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[Total War] In-Progress Scenario List - UPDATED

 Post subject: Re: [Total War] In-Progress Scenario List
PostPosted: Sat May 22, 2010 3:50 pm 
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howdy there, may i offer
a list of 'adverse environmental operations' /AEO factors we use ;
-reduced visibility/night-low visibility/reduced-night low visibility
-high winds -extreme winds
-low pressure/high altitude
-non-pressurised/space hulk/platform
-spooky/really spooky
-low-g/high-g
-steep mountainous terrain
-dangerous geothermal/volcanic activity-active seismic activity
-extreme electro-magnetism
-flooding/flooded/maritime
-toxic atmoshere /industrial/population contamination
-radioactivity and radioactive events /nuclear munitions
-contamination/ chemical/ biological warfare
-predatory fauna/flora/locals

..this is from the 'space marine' (AEO)list ; the ork or chaos etc. list would be 'same-same but different' , (eg; Chaos doesn't have to worry about 'spooky' or most 'toxic' problems , and the 'Guard don't go into non-pressurised Space-Hulks unless things are going very badly.

i hope/trust this is useful .

more to follow


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 Post subject: Re: [Total War] In-Progress Scenario List
PostPosted: Sat May 22, 2010 3:54 pm 
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captain jimmi wrote:
i hope/trust this is useful .

Hey jimmi!

Thanks for the input! There should be a playtest document of planetary/weather conditions someplace in the [Total War] threads, but it may have been misplaced in the recent server troubles; I'll try and locate/repost it soon for you to examine and compare to your efforts.


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 Post subject: Re: [Total War] In-Progress Scenario List
PostPosted: Sat May 22, 2010 4:17 pm 
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howdy ,

a list of mission scenarios/example campaigns could read ;

Patrol/Encounter ; Player has ‘Search and Destroy’/‘kill the en‘/ take prisoners Orders.
Quick Attack : player has ‘Attack enemy’ position/area or unit/character/‘enemy’ Orders.

LZ/DZ/IP/BP Take and hold/ control LZ/DZ, Infiltration/Landing/Boarding/Convoy
Feature/City Fight ; players to control feature/ city/ specified buildings/areas/routes.

Recon ; Player to ‘inspect enemy ground’ to find fortifications/hidden objects/characters
Prisoners ; Player must take prisoners, must take prisoners

Surprise attack ; attack opponent before opponent ‘ready’/must activate 1D6 Units/turn and/or with >3:1 ratio. Attacker determines table edge using ‘convention’ method.
Defender may have installation to protect and fortifications.
Surprise attack defence; player uses orders dice to activate units. Units On ‘no orders’ until activated, and/or Player must activate 1D6 Units/ turn from first turn or turn +1D6.
Defender may have installation to protect and fortifications.

Cordon and Search/‘Scouring‘; player to ‘seal’ enemy units on-table and search/destroy;
as ’surprise attack’ but attacking from any/all table-edge, kill everything/nothing escapes .
Breakout ; player to ‘exit’ units/characters/recovered objects off opponents table edge.

Deliberate attack; player has ‘attack’ position/area or unit/character orders.
Attacker may have generous off-board support, specialist combat field engineers.
Deliberate attack defence; player to defend/prevent attack to area/terrain feature orders
Defender may have generous fortifications, off board support, installation to protect .
Defender chooses terrain and Defender table edge.

Target; player to destroy one or more specific enemy units/characters
Rescue, Recovery, Return ; player to ‘recover’ objects/people/return library books.

Defend ; player to defend/prevent attack to area/terrain feature/Unit/character orders
Convoy/Escort ; player to escort/defend given Unit/character from a to b on tabletop.

Relief-in-place: Relieving unit to occupy feature/fortifications/position,
and withdraw occupying force for withdrawl/resupply/ counterattack/ patrol.
Withdraw/Extraction ; player to withdraw units/ scattered units/ to a given place/area/table-edge /LZ-EP/rearguard/portal.

