Would there be Fog Of War? Maybe. I could add rules to govern air and ground recon perhaps.
Could scrap FOW entirely and assume all the modern recon tools are working at full capacity in an abstract way.
Good to assume all the modern recon tools are working at full capacity.
The other idea I'm still examining is a scaled down MOUT campaign.
MOUT Campaign, I might have missed that.
But in terms of both GM and player sanity, commitment and fun, err on KISS's side, particularly if your first foray into the modern battlefield perhaps?
Good idea.
A 30 turn battle with a company+ sized force might take 1-2 months, whereas I could see much larger (aka your 'Epic' scale) battles (even with similar time-limitations) slowing/bogging down, and possibly seeing a number of non-completions. Particularly with urban maps.
Or another way is to fight that battle over several campaign turns like in the Onion Wars or break down a battalion sized battle into several smaller battles using units from each battalion.
Also, I perceive (selfish view) that you will get more players if you sell your campaign as smaller quicker battles (e.g. the recent SF2 Field Warrior campaign.
SF2 Warrior Campaign? never heard of it.
When I joined the FGM forum at Nathangun's invitation years ago, it was to participate in his Bulge campaign.
What have I done! I created a monster.
I'm putting together the finishing touches for a counter insurgency campaign. It's half board game and half combat mission.
It's a mongrel version of several counter insurgency games such as Somalia Intervention, Colonial Twilight and Insurgency Inc.
Players will have to score VP's (victory points) off each other and will have to spend SP's (supply points) to do stuff.
What you can do will be determined by the
Initiative Track.
As you can see from the picture above, the Initiative Track is designed specifically for 2-players and as such has incorporated a very unique method into its function. Each new round, let's say the insurgent player will start as the 1st Eligible, meaning that they will get the first choice of the actions they will take, until that it is, they take an action that causes them to lose the Initiative. First off, you will notice that the various spaces are color coded with the 1st and 2nd Eligible boxes. The light tan spaces are similar to the 1st Eligible box, while the darker gray spaces are aligned with the 2nd Eligible box.
For example, at the start of the turn the GM rolls for an event on the event table, he rolls a D20 and rolls a 15-
Foreign Aid. 3 insurgent groups get a surplus of Recoilless Teams the insurgent player chooses to
Play Event a marker is placed in the
Play Event box and the NATO player can now only play either
Execute Op & Special Activity or
Pass as these two options are adjacent to
Play Event box.
What operations and how.
In the 'Game Board' below there are two Columns one for the insurgents and another (I've yet to start the NATO one) NATO called Insurgent Activities and NATO Activities respectfully.
Only one operation type can be played per turn, let's say the insurgent player chooses Execute Op & Special Activity instead he may choose an operation (if he has the SP's to do it) and a Special Activity, please note some Special Activities can only be played with certain Operations.
Basically NATO forces have to destroy the insurgency, build civic projects and train local militia.
The insurgents have to try and stop the NATO side from doing this.
VP's can be got by gaining/losing local support or inflicting casualties on NATO forces, building/destroying civic projects etc..
The work continues, but I'm getting there. Oh all battles will be played in CM SF2.