In-Store Campaign Rules (feedback desired)

Wolfhound

Mongoose
Howdy,

Some of you may have observed that I've been asking some pointed questions this past week. Primarily the reason is that we're getting geared up for an attempt at a store league (stiff competition with 40K in the area).

I've pasted the basics of the campaign rules up on this thread. Feedback is desired.

MAINLY: I'd like some help picking out good cities for the zones (see below for details). Creative license has been taken (like one of the base Zones is Washington DC) for "flash and fun" factor. I've put in some initial names for the Zones, just as a starting point.

SECONDARY: General feedback on the structure of the campaign, etc. etc. etc.

TERTIARY: Though the Campaign Rules are game system agnostic, if someone could point me out to Mongoose's fair use/fan-use rules that would be appreciated so all proper credit can be attributed.

Dog Faced Soldiers - WW2 inspired Dogfights in North Texas
by Matt Ragan (Original Material Copyright 2008 Matt Ragan, Battlefield Evolution: World at War copyright Mongoose Publishing).

Table of Contents
Campaign Rules
Theaters and Zones
League/House Rules In Effect

---------------------------
Campaign Rules
---------------------------

Goal:
Provide an overall story-arc under which games of Battlefield Evolution: World at War can be fought. This provides players with a sense of accomplishment and a visual way to represent the successes and/or failures of your allies and opponents.

Theaters and Zones:
All Theaters are only semi-historically based; mainly they are geographical. While historical scenarios are fun, this campaign sets out to "make its own history." Each Theater is primarily one type of army versus one type of army (The exception is the DAK/Italian vs American/Desert Rat theater).

Each Theater has 9 Zones, named for its primary city, that are being contested. Each Theater has 2 "base" zones, one for the Allies and one for the Axis. A Theater is fully "lost" (or won depending on the player's point of view) when the base zone is captured by the other side. At the start of the Campaign, all Theaters are set to Zone 5 as the Active Zone.

Zone Stats:
Each Zone has an "Intensity" value and a "Heat" value (both zero by default).
Each Zone also has an "Allied Campaign Points" value as well as an "Axis Campaign Points" value.

Basic Scoring:
1. Each battle adds 3 points to a Zone's Intensity score.
2. A win is worth 3 + "Heat" value in Campaign Points for the Axis or Allies depending on the designation of the winning army.
3. A draw is worth 1 Campaign Point.
4. A loss is worth zero Campaign Points.

Changing the Front:
On the first Monday of each month, all battles that took place are tallied, results are determined and take effect.

Percentage is calculated (Points/Intensity)*100. If a Zone has one side with 65+% of the points. Then the front is pushed towards the enemy Base by 1 Zone. Campaign Points/Intensity for the new Zone are set/reset to zero. If there is no clear winner, the "Heat" value of the Zone is increased by 1 and fighting continues another month.

Allies:
A battle's scoring is the same no matter the points value of the game or even if there is an alliance (Player 1 & 2 player Americans and British against Player 3 & 4 both playing Germans). However, the players should decide into which Theater the points will go (In this example, either the Northern, Wester, or possibly Southern Front). The points will be applied to whichever is the active Zone.

"Training":
Battles between same-side allies (German v Italian, American v American, etc.) only add 1 point to a Zone's Intensity Score and the winner (and only the winner) gains 1 point.

"Bases Fall":
Every time a Base Zone is captured, the "Heat" value of all other Active Zones goes up by 1. If the defenders are able to retake their Base zone (normally requiring a string of victories), the Heat value drops back down for all other Active Zones.

Redeployment:
If players are in a zone that has "fallen" (either they lost it or are the winners) they may choose to continue fighting in that Theater (with the increased Heat, victories are worth more) or have their battles and Campaign Points allocated to a nearby Theater of their choice and thus help out their allies.

Battle Determination:
This system leaves the scenario, terrain, and points of individual battles up to the players showing up on game day and the availability of terrain/tables.

End of Campaign:
At the end of X Months, Allied and Axis controlled Zones are tallied. Base Zones in enemy hands are worth 3. Winner is determined, prizes are handed out, and the map is reset.

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Theaters and Zones
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Theater 1: Eastern Front
German vs Russian
Base 1 East Berlin
2 Frankfurt (Oder)
3 Poznan
4 Lodz
5 Warsaw
6 Brest
7 Minsk
8 Smolensk
Base 9 Western Moscow

Theater 2: Northern Front
----------------------
German vs British
Base 1 North Berlin
2 Magdeburg
3 Hannover
4 Düsseldorf
5 Rotterdam
6 Brussels
7 Calais
8 Dover
Base 9 London

Theater 3: Western Front
----------------------
German vs American
Base 1 West Berlin
2 Potsdam
3 Leipzig
4 Erfurt
5 Frankfurt am Main
6 Stuttgart
7 Paris
8 Caen
Base 9 Washington D.C.