...as you can see the scenarios are fairly generic , and again this is from the "Space Marine" list, the "Ork/chaos/etc" list is
'same-same-but different'

a list of example 'space marine'/generic campaigns could be ;
Example Space Marine Campaigns ;

Planetary Assault,
Recon / Prisoners
DZ/LZ take and hold.
Surprise attack
Encounter
Encounter , convoy
Recon, Target
Deliberate Attack
Quick Attack
Planetary Defence,
Encounter
Surprise attack defence
Encounter / convoy
Encounter
Rescue/Recovery, Withdraw
Deliberate Defence.
Quick Attack
Planetary Scouring,
Surprise attack / Prisoners
Surprise attack / Scouring-cordon and search
Encounter
Encounter, Target
Rescue/ recovery, convoy
Deliberate Assault/ City fight /Surprise attack


these 'campaigns' can be as simple as a 'best of five' games to a longer-term campaign/series of battles with a 'strategic' objective/
outcome.

hope/trust this may be useful

cheers


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 Post subject: Re: [Total War] In-Progress Scenario List
PostPosted: Sat May 22, 2010 4:34 pm 
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sorry , the last bit didn't post so well ; try again ;

for Example Space Marine/generic Campaigns ;

Planetary Assault,
-Recon / Prisoners -DZ/LZ take and hold.
-Surprise attack -Encounter -Encounter/convoy
-Recon, -Target -Deliberate Attack -Quick Attack

Planetary Defence,
-encounter -Surprise attack defence -Encounter/convoy
-Encounter -Rescue/Recovery, -Withdraw
-Deliberate Defence. -Quick Attack -Withdraw/Relief

..you get the picture ....again trust is useful


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 Post subject: Re: [Total War] In-Progress Scenario List
PostPosted: Sun May 23, 2010 1:52 pm 
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howdy once again ;

errata; the wargames campaign book(s) i mentioned should be ;
'wargames campaigns' by cs grant , and
'setting up a wargames campaign' by tony bath,
the ideas and 'mechanisms' are really good.
..and you can build whatever you might want.

another campaign idea (not for the fainthearted)
is the awesome 'guerilla warfare' rules of martin Porter ; see
http://www.btinternet.com/~david.manley ... ampgns.htm
and adapt to your circumstances.
also try his 6mm 'vietnam riverine' /"police action" rules ideas
...for 6mm sci-fi why not use the pontoon boats from the airfix
'pontoon bridge' set to give you six "watercraft"
drive them forward for PBR's , drive them backwards for LCP's/whatever.
..the bridges come in handy too.
so do more thunderhawks.


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 Post subject: Re: [Total War] In-Progress Scenario List
PostPosted: Sun May 23, 2010 10:14 pm 
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Wow, some neat resources here! I am trying to get my own Epic Campaign started and all I had was the Warhammer Mighty Empires!


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 Post subject: Re: [Total War] In-Progress Scenario List
PostPosted: Tue Sep 14, 2010 9:03 pm 
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Rastamann wrote:
Any news on this front? I'm not sure whether I asked this before, but will there be some sort of campaign system? I'm have been toying with the idea of some sort of planetary campaign conquest system, based off of the Planetary Empires for 40k and possibly an old article of Citadel Journal about Epic Campaigns.

It's progressing slowly... playtesting of the various scenarios would always be appreciated! Once I get the NetEA Army Books updated, I'm looking to put out more Total War stuff.

There are several campaign systems being looked at, but they are all in very preliminary states and are currently unplayable for testing.

Much more to come though!


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 Post subject: Re: [Total War] In-Progress Scenario List
PostPosted: Wed Sep 15, 2010 12:31 pm 
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Anyone have any loose ideas for an 'Engine War' scenario?
A mission that revolves around small numbers of powerful formations would be cool, as we've found the standard Tournament Scenario seems a bit shonky for our Titan on Titan games.

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 Post subject: Re: [Total War] In-Progress Scenario List
PostPosted: Wed Sep 15, 2010 12:57 pm 
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Just shine the E&C symbol in the sky and I am sure he will appear with an idea or two.

