitable sized landmass to
acommodate the players. It is better to get hex paper with some that has
numbering of individual hexes, although you can do it yourself just as
well (I'll explain why later).
2. include whatever terrain features desireable and clear state their
effects on movement of armies (not necessarily smaller sized units).
3. also include on the map sites of natural resources, these be be
reason in themselves for some battles as much as eliminating other
players (examples: high energy fuel, adamantite stell mines etc.).
4. use some colored pins to indicate and perhaps a little tag with a
number (to keep unit identity hidden)
5. place one capital city or site for each player and roll a d6 (reroll
ties) and in order of higher die roll pick a site that will be that
players capital.
6.each player buys a force up to the agreed limit, 50000 points being
the usual. At this point he divides his forces in to armies and recon
groups these totals and composition should be kept secret.
7. army size may vary but should not be smaller than 3000 points.
8. recon forces should not be larger than 1500 points
9. using the numbered hexes a player may place recon units for the
purposes of ambush (hence no marker is placed to keep it secret). no
more than 2 ambush forces can be active at the same time

Movement
Roll for initiative lower die rolls move last. you move one force at a
tome alternating armies between players.
For the scale of strategic movement there are three types:

Armies; basically any type of unit composition including battle groups,
these move three hexes per turn
Recon forces; these are generally made up of fast moving mechanized
troops or vehicles, these move 5 hexes per turn, these may perform
ambushes and may scout units within 2 hexes( a small table tells you the
effects of scouting)
Flyers; these dont have a hex move per say and they may perform
airstrikes to enemy bases which are resolved abstractly and basically
induces resource point loss on the enemy. If the enemy has flyers at the
point of attack or within 10 hexex he may intercept(usually very small
battles), survivors may continue mission.flyers may also scout as one of
their missions. they return after the mission is done.

If any movement crosses a hex with an ambushing unit a battle ensues
with the ambusher placing his forces last and gaining initiative the
first turn of battle.

A army that enters a opposing armies hex provokes a battle (resolved
normally)

Many turns may elapse without battles so just use the above movement
until they occur.

Battles

A recon force may always decide to disengage if the opponent is an army,
due to its rapid mobility. otherwise a battle as normal takes place.

Battles are rarely between equal points forces. To determine the Vp
total to win divide the total of both armies by two and that total is
roughly the vp's needed to win (you can use any other proportion method
to calculate this).

Resolve all battles begun this turn, any battle that lasts more than 3
turns (regular epic turns) means the battle is a long one and is
resolved in the next campaign turn (meaning adding reinforcements is
possible).

If the opponent is in a city he may elected to defend and the ensueing
battle is a siege, using the appropiate rules.

End phase of campaign turn

You gain resouce points from your capital (d6 +2 X 100 Points) and any
cities or resources you control.

These points may be used for the following:
Construct new units
replace losses of broken detachments and companies during battle
construct/repair/ titans
In other words the more you conquer and control resources the more able
you are to replace losses and construct units.

There is also a random events table for this phase, but it is not
necessary for play if it is not wanted.

This is a very rough draft, but the basic skeleton is there. the nice
thing about it is that you can add your own rules very easily or
eliminate what you dont like. also "winning" can be varied, either
wiping your enemy out or some other agreed upon objective.

Peter
Received on Mon Mar 03 1997 - 15:28:30 UTC

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