Teaser of some new projects in the works...

I've been studying the rules for the classic board game DIPLOMACY and have been playing around with combining its basic concept with CM2 quick battles.... a cross between the current CM:Risk campaign and Domination. (but keeping the behind-the-scenes diplomacy and back-stabbing that has made CM:Risk quite a lot of fun)

Here a rough map I've been playing around with ... adjusting some of the time scale and naval rules and also thinking how to execute attacks and battles as CMBN/FI/GL quick-battles (and also perhaps incorporate CM Ostfront when it arrives?)

Anyway ... just toying with it ... using some free time semi-producitvely whistling


 
Loving your work Rico, can't wait to see the next instalment...

I think the campaign structures make the individual battles more interesting - context and all that...
 
That looks really cool, good work there!

How do you guys handle the campaign - qb, army sizes etc?

--
Regards Folke
 
At the moment I am thinking that each attack or battle is a 30 minute medium size QB ( either attack or ME ) -- -with limitations on size of arty support and use of heavy tanks etc.
There'll be added bonuses for friendly armies supporting attacks or defenses from neighbouring regions etc ... also naval gun support in some cases.

@Shorker and I are trying out the QB system in our mini-campaign http://www.thefewgoodmen.com/thefgmforum/threads/the-rico-shorker-war.18952/
... and it seems to be working ... things like formalising map selection etc still needs to be thought about quite a bit.

A strong part of this will be he diplomacy bits... like I said, a work in progress :D
 
Thats great news Rico! Can't wait to see that up an running. The diplomatic part in the Risk campaign is one of its main and best features. Bringing this one to the next stage will be absolutely awesome!
 
Loving your work Rico, can't wait to see the next instalment...

I think the campaign structures make the individual battles more interesting - context and all that...

Totally agree with Richtig's comments.

And I think describing it as using time "semi productively" is WAY to harsh; looks pretty darn productive to me!

(Hate to think what that would mean for how to describe how I spend a lot of my time :D ... other than playing CM of course!)
 
As a long time Diplomacy player I support this effort! :)

The rules can be found here:
http://en.wikibooks.org/wiki/Diplomacy/Rules

Executive summary:
The map is a map of Europe with 7 nations in 1900 split up in provinces of various sizes. There are 34 support centres (SCs) in total and the goal is to own 18 of them to get the majority. The game is played in years starting with 1901. Each year has 4 seasons. Spring and Fall are for movement/attacks, Summer is for retreats and Winter for retreats/builds/disbands. An SC is owned by the nation that was last to occupy it in winter. A nation can have as many units as it has SCs - again counting in Winter.
Units can be fleets (F) or armies (A) and can both move one field. Fleets can also transport (convoy) armies. Each province can contain exactly one unit at a time. Provinces with a coast can hold both fleets and armies but also only one at a time. Units can give other units support for holding or attacking if they are neighbouring the other unit or its target (unless they are attacked themselves). Loosing units are forced to retreat and only destroyed if they have no place to retreat to (seldom). Attack resolution is by majority (counting in supports). With even forces nothing happens (bounce).
Since everyone has even forces at the start it is all about getting support from others. The negotiations are the fun part of the game.

The rules are pretty neat because they are simple. The game was developed in the 60' and hasn't changed much since then.

Adaptation to CM would revolve mostly around combat resolution. For Dip all units have the same combat force. The only modifier is the amount of support you get. That has to be factored into the CM battles.
Then there is fleets which CM obviously doesn't have. F vs F has to be resolved with Dip rules. All other cases can be handled by giving ship artillery to a side.

Dip games take a looooong time and not everyone will have battles every turn. So the battles should be short and sharp. Same goes for negotiation phases. The Dip community has very strict rules for being late with ones turns. A bit of discipline is necessary as quite a lot of games have been bogged and died because of vanishing players.

IMHO this is very much doable and would be a ton of fun. Map and rules are proven over time. Battle resolution with CM would adds a nice touch of chance to it (Dip has no dice). I hope this will fly! :)
 
Back
Top Bottom