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DSII: Campaign system

From:
Date: Thu, 26 Mar 1998 18:06:46 -0500
Subject: DSII: Campaign system

279,282-283,
285,287-289,294,299,302,305,313,316,318-319,324,326,329,332,334,
340-341,345-346
From: carlparl@juno.com (Carl J Parlagreco)
Reply-To: FTGZG-L@bolton.ac.uk
X-UIDL: 4294967286
Status: U
X-Mozilla-Status: 8001

Here's a system I've been developing on my own, which is being
playtested
for Enigma's new miniatures rules. I was told that I still have rights
to
them, so I'm glad to share them with folks. I would, however, appreciate
feedback on them if anybody uses them. Thanks.

Carl

--------- Begin forwarded message ----------

Okay, folks, here are the campaign rules that I've been working on. I've
just got the basic framework down, and I haven't had a chance to do any
playtesting, but I thought I'd present them to the group, to see how
people like them. I'm sure I'll see lots of commentary on the list about
them. I've also got another system that involves using a flowchart to
plot the course of the campaign, but that has turned into a real
monster.

=======================================================

Campaign System Battle Generator, rev. 2
	This is a system for generator battles in an ongoing campaign in
any of a variety of battle systems. It will link a series of battles
together into a campaign, and a series of campaigns can be linked
together to form a war. Different tables can be used to reflect the
nature of the campaign in progress (such as a major engagement between
regular forces, a guerrilla campaign against an invader, etc.)
	A Campaign is a series of battles which uses the same army list.
I.e., while some replacements and casualty recovery can take place
during
the campaign, the forces used throughout are basically the ones that are
generated before the campaign begins. When the campaign has ended, new
army lists can be created (possibly influenced by the outcome of the
campaign), and a new campaign can begin. A series of campaigns can be
fought until a predetermined number has been won, and this concludes the
war. For instance, 5 campaigns can be fought, and the winner of 3 of
them
wins the war. Or, play a series of campaigns until one side has won 3 or
more campaigns than the other. Against two equally matched players, this
war could drag on for a long time. Against unequal players, it could be
over in 3 campaigns.
	If the type of campaign needs to be determined, do this first.
After the campaign has been determined, generate an army list for each
side that is appropriate for the campaign. On the chart, roll 3d6 to
determine what the first battle will be. The chart will give an
indication of how much of each army is available to fight in that
battle.
If the chart gives a range, any where with the range may be taken. This
will permit an army to basically forfeit a battle with minimal losses,
if
the player feels s/he has little chance of winning. If the percentage is
a straight number, then that is the amount of forces that should be
taken. In general, the army with the initiative for that battle will
have
a greater proportion of their forces available. Note, however, that
determining the exact percentage to bring must be determined at the time
of battle, and this is where psychological warfare comes into play, as
each player tries to guess what the other is going to do.
	Setting up and playing the battle will be done in accordance
with
the rules that are being used. Victory will also be determined by these
rules. After the victor has been determined, it will be necessary to
award Campaign Victory Points. The winner of the battle will get 1 CVP.
The loser gets none. Add this to the number of CVP already accrued. The
difference between the CVP of the Red Team and of the Blue Team is the
modifier to the battle dice roll. If Red Team has the higher total, the
modifier will be subtracted from the dice roll, thus moving the result
towards the lower end of the scale, which is more favorable to Red Team.
If Blue Team has the higher total, the modifier is added to the dice
roll, moving the result towards the higher end of the scale, which is
more favorable to Blue Team.
	(There are other ways of awarding CVP, according to the players'
preferences. A point could be awarded only for a decisive victory, with
nothing being awarded for a marginal victory. Or a marginal victory
could
gain 1 point, and a decisive victory 2 po
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ints. The former would tend to
keep the CVP total from growing as fast, while the latter would cause it
to increase faster.)
	Note that the available forces gives a percentage number. This
is
the percentage of the entire remaining army list which may be assigned
to
this battle. Thus, as the campaign progresses, the actual amount of
forces available will steadily decrease. Also be aware that, if a
specific army list is drawn up, rather than a set point value, if a unit
is lost, they are gone unless some sort of casualty recovery rules are
in
force. So, if the army's commanding officer is killed during the first
battle of the campaign, he will be gone for the rest of the campaign.
	No provision has been made for resupply, it being assumed that
all forces have sufficient quantities of food and ammunition for the
battle. It is entirely permissible, however, to decide to limit the
number of certain items (such as Vortex Grenades in WH40K). If this is
done, merely keep track of the number taken at the start of the
campaign,
and mark them off the roster whenever the item is either used, or the
figure carrying it is lost in action prior to using it. Keeping track of
such basics as food, fuel, and ammunition is probably more involved than
warranted for this campaign. The percentages of available forces does,
in
part, account for this, it being assumed that the forces sent off to do
battle have been re-equipped, and anyone without ammunition or otherwise
unfit for duty being left behind. If some reckoning is desired, however,
that is up to the players involved.
	Eventually a Battle Roll will be made that is modified off of
the
end of the table. This indicates the end of the campaign. Forces can
then
be set up for the next campaign (assuming the war hasn't ended).
Categories on the Tables
	There are five entries on the tables. What follows is a brief
description of each:
1. Init: This shows which side has the initiative at the moment. In the
WinWord file, this is easier to depict than it is here. Suffice to say
that for rolls 3-10, Red Team has the initative, and for rolls 11-18,
Blue Team has the initiative. This is informational, only. Because of
the
ebb and flow of the campaign, it is possible for the initiative to
change
from one battle to the next. For instance, if one battle is selected on
a
roll of 12, this means that Blue Team has the initiative for that
battle.
Regardless of who wins, if the next roll for a battle is a 6, then Red
Team has the initiative. Because of the variability of this, a better
judge of who is ahead in the campaign is the VP total, and the resulting
modifier of the Battle Dice Roll.

