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 AHF Gold-Rated Trader
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Post subject: AAM Campaign Series – Preliminary Design
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Introduction
This is a preliminary design for an AAM Campaign Series. It is meant to be generic to adapt to different game play styles and/or gaming resources on hand. Future expansion or campaign specific scenarios are possible by adding/modifying self-made cards.
Getting Started
The Campaign Series contain three self-made decks. First deck is the Event Deck which contains events effecting the campaign; such as IMPENDING WEATHER – Aircraft cannot be played this campaign turn.
The other two decks are for the Allied Campaign Deck and Axis Campaign Deck stating the mission, map, points can be won for the team, any bonus effects, etc. Below is an example:
FUEL DEPOT RAID –
Maps: Expanded Rules #7 and #5.
Setup: Defenders setup first and on map #7. Defender sets up 3 Fuel Depots within 5 hexes of their side of the map. Fuel Depots cannot be in the same hex with other Fuel Depots.
Points: Defender gets 1 point for each surviving Fuel Depot. Attacker gets 1 point for each destroyed Fuel Depot.
Bonus: If Attacker destroys all Fuel Depots then next Campaign turn the opposing side receives a -1 on all vehicle movement. The minimum vehicle movement speed cannot be reduced by more than 2 (includes damaged units).
For gaming balance it is recommended:
1.) Campaign decks are the same for the Allies and Axis.
2.) Points scored are relatively equal for either side playing.
3.) Potential points on each card are relatively equal compared to one another.
Some sample Event and Campaign decks are later listed below.
Gaming Materials
No other specific gaming map(s)/miniature(s) needed. It is whatever you and the others have in your collection.
Players
This is designed for 2+ players. The players should be split up into two teams. It is recommended to balance the teams with even skill level(s). The teams then choose an “Overall Commander” for their team. The “Overall Commander” will be responsible for deciding which campaign scenario the team player plays, distribute reinforcement points, etc. _________________ James 1:17
Every good and perfect gift is from above, coming down from the Father of the heavenly lights, who does not change like shifting shadows.
Last edited by hey_yu on Sun Jun 14, 2009 2:30 pm; edited 1 time in total |
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Sun Jun 14, 2009 2:23 pm |
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 AHF Gold-Rated Trader
Posts: 959

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Post subject: RULES
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Rules
Game Setup
Each team rolls 2d6. The highest team roll determines whether they are the Axis or Allied force. Afterwards each player builds their force per the Build Guidelines.
Build Guidelines
For an even number of players each player designs a 200PT force.
For an odd number of players, the team with the extra player will pair two members up. Each player designs a 300PT force with the exception of the paired up members. The paired members each design a 150PT force for a total of 300PT.
Note: Players will only have to field 50% of the point total at a time. They do not have to own all the forces to compose 100% of the point total.
Build and year limit restrictions are up to the person setting up the campaign. For gaming balances you can add guidelines such as:
Maximum of 1 Hero per player/team member pairing
Maximum of 1 Ace per player/team member pairing
Maximum of 1 Special Unit (Hero, Paratrooper, Partisan) for every 50PT per player.
Have at least one aircraft.
No jets.
Campaign Rules
Unit(s) destroyed in a scenario is irreplaceable. Once a player has a destroyed unit then it cannot be played for the rest of the campaign unless the unit is replenished by a Campaign or Event Card. Players can conserve units by moving them off their edge of map. However, players can only do this starting at the Assault Phase of game turn 5.
Turn Sequence
The game series lasts for 6 Campaign Turns. A Campaign Turn consists of:
1.) Each team draws Campaign Cards and then faces them up. The number of Campaign Cards drawn per team is determined by the total number of team matches divided by two. In a case instance of odd number of team matches. One team would draw the extra card for one turn and the next turn the other team would draw the extra card.
For example, in 4 vs 4 match each team would draw 2 Campaign Cards. In a 3 vs 3 match each team would draw 1 Campaign Card. Since it is an odd number of team matches. The one team would draw an additional Campaign Card this turn. The other team would draw the additional Campaign Card next turn.
2.) Place maps on table(s) and setup campaign scenario(s) based from the card(s).
3.) Overall Commander selects which team member plays which Campaign Card without letting the other team know. This can be done by writing it down on paper or placing a face down token with a player’s name/number near the selected Campaign Card.
4.) Team members then compose their 100PT or 150PT (50% of the total built force) forces for the battle. If the player does not have enough forces due to destroyed unit then they compose with whatever units are available.
5.) Event Card is drawn.
6.) Process for steps 1-4 should take 20 minutes.
7.) Players play the game for 40 minutes or until turn 7.
Winning team is determined by the highest total number of points accumulated during the Campaign (Points are stated on the Campaign Cards). Ties breakers are determined on total number of points of units left at the end of the Campaign by the entire team. _________________ James 1:17
Every good and perfect gift is from above, coming down from the Father of the heavenly lights, who does not change like shifting shadows. |
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Sun Jun 14, 2009 2:23 pm |
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 AHF Gold-Rated Trader
Posts: 959

