As part of a constant evolutionary design process in trying to develop the best campaign system for CM, I have arrived at a new set of ideas over the last few weeks based on CMBB.
The basis for this system are battle-group counters that display unit building blocks that make up each battlegroup.
Armour counters are tank or sp gun platoons.
Infantry counters represent Companies.
AT Gun and FLAK counters represent batteries of 3 guns.
Mortar counters represent one spotter each.
Artillery counters are posted with HQ units who assign their support fire to battlegroups which will be represented as arty spotters in the CM battle.
The battle groups are built by each side's CO as per requirement and can also be freely named and designated by the CO.
There are stacking limits -- each battlegroup counter has a limit of SIX unit blocks.
Other limits: max of 3 armour units, max of 2 infantry coys
All other units not limited to the maximum stacking limitation of 6 unit blocks per battlegroup.
Battles are set up on QB maps reflecting terrain (you can see on the map that units may also entrench) using the units on the battlegroup counters and any arty support assigned by the HQ's.
Casualties are tracked and rounded up or down -- any unit in the CM battle with more than 50% casualties has it's unit block eliminated from the battle group counter.
Any unit which suffers 50% or less casualties is retained and deemed full strength for the next battle.
There are two ways I am thinking of handling building or arrival of new units:
1. I build a map with two fictional countries at war (like the Island Wars Campaign) and have each city/town assigned Production Points and these are spent every turn on building new units, HQs, launch attacks etc.
So, if one side loses towns or cities, their ability to build new units declines
Or...
2. Create a reinforcement schedule for each side either based on a historical campaign or a random/fictional system.
More details and thoughts as I go along.
The basis for this system are battle-group counters that display unit building blocks that make up each battlegroup.
Armour counters are tank or sp gun platoons.
Infantry counters represent Companies.
AT Gun and FLAK counters represent batteries of 3 guns.
Mortar counters represent one spotter each.
Artillery counters are posted with HQ units who assign their support fire to battlegroups which will be represented as arty spotters in the CM battle.
The battle groups are built by each side's CO as per requirement and can also be freely named and designated by the CO.
There are stacking limits -- each battlegroup counter has a limit of SIX unit blocks.
Other limits: max of 3 armour units, max of 2 infantry coys
All other units not limited to the maximum stacking limitation of 6 unit blocks per battlegroup.
Battles are set up on QB maps reflecting terrain (you can see on the map that units may also entrench) using the units on the battlegroup counters and any arty support assigned by the HQ's.
Casualties are tracked and rounded up or down -- any unit in the CM battle with more than 50% casualties has it's unit block eliminated from the battle group counter.
Any unit which suffers 50% or less casualties is retained and deemed full strength for the next battle.
There are two ways I am thinking of handling building or arrival of new units:
1. I build a map with two fictional countries at war (like the Island Wars Campaign) and have each city/town assigned Production Points and these are spent every turn on building new units, HQs, launch attacks etc.
So, if one side loses towns or cities, their ability to build new units declines
Or...
2. Create a reinforcement schedule for each side either based on a historical campaign or a random/fictional system.
More details and thoughts as I go along.