2. Roll: This is the roll on the dice to determine which battle is to be
fought. After the dice are rolled, the number is modified by the CVP
modifier, and then the battle looked up on the table. Notice that if the
dice roll is modified off of the end of the table, the campaign is
concluded, and victory is declared. The roll can be made with 3d6, to
give a range from 3-18, or 2d6+3, for a roll of 5-15.

3. Battle: What kind of battle will this be--a classic Meeting
Engagement, an Ambush, a Reconnaissance in Force, etc.

4. Battle Description: A brief description of what is happening on the
battlefield. Not that this will be on a line beneath the above items,
due
to the limitations of this email.

5. Battle Notes: Information about the setup of the battle, and the
available forces. Note that the available forces is listed as a
percentage of the total army at the time, not the beginning army list.
Thus, the actual forces will continue to decrease through the campaign.
So, if a Meeting Engagement is fought near the beginning of the campaign
between two 2,000pt armies, the forces can be up to 2,000 points. Later
in the campaign, after losses have been accrued, the two forces could be
1,750 vs. 1,400. Note, too, that while the percentage is a maximum, a
player can opt to put out less than this amount. As little as half of
the
stated percentage can be taken to the battle, but no less than this.
Also, if the target of the scenar
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io is part of the forces (specifically
the ambush scenario, where 15% of the force must be in transport), this
amount cannot be reduced. Only the combatant forces can be reduced.
This will be placed below the Battle Description, again due to the
limitations of this email.

Generic Battle Generator Table, 3d6
The following is a campaign chart based on a 3-18 die roll. Note: To
make
the campaign run longer, instead off rolling 3d6, roll 2d6, add 3
(actually it should be 3.5), and then modify by victory points.
 Generic Battle Table
Ini	Roll	Battle	
	<3	Red Victory	
Description: The tide of battle has turned decisively in favor of Red
Team.	
Notes: This is a non-battle event. The campaign is concluded, and the
Red
Team has won.

	3	Last Stand	
Description: A unit from Blue Team has been cut off, and must fight to
survive.	
Notes: Blue Team sets up in the center of the board. They have been cut
off, and have to resist as long as they can. Forces: Red Team: 15%-30%;
Blue Team: 15%

	4	Ambush	
Description: Desperate to cut off the flow of reinforcements to the
battlezone, the Blue Team sends a force into enemy territory and
ambushes
a Red Team convoy.	
Notes: The Red Team have numerical advantage, but they start the game
off
in column, exposed, and about half their force is composed of
noncombatant units (transport vehicles, etc.) The Blue Team start in
position, hidden, and have initiative for the first turn. Forces: Red
Team: 15%-30% (0%-15% combat, 15% transport); Blue Team: 10%-20%

