|
Post by lordvankar44 on Apr 10, 2013 16:18:10 GMT -5
I have created a Campaign system for unit replacements and campaign victory. It is a loose house rule right now. See explanantion of rules in attachment. I have inserted the charts first with some examples below them. Attachments:
|
|
|
Post by lordvankar44 on Apr 10, 2013 17:11:50 GMT -5
I had to make some amendments already to the Campaign rules. See new attachment. Attachments:
|
|
|
Post by Mr. Harold on Apr 10, 2013 19:22:11 GMT -5
Very cool! looks like you put some good work into this. The only question is that it seems if you survive with more than 50% of your troops in-tact, you actually have less of a chance to get reinforced with the -1 modified, is that right?
|
|
|
Post by lordvankar44 on Apr 11, 2013 1:56:52 GMT -5
That is correct. The reason for that is if at all possible, resources/replacements will be used for units that are suffering losses first before those that can still function and continue the fight. I could have gone further into it by adding rules for units that keep losing land have lost a lot of troops to be integrated with another unit, but in game terms, it would not happen, as I see it. Even if a unit si doing good, there is still a chance they can get replacements for what they have lost, but it will not be as good as a unit that is losing all the time. When doing a campaign, a person could create two large forces of say 1000pts each and involve them in the same conflict but at two different battlefields. Let's say Force Alpha is doing well at Battlezone 1, but Force Bravo is starting to lose the battles and their numbers at Battlezone 2. It has gotten so bad that Force Bravo is down to 25% effective or about 250 pts in units remaining. At this point, the owning player could say i am taking you away from this Battlezone 2 to fill in the ranks for Force Alpha at Battlezone 1 Or Force Alpha at Battlezone 1 is doing so well that they can afford to split their force into two sub-units, with Sub-Unit 1 at Battlezone 1 and Sub-unit 2 taking over or supplemtning Force Bravo at Battlezone 2. Another ruleset I was planning on using is Combat Fatigue. As the rules are lengthy, see the attachement. Attachments:
|
|
|
Post by squinch on Apr 11, 2013 12:06:52 GMT -5
Any thoughts on an upside for the survivors whereby they can earn certain Perks? Squinch
|
|
|
Post by lordvankar44 on Apr 11, 2013 12:22:52 GMT -5
It's funny you ask that because I am working on that right now, and may have something done later today. What I am actually looking at is improving the skills the of the units. Eventually, after a few battles a trained soldier will become seasoned then a veteran over time. So right now I am looking at basing it on points awarded for squads/vehicle crews surviving battles and using those points to increase any or all of their stats. It would mean re-printing the unit card with the upgraded stats, or having a blank card with maybe only unit title and weapons/equipment showing printed on card, then hand writing the stats as they change. More to follow.
|
|
|
Post by lordvankar44 on Apr 11, 2013 16:40:34 GMT -5
Okay. I have completed the house rules for Unit Skill Improvement. i have also combined all of the other house rules in a proper sequence within one doucment with tables and counters that can be printed on the last ffew pages. See attachment. this is just my view on running a campaign, so feel free to offer comments for improvement or what you would do instead. Attachments:
|
|
|
Post by lordvankar44 on Apr 11, 2013 17:15:32 GMT -5
Reference the Unit Skill Improvement rules. Another thing you could add and I will be inserting in the document but not attaching at this time, is using XP's to add Perkz/Modz they don't already have. Use the points costs as shown in Gruntz v1.1 on pages 82-91 for buying the Perkz/Modz with XP's. Once again, a unit cannot have more than two Perkz/Modz. Unless the unit is special forces or has natural abilties that require a Perk/Mod the following house rule could be used for campaign play. Green Unit - No Perk/Mod Trained/Seasoned Unit - One Perk/Mod Veteran/Expert/Elite Unit - Up to two Perkz/Modz
|
|
|
Post by Mr. Harold on Apr 11, 2013 18:28:27 GMT -5
That's quite extensive sir! I'll have to give it a read through tonight and throw up my comments soon! Thanks for all the work you've put into this!
|
|
|
Post by lordvankar44 on Apr 11, 2013 21:11:20 GMT -5
Thanks. I love the game mechanics in Gruntz, and like the idea of doing a campaign system for it. Always a work in progress.
|
|
|
Post by lordvankar44 on Apr 16, 2013 15:18:06 GMT -5
I have added some extra rules on Combat First Aid to the Campaign rules. You will note that the Basic Rules were posted on another thread called Combat First Aid. See attached document for your viewing pleasure and use if you like. I am always open to discussion on these rules and improvement. Attachments:
|
|