Post by flakstruk on Jan 11, 2020 4:08:58 GMT
I've been thinking about playing a campaign of some type incorporating production, economic and combat elements. i was working on this for a space setting but i might throw it out here roughly. It builds on a lot of my previous campaign stuff with an aim for depth without onerous record keeping.
Concept: Round based - theatre level campaign, with tactical battle resolution.
Start Year 1941, 52 rounds to the year.
A round begins by an initiative roll for the theatre. Results are applied to a random event chart that apply to that player on that turn.
No modifiers are applied, ties are determined, with the player with the largest fleet going first[spoiler
2 - All attacks for the player are conducted under night conditions
3 - All slow rolls for the player are at -1
4 - Player can generation one additional auxiliary ship
5 - In any battle the player fights, all aircraft begin with a rearming marker. (including those with loiter)
6 - At the end of this round, one destroyer or auxiliary destroyed in this round, is returned to the players fleet at the home island
7 - Each player receives 1 purchase point
8 - This round, the first players units has its vital armour exceeded by an enemy attack survives with 1 hull point remaining. This ship is destroyed at the end of the battle under any circumstance.
9 - This player can select another player to receive 3 reinforcement points
10 -Each player looses 1 production point
11- This round, in a battle this player wins, an enemy unit (with 1 hull point only) they destroyed may be salvaged for this players fleet
12 - Player receives 5 reinforcement points
Subsequent to round initiative, each player in turn posts their theatre level actions. Posted under a spoiler.
Movement-
-Ships can move at their card speed on the theatre map; players indicate the squadron(see below). where it ended last turn and where it is moving to
-Submarines can move at their card speed. If they encounter the enemy, if they win turn 1 initiative they may retreat from battle to an adjacent sector on the theatre map that contains no enemy ships.
-Aircraft can re-position from any of your airfields to any other. They may attack any sector within range 3 of their current airbase or carrier on the theatre map.
-Squadrons can be reinforced with newly constructed units, or units moved from other squadron instead of moving.
-Squadrons including carriers(or ships with aircraft like abilities) may make a ranged strike instead of moving. The CAG is treated as a unique Squadron in this instance.
After each player has decided their actions, spoilers are revealed. Where opposing fleets are in the same theatre sector, resolve with a tactical battle.
If a theatre sectors is entered for the first time. randomly assign a a map which persists for that location.
Roll 2d6 with the result being
2 ORB 1
3 ORB 2
4 ORB 3
5 ORB 4
6 ORB 5
7 Open water
8 NRB 1
9 NRB 2
10 NRB 3
11 NRB 4
12 open water
Rounds continue until one player has a fleet size, greater that all opponents combined.
Combat-
When players move squadrons into theatre sectors where an enemy squadron or installation is present a battle is conducted between opposing squadrons (see below).
Victory is achieved by achieving victory points equal to 1.5 time your starting squadron size. Objectives are worth half your starting squadron size. This allows for asymmetrical combat.
Victorious forces remain in the theatre sector at the end of the round.
Defeated forces are returned to the players home island, or a closer ANB if the player chooses (ships and submarines only).
All units a fully repaired at the end of the round
Reinforcement-
Players may expend reinforcement points (see below) to increase the side of their fleets. The points cost is up front in full, and new units are constructed at the rate of 1 hull point per round. Delivered at the end of a round to the players home island.
Player may purchase existing units from other players for full cost. The player who is selling the unit receives half they value of the unit.
Special Rules/Mechanics
Reinforcement Points -
Players earn reinforcement points by:
1. Random events at theatre initiative
2. 1 reinforcement point for each hull point of damage done to the enemy.
3. Conducting victory point actions in combat. If abilities remain unused at the end of a battle, a player may choose to exercise them if the conditions can be met (ie landing, vital cargo ect). However, 1 victory point/ reinforcement point for each special ability you use, if forfieted to your defeated opponent. If these abilities are used before the opponent is defeated, no points are forfeited.
Squadrons -
All units operate in squadrons. A squadron is defined as
No Flag - 0-50 points
Flag 1 present - up to 100 points
Flag 2 present - up to 200 points
Only 1 squadron may engage the enemy per round, per sector of the theatre map. However, land based aircraft may selectively be added to a squadron for a battle. The squadron in question cannot exceed the points limit defined by the flag and only one squadron can be supported by each of your airfields.
If multiple players have squadrons in the same sector facing the enemy, the largest squadron is the one that engages. If they are tied in size, then the player with the largest overall fleet engages.
Installations -
Tactically, installations function no different
At the theatre level;
Airfields support squadrons of aircraft that can attack within range 3 on the theatre map.
Advanced Naval Bases allow a defeated squadron to regroup if it is closer to the battle than the players home islands
Installation can be constructed by
1. Having an auxiliary in a theatre sector with islands where the installation will be built. When the construction begins the auxiliary is forfeited. Multiple installations require multiple auxiliaries.
2. Paying for the construction of the installation in full up front.
3. As with other units, installations are built at 1 hull point per round, When complete they are deployed at the end of the round.