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Post subject:
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Cards
Event and Campaign Cards are made and printed off. If printed off on paper they can be made to fit into a top loader for durability.
Sample Campaign Cards
The Campaign Cards will have two decks. One for the Allied and another for the Axis.
Card Backside
The backside of card will have the print of “Axis Campaign Card” for the Axis. The Allies will have the print of “Allied Campaign Card.” Can add the AAM 1939-1945 image logo as well.
Card Frontside
The frontside of the card can have the following text:
1.) FUEL DEPOT RAID –
Maps: Expanded Rules #7 and #5.
Setup: Defenders setup first and on map #7. Defender sets up 3 Fuel Depots within 5 hexes of their side of the map. Fuel Depots cannot be in the same hex with other Fuel Depots.
Points: Defender gets 1 point for each surviving Fuel Depot. Attacker gets 1 point for each destroyed Fuel Depot.
Bonus: If Attacker destroys all Fuel Depots then next Campaign turn the opposing side receives a -1 on all vehicle movement. The minimum vehicle movement speed cannot be reduced by more than 2 (includes damaged units).
2.) HEADQUATER RAID –
Maps: 1939-1945 Starter #1 and #3.
Setup: Defenders setup first and on map #1. Defender sets up 2 Headquarters within 5 hexes of their side of the map. Headquarters cannot be in the same hex with other Headquarters.
Points: Defender gets 1 point for each surviving Headquarter. Attacker gets 1 point for each destroyed Headquarter.
Bonus: If Attacker destroys all Headquarters then next Campaign turn the opposing side receives no Initiative Bonus.
3.) SIEZE INDUSTRIAL COMPLEX –
Maps: Eastern Front Map Pack #11 and #15.
Setup: Defenders setup first and on map with Industrial Complex. Objective sets up in hex A45A/A35X.
Points: An objective win gains 2 points. Gain 1 point by winning the game on points.
Bonus: If Attacker has an objective win then replenish 100PT worth of destroyed units. For a non-objective win then replenish 50PT worth of destroyed units. Overall Commander decides how to distribute the points among the team.
4.) CONTESTED GROUND –
Maps: 1939-1945 Starter #2 and #3.
Setup: Objective in middle of map.
Points: An objective win gains 2 points. Gain 1 point by winning the game on points.
5.) CONTESTED GROUND –
Maps: Expanded Rules #7 and #6.
Setup: Objective in middle of map.
Points: An objective win gains 2 points. Gain 1 point by winning the game on points.
6.) CONTESTED GROUND –
Maps: North Africa Map Pack #D2 and #D3.
Setup: Objective in middle of map.
Points: An objective win gains 2 points. Gain 1 point by winning the game on points.
7.) CITY SIEGE –
Maps: Eastern Front Map Pack #13 and #14.
Setup: Defenders setup first and on map with town. Objective sets up in hex C36X/C36A.
Points: Attacker gets 4 points for objective win. 2 points is awarded for any other type of win for either side.
8.) CITY SIEGE –
Maps: Eastern Front Map Pack #16 and #12.
Setup: Defenders setup first and on map with town. Objective sets up in hex B36A/B36X.
Points: Attacker gets 4 points for objective win. 2 points is awarded for any other type of win for either side.
Sample Event Cards
The Event Cards will have one deck.
Card Backside
The backside of card will have the print of “Event Card.” Can add the AAM 1939-1945 image logo as well.
Card Frontside
The frontside of the card can have the following text:
1.) NO EVENT
2.) EARLY OFFENSIVE – On this campaign turn, range is limited to medium until the start of the 3rd turn.
3.) REINFORCEMENTS – Replenish 100PT of destroyed units. Overall Commander chooses to distribute the points among their team.
4.) IMPENDING WEATHER – Aircraft cannot be played this campaign turn.
5.) AIR BOMBARDMENT – For one played opposing campaign card this turn. Your opponent cannot move until the start of the 2nd turn. Overall Commander choose which campaign card is affected. _________________ James 1:17
Every good and perfect gift is from above, coming down from the Father of the heavenly lights, who does not change like shifting shadows. |
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Sun Jun 14, 2009 2:29 pm |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1373

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Sun Jun 14, 2009 6:51 pm |
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 AHF Gold-Rated Trader
Posts: 959

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Post subject:
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| general Hoth wrote: | This looks good for a long AAM weekend with friends. |
Yeah it will take a day event or long weekend to play. Should be about 6 hours of gaming. Can shorten to the Campaign turns to 4 or something to shorten the game.
| general Hoth wrote: |
maybe you could also add the new general's deck in? |
The campaign idea is almost like Burger King. You can have it your way. The general idea is presenting a flexible team system of play with Campaign Cards and Event Cards. People wanting to play this can make their own cards and rules/restrictions/regulations to fit their own gaming desires and resources. _________________ James 1:17
Every good and perfect gift is from above, coming down from the Father of the heavenly lights, who does not change like shifting shadows. |
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Mon Jun 15, 2009 1:27 am |
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 Advance!

Posts: 170

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Looks good. We have an AAM group in Toronto that might be able to muster enough people to give this a go at one of our meetups. It would a be a lot of