Our group is looking at running a Napoleonic campaign based on Napoleon's invasion of Russia in 1812. Rather than recreating the historical campaign and refighting its major battles, we want to run a player-driven campaign where decisions determine the course of events. There may be a Borodino, or the campaign might take an entirely different direction.
I'm interested in hearing from anyone who has attempted to run this particular campaign and how you addressed some of its unique challenges.
One idea we're considering is using a card system to determine Russian strategic priorities. Each of the three Russian armies would have its own deck, with the Russian players drawing a card each month that establishes their strategic objectives. If they fail to meet the card's requirements, Russian National Resolve declines. If Resolve reaches zero, Russia capitulates and the French win.
That's just one part of the puzzle, though. The distances involved, player availability, competing objectives, logistics, and the challenge of getting the opposing armies to engage all present potential problems.
For those who have run a campaign of this scale, what worked for you, and what would you do differently? I'm particularly interested in campaigns where the players determine the course of the war, rather than simply working their way through a series of historical battles.
I'd also welcome suggestions for operational campaign rules from other periods that might provide a good framework for our project.
Thanks!
PS We have discussed using games like "Empire in Arms" as the campaign engine, however we got stuck with the idea the Russians at some point need to fight.