Who would like to see a Map Based Campaign System?

Who Wants a Map Based Campaign?

  • Yes, Nice idea would like!

    Votes: 0 0.0%
  • No, Rubbish idea dont want!

    Votes: 0 0.0%

  • Total voters
    0

Grunvald

Mongoose
At our local club at the moment we have been trying out some rules for a map based campaign system, admittedly they are not perfected and they come into clash with the other duties chart, but nevertheless has for the most part been fun to play!

My question here is who would like to see a map base campaign system, probably based on the b5 galaxy map, as an alternative system to the one currently being used?

Our current campaign allows us to start with a 4pt fleet at battle, with an admiral ship or squad at 1pt arm which is always attached to a fleet!

Allowing up to 4 fleets at up to 8pt battle each starting at 4.

Basically it a set fleet list and played with in each battle you face!
 
Having seen the impressive map when we came up for your last tourney, and had a couple of Warlords talk us through it (Shane, Richard etc...) we of Greg's crew thought it was a brilliant idea.
We may try to emulate in the future, but we're not clever like youse guys! :wink:
 
:P

All i will say is that other duty rolls dont work as well on a map campaign system especially the Drakh!

Basically my 1st fleet could turn up against them and out of 8 transports 5 destroyers and 2 light cruisers (+ lots of fighters) 4 transports 1 destroyer 1 light cruiser could shoot!!!!!
 
Are we talking like a board game style map (axis and allies, maybe) with linked zones that are worth specific values and are contested?
 
Any of you familiar with the concept of "Federation and Empire" of the Star Fleet Battles universe should get the idea, but implemented similarly to the Paths to Glory System from GMT Games.

Basically, you have a network of systems, and within the systems, you have objectives. Within these objectives, you would need to expend resources to execute attacks, and claim territory. This territory could then be leveraged to futher a war effort.

Such a system requires the Galactic Map (which we already have!), full environmental rules including hyperspace (also check!), but would need an operational-level component to relate objectives taken, effects of objectives concretely shown so as to remove the abstraction of RR's, and system-level operation/movement. There would be (in a perfect world) operational supply for restocking of Carriers and Huge Hangars, as well as production rules.

Well --- all of that isn't necessary .... but it would sure be nice!

I can almost see the 40 page rulebook for the system. It would also should be able to:

1). Handle multiple war "scenarios" --- early Minbari-Shadow War, Dilgar War, Army of Light, Narn War of Retribution, conjectural Drazi-Brakiri wars, and the EA-Minbari war. A scenario would include initial forces and replacement schedules, with supply and reinforcements due to other external effects. These reinforcements would be the place that would likely see the Carriers come into their own due to ease of fighter flight replacement.

2). Provide a framework for context-based campaign war that could be spread amoungst multiple systems

3). Provide a reason why fleets fight for terrain and how a fleet is isolated, including supply management

4). Show us the purpose and role of the basic scenarios that exist, and why they are critical

5). Explain the overhead of occupation versus bombardment and scorched-world conquest, thereby highlighting the power of units like the Tantalus and T'Loth

6). Be an independently playable wargame with its own quick battle-resolution system (especially for fights whose results are patently obvious).

Wow.

A full realisation of this vision would likely result in a $50.-- to $60.-- bookshelf Avalon-Hill style game .... and G*d D@^n, I want it.
 
At present we are using a 10 X 18 square grid map, with probably around a third or more squares having targets in.

Each target has D3 possible strategic targets in, which are generated randomly!

You are allowed to hyperspace jump up to 2 squares for free with an additional 2 squares paids for at 1 RR per ship per square!

Each fleet can perform an emergency hyperspace jump to react to a situation that specifically effects you, or an ally of yours, costing RR per ship per square moved again limited to 4 max movement in a turn!

Also cant hyperspace over occupied squares, due to hyperspace jamming.

Can purchase a strategic target protection fleet up to 5 pts Raid.

As well as other rulings which i cant remember this early in the morning!!!
 
We use a system like twilight imperium. Each hex has 0-3 planets in it and planets are worth 4 or 8 RR (12 for homeworlds). You purchase new ships with the RR your planets generate. You use jump engines or gates to move between hexes, and normal space to move between different planets within a sector.
 
I would actually like to see a book released with more complex campaign rules, you can leave the existing ones in the book as a basic campaign and have a campaign book available for those that want to play an advanced campaign.
 
It all sounds very interesting - I would like to know more :)

TGT also had some comprehensive campagin rules I believe and Clanger has been experimenting with some at our club........... :)
 
These were the rules we tried as an experiment.


1) The system is unknown and unexplored. You can do one of the following with each scout. Observation Posts will count as scouts for this.

• Scout a strategic location. Finding out what the location is. CQ 7+. If another player is at that location you find out what race fleet is.

• Scout opponent’s forces. To get the composition of the fleet broken down into priority level. This is an opposed roll your scout vs their best scout. First scout will find how many ships per priority, the second will find out class of ships.

• Scout the Resource points a player has. Find out the RR level off the opponent. CQ 7+

You can only jump into a location which has been scouted. The only exceptions to this rule are.

• If the fleet has no Scouts. Then the jump to the location is totally blind. The player will have no idea what it is or what forces are there. This may trigger an unexpected attack.

• If the player is Vorlon. They have special rules regarding this rule. Every turn they get 3 automatic successes with scouting rolls.

• Until players are aware that there are other fleets in system normal rules of initiative are suspended. When enemy fleets appear on your scouted location those fleets will be subject to the normal rules of initiative. For example Turn 1 players will not know of any enemy presence so they will pick a location scouted or blind to invade (all at the same time). Turn 2 Players will know that enemy fleets are present and normal initiative rules will apply.

