"Campaign Pre-Game Ideas Sought" Topic
3 Posts
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Murvihill | 17 Nov 2017 11:18 a.m. PST |
I've been thinking about a combined land/sea campaign for Cold War Gone Hot (No Nukes) in 1985, using bathtubbed land forces in Europe and the Atlantic Ocean for sea forces (not bathtubbed but with a caveat that no taskforce can include more ships than we have models available). Before the campaign would start I'd like to have a sort of card game where both sides vie to improve their position during the campaign proper by taking certain actions that would both help but also telegraph their planned start date. Each card would have an action, duration to take effect, effect on the campaign and possible follow-on cards. The cards would be tracked on a timeline and at any point one side or the other could declare war and start the campaign proper. Here are a couple examples: *Soviets: Man Cat II divisions to 100% Duration: 7 days Effect: Cat II divisions available one week earlier Follow-on Cards: Cat II training or Cat II Deployment *NATO: Cancel SLEP of CVN Duration: 1d6 in weeks Effect: Additional Carrier available for operations Follow-on Cards: None a few are easily thought of, what I'd like to hear from the TMP brain trust is other ideas for cards. The big caveat is the actions must have an effect on the campaign game. The actual campaign is a pipedream right now, but I thought this would be an interesting thread and I'll be able to find it when I am ready for the campaign. |
advocate | 17 Nov 2017 1:24 p.m. PST |
Maskirovka: delays NATO timelines by n days (hides Soviet intentions making it harder for NATO governments to react) Special Forces: sabotage one enemy card not yet completed. |
Striker | 17 Nov 2017 4:26 p.m. PST |
The "Persian Gulf" expansion to "Third World War" by GDW had something similar, but it involved the superpowers and middle eastern countries. |
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