Post by Alien Dave on Jan 7, 2014 20:57:31 GMT
Most of you saw the 'Invasion of Scandinavia' map I had last night (06 JAN). I've blatantly pilfered it from the computer game 'Wargame: Airland Battle' (WLAB) in which the Soviets drive through northern Scandinavia and swing round through Germany, most of which is off-map, at the campaign start.
The beauty of of using this particular map is that we can give the Swedes and Fins a run out along with more traditional WWIII protagonists. We just need some Danish and some Norgies now!
The gist of the campaign rules in WLAB are that you move from one sector to another each turn. On the strategic map, each battlegroup has two stats: Morale and Initiative. Each time you fight, you lose 1 Init (win or lose). Imagine Initiative as your supply chain/stores if you will. You gain or lose Morale by one or two points, depending on your level of victory or defeat.
From playing the PC game a few times I can surmise that:
Spanking Defeat = -2 Morale
Defeat = -1
Victory = +1
Stonking Victory = Don't know, not done it yet, but let's assume +2
Typical starting values are a maximum of 5 for initiative and maximum 8 for morale depending on troop quality. Once you reach 0 initiative you cannot move and may be overrun and destroyed if you are attacked and do not at least draw the battle. Once you reach 0 morale you are effectively a spent force and cannot initiate an attack. Issuing an 'R&R' order on the strategic map fixes you in place for one turn, but you get +2 initiative and +1 morale back. Losses are permanent through the campaign, but in WLAB you have a lot more to play with in your battlegroup and in the larger campaigns you have about half a dozen battlegroups, with the possibility of buying more with Political Points.
Political Points are awarded each turn for holding territories. Not all territories gain you PP. PP allow you to buy additional brigades and things like air raids, naval gunfire support and commando raids in the strategic map. The raids etc inflict morale and initiative losses on your target. This allows you to pin him in place before unleashing the full fury of the 151st Norwegian Snow Patrol on him and leading them to glorious victory in the snow drifts of Bergen.
Lastly, certain territories grant you strategic morale (let's call them victory points to avoid confusion) when you hold them. Typically these are Oslo, Copenhagen and Stockholm. You also gain victory points for destroying battlegroups and win the campaign once you reach a set level (which is a fair bit higher than the combined victory points for holding the three aforementioned territories)
I though we could use this as a framework for our own campaign rules as they are really simple to administer and allow us to get on with job of chucking dice at each other with the minimum of book-keeping.
So, any thoughts/comments/suggestions?
DW
The beauty of of using this particular map is that we can give the Swedes and Fins a run out along with more traditional WWIII protagonists. We just need some Danish and some Norgies now!
The gist of the campaign rules in WLAB are that you move from one sector to another each turn. On the strategic map, each battlegroup has two stats: Morale and Initiative. Each time you fight, you lose 1 Init (win or lose). Imagine Initiative as your supply chain/stores if you will. You gain or lose Morale by one or two points, depending on your level of victory or defeat.
From playing the PC game a few times I can surmise that:
Spanking Defeat = -2 Morale
Defeat = -1
Victory = +1
Stonking Victory = Don't know, not done it yet, but let's assume +2
Typical starting values are a maximum of 5 for initiative and maximum 8 for morale depending on troop quality. Once you reach 0 initiative you cannot move and may be overrun and destroyed if you are attacked and do not at least draw the battle. Once you reach 0 morale you are effectively a spent force and cannot initiate an attack. Issuing an 'R&R' order on the strategic map fixes you in place for one turn, but you get +2 initiative and +1 morale back. Losses are permanent through the campaign, but in WLAB you have a lot more to play with in your battlegroup and in the larger campaigns you have about half a dozen battlegroups, with the possibility of buying more with Political Points.
Political Points are awarded each turn for holding territories. Not all territories gain you PP. PP allow you to buy additional brigades and things like air raids, naval gunfire support and commando raids in the strategic map. The raids etc inflict morale and initiative losses on your target. This allows you to pin him in place before unleashing the full fury of the 151st Norwegian Snow Patrol on him and leading them to glorious victory in the snow drifts of Bergen.
Lastly, certain territories grant you strategic morale (let's call them victory points to avoid confusion) when you hold them. Typically these are Oslo, Copenhagen and Stockholm. You also gain victory points for destroying battlegroups and win the campaign once you reach a set level (which is a fair bit higher than the combined victory points for holding the three aforementioned territories)
I though we could use this as a framework for our own campaign rules as they are really simple to administer and allow us to get on with job of chucking dice at each other with the minimum of book-keeping.
So, any thoughts/comments/suggestions?
DW