This could mean that some battles will involve 2 + players. Priority level will be determined as normal.

2) If the strategic location is a planet the following rules apply.

• If the planet is unoccupied and there are 2 + forces then the scenario is automatically Planet Fall.

• If the planet is occupied then to take the location the scenario is automatically Planetary Assault. The first instance of this will determine the fixed planetary defences. E.g. if the priority level is Raid. Then the planet will have those defences for the rest of the campaign. These defences can be added to with RR points as per Planetary Assault rules.

• Vorlons and Shadows are the only races which are exempt from this due to having no troops. They take a planet location by normal scenario rules.

3) If the strategic location is anything else then the following apply.

• If the location is unoccupied and there are 2+ forces then the scenario is automatically Space Superiority.

• If the location is occupied then roll for scenario as normal ignoring Planetary Assault and Planet fall and Run to Jump Gate.

• If the location is an Observation Post it will count as a scout for breaking stealth and redirecting purposes.

4) All installations / Outposts will be present in all scenarios. Also these installations will have damage thresholds crew and troops. Damaged faculties will have a reduced RR generation level. They can repair as per ship rules.

5) Players can spend RR points to bolster a planets defence as per buying them in the Planetary Assault rules. There will be opportunities to enhance Outposts and Installations.

6) All Fleets will be 10 Battle Fleet Points. There will be the following changes to all fleets.

• The biggest ship in your fleet will be designated as the Flagship. This will automatically be an Elite Ship (Crew Quality 6). This will be the only ship of that priority level initially allowed. This will be either Armageddon or War level ship.

• All fleet lists will be kept secret, unless another player can gleam that info by using scouts. Except from myself who will need the info.

• Due to the nature of the campaign with it being a “Fog of War” type. My fleet will not be taking locations. It will have 1 location as its base. This fleet will be for hire by any side which make contact with it. This location will be a viable target. And no you cannot hire the mercs to take themselves out.

You can do the following deals with the mercs. All the deals will be on a case by case basis and nothing written in stone.

• Try and get information from them on other locations. They will scout locations as per normal rules. This information you can purchase for RR points.

• Hire their services for 1 turn. You hire a pre determined fleet point fleet. For example you want to hire 3 Battle Points worth of ships for 1 turn.

• Buy refits from their list. (It will cost RR points and the usual XP cost). An exchange of technology and ideas.

• You can for 1 RR point hire out the mercs repair bays (1 off payment). This will give you a repair cost for crippled ships of 3 RR instead of 5.

• For 1RR fee they can supply you replacement crew for a 1RR point for 10 crew. (1 off payment).


7) Each player will get their own system plan with individual updates. Fights against players will have a 2 week time limit. If you cannot make a fight, the fleet for hire will step in on your side for a predetermined fee or IOU. (Please note non payment of IOUs will result in inopportune repercussions).

8) Every Fleet will have a special fleet specific mission to undertake. This will be a goal in multiple parts (3 parts) which will garner a small reward for the campaign. It could be alien tech, battle bonus, strategic bonus or personality.

9) At certain points of the Campaign there will be system wide events. Which could be anything as Raiders sweeping through the system, an adrift ship or unidentified energy readings etc. All for the taking for those brave enough. To investigate.

Some things worked and some did not. In the future these will be tweaked.
 
I love the idea of having a map (especially if you mark your forces with coloured pins, love the coloured pins) in front of you. The triumphant feeling of seeing your forces advance across the map would be kind of cool. Although it could be balanced bit by that sinking feeling as you see your forces swept away and consigned to the toilet of history.
 
I do like the idea of large scale "real" invasions. Having large scale maps, supply lines and lines of communication etc.

I could never understand taking a major industrial world with a patrol level call to arms scenario.

I was thinking that taking a location should be a multi part affair.

1) Recon Run to get information the enemy forces.
2) Space Superiority to hold the "beach head".
3) Planetary Assault to take the planet.

Make campaigns less of a random affair and make them seem realistic. I know I would buy a book which does the campaigns more involved and instead of system wide it is sector / galaxy wide instead.
 
I would definily like Master of Orion style Campaign Maps.

I'm looking for a suitbale tool to design a map to play the Cylon War with BSG Court Jesters conversion.
 
Also have a system like was trialed at Mongooses Earth / Centauri War weekend.

Having different Tactics for the attacker and defender which would determine the scenario based on tactics.

I think a lot of ACTA players would like a more advanced Campaign system.

We trialed a Fleet specific mission for the campaign. It was a 3 part mission with a reward at the end. This added a little extra to the campaign

For example Psi Corp had to find a missing experimental Hyperion which disappeared whilst testing Shadow Hyperspace technology.

1) find and open a dialogue with the system mercs/raiders.
2) Find Ancient Observation Post.
3) Rescue the experimental missing ship.

The reward was adding a ship to their fleet list (Ship design by DaBoss Shipyards).
 
IMO the rules set for the Earth-Centauri War didn't worked.
One problem was that the played scenarios were favouring one side over the other.
 
Tolwyn said:
IMO the rules set for the Earth-Centauri War didn't worked.
One problem was that the played scenarios were favouring one side over the other.

what like all the recons done by the CQ5 ISA and Psi-corps. then the crappy ruling that had us having to beat minbari stealth (without any bonuses from scouts etc) before scanning
 
we had an idea at the club i go to.

You use the large galactic map. You can travel between the lines on it.
Everyone who wants to play picks a race.
You start with all the planets the race does.
You then play it like a normal campaign apart from the fact that you dont have fleet rosters as theres thousands of planets to keep track of.
Youi choose a target invade roll random scenario and then get the amount of FAP it says you can have.

It would be massive and really reaaly fun.
 
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