Help support TMP


"Campaign Pre-Game Ideas Sought" Topic


3 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please remember that some of our members are children, and act appropriately.

For more information, see the TMP FAQ.


Back to the Command Decision Message Board

Back to the Cold War (1946-1989) Message Board


Areas of Interest

World War One
World War Two on the Land
Modern

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

Beer and Pretzels Skirmish (BAPS)


Rating: gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

1:300 Ram V-1 Scout Car

Personal logo Editor in Chief Bill The Editor of TMP Fezian equips his Israeli recon unit.


Featured Profile Article


1,334 hits since 17 Nov 2017
©1994-2024 Bill Armintrout
Comments or corrections?


TMP logo

Membership

Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
Murvihill17 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.

advocate17 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.

Striker17 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.

Sorry - only verified members can post on the forums.