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"Generalized area control as campaign map?" Topic


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Comments or corrections?

KTravlos29 Feb 2016 9:40 a.m. PST

Look at the area control wargames at board-game geek. For example Napoleon's Triumph disposes of hexes for areas. There is a very old tradition in that style and you might get idea looking them up.

KTravlos

Personal logo Extra Crispy Sponsoring Member of TMP29 Feb 2016 9:45 a.m. PST

I'm not sure what you are looking for here.

You are doing a campaign with area movement/control. The game part seems easy enough. Force A attacks from Hell's Kitchen to The Bowery. You fight out the battle with your miniatures. Loser retreats, winner takes the square.

Are you looking for ways to assign initial areas? Or for a player to explore an area to see who controls it (kind of like a random encounter in D&D?).

DrSkull29 Feb 2016 10:06 a.m. PST

I'd think something like the system used for the classic board game Diplomacy might be a good place to start. You have irregular shaped territories, each of which can hold 1 army or fleet. Some are supply centers, some are not.

If you move into an empty space, you take it. If you move into an occupied space you do not take it, unless you have "support" from an adjacent army that could have moved in itself. In that case, the enemy army is ejected and you move in.

For a miniatures campaign, I'd imagine if you attack with an unsupported army (i.e., 1 attacking army, 1 defending army) that's when a miniature battle would take place, instead of an attacker automatically failing.

Personal logo Extra Crispy Sponsoring Member of TMP29 Feb 2016 11:35 a.m. PST

E-mail Sent

Personal logo Saber6 Supporting Member of TMP Fezian29 Feb 2016 4:20 p.m. PST

So along the lines of old SPI "fluid" Zones of Control

The space you occupy is fully controlled. All adjacent spaces are in you ZoC, and maybe further out with a lesser value as you get farther away. ZoC do not cross "hard borders" unless you are adjacent (stirring up trouble)

Timbo W02 Mar 2016 5:06 p.m. PST

Interestingly similar to Charles Vaseys ECW boardgames The Kings War. in that you needed to occupy territories to keep recruiting troops etc. The territories were set up as per historical allegiance in eg 1642 but you didn't need to station troops in each one, it was indicated by a marker on each area.

When when you marched an army into enemy territory the territory changed ownership, except where there was a fort etc that would have to be besieged before the area changed sides. This meant the 'huge stack' approach had some drawbacks as dispersed forces could nibble away at resources.

Ottoathome03 Mar 2016 8:24 a.m. PST

Dear Terrament

The work has already been done for you.

Buy a copy of "JUNTA" and just tweak the rules a little, and rename the counters and cards and you're done.

Don't reinvent the wheel. The basis of the "Junta" game will form a complete base for your game with just a little adaptation. You can easily portray the Junta board in grand style on a war game table, and tweak it here and there. Change the board a little and you're done.

Otto

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