I love campaign games but its often difficult to rationalise a conflict with no objective beyond conflict, that can only be resolved by conflict. Its something i consider often and have refined my own general campaign rules over the year.
I just like some help brain storming objectives for fleets/nations/alliances in a campaign setting.
Factions/Nations start with 100 points of units and a startimg FAS and 2 ANB in thier home port Theatre, The campaign is fought on a 5×5 grid of standard maps. The terrain is generated by d10map rolls each time a unit enters it for the first time. Maps are only used once. There after a open water map is substituted.
Fleets operate in 2 fashions, One the theatre grid they are arranged operate in groups of up to 50, 100 with a flag 1 and 200 with a flag 2. These divisions can move at speed 1 on the theatre map or directly from map to map where a ANB provides anchorage. When 2 fleets of opposing fleets are in the same sector. A battle is fought, where the objective values are calculated by the fleet size grouping for either side.
Air only attacks are possible but aborts of raiding aircraft apply a rearming marker. If the attacker cannot place an aircraft on a given turn or the defender is able to capture all 3 objectives the battle ends.
Major Engagements are triggered by opposing Flag2, 200 point plus fleets being in the same theatre map at end of movement. Long Distance Battles are air raids launched against adjacent maps
Resupply, scoring victory points with SAs or destroying enemy hull points grants resupply points. Ships can be build by exchanging thier value in RP. However ANBs equal too the number of hull points need to be in that location. For aircraft to be built a FAS is needed.
Victory is first to 1000 Theatre VPs, scored by achieving random goals, VP special abilities used in battle and destroying enemy units
Turn order for campaign :the player with the highest VP total moves first. Strategic Movement, ship and submarines move at speed 1 on the theatre grid. Independent ships may use movement abilities if, the conditions are met and the ability is not qualified by once per game. Strategic Air placement, aircraft require a aircraft carrier, fas or unit which has a specific basing ability that aircraft matches. Abilities that overstack the landbase are applied to the FAS where that aircraft is based. In thevair placement phase, aircraft can be deployed in local or adjacent theatre sectors. aircraft with rearming abilities in reference to long range, can be placed 2 sector from thier basing location.
Random Objectives/Bonuses are picked/randomly applied immediately after fleets are revealed.
(STARTIMG BUFF/DEBUFFS)
1. Militarist : +50 VP
2. Industrialist : +12 RP
3. Economic Downturn : -5 RP
4. Military Cutbacks : All aircraft start with rearming markers, all ships have -1 speed on turn 1.
5. Mutiny : Select an enemy ship. Your opponent rolls 2d6. If the result is greater than the units cost. It is immedately destroyed
6. Famous Flier: Start with a aircraft with loiter, from any nation.
7. Experimental Aircraft: Start with the most expensive aircraft you gabe access too.
8. Venerable Flagship: Start with a Armoured Cruiser, from any nation.
9. Destroyer: Add your cheapest available destroyer 10. Fighter: Add your cheapest available fighter 11. Auxiliary: Add your cheapest available auxiliary 12. Bomber: Add your cheapest available bomber 13. Espionage: Select an opponent. They immediately loose 10vp 14. Corruption: Select an opponent. They immediately loose 5rp
(Repeatable Tactics/Doctrines)
-Assemble Convoy : have 3 auxilaries and a larger fleet when engaging a battle. +5vp +rp -Conduct Invasion: Use Landing or Beach Landing 3 times in a battle. +5vp +rp.
(Single Time Objectives)
Battleline : Control a fleet with 5 or more battleships
Mobile Strike Group: Control a fleet with 4 or more Carriers Quantity over Quality: Control a fleet with 4 that exceed that fleets capacity by using initative bonuses.
(Historical Objectives)
Jutland: Win a battle where both fleets have at least 2 battleships.
Midway: Win a battle where you start with at least 1 carrier and destroy more carriers than you start with. Pearl Harbour: Win a battle where you are making an airraid against an enemy fleet
Starting Bonus (2D6) 2 +10 VP 3 +5 RP 4 5 6 7 De 8 9 10 11 World Record Aviator - Select an aircraft with loiter from any nation 12 Venerable Flagship - Select an cruiser from any nation (cruiser with slow #)
Penalties (2D6) 2 -10 VP 3 -5 RP 4 5 6 7 8 9 OP(Opposing Player) Defence Cutback 10 OP Economic Downturn -5RP 11 OP Corruption -10VP 12 OP Mutiny - Select an enemy unit and roll 2D6. If the result is greater than the units vital armour it is reduced to 0 Hull Points
Single Time Campaign Objectives (2D6)2 2 3 4 5 6 7 Battleline - Control a fleet of 5 or more Battleships 8 Mobile Carrier Group - Control a fleet with CAP of 12 or more 9 10 11 12 Normandy - In a battle use landing to destroy installations in a turn.