What should be the campaign goal?
Everyone is welcome to come forward with ideas, but I also specifically call upon @Rico and @Nathangun (who have lots of experience with campaigns using Combat Mission) and also @Redbully and @Stafford I'd like to hear any ideas you may have too.
I'd like some advice regarding this to motivate players to do more than simply defend.
It should be kept in mind that it's not a huge campaign map, and platoon units may not last long, after even a single battle.
For reference, here is a diagram of the two battalions facing each other on the campaign map.
Small
Unlike the BB campaign which is enormous, this Platoon Leader campaign is small.
Much smaller map and small unit sizes, which could be as small as a squad + HQ (battle damaged platoons) up to a full platoon with extra support weapons.
Fairly small maps (about half a km), fairly short battles (maybe 30 turns).
Simple QB's
My primary goal above all others is to keep it simple for me as GM.
Similar to BB, players will be given a Quick Battle map with only setup zones and a small victory location in the centre (simply to determine control of the battlefield at the end).
Given that it's a QB, there will be no variations in ammo level, so supply probably will not be taken into consideration.
In addition, this will rule out in-battle reinforcements arriving.
What now?
In it's simplest form, this could be just a visual aid for a series of small tactical battles between opponents.
A fight between 2 battalions to the death (or perhaps to 50% damage, causing withdrawal of the battalion).
While I'm okay with this format, I'm wondering if I should develop it a bit further.
If the goal is to simply attrite the enemy, then it is likely that commanders will have no desire to attack.
They may simply move up (campaign movement will be simultaneous) and wait for their opponents to attack (in order to maximise cover, concealment and ambush opportunities).
Since all battles will consist of a maximum of one full platoon plus any support weapons attached by the battalion CO, there is even less incentive to attack without significantly stacked odds.
What could incentivize a side to attack?
Perhaps capture of zones. I could assign a value of some kind to the zones, perhaps with the centre two rows worth more.
However, this could also see both sides move up to the halfway point and simply stop, opposite the opposing side...and wait.
I've been trying to think of an elegant solution to this, but haven't come up with any more ideas.
Thoughts?
Everyone is welcome to come forward with ideas, but I also specifically call upon @Rico and @Nathangun (who have lots of experience with campaigns using Combat Mission) and also @Redbully and @Stafford I'd like to hear any ideas you may have too.
I'd like some advice regarding this to motivate players to do more than simply defend.
It should be kept in mind that it's not a huge campaign map, and platoon units may not last long, after even a single battle.
For reference, here is a diagram of the two battalions facing each other on the campaign map.
Small
Unlike the BB campaign which is enormous, this Platoon Leader campaign is small.
Much smaller map and small unit sizes, which could be as small as a squad + HQ (battle damaged platoons) up to a full platoon with extra support weapons.
Fairly small maps (about half a km), fairly short battles (maybe 30 turns).
Simple QB's
My primary goal above all others is to keep it simple for me as GM.
Similar to BB, players will be given a Quick Battle map with only setup zones and a small victory location in the centre (simply to determine control of the battlefield at the end).
Given that it's a QB, there will be no variations in ammo level, so supply probably will not be taken into consideration.
In addition, this will rule out in-battle reinforcements arriving.
What now?
In it's simplest form, this could be just a visual aid for a series of small tactical battles between opponents.
A fight between 2 battalions to the death (or perhaps to 50% damage, causing withdrawal of the battalion).
While I'm okay with this format, I'm wondering if I should develop it a bit further.
If the goal is to simply attrite the enemy, then it is likely that commanders will have no desire to attack.
They may simply move up (campaign movement will be simultaneous) and wait for their opponents to attack (in order to maximise cover, concealment and ambush opportunities).
Since all battles will consist of a maximum of one full platoon plus any support weapons attached by the battalion CO, there is even less incentive to attack without significantly stacked odds.
What could incentivize a side to attack?
Perhaps capture of zones. I could assign a value of some kind to the zones, perhaps with the centre two rows worth more.
However, this could also see both sides move up to the halfway point and simply stop, opposite the opposing side...and wait.
I've been trying to think of an elegant solution to this, but haven't come up with any more ideas.
Thoughts?
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