Skip to toolbar

Reply To: Universal Map Based Campaign System Where Manouvering Matters!

Home Forums News, Rumours & General Discussion Universal Map Based Campaign System Where Manouvering Matters! Reply To: Universal Map Based Campaign System Where Manouvering Matters!

#1975133

@greyhunter88
That casualty system seems quite fun! Perfect for 40k or bolt action. Mine is below.
I’m trying to add a lot of mechanics to this system. But at the same time I don’t want to get too crunchy with book keeping.
The casualty system is like this:
Are you in supply?
Yes > Did you lose less than half your units models? Yes > They are replenished. (No need to worry about removing units/models from your ORBAT)
If a unit lost more than half the models same as above, but pay 50 RP (resource points) per unit.

No > You can’t replenish unless you reinforce by air for 100 RP perunit . You will need to note survivors for next battle. (But most of the time people will be in supply)

If they are Destroyed, you then pay 3 VPs and cross off a unit from your ORBAT (if no supply), and 2 VPs if they are in supply.

Because of the ORBAT, reinforcement and supply system, and the fact that you can withdraw after turn 3 in a game, the system really encourages players to NOT sacrifice your units. The missions I have written need work, and players can of course just play similar missions from their wargame rulebook.
But the objectives are quite loose and mostly to destroy or force your opponent to take a morale check and retreat. The ‘Objectives’ are really defined by the map situation, not the scenario. A player could keep throwing units at the enemy if they wished and had the numbers.
Might be wise to keep some elements of your formation as reserves though. If the whole formation gets destroyed, you lose a commander which are very important.

It certainly needs refining and streamlining though  – I’ve had almost 200 downloads in 2 days since the alpha was launched so hoping some feedback speeds that process up 🙂

Re: Losing, rare battles.

Yep, I feel you! I’m much the same. I think that the system I described above may mean there will be some turns without fighting – players will need to pick their fights. If you lose your whole formation you also lose a lot of map control as each formation has a ZOC that blocks enemy movement. There are some exceptions – If you invest and train a whole formation to be a Recce unit, they can ignore ZoC – great for sneaking around and causing havoc in the enemies rear.

Oh yeah- I’m going to make a Vassal module, since this game can effectively be a board game too. I’ll be able speed up play testing then too! Can be handy to track campaigns.

Cool well I hope you enjoy LI if you play that! LI is very killy. Things die quickly. How are your campaigns going for battletech?

  • This reply was modified 3 days, 2 hours ago by brutalcities.

Supported by (Turn Off)