Theater 4: Baltic Front
-----------------------
Italian vs Russian
Base 1 Northern Rome
2 Venice
3 Budapest
4 Lviv
5 Kiev
6 Karkov
7 Kursk
8 Tula
Base 9 Southern Moscow

Theater 5: Southern Front
-----------------------
Italian (and/or German Afrika Korps) vs American (and/or British Desert Rats)
Base 1 Southern Rome
2 Latina
3 Naples
4 Salerno
5 Sicily
6 Tunis
7 El-Jazair
8 Oran
Base 9 Gibraltar

Theater 6: Pacific Front
-----------------------
Japanese vs American
Base 1 Southeast Tokyo
2 Yokohama
3 Iwo Jima
4 Okinawa
5 Guam
6 Tarawa
7 Midway
8 Hawaii
Base 9 Los Angeles

Theater 7: China/Burma/India Front
-----------------------
Japanese vs British
Base 1 West Tokyo
2 Osaka
3 Shanghai
4 Kunming
5 Mandalay
6 Dhaka
7 Calcutta
8 Cawmpore
Base 9 New Delhi

Theater 8: Siberian Front
-----------------------
Japanese vs Russian
Base 1 North Tokyo
2 Sendai
3 Aomori
4 Sapporo
5 Vladivostok
6 Irkutsk
7 Novosibirsk
8 Ekaterinburg
Base 9 Eastern Moscow

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House/League Rules
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I. "Get up here an' shoot!" (Crew Weapon Special Rule)
Gun crews may take over a gun as a Ready Action/Reaction when the original model equipped with the weapon are removed from play. Only the gun crew itself may do this, not Models from other Assets. Whatever personal weapon the Model had previously is abandoned. i.e. "It's still a fast play ruleset, if the whole crew is gone, take it off the table."
When using guns modeled as dioramas ("the figures are not movable") place a token or counter next to "dead" crew, reserving the last for the gunner Modelled firing the weapon. In effect, the rest of the crew "run up and man the gun" when one crewman falls. i.e. "If you take the time to make a cool diorama, you're not going to get hosed for it in game-play"
Minimum Crew: 1/3 (round down, minimum of 1) of the original crew size is needed to continue operating the gun. i.e. "1 guy for your typical AT gun, at least 2 for the German 88s"

II. "They're up in them thar trees." (Trees and Woods)
Area Woods Terrain Definition: A Terrain piece with clearly defined borders that represents tree covered foliage but the physical Terrain item itself only has a few trees in it so that the players can put their hands in it to move the figures around.

The Default "Line of Sight" rules ("see through" equal to Model Size) cover isolated bits of Cover well, and especially thick vegetation like Hedgerows or Jungle.
Unless it is part of "Area Woods" Terrain, treat Trees as WYSIWYG for Line of Sight and cover purposes.
"Area Woods" function as a Very Large "Primitive Building," with wherever the Model is located acting as the "Firing Point" granting Medium Cover. Extremely large Area Woods should be broken down into manageable "Fire Zone Sized" chunks (3-6 inches in approximate diameter). See "Structures" in the core rulebook on page 34 & 35 for more details and rules.


Advice and Clarifications
-------------------------
Golden Rule of Line of Sight Applies
If it can see/shoot you, you can see/shoot it. Of course "it" might be under Cover, but that depends on the situation.

Multi-Figure Weapons without the Crew Weapon Special Rule
Some Support Weapon Assets have multiple figures which are there just to get one "gun" on the table (Mortars, LMGs, MMG "nests", etc.). Though they are similar to "Crew Weapon" Assets, they lack the "Crew Weapon" Special Ability. Players should either Model these figures individually, make them removable, or have additional figures to replace the Diorama if the weapon equipped Model is removed from play. i.e. "On these types 'one Model, one Base,' is best. If you do a Diorama, make the figures removable or have some spare figs to take over if the gunner buys the farm."

German 88
88 Crews are not Immovable. The "Immovable" trait applies only to the gun itself, not the figures. The crew may take Move actions and Move Reactions as normal. i.e. "The gun can't Move, they can."

Campaign Approved Optional Rules
--------------------------------
You and your opponent on game day should decide if these rules are going to be in effect for your game.

If you would like to have a House Rule included in the Campaign Optional Rules, contact the Campaign Admin.

I. "Sniper! Get down!" (Snipers)
The first attack by a Sniper is the most dangerous. If the very first shot of a Sniper Model during the game inflicts a casualty, it suppresses the enemy unit fired upon. After that, play proceeds as normal. Each side fielding Snipers may do this once.

II. "Whut do you mean you fergot yer gun?" (Unarmed Crews)
As unarmed crews, they can only Move as a Reaction. i.e. "They don't normally carry guns, but being less than 600 feet from the enemy might change things." A basic personal weapon can be purchased for the crew at the cost of +1 point per armed Model. These can only be used as a Fire Reaction or if they abandon the Crew Weapon.

Basic Personal Weapon: For Brits this is the Lee-Enfield, Germans get the Kar-98k, Russians get the Mosin-Nagant, Americans get the M1 Garand

Current List of Models with Unarmed Crews:
1. 8.8cm FlaK 35/36 Heavy AA/AT Dual Purpose Gun (German Support Asset)
2. Nebelwerfer 41 (German Support Asset)
 
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