Page 1 of 1

Some Campaign Mode Thoughts for 2.1

Posted: Tue Aug 05, 2014 12:46 pm
by IronMikeGolf
Tazak's post about House Rules for "hard mode" seemed to be an invitation for the Good Idea Fairy to drop by my quarters for a cool pop.

Personnel loses

Given the lethality of a modern high intensity conflict, I'd expect the "recovery rate" of fallen out personnel to be quite low.

Terrain

We play the campaign on a map of a portion of Germany, meaning, the map is the sum of the scenario maps. This means that each scenario is played on a specific map sheet. Would it not be simply grand if the terrain of Scenario #2 depended on the outcome of Scenario #1? I am envisioning a huge map, of course. One that is likely impractical for our computing platforms.

How about the huge map exists, but is not directly played on? Think "sliding window" that we play inside of and it is positioned based on the outcome of the preceding scenario and the amount of time spent in Depot Mode. Deployment zones would need to be dynamic, too. Maybe it is as simple as 1/3 in from opposite "directions".


RE: Some Campaign Mode Thoughts for 2.1

Posted: Tue Aug 05, 2014 4:09 pm
by Mad Russian
ORIGINAL: Iron Mike Golf

Tazak's post about House Rules for "hard mode" seemed to be an invitation for the Good Idea Fairy to drop by my quarters for a cool pop.

Personnel loses

Given the lethality of a modern high intensity conflict, I'd expect the "recovery rate" of fallen out personnel to be quite low.

Fallen out are units not destroyed by fire. But those with mechanical issues. So their recovery rate shouldn't be too bad.



Terrain

We play the campaign on a map of a portion of Germany, meaning, the map is the sum of the scenario maps. This means that each scenario is played on a specific map sheet. Would it not be simply grand if the terrain of Scenario #2 depended on the outcome of Scenario #1? I am envisioning a huge map, of course. One that is likely impractical for our computing platforms.

How about the huge map exists, but is not directly played on? Think "sliding window" that we play inside of and it is positioned based on the outcome of the preceding scenario and the amount of time spent in Depot Mode. Deployment zones would need to be dynamic, too. Maybe it is as simple as 1/3 in from opposite "directions".

Or we could create a big map and then cut it up into smaller ones that link together. So, while you don't have one big map you could have several smaller ones that link together as the battle moves.

Not sure this is practical but it's a fun idea to contemplate.

Good Hunting.

MR

RE: Some Campaign Mode Thoughts for 2.1

Posted: Tue Aug 05, 2014 4:59 pm
by IronMikeGolf
MR, on personnel, I am talking about units like mech inf sqds. I take a fallen out squad being one that becomes combat ineffective due to casualties. I suppose that could include ones that are routed and can't be rallied until later.

What I am getting at is after a battle, a unit would consolidate partial squads, and cross level according to remaining transport. Some wounded might be treated at the CCP or BAS and return to duty, but those would likely be far fewer than the ones evac'ed further to the rear.

In game terms, that would mean tracking soldiers in squads and teams. During Depot, some soldiers would return to duty. Partial subunits would combine to form whole subunits, keeping subunit type the same and company integrity. Leftover partial subunits would remain fallen out until next Depot phase. Then a cross level to minimize units with no transport or no passengers. Complicated, but a thought. Not sure it's worth the effort for game play. More sim-like.

RE: Some Campaign Mode Thoughts for 2.1

Posted: Tue Aug 05, 2014 5:32 pm
by Tazak
the Good Idea Fairy to drop by my quarters for a cool pop.
wondered where she'd got to [&:]

RE: Some Campaign Mode Thoughts for 2.1

Posted: Wed Aug 06, 2014 12:02 pm
by calgar
While we are at it:

We could differentiate between damaged vehicles. Once am AFV is fallen out, a dice is rolled.

Light damage is damage that can be repaired within 2 hrs and does not need spare parts. (That's at least the criteria for an damaged AFV in the German Armed Forces to stay with the Bn and use their Repair point)
Medium Damage takes up to 6 hrs to repair and these will have to be send back to the Bde Repair Point.
Hvy Damage takes longer then 6 hrs, these Units go way back.
And then there is the TWO.

During Depot Phase, the Technical Officer (Do you call that guy "Technical Officer" in the US?) gives you an overview where your AFVs are and when they are expected to return to their Units.

A