Tuesday, June 24, 2014

Campaigning Actions

Action
            Non-resting action
                                TQ 4+, failure = +1 fatigue
Fight
Won Battle
                                +1 Fatigue
                                TQ roll with current fatigue level as difficulty, success = 1 skill roll
                                                1 Firepower
                                                2 Defense
                                                3 Reaction
                                                4 Special Team
                                                5 Leadership
                                                6 Pick from 1-5
                                                (Max of 1 special or leadership skill)
                                                (Max 3 levels in other skills, combined.)
                Lost battle
                        5-9vp, TQ 4+.  Failure is +1 Fatigue.
                        10-14vp, TQ 4+ (x2).  Each failure is +1 Fatigue.
                        15+vp, TQ 4+ (x3).  Each failure is +1 Fatigue.
TQ roll with current fatigue level as difficulty.  Casualties for every point failed by
If roll fails, TQ roll with current fatigue level as difficulty. Failure results in unit disbandment
Resting
                Fatigue
                                TQ 4+ (x2). Each success is -1 Fatigue
                Replacements
                                D3-1 replacements
                                D20, 18+ Unit replaced



Mission
            Board size (D6)
1-4:      2’x2’
5:            3’x3’
6:            4’x4’
Game Length (d6)
1-4:      6 Turns
5:         8 Turns
6:           10 Turns

Mission from rule book

Friday, June 20, 2014

Right now I am just getting ideas down.  The organization will come later.


Sedating a location.

To make a location safe to travel through, for your faction, a combat unit must start its turn in the location. The unit must then forfeit its action for the campaign turn, as it attempts to sedate the populace.  Finally, it must pass a TQ check vs the orange number in the lower left of the territory.

If this TQ check succeeds, the location is now sedated.  For turns going forward, this location can be moved through, by the sedating faction, without ambush or in-route casualty checks.

If another faction sedates the same location, your effect is destroyed.  The location must be sedated again.

Insurgency chart

As I continue to work on the blog and rules I will improve and condense the rules.

I worked up an insurgency chart.


The insurgency level is dictated by the orange number in the lower right corner of the territory.  Starting units for the insurgency are two rolls on the chart one step up.  Level 6 gets three rolls.

Thursday, June 19, 2014

Campaign Map Interaction

At the beginning of each campaign turn, the commanders of each side, SOA and RAM, will pre-plan the movement for each platoon under their control.

Each unit has a movement characteristic in the upper left corner of its unit card.
The distance between one location and another on the campaign map is dictated by the quality of the road system between them.
If the road is shown with two lines, it is improved and takes one movement point.
If the road is shown with one line, it is unimproved and takes two movement points.
The physical length of the road does not matter.
When a unit moves into a location two things happen.  

First a check for in-route casualties.
Roll a TQ check, the target number is the red number on the location.  If the roll does not meet or exceed the red number, the unit takes a casualty.
If the unit is mounted, the casualty is a random vehicle.  Any soldiers transported in the vehicle suffer casualties as per Force on Force (FoF) rules.
If the unit is on foot, the casualty is one soldier.
The casualty is removed from the unit roster.  Soldiers can be assigned to a new transport where need be.

After in-route casualties check for an ambush.
Roll a TQ check, the target number is the yellow number on the location.  If the roll does not meet or exceed the red number, the unit takes contact.
The level of contact is determined by the orange number in the lower right of the territory.


The number in orange is the insurgency level for the territory.  Use the contact chart for the relational insurgency level.

Insurgency charts and more to come.



Wednesday, June 18, 2014

Derek and I are starting in on play-testing for the campaign rules this evening.

The first stage of the campaign sees the Royal Argentinians and German East Africans in an opposed land grab of Non-Costal Falisio's holdings.

Non-Costal Falisio is a small nation in the interior of Africa  At the onset of this campaign Non-Costal Falisio has no standing army.

The forces of the Royal Argentinians (RAM) are US supplied.  Their training regimes leave much to be desired, but the men are motivated.

Seemingly their main competition for territory are the forces of the South East African Republic (SOA).  These forces received the best training from their Soviet advisers.  In addition to training the Soviets also supply the SOA forces

The first stage of the campaign is largely a primer for the group.  Giving them a chance to adapt to the campaign movement and interaction.

It includes only 4 territories.  With this small map conflict between the two sides is more likely than on a big one.  I speculate the insurgencies will take a much larger toll on the forces than any conflict between the Germans and Argentinians.


Big ups to BIG FOF for much of the campign rules direction.  He is running a world wide FOF campaign and I am taking many queues from him