Post by treadiculous on Oct 3, 2013 5:37:38 GMT -5
I've been tinkering with this for a little while, its 2 sections and each has its own merits:
These games would be part of a campaign in which the Armies are selected prior to the campaign, and from this large army small groups of forces are sent out to explore and secure territory, any losses would need to replaced from the core Army.
(I wrote this prior to ever playing AirLand Battle though its similarities are obvious)
Part 1 is an experience system for campaign games... after each match a unit (or number of units depending on victory or loss) roll on the table and benefit from the outcome. (I haven't done a vehicle one yet).
Veteran Experience Upgrade Table
2D6:
2: Stat for Unit – Chosen by player +1
3: USR – Chosen by player
4: Gain new item 0-20 point (from codex*)
5: Gain new item 0-10 point (from unit list*)
6: Squad Replenishment + Promotion
7: Squad Replenishment
8: Squad Replenishment + Promotion
9: Upgrade standard kit: Range + 6” OR Deduct 1 from AP
10: Upgrade standard kit: Strength +1 OR Number of attacks with weapon + 1 (ranged or assault)
11: Choose any (except 12)
12: Choose any and roll again (though further rolls of 12 count as 11)
Replenishment:
A squad is restored to normal number free:
eg squad of 10 reduced to 3 is replenished with 7 free squad basic members
Promotion:
1 member of squad rises to Sergeant / Nob (gaining any stat increase and basic wargear)
If squad has 2 sergeants it may split in any way and at any time after deployment in next battle – if they survive they may remain permanently split (and be replenished into separate squads) or remain as a more tactically flexible unit.
Part 2 is a table which describes a meta game, that of exploring territory. Once units have been detected and forces deployed into the territory a game of 4ok can ensue.
In an ideal world I would like to code Part 2 into a tile based game, at the moment it would require a 3rd player to keep track of both sides movement in order to ensure fog of war.
Tile Campaign:
Spot is the distance at which they can see other units
Detect is the distance from which they can be seen
Add Spot to Detect to calculate distance
Range is number of tiles they can fire over, (-) means they must occupy adjacent tiles to attack.
*Flyer / Skimmer / Jump may move over enemy tile
**Infiltrate: may occupy enemy units
***HQ: All units within 1 tile of HQ gain +1 detect and will auto reveal infiltrate
**** Hidden Vehicle must be in cover, remain stationary and not fire during turn.
Let me know what you think!
These games would be part of a campaign in which the Armies are selected prior to the campaign, and from this large army small groups of forces are sent out to explore and secure territory, any losses would need to replaced from the core Army.
(I wrote this prior to ever playing AirLand Battle though its similarities are obvious)
Part 1 is an experience system for campaign games... after each match a unit (or number of units depending on victory or loss) roll on the table and benefit from the outcome. (I haven't done a vehicle one yet).
Veteran Experience Upgrade Table
2D6:
2: Stat for Unit – Chosen by player +1
3: USR – Chosen by player
4: Gain new item 0-20 point (from codex*)
5: Gain new item 0-10 point (from unit list*)
6: Squad Replenishment + Promotion
7: Squad Replenishment
8: Squad Replenishment + Promotion
9: Upgrade standard kit: Range + 6” OR Deduct 1 from AP
10: Upgrade standard kit: Strength +1 OR Number of attacks with weapon + 1 (ranged or assault)
11: Choose any (except 12)
12: Choose any and roll again (though further rolls of 12 count as 11)
Replenishment:
A squad is restored to normal number free:
eg squad of 10 reduced to 3 is replenished with 7 free squad basic members
Promotion:
1 member of squad rises to Sergeant / Nob (gaining any stat increase and basic wargear)
If squad has 2 sergeants it may split in any way and at any time after deployment in next battle – if they survive they may remain permanently split (and be replenished into separate squads) or remain as a more tactically flexible unit.
Part 2 is a table which describes a meta game, that of exploring territory. Once units have been detected and forces deployed into the territory a game of 4ok can ensue.
In an ideal world I would like to code Part 2 into a tile based game, at the moment it would require a 3rd player to keep track of both sides movement in order to ensure fog of war.
Tile Campaign:
Type | Move | Spot | Detect | Range | Special |
Infantry | 1 | 1 | - | - | (HQ)*** |
Armour | 1 | - | 2 | 2 | - |
Walker | 1 | 1 | 1 | 1 | - |
Jump | 2 | 2 | - | - | * |
Fast | 2 | - | 2 | - | - |
Bike | 3 | 1 | - | - | - |
Skimmer | 4 | 2 | 2 | 2 | * |
Flyer | 5 | 3 | 2 | 2 | * |
Scout Infantry1 | 1 | 3 | - | - | ** |
Heavy Infantry | 1 | 1 | - | 1 | - |
Artillery | 1 | - | 2 | 5 | - |
Anti Air | 1 | 3 | 2 | 3 | - |
Hidden Vehicle | - | - | 1 | - | **** |
Spot is the distance at which they can see other units
Detect is the distance from which they can be seen
Add Spot to Detect to calculate distance
Range is number of tiles they can fire over, (-) means they must occupy adjacent tiles to attack.
*Flyer / Skimmer / Jump may move over enemy tile
**Infiltrate: may occupy enemy units
***HQ: All units within 1 tile of HQ gain +1 detect and will auto reveal infiltrate
**** Hidden Vehicle must be in cover, remain stationary and not fire during turn.
Let me know what you think!