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 Post subject: Re: [Total War] In-Progress Scenario List
PostPosted: Sun Sep 19, 2010 11:46 am 
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some ideas for campaign "models" could be ;

model 1. ; map campaign;
each player begins with chosen forces and plays the campaign game for control of a map features.
need rules for map movement and ideally 'logistics' (at least in terms of supply and replacements.)
advantage in terms of game strategic manouver (on map), giving battles a (geographic) context.
will likely be a few unevenly balanced battles and long campaigns, depending on map size and movement.
disadvantage; requires an umpire for undetected movement and/or intel gathering.
can be a lot of bookeeping required, but are easy methods for streamlining process.
(eg. 'formation roster'/diary)
campaign can be decided by who hold the most key territory(ies), at/for a given time period.

model 2. ; 'best of five' campaign
each player begins with chosen forces and plays short series (?best of five) of random battles of up to a given points value of forces, with unlimited ability to replace losses between battles.
need only logistics only in terms of replacements (ie:points value of).
campaign can be decided on basis of who won most battles (/5)...... and .....who spent the least points in replacements before each battle.

model 3. ; 'tour of duty' campaign
each player begins with (ussually larger) chosen forces and plays longer series (? a dozen) of random (or scripted) battles, of up to a total given points value of forces, with limited ability to replace losses between battles (eg. every four turns over twelve battles).
needs logistics only in terms of replacements (ie: points value of), but does benefit from rules for commander personalities (eg. cautious, careful, bold, rash ) , commanders/formations gaining in
ability(/abilities)/morale with (good) experience, and repair/upgrading of heavy equipment.
(Adeptus Titanicus and Codex Titanicus had some good ideas for this, or dice re-rolls/chaos cards and upgrades will do)
campaign can be decided on basis of who won most battles and who spent the least points value in replacements during campaign.

model 4. ; scripted campaign
each player begins with chosen forces and plays series of games that have been predetermined to occur, or from a limited set of choices(to each player) determined by a prepared campaign scenario storyline. ….requires (creative) umpire or 'given' scenario (eg. from fluff) and should play like a 'role player game', (…with Battle-groups!) … allows all phases of operations (advance, attack, defend, withdraw etc. to be played out, by each player )

model 5. ; specialist campaigns
eg;5:1 "guerilla warfare", (eg. martin porter's excellent rules)
(each) player plays 'good guys'/security forces, against umpire who controls/plays randomly generated "guerilla" tactical enemy.
security forces must guard bases and 'vital assets' against attack from...,/and patrol looking for....
...randomly generated (by umpire) formations of guerillas...some big.
players must win tactical encounters (without too many losses/destruction), find guerilla bases/supplies, protect vital assets, and not destroy any vital assets (esp. civilians) themselves.
players win campaign when enemy bodycount >'x' and exceeds their own, minus big points for civilian/vital asset losses, especially+++ if due to forces bad behaviour/fire control or just poor intel, minus points value of replacements from combat (or other) losses.
..needs good umpire and rules for civilians, hidden movement, troops panic/rampage, intel gathering,

eg;5:2 "recon/SAR/black ops",
game requiring umpire and map and involving a lot of undetected movement, player must find specified object or character (on map) and recover/destroy.. will be moving on map
...may take a few games (of searching) for specified object/character to 'turn up' and formation will have to manage losses and changes to terrain and remaining TO&E during campaign.
can use replacements rules provisions as either models 2. or 3. above. or randomly generated (as 5:1 above). ..needs tactical rules….eg; call in help and/or reinforcements,
or 'break contact/extract', if enemy too large.

hope this is useful !


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 Post subject: Re: [Total War] In-Progress Scenario List
PostPosted: Sun Sep 19, 2010 12:08 pm 
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frogbear wrote:
Just shine the E&C symbol in the sky and I am sure he will appear with an idea or two.

Would the be a "Full Moon" or "Wolf" or umm...."Machine Wolf" or "Moonbase" symbol?


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 Post subject: Re: [Total War] In-Progress Scenario List
PostPosted: Sun Sep 19, 2010 12:58 pm 
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Angel_of_Caliban wrote:
frogbear wrote:
Just shine the E&C symbol in the sky and I am sure he will appear with an idea or two.

Would the be a "Full Moon" or "Wolf" or umm...."Machine Wolf" or "Moonbase" symbol?


This might do it:
Image

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 Post subject: Re: [Total War] In-Progress Scenario List
PostPosted: Mon Sep 20, 2010 12:20 am 
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Oh, looking to summon Logan Grimnar are we? :D


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