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Battleground: Fantasy and Historical Warfare => Battleground: Kingdoms => Topic started by: Kevin on December 31, 2009, 03:34:19 PM

Title: Quick and dirty mini-campaign system
Post by: Kevin on December 31, 2009, 03:34:19 PM
Wanted to share a little mini-campaign system which Jaime and I worked out.  It symbolized a limited war in which things start as planned but degenerate into strategic chaos.

The campaign ends when 1 side hits 14 Victory Points.  If using the 9-point system, play to 22 points.  If both sides hit it at the same time, it's a tie.  This results in 3, 4, or 5 games.

Army build rules:  standard rules at all times.  (We used 2000-point armies, so 4 core, max. 2 of each elite, no mercs.)  Though you could use whatever army build rules you wish.

Game #1:  Total Warfare, Open Map

Game #2:  Random Scenario (veto), Random Map (veto)

Game #3:  Random Scenario (veto), Open Map, Random Special Condition (veto)

Game #4:  Random Scenario (veto), Random Map (unless determined by scenario) (veto), Random Special Condition (veto).

Game #5.  Armies are chosen first.  Then Random Map (no veto), Random Scenario (Any scenario which gives armies different point totals is discarded.) (no veto), Random Special Condition (no veto).


Whoever won the most recent game is the attacker in the next scenario.  (Game #1is Total Warfare, where which side is the attacker is irrelevant.)

Veto Rule:  When a random map, scenario, or condition is drawn and a veto is allowed (See above.), the attacker must decide whether to accept it or veto it.  After the attacker decides, the defender makes the same choice.  If both players accept it that's that.  If it was vetoed, the card is put aside (or you reroll if you get the same scenario) and another one is randomly selected. (Note that there are multiple open map cards, so you might veto an open map and still draw another).

However, for each game, each player may veto no more than one map, one scenario, and one special condition.  So if you veto a scenario and then you like the next one drawn even less, tough cookies.  :)


Any Scenario or map which has been previously played is pulled from the pile before drawing a random one.  The equivalent is done with special conditions, but since each card lists 3 of these you can't pull the entire card.

Anyway, I've been enjoying it.  It gives good variety and flavor, while still giving you practice in "orthodox" games.  Making the person who won the most recent game veto first is a slight equilibrating factor, giving his opponent a small potential advantage.  We'll probably keep using these rules for our next campaign after the Rome/Carthage one is done.
Title: Re: Quick and dirty mini-campaign system
Post by: gull2112 on December 31, 2009, 03:58:18 PM
Excellent Kevin! There are two great concepts here which in my mind make for an excellent variation:

1. No build tree- I was never totally comfortable with the build tree as it now stands. I would like to see one that allows players to develope variations, but not one that's tied to restricting builds from the standard build rules. I'll start a different thread on that.

2. Armies chosen first - Another personal beef of mine. Customizing your army for the battle at hand is a luxury few commanders enjoy. Always building an army for all seasons was rarely the case either, generals oftenbuilt and modified their forces for certain conditions. I would prefer a 50/50 die roll to determine which scenario was played which way, but that's just me and it could easily be homeruled.

I like the limited veto power as that can be defined as commanders choosing where and when to fight, which happens.
Title: Re: Quick and dirty mini-campaign system
Post by: gull2112 on January 14, 2010, 05:56:49 PM
In addition to the armies chosen first option, I would like to add another option, that of blind setup, as in "As the sun rose we saw the opposing army already arrayed for battle."
I would further rule it like this:
Each player begins with a pool of command actions equal to his normal allotment per turn. Starting with whoever moves first, a player may switch two units positions at a cost of two points, or move one unit anywhere in the deployment zone for one point, play then goes to the other player who may spen one or two points. A player may elect to pass and instead spend a point to draw a command card. When all alloted points are spent, the game begins as normal.

A Die could be rolled for blind setup at the beginning of the scenario, after armies are built, on a one it is a blind setup.

To recap neatly, the shortened campaign game would look like this: (any props go to Kevin and Jaime)

The campaign ends when 1 side hits 14 Victory Points.  If both sides hit it at the same time, it's a tie.  This results in 3, 4, or 5 games.

Army build rules:  standard rules at all times.  (We used 2000-point armies, so 4 core, max. 2 of each elite, no mercs.)  Though you could use whatever army build rules you wish.

Game #1:  Total Warfare, Open Map (Die roll 1-2 = buy army first) (Die roll 1 = blind setup)

Game #2:  (Die roll 1-2 = buy army first) Random Scenario (veto), Random Map (veto) (Die roll 1 = blind setup)

Game #3:  (Die roll 1-2 = buy army first) Random Scenario (veto), Open Map, Random Special Condition (veto) (Die roll 1 = blind setup)

Game #4:  (Die roll 1-2 = buy army first) Random Scenario (veto), Random Map (unless determined by scenario) (veto), Random Special Condition (veto). (Die roll 1 = blind setup)

Game #5.  Armies are chosen first.  Then Random Map (no veto), Random Scenario (Any scenario which gives armies different point totals is discarded.) (no veto), Random Special Condition (no veto). (Die roll 1 = blind setup)


Whoever won the most recent game is the attacker in the next scenario.  (Game #1is Total Warfare, where which side is the attacker is irrelevant.)

Veto Rule:  When a random map, scenario, or condition is drawn and a veto is allowed (See above.), the attacker must decide whether to accept it or veto it.  After the attacker decides, the defender makes the same choice.  If both players accept it that's that.  If it was vetoed, the card is put aside (or you reroll if you get the same scenario) and another one is randomly selected. (Note that there are multiple open map cards, so you might veto an open map and still draw another).

