nubbin77 -> RE: nubbin's Fulda Gap "Campaign" (12/6/2018 10:41:09 PM)
I ended up getting extremely busy at work (I am an accountant and November 30, is our year end). So I have not had any play time.
I will try to answer questions and give links to everything this weekend.
This is a draft of the rules I have been using... Some of it needs work obviously. I have rules related to what happens with campaign map objectives are taken, but I could not copy those in.
I am totally open to feed back. But I will say that so far, the system has resulted in some good battles.
Nubbin's Campaign "Rules" for Armored Brigade
Each turn = 8 hours - I break each turn into A, B, C in order to use markers labeled A, B, C which indicates that unit performed some action on that phase
Each country takes its turn, moves all units and initiates battles. The battles are played out and any economy actions are performed, then move on to the next country.
Units are either Infantry, Mechanized, or Armored (which is the categories in Armored Brigade
The units represented by markers have a value on them. For example, an infantry unit can be a 7 this is the strength representation. The number is translated, when setting up the battle in AB into points. Each unit # = 500 points in AB. For exampe a unit strength of 7 = 3,500 points to pick from in game. (Depending on how big you want the battles, you could say each point is worth 1,000 , but the battles can get big quick.)
I have not considered any stacking limitations, but I don't think it would be fun to load up an area and just steam roll through. I would ask the community to consider what is fair rules to avoid a megastack.
Movement Each Day
Infantry - can attack or move one of 3 turns
Mech and Tank Can attack 1 of 3 turns
Mech and Tank can attack 1 and move 1 each of 3 turns.
Mech and Tank can move 2 of 3 turns.
Units can only attack once, then must be re-supplied.
(see supply rules below).
Defending counts towards your attacks.
Can shoot 6 hexes.
Can move 1 hex or shoot each day.
Can shoot 2 of 3 turns in a day
Artillary destroyed if hex is reached.
Can fly 8 hexes
Can be either Fixed Wing or helicopters
Can fly 1 mission per day (Value 2,500) or split into 2 battles.
2 IP, 2 MP, 2 AP each turn - banked
Can be spent directly on new units any turn - new units start on edge of map.
Infantry can be air dropped - costs 3MP & 3 AP. Within 5 hexes of airport
Can be spent repairing existing units. - They must move back to supply points to be repaired.
Units must be supplied once every 3 days, or after each fight.
If not supplied, -20 training & moral (since there is no way to simulate low supply in Armored Brigade)
Supply trucks can move 2 hexes per turn.
3 supply trucks per supply depot
Supply trucks must re-supply every after performing 5 re-supplies.
When 2 enemies enter the same location, obviously a battle takes place. In general, what I have tried to do, is if both countries have moved into the same location during the same turn / phase of the day, then it is a meeting engagement. If one side is settled on the hex and is obviously defending, then set them up as defender. If in doubt. Otherwise just pick what makes sense for the situation. I would suggest objectives are set up based on what makes sense for the location (just try to look at the map from the bigger picture and think what is trying to be accomplished in the bigger picture.
After the battle is over, it is really subjective. Basically if one side started with 3,500 points, and lost half of its stuff, lower the unit from 7 to 3... or 4 - are they out of position, scattered and one side has positional advantage? Then maybe go 3. If they lost half their men, but are in good position... maybe go with 4. Its not a perfect system obviously.
If artillary support is chosen for that battle, then add 1,500 to 2,000 points to the starting points, and try as best as possible to allocate that amount to artillary only.
If air support is chosen, allocate 1,250 or 2,500 (depending on if you split up the air support) to the starting points and allocate that much to air power.
If no air support, set the % available to 0.
Blow up bridge