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"Battle Campaign" Topic


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1,231 hits since 27 May 2011
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Comments or corrections?

Mikey Rebel27 May 2011 2:31 a.m. PST

Hi,
I am curernetly playing Fire and Fury and want to set up a campaign between a collegaue (so many battles) and award points etc for wiining these. Along with the current victory points for the game, we wont to award points etc for winning the battle played on that night and then collate an overall winner of the war, so to speak.

Whilst I have my own ideas, based on other games, Has anyone got any good suggestions on how we can do this specific for ACW or shall we just award say 2 points for the winner of that night, along with the VP's already obtain.

Ideas and comments welcome!
Cheers
MadM

Frederick Supporting Member of TMP27 May 2011 3:53 a.m. PST

That would be a good idea – one thing that has been helpful in our ACW campaigns (we use the House Divided map for our campaigns but fight out the battles with Fire and Fury) is to have the losses of one battle impact on the next, i.e. a suicidal last stand makes much less sense if it leaves you a division short for your next battle

vtsaogames27 May 2011 4:39 a.m. PST

If you don't want to keep track of casualties, then penalize those who take heavy losses. A crushing victory should be worth more than a close-run blood bath.

Also, there's the Skirmish Campaigns option. Each side starts with a basic force and then rolls for attachments. The higher you roll, the better the attachments. If you won the last fight, you get a positive die roll modifier and are more likely to get good stuff added to your force.

Mikey Rebel27 May 2011 5:18 a.m. PST

thanks peeps for the comments, ill look into those. vts – where bouts in US are you, is acw your thing or is that a silly question. Id like an americans perepective on things… :):)
MIKE

vtsaogames27 May 2011 1:22 p.m. PST

NYC. ACW is one of the many periods I play.

Skirmish Campaigns is a modern set of rules, but the ideas are good. Also worth a look is the system in KISS ROMMEL. Each side has six cards (I think), each with a formation on it. For any game, a player gets to pick one of his choice and then randomly draw 4 more. (number of cards may be off)

If a formation is wiped out out it cannot be in the deck for the next game. This argues against sacrificing units.
Google KISS ROMMEL.

I hope to do a variation on this sometime.

Mikey Rebel31 May 2011 5:26 a.m. PST

hi VTS..

Thanks for this, looks like some good points i could use.
cheers
mike

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