However, for each game, each player may only veto one map, and one scenario.  So if you veto a scenario and then you like the next one drawn even less, tough cookies. 


Any Scenario or map which has been previously played is pulled from the pile before drawing a random one.  The equivalent is done with special conditions, but since each card lists 3 of these you can't pull the entire card.

I will try and get lazyj to agree to this tonight. 8)
Title: Re: Quick and dirty mini-campaign system
Post by: Kevin on January 14, 2010, 07:13:53 PM
I like the blind set up option, and would probably make it mandatory for the final game (which is designed to be as chaotic as possible). 

Though I'd be as happy to say "Put your armies down.  No start hacking!" as opposed to the little tweak rule you suggest.  But hey, play as you see fit, and I'm just happy that someone is making use of this.  :)
Title: Re: Quick and dirty mini-campaign system
Post by: gull2112 on January 14, 2010, 07:22:19 PM
That was mostly a nod to historical precedent where a commander would make last minute adjustments to his line, but a case could be made not to use it. Also, it prevents playing a game where right from the get go your completel;y screwed, which tends to lower the fun factor.
Title: Re: Quick and dirty mini-campaign system
Post by: gull2112 on January 18, 2010, 02:24:24 PM
You know, there really is no reason a campaign has to befought using the same faction. It is really just a way of tracking a series of battles. Since kingdoms has done away with maps we can do away with a lot of other conventions.

You can "fluff" it any way you like, fighting in the same region, for the same reason, maybe two warlords using different factions as tools for their own goals.
Title: Re: Quick and dirty mini-campaign system
Post by: andrewgr on February 03, 2010, 04:25:56 PM
Sorry for the very late reply, I've been absent from these forums for an inexcusably long period of time.

Getting to choose your army after seeing the map and scenario was done purely for the fun factor, not for any sort of realism.  I can understand why it would rub some folks the wrong way.

It was not a design decision that was made lightly, and I did spend quite a bit of time trying to come up with alternatives.

The problem I faced, in a nutshell, was this: if I kept all of the maps and all of the scenarios neutral enough that a player would always have a good chance to win regardless of what sort of army he built, then you'd only have like 3 or 4 scenarios and a dozen maps, all of which would be fairly symmetrical and bland.  On the other hand, if I went with a wide variety of maps and scenarios, but required people to build their armies ahead of time, then it was frequently the case that the battle was over before it even started-- a slow moving army (e.g. Dwarves) against a missile heavy army with a huge lake in the center that requires an extra 4 turns to go around, or whatever.

The solution proposed here, to allow some number of vetoes, seems workable.  At the very least, it probably eliminates the cases where the battle is so lopsided that both players know the outcome before they even deploy.  I'm sure that it will lead to some uneven battles, but if the players don't mind, I can't see why it wouldn't work.
Title: Re: Quick and dirty mini-campaign system
Post by: Kevin on February 05, 2010, 03:15:58 PM
Quote
The problem I faced, in a nutshell, was this: if I kept all of the maps and all of the scenarios neutral enough that a player would always have a good chance to win regardless of what sort of army he built, then you'd only have like 3 or 4 scenarios and a dozen maps, all of which would be fairly symmetrical and bland

I totally agree with your decision, and there's another factor which you didn't mention:  if you don't know which scenario you're about to play, you'll be taking the same army (or minor variants thereof) each time. 

Next Tuesday Jaime and I are about to play the 5th (and final) game in our Rome/Carthage campaign, and this is the one where we have to select armies first.  I'm looking forward to it, and think I've made a pretty good one-size-fits-all army.  (Hint:  under 20 skirmishers  :P )  Every now and then it's fun to build an army "blind," but it would get tedious pretty quickly.

-------------

On another topic, I want to personally thank you for creating Kingdoms.  As I've said elsewhere, without Kingdoms I'd have almost certainly lost interest in Battleground after a couple of months.  While I've never done a full Kingdoms campaign, the terrain and scenarios give the game a refreshing variety, while the Victory Point system gives us a reason to fight to the bitter end--resulting in much better war stories.   :)
Title: Re: Quick and dirty mini-campaign system
Post by: andrewgr on February 08, 2010, 12:35:40 PM
On another topic, I want to personally thank you for creating Kingdoms.  As I've said elsewhere, without Kingdoms I'd have almost certainly lost interest in Battleground after a couple of months.  While I've never done a full Kingdoms campaign, the terrain and scenarios give the game a refreshing variety, while the Victory Point system gives us a reason to fight to the bitter end--resulting in much better war stories.   :)

Thank you for the kind words.
Title: Re: Quick and dirty mini-campaign system
Post by: gull2112 on February 08, 2010, 02:55:49 PM
Yes Andrew, I am continually amazed at how much the kingdoms system adds to the game with regards to replayability. especially for quick pick up games where you just want to butt heads. Suddenly you can have that AND an interesting battle. :)

Buttheads butting heads? :P
Title: Re: Quick and dirty mini-campaign system
Post by: Kevin on May 09, 2011, 08:31:36 PM
Jaime and I are about to do another one of these mini-campaigns.  My Umenzi vs. his Lizardmen.  Game 1 is this Wednesday!
Title: Re: Quick and dirty mini-campaign system
Post by: elgin_j on May 10, 2011, 04:54:15 AM
Jaime and I are about to do another one of these mini-campaigns.  My Umenzi vs. his Lizardmen.  Game 1 is this Wednesday!

The mini-campaigns are the way.  Look forward to your session reports.