4. If a sector is captured while building an installation, the invading player may immediately pay the full cost of the installation to take it over. On the round this happens no construction progress is made but the new owner takes over progress the subsequent turn from where it left off.
Concept: Round based - theatre level campaign, with tactical battle resolution.
Start Year 1941, 52 rounds to the year.
A round begins by an initiative roll for the theatre. Results are applied to a random event chart that apply to that player on that turn.
No modifiers are applied, ties are determined, with the player with the largest fleet going first[spoiler
2 - All attacks for the player are conducted under night conditions
3 - All slow rolls for the player are at -1
4 - Player can generation one additional auxiliary ship
5 - In any battle the player fights, all aircraft begin with a rearming marker. (including those with loiter)
6 - At the end of this round, one destroyer or auxiliary destroyed in this round, is returned to the players fleet at the home island
7 - Each player receives 1 purchase point
8 - This round, the first players units has its vital armour exceeded by an enemy attack survives with 1 hull point remaining. This ship is destroyed at the end of the battle under any circumstance.
9 - This player can select another player to receive 3 reinforcement points
10 -Each player looses 1 production point
11- This round, in a battle this player wins, an enemy unit (with 1 hull point only) they destroyed may be salvaged for this players fleet
12 - Player receives 5 reinforcement points
Subsequent to round initiative, each player in turn posts their theatre level actions. Posted under a spoiler.
Movement-
-Ships can move at their card speed on the theatre map; players indicate the squadron(see below). where it ended last turn and where it is moving to
-Submarines can move at their card speed. If they encounter the enemy, if they win turn 1 initiative they may retreat from battle to an adjacent sector on the theatre map that contains no enemy ships.
-Aircraft can re-position from any of your airfields to any other. They may attack any sector within range 3 of their current airbase or carrier on the theatre map.
-Squadrons can be reinforced with newly constructed units, or units moved from other squadron instead of moving.
-Squadrons including carriers(or ships with aircraft like abilities) may make a ranged strike instead of moving. The CAG is treated as a unique Squadron in this instance.
After each player has decided their actions, spoilers are revealed. Where opposing fleets are in the same theatre sector, resolve with a tactical battle.
If a theatre sectors is entered for the first time. randomly assign a a map which persists for that location.
Roll 2d6 with the result being
2 ORB 1
3 ORB 2
4 ORB 3
5 ORB 4
6 ORB 5
7 Open water
8 NRB 1
9 NRB 2
10 NRB 3
11 NRB 4
12 open water
Rounds continue until one player has a fleet size, greater that all opponents combined.
Combat-
When players move squadrons into theatre sectors where an enemy squadron or installation is present a battle is conducted between opposing squadrons (see below).
Victory is achieved by achieving victory points equal to 1.5 time your starting squadron size. Objectives are worth half your starting squadron size. This allows for asymmetrical combat.
Victorious forces remain in the theatre sector at the end of the round.
Defeated forces are returned to the players home island, or a closer ANB if the player chooses (ships and submarines only).
All units a fully repaired at the end of the round
Reinforcement-
Players may expend reinforcement points (see below) to increase the side of their fleets. The points cost is up front in full, and new units are constructed at the rate of 1 hull point per round. Delivered at the end of a round to the players home island.
Player may purchase existing units from other players for full cost. The player who is selling the unit receives half they value of the unit.
Special Rules/Mechanics
Reinforcement Points -
Players earn reinforcement points by:
1. Random events at theatre initiative
2. 1 reinforcement point for each hull point of damage done to the enemy.
3. Conducting victory point actions in combat. If abilities remain unused at the end of a battle, a player may choose to exercise them if the conditions can be met (ie landing, vital cargo ect). However, 1 victory point/ reinforcement point for each special ability you use, if forfieted to your defeated opponent. If these abilities are used before the opponent is defeated, no points are forfeited.
Squadrons -
All units operate in squadrons. A squadron is defined as
No Flag - 0-50 points
Flag 1 present - up to 100 points
Flag 2 present - up to 200 points
Only 1 squadron may engage the enemy per round, per sector of the theatre map. However, land based aircraft may selectively be added to a squadron for a battle. The squadron in question cannot exceed the points limit defined by the flag and only one squadron can be supported by each of your airfields.
If multiple players have squadrons in the same sector facing the enemy, the largest squadron is the one that engages. If they are tied in size, then the player with the largest overall fleet engages.
Installations -
Tactically, installations function no different
At the theatre level;
Airfields support squadrons of aircraft that can attack within range 3 on the theatre map.
Advanced Naval Bases allow a defeated squadron to regroup if it is closer to the battle than the players home islands
Installation can be constructed by
1. Having an auxiliary in a theatre sector with islands where the installation will be built. When the construction begins the auxiliary is forfeited. Multiple installations require multiple auxiliaries.
2. Paying for the construction of the installation in full up front.
3. As with other units, installations are built at 1 hull point per round, When complete they are deployed at the end of the round.
4. If a sector is captured while building an installation, the invading player may immediately pay the full cost of the installation to take it over. On the round this happens no construction progress is made but the new owner takes over progress the subsequent turn from where it left off.