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Campaign rules you've used

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Worktroll:
Waaaay back before most of you were probably born, there was a Golden Age of Wargaming ... when mythical giants like Avalon Hill and SPI bestrode the earth. And in that age there was a game of WW1 fighters, called Richtofen's War, by AH.

Now this was a great game, but what made it better was a simple campaign system. I can't recall the details exactly, but you started with a squadron of planes in 1915, and week by week had to fly sorties, do recon missions, earn objectives, etc. You got a thin but steady stream of replacement planes (often newer, better models) and pilots (usually greener), and surviving pilots gained experience and deadliness.

Of course, I want a similar exercise for Leviathans. ANyone else?

To that end, what simple campaign systems have you had experience with? What was good about them, what didn't work quite right, what stunk?

W.

Deathrider6:
I'm all for a set of campaign rules would be nice to see what a rapid build up of forces would do to your crew quality. I also vaguely remember that system. Ah the days of huge maps and scads of tiny counters held down by push pins.

I'll mull over some quick and dirty ones it ya like WT.

Tonbo Karasu:
Battleground: Kingdoms ( http://www.boardgamegeek.com/boardgame/37638/battleground-kingdoms ) probably slides in slightly above simple, but is probably worth mentioning for a couple of reasons:
1)  Everyone always has the same base size of army, only modified by the scenario and special conditions, irrespective of how you've been doing in the campaign so far.  This means that you don't end up with players who didn't do so well, or were unlucky in the first week, dropping out.
2)  There's a tech tree combining special abilities and which units you are allowed to field.  Again, everyone gets the same ability to use it, but can choose which branches to use for their army themselves.

IvanR:
ASL baby - Kampfgruppe Peiper usermade campaign

HMS INCONTINENT:
A simple campaign would be like the old traveller boardgame Imperium-roll to see what the government does, allows reacts to, a variety of avilable ships or ship withdrawals, simple repair/refit table for recent scenario damage, Commodore/Skymarshal rating of Leadership(morale and political rules), perception(acquiring initiative or better tac placement) and command(how many ships he/she can influence with bonuses or detriments. Build systems would be too long-better to have standing fleets and roll to see what's available. All nthis I got from Starfire, Nato Division Commander, and others I cant remember.

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