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Adapting Campaign Rules For E:A

 Post subject: Adapting Campaign Rules For E:A
PostPosted: Tue Oct 29, 2013 5:00 pm 
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Hello!

Can I interest you fine E:A people into helping me adapt my campaign rules for your system?

Yes, they are designed with Net Epic in mind, but I don't see there being any problem in making some tweaks with the rules to accomodate the E:A system... with one exception:

The way I have written the system has been that players gain campaign points for breaking enemy units as well as winning battles and seizing campaign objective markers. I understand (from my somewhat limited and blinkered knowledge of E:A) that units do not break in your version of the game. That being the case, is there anyone who can think up a suitable replacement of this aspect of the rules for your system? Or would it be based upon victory conditions being acheived in the games regardless of casualites?

Suggestions and feedback welcomed!


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 Post subject: Re: Adapting Campaign Rules For E:A
PostPosted: Tue Oct 29, 2013 5:03 pm 
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units break all the time in E:A.... no wonder you went back to netepic...... ;)

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 Post subject: Re: Adapting Campaign Rules For E:A
PostPosted: Tue Oct 29, 2013 5:07 pm 
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Yep, the problem you might have is that units often break several times in a game. There's not a fixed break point like netepic.


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 Post subject: Re: Adapting Campaign Rules For E:A
PostPosted: Tue Oct 29, 2013 5:10 pm 
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:-[ Ha! Yes, of course! Sorry, I meant that I don't remember being awarded Victory Points for breaking units! Is that the case or is it just because I only played the training missions?

I suppose what I'm asking is how do you win a game of E:A? Do casualties play any part towards Victory Points, or is it all about capturing objectives on the battlefield?

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 Post subject: Re: Adapting Campaign Rules For E:A
PostPosted: Tue Oct 29, 2013 5:24 pm 
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It depends on the scenario how victory is established. For good examples go check out the Storm Over Gehena campaign scenarios from GW or Chromas Total War supplement thread for some variations. However the widest and most played is the Grand Tournament scenario, found in the 4th Ed rulebook, which outlines an excellent set of objective based goals for awarding victory.

If the scenario being played doesn't dictate degrees of winner/loser then my suggestion would be to base things generically off an opposing ratio of awarded/possible to determine winner/loser and degree therein.

I expect you should be able to build a table to award points off of:
Major Victory
Minor Victory
Bloody Stalemate
Minor Loss
Crushing Defeat

(which are unabashedly stolen from the old Battle for Armageddon board game from GW)

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 Post subject: Re: Adapting Campaign Rules For E:A
PostPosted: Tue Oct 29, 2013 5:37 pm 
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Oh! So am I right in thinking then that good campaign rules already exist? In which case I'll not continue to waste everyone's time!

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 Post subject: Re: Adapting Campaign Rules For E:A
PostPosted: Tue Oct 29, 2013 5:40 pm 
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No no but there's branching campaigns that have been made by various people (including GW) they're not generic campaign rules like you're looking at making, my good sir. Please, continue on!

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 Post subject: Re: Adapting Campaign Rules For E:A
PostPosted: Tue Oct 29, 2013 5:41 pm 
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in the tournament scenario it's mostly about objectives, but destroying your opponent's most valuable formation nets you a victory goal

I believe the current UK scoring system would be a good place to start, it's out of 32 points and depends on the turn and difference in goals, you can also end up with a draw, wherein you count points of destroyed formations and calculate whether it is a winning or losing (or flat) draw too

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 Post subject: Re: Adapting Campaign Rules For E:A
PostPosted: Tue Oct 29, 2013 5:44 pm 
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I shall have to investigate further! :geek

It sounds like I'll have to figure out points values for different objectives, the more important the objective, the higher the points. As time goes on these build up and then eventually someone will exceed the threshold and win the entire campaign...

Thanks for the help chaps!

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 Post subject: Re: Adapting Campaign Rules For E:A
PostPosted: Tue Oct 29, 2013 5:51 pm 
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If you want to use the standard tournament scenario win conditions, it goes a bit like this:

How to Win

Almost all games are decided based on comparing scores of victory conditions in turn 3, and again in turn 4 if there is no winner. There are five conditions, and to win you need at least 2, and more than your enemy. For example 2-1 or 5-0.

If neither player has won by the end of turn 4, technically there is a possibility of a turn 5 but on the most part it comes down to counting up victory points. These are basically:
    half the points cost of a formation if it was down to half strength or broken
    the full points cost if it was destroyed or it was both broken and half strength

Victory Conditions

There are six objective markers, three on each side of the board including one on each player's baseline. The first three of the five victory conditions relate to control over these objectives:

    Blitzkrieg: Hold the objective on the opponent's baseline.
    Take and Hold: Hold two of the three objectives in the opponent's half (one of which can be the blitzkrieg objective).
    Defend the Flag: Hold all three objectives in your own half.
    They Shall Not Pass: There are no unbroken enemy units in your own half.
    Break Their Spirit: Completely destroy the enemy's most expensive formation.

Tournament Points

The UK tournaments have a system of combining the various factors into tournament points. That way you can have a common sliding-scale system that describes draws, outright victory condition wins, and wins where you basically annihilated the enemy but failed to actually achieve "victory".

The tournament rules are probably a good place to start.

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 Post subject: Re: Adapting Campaign Rules For E:A
PostPosted: Tue Oct 29, 2013 5:54 pm 
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Excellent Kyrt, thank you for your kind assistance with this! ;)

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 Post subject: Re: Adapting Campaign Rules For E:A
PostPosted: Tue Oct 29, 2013 6:22 pm 
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Considering the rather spiffy victory goals in the generic tournament setup, why not use them as a start for a tree-like campaign? I.e., if one has achieved blitz, then that affects the next scenario this or that way. This would give more of a direct connection to actual outcomes. Or maybe that gets too complicated too quickly. Or maybe I am stating the obvuious...

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 Post subject: Re: Adapting Campaign Rules For E:A
PostPosted: Tue Oct 29, 2013 8:56 pm 
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I have no problem with people wanting to design something like that; selfishly I was more trying to figure out how to adapt my own rules (see documents above) to the E:A system for anyone who may be interested.

To give a quick idea of how it works; each player in the campaign designs a number of armies which then move around the campaign map, capturing territories where there are Campaign Objectives. The campaign cannot be won just by capturing C.O.s alone; when armies meet, Epic battles are fought and again both sides gain points for kills* as well as how well they performed in battle. After the battles are fought, whatever is left can continue on for the victor, while the loser's army is completely routed. If the victor finds his army is too depleted, he (like the losing side) can put all units into a reserve; these can then be used to beef up other depleted armies or be kept back to build new armies. The campaign continues until someone accumulates enough points to win the war!

A bit like Risk except with Epic battles being fought, I suppose!

When I tested this out for Net Epic, every army fought once before the campaign was won/lost. For anyone interested, here's the thread: http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=24706
For anyone really bored, there's links on that thread to all the battle reports fought during the campaign!

*The points for kills are based on VPs in Net Epic. I'm thinking this will not be the case with E:A and that the points earned in battle will be based upon the objectives completed.

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