	5	Reconnaissance	
Description: Red Team is trying to locate and identify Blue Team Forces,
and get the information back to HQ.	
Notes: Red Team has the initiative, and moves first. Blue Team is unable
to move any units until at least one Red Team unit has been spotted. To
reconnoiter enemy units, Red Team must get a unit within direct line of
sight to an unhidden Blue Team unit, or engage in combat with any Blue
Team unit. After Blue Team units have been reconnoitered, at least one
Red Team unit must exit off their own board edge. Forces: Red Team:
05%-15%; Blue Team: 15%-30%

	6	Raid	
Description: After pushing into occupied territory, the Red Team breaks
through and strikes at Blue Team's support echelons.	
Notes: The Red Team has the initiative on the first turn. Place
noncombatant facilities in the Blue Team's setup area. Objective of the
Red Team is to destroy these facilities. Set up 1d6 'facilities' pieces
of terrain within the Blue Team's deployment area. Facilities must be at
least 3" apart. Forces: Red Team: 25%-50%; Blue Team: 25%-50%

	7	Rear Guard Action	
Description: After taking a beating, the Blue Team is trying to
withdraw.
Units are set in place to hold back the Defender's attacks, while the
Raider's main forces retreat to safety. 
Notes: A small Blue Team detachment is emplaced in the middle of the
board. They must prevent the Red Team from exiting any combat-ready
units
off the board from their table edge for a set number of turns. Forces:
Red Team: 30%-50%; Blue Team: 15%-25%

	8	Patrol	
Description: An offensive sorty by the Red Team probes at Blue Team
territory.	
Notes: Red Team starts off with numerical superiority and the
initiative.
Blue Team starts off in position, with some defensive works, and
non-combat facilities. Set up 1d6 'facilities' pieces of terrain within
the Blue Team's deployment area. Facilities must be at least 6" apart.
Forces: Red Team: 80%-100%; Blue Team: 60%-80%

	9	Attack	
Description: The Red Team engages in offensive operations against Blue
Team forces.	
Notes: The Red Team has the initiative on the first move of the game.
Forces: Red Team: 80%-100%; Blue Team: 70%-90%

	10	Meeting Engagement	
Description: Opposing forces meet in battle while maneuvering for an
advantage.	
Notes: Approximately equal forces on each side. Red Team has the
initiative, and moves first. Forces: Red Team: 75%-100%; Blue Team:
75%-100%

	11	Meeting Engage-ment	
Description: Opposing forces meet in battle while maneuvering for an
advantage.	
Notes: Approximately equal forces on each side. Blue Team has the
initiative,
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 and moves first. Forces: Red Team: 75%-100%; Blue Team:
75%-100%

	12	Attack	
Description: The Blue Team engages in offensive operations against Red
Team forces.	
Notes: The Blue Team has the initiative on the first move of the game.
Forces: Red Team: 70%-90%; Blue Team: 80%-100%

	13	Patrol	
Description: An offensive sorty by the Blue Team probes at Red Team
territory.	
Notes: Blue Team starts off with numerical superiority and the
initiative. Red Team starts off in position, with some defensive works,
and non-combat facilities. Set up 1d6 'facilities' pieces of terrain
within the Red Team's deployment area. Facilities must be at least 6"
apart. Forces: Red Team: 60%-80%; Blue Team: 80%-100%

	14	Rear Guard Action	
Description: After taking a beating, Red Team is trying to withdraw.
Notes:	Units are set in place to hold back Blue Team's attacks, while
Red's main forces retreat to safety.	A small Red Team detachment
is emplaced in the middle of the board. They must prevent Blue Team from
exiting any combat-ready units off the board from their table edge for a
set number of turns. Forces: Red Team: 15%-25%; Blue Team: 30%-50%

	15	Raid	
Description: After pushing into enemy territory, the Blue Team breaks
through and strikes at Red Team's support echelons.
Notes: The Blue Team has the initiative on the first turn. Place
noncombatant facilities in the Defender's setup area. Objective of the
Blue Team is to destroy these facilities. Set up 1d6 'facilities' pieces
of terrain within the Red Team's deployment area. Facilities must be at
least 3" apart. Forces: Red Team: 25%-50%; Blue Team: 25%-50%

	16	Re-onnaissance	
Description: Blue Team is trying to locate and identify Red Team Forces,
and get the information back to HQ.	
Notes: Blue Team has the initiative, and moves first. Red Team is unable
to move any units until at least one Blue Team unit has been spotted. To
reconnoiter enemy units, Blue Team must get a unit within direct line of
sight to an unhidden Red Team unit, or engage in combat with any Red
Team
unit. After Red Team units have been reconnoitered, at least one Blue
Team unit must exit off own board edge. Forces: Red Team: 15%-30%; Blue
Team: 05%-15%

	17	Ambush	
Description: Desperate to stem the onslaught from the stars, the Red
Team
sends a raiding force into occupied territory and ambushes a Blue Team
convoy.
Notes:	The Blue Team have numerical advantage, but they start the
game off in column, exposed, and about half their force is composed of
noncombatant units (transport vehicles, etc.) The Red Team start in
position, hidden, and have initiative for the first turn. Forces: Red
Team: 10%-20%; Blue Team: 15%-30% (0%-15% combat, 15% transport)
	18	Last Stand	
Description: A unit from Red Team has been cut off, and must fight to
survive.	
Notes: Red Team sets up in the center of the board. They have been cut
off, and have to resist as long as they can. Forces: Red Team: 15%; Blue
Team: 15%-30%
	>18	Blue Victory	
Description: The tide of battle has turned decisively in favor of Blue
Team.	
Notes: This is a non-battle event. The campaign is concluded, and the
Blue Team has won.

 Types of Tables
	The above table is a good, general-purpose table. Below are some
other ideas for tables. If multiple tables are being used, some way of
determining which table to use must be determined. One way would be to
allow the winner of a campaign to choose the table for the next
campaign.
Some of the Table Ideas are:
1. Guerrilla Campaign This table would have more ambushes and raids on
it, and fewer open field battles. There would probably also be a greater
disparity in the available forces than in the standard table. Something
such as the Russian Campaign in Afghanistan would be played on this
table.
2. Winter Campaign This would be mostly Patrols and Raids, as major
operations are not normally undertaken in winter weather. Of course, a
Battle of the Bulge is always a possibility.
3. Island Hopping This would be like W.W.II in the Pacific. It would
have
a lot of assaults on enemy strongholds, as one side or the other makes

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their way along island chains towards the enemy's homeland.
4. Low Intensity Warfare Warfare hasn't actually broken out between the
two sides. This table would actually be used for the preliminary stages
of the conflict. It would have a lot of raids and patrols, and maybe a
few non-game items to represent diplomatic incidents. The difference for
this one is, when the roll is modified off of the end of the table, it
indicates the declaration of war by one side or the other (where the
winner of the campaign has decided to take the plunge and invade the
other side).
5. Gang Warfare This could be the kind of events such as depicted in
Necromunda. It could be street gangs, outlaw gangs in the old west,
Gangsters in Chicago, etc.
6. Air or Space Combat I suppose this would work, but I'm not sure how.
This will take some thought.
Types of Campaigns
	As written, these campaign rules are designed for modern and
science-fiction land warfare. The game rules I actually looked at when
trying to decide upon the campaigns were Stargrunt II, FireFight, and
Warhammer 40K. The same basic idea should work for other campaign types,
as well.
1. Modern & SF Skirmish This is what the campaign is currently geared
for.
2. Modern & SF Micro There shouldn't be any differences for this,
either.
Dirtside II, Modern Microarmor, Epic40K should all work with these rules
as they stand.
3. Naval Combat Fleet Actions would replace open field battles. Raids
would be attacks on enemy harbors. Perhaps an ambush could be
represented
by a submarine attack on a convoy.
4. Ancient/Medieval Except for the addition of a Siege, the options are
probably mostly usable as-is.
5. Smash and Grab The original concept was for a Star Viking type of
campaign. In this case, the campaign represents a single expedition
against a victim planet. When the campaign is completed, there is no
follow-up. If the defenders have won the campaign, the raiders have been
driven off, and get nothing for their trouble. If the raiders have won,
they get an opportunity to pillage the defenders' resources.

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--------- End forwarded message ----------

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