Alien Dave
Friends of the Wyvern
I don't like snipers!
The Dave
Posts: 1,843
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Post by Alien Dave on Dec 28, 2013 12:05:35 GMT
...to the TW campaign folder that Hal has kindly set up. I'll be using this sub-forum to drop info about the campaign and proposed rules before we start chucking dice at each other proper. Rules will be open for discussion, after all it's our campaign, I'm just facilitating it. I suggest 'majority rules' when deciding what ideas to keep/ditch and then by unanimous vote once the campaign starts if we find any glaring FUBARs. Once we are up and running, I'll use the sub-forum to provide a CNN/BBC News 24/ All-Union Radio feed on current events in WWIII... I'll post proposed rules in their own threads for discussion and lock them down once we get an agreed consensus. Feel free to jump in at any time with your own ideas. The aim of the campaign system will be: - Keep bookkeeping to a minimum (with most of it being done by me)
- Generate battles for a Monday night
- Define campaign length and victory conditions
- Give you the opportunity to crush your enemies, see them driven before you, and hear the lamentation of their women
Dave W
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Alien Dave
Friends of the Wyvern
I don't like snipers!
The Dave
Posts: 1,843
|
Post by Alien Dave on Feb 9, 2014 19:39:34 GMT
So, page one of the campaign rules pack is complete (see below). I'm working on page two of the rules now, and the wife has volunteered some 'personal' photos for page three. You might want to skip breakfast before viewing that though... Introduction
August 1990 - Hard-line members of the Communist Party of the Soviet Union (CPSU), opposing President Mikhail Gorbachev’s reform programme and new Union Treaty (devolving powers from Russia to Soviet member states) take power in a coup d’état. A short campaign of civil resistance in Moscow was brutally crushed by internal security troops and the KGB. Ex-president Gorbachev is ‘disposed of’ along with most of his cabinet .
The new Soviet government initiates a plan to cripple the western world’s leadership with a series of nuclear briefcase bombs planted in the nation’s capitals. By sheer luck and the intervention of two turned Russian spies, the plan is revealed to the West, with only the Washington bomb detonating, albeit too early, briefly taking the US president out of the national chain of command.
Soviet forces roll into Western Europe and Scandinavia overrunning Germany and much of northern Scandinavia. Meanwhile, communist China joins the war in league with the USSR, creating havoc in the east. Taiwan, the Philippines, Malaysia, Indonesia and Japan soon fall to the Chinese, with Australia looking nervously to its borders . (Idea stolen from Andy Farnam's Armageddon's Song series - not a literary classic, but a bloody good read nonetheless! I recommend you read it to get you in the spirit of things.)
Campaign Aim
The aim of this campaign is to simulate the ‘what if’ scenario of a Hot War between NATO and WARPAC in 1990. The campaign will last approximately two months (enough to fight eight turns), depending on player interest and turn-around times of orders.
Each turn will represent one day of action. Orders will be handled via email, to cut down on the amount of printing and scribbling. At £40 for a set of ink cartridges, I have no wish to keep HP shareholders happy in their retirement!
Players will be split into two groups, with a CINC nominated (volunteered?) for each side. The CINC gets to decide where to spend the points on any strategic assets and reinforcements as well as try and direct their side's war effort. Each player will control up to a division of troops/armour and associated support assets. Orders will be given to individual brigades within those divisions and as such, only a brigade's worth of kit will be making an appearance on a club night.
The rules used will be a mixture of the campaign scenarios in the computer game Warfare: Airland Battle (WALB) and a scenario generator for Modern Spearhead (MSH). Strategic assets, such as nuclear and chemical weapons, air raids and commando raids, will use an abstract system borrowed from WALB to keep paperwork light. The ideas borrowed from the MSH Scenario Generator will mostly be used to generate battlefields and scenarios on a club night.
MicroMark army lists are preferred for Orders of Battle (or Tables of Organisation & Equipment, as our American cousins say) as they are more comprehensive and complete when compared to the TW OOBs. Wargame Vault sells their lists for the princely sum of about 85p a sheet; however their modern catalogue and notes on how to use them are free for download. The MicroMark notes will be used to generate initiative and morale levels for brigades and also determine levels of training of the relevant bonuses in Tankwreck. Additionally, you get free updates with the Wargame Vault stuff, rather than having to rely on errata. Which is nice.
DW
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Alien Dave
Friends of the Wyvern
I don't like snipers!
The Dave
Posts: 1,843
|
Post by Alien Dave on Feb 22, 2014 18:22:19 GMT
First draft of the campaign rules are here. Comments welcome. Any purple text is yet to be validated against the TW rules/historical fact. Any red text is a sort of 'note to self:' for addressing later.Most of the meat of the rules is a scenario generator, briefly play-tested by Chaz and Hal in what they thought was going to be a makey-learney game last week. Thanks gents!
The scenario generator will need looking at again as I have made some changes to it. Ideally, another play-test if anyone's interested in giving it a go.
Be sure to recognise the difference between division/brigade/battalion/company in the text as it is quite crucial for setting up and for victory conditions.
DW
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