AT Campaign - People's Democratic War
Posted: Wed May 28, 2008 6:29 pm
I just posted a 12 scenario fictional campaign featuring a variety of tactical situations. PP are the currency of the conflict and careful allocation of pp across the scenarios is the key to winning. Be careful not to overinvest in order to win a battle but lose the war. This campaign can be played as a 2 player game or vs the AI+.
Here is the scenario description:
The People’s Democratic War – An Advanced Tactics Campaign
This is a fictional 2 person (or person vs AI) campaign. Play either the People’s Democratic Front or the Democratic People’s Front in a series of battles on land and sea.
Scenarios: There are 12 scenarios – 9 are balanced and 3 are unbalanced. If the ‘Matched Play?’ variant is selected, the 3 unbalanced scenarios will be play at the end of the game with the sides switched. The PDF goes first for the first scenario. In subsequent scenarios, the player who lost the previous scenario goes first. In the case of a draw, the order remains the same.
Score: Each scenario has scoring rules. The winner of the scenario can get up to 10 points (unlimited points if the ‘No Mercy?’ variant is played). The loser of the scenario gets no points. Points for the campaign are cumulative (e.g., so you can get 120 points if you overwhelm you opponent during every scenario).
Scenario length: A scenario lasts for 12 turns. Players can double the number of turns with the ‘Double Scenario Turns’ variant. A player may also concede the scenario by playing ‘Concede Scenario’ action card. This card shifts the score for the scenario by 3 in your opponents favor. Note that players cannot concede scenarios if the ‘No Concessions’ variant is played.
AI: A player may select the AI. After the first scenario, all subsequent scenarios will be played at the AI+ level. The AI will always concede a scenario when it is down by 7 vp in the scenario. Also, if a player plays a unit action card (e.g., buy infantry), then the same unit is also delivered to the AI.
Action cards: Standard action cards available for every scenario include unit purchase cards (buy infantry, tanks, artillery, planes, or boats), sabotage and investment cards. A player may play the sabotage once per scenario and it inflicts a 50% readiness penalty on the opponent. The investment card may only be played in the first round of the scenario, the investment (in pp) is returned with interest during the first round of the subsequent scenario.
Political points: PP are carried from scenario to scenario. PP can only be produced in scenarios that are balanced. Players may play the ‘Cheap PP’ variant. This variant reduces the cost of PP and increases the cost of action cards by a factor of 10 (net impact is to make R&D cheap).
Here is the scenario description:
The People’s Democratic War – An Advanced Tactics Campaign
This is a fictional 2 person (or person vs AI) campaign. Play either the People’s Democratic Front or the Democratic People’s Front in a series of battles on land and sea.
Scenarios: There are 12 scenarios – 9 are balanced and 3 are unbalanced. If the ‘Matched Play?’ variant is selected, the 3 unbalanced scenarios will be play at the end of the game with the sides switched. The PDF goes first for the first scenario. In subsequent scenarios, the player who lost the previous scenario goes first. In the case of a draw, the order remains the same.
Score: Each scenario has scoring rules. The winner of the scenario can get up to 10 points (unlimited points if the ‘No Mercy?’ variant is played). The loser of the scenario gets no points. Points for the campaign are cumulative (e.g., so you can get 120 points if you overwhelm you opponent during every scenario).
Scenario length: A scenario lasts for 12 turns. Players can double the number of turns with the ‘Double Scenario Turns’ variant. A player may also concede the scenario by playing ‘Concede Scenario’ action card. This card shifts the score for the scenario by 3 in your opponents favor. Note that players cannot concede scenarios if the ‘No Concessions’ variant is played.
AI: A player may select the AI. After the first scenario, all subsequent scenarios will be played at the AI+ level. The AI will always concede a scenario when it is down by 7 vp in the scenario. Also, if a player plays a unit action card (e.g., buy infantry), then the same unit is also delivered to the AI.
Action cards: Standard action cards available for every scenario include unit purchase cards (buy infantry, tanks, artillery, planes, or boats), sabotage and investment cards. A player may play the sabotage once per scenario and it inflicts a 50% readiness penalty on the opponent. The investment card may only be played in the first round of the scenario, the investment (in pp) is returned with interest during the first round of the subsequent scenario.
Political points: PP are carried from scenario to scenario. PP can only be produced in scenarios that are balanced. Players may play the ‘Cheap PP’ variant. This variant reduces the cost of PP and increases the cost of action cards by a factor of 10 (net impact is to make R&D cheap).











