Anyone tried these Campaign Rules? How do they work? Map driven? Hex Maps or real Maps? What level are the smallest manouver units – divisions or brigades? Scouting & recon mechanisms? Strategic consumption from foraging, forced marching, disease, etc?
Whats the interface to a tactical tabletop battle like? Terrain generator? Fatigue levels on troops from marching? Logistics levels? Ammunition? Morale?
What role does leadership quality play?
Nick,
Before you read the rules, I would recommend reading John Seeker's review of Panzer Korps:
link
Panzer Korps is written by the same author. I agree with Mr. Seeker, the rules are ‘eccentrically edited' but worth the time to decipher.
As written, the rules are map driven. Unfortunately, the map isn't in the rulebook—you need to go to the yahoo group to get the map. The map shows provinces which are given an economic value and a fortress strength for each province. Major Powers use the income from the economic points of provinces to buy, build, and bribe.
A feature that I really like about the rules is the map doesn't end with Europe. The campaign covers the world. If the Russians want to send a force to India, they can. If the Spanish want to try to establish a trading post in Japan, they may.
The only forces that are on the strategic map are Armies, Corps, Detachments, Garrisons, and Fleets. Smaller units do not show on the strategic map.
Forced marches, fatigue to troops that force march, and foraging are incorporated in the rules.
The tactical interface for table top battles is driven by the players orders given to the umpire—if the movement orders for opposing armies has them encounter one another, a battle ensues. (There are different mechanics for fleet interactions and land interactions—they seem reasonable in our limited play.) For a battle (land or naval) there is a terrain generation scheme. Again, in our limited play, the terrain generated gives an interesting field of play without being "too busy". For battles the players do not want to resolve with miniatures, there is a fast-resolution method to settle the battles without play.
There is also a chance after battles for units to increase or decrease their morale level. In our limited play, we really liked this—it gave a lot of personality to units in battle.
Leadership plays in the tactical game and also plays a role in determination of whether opposing forces engage or avoid each other. Also, leadership plays a role on whether forces outside the disputed province can ‘march to the sound of the guns.'
I hope this helps: I am excited about the rules, but until I have a chance to thoroughly play a campaign or two, it is hard to do more than regurgitate what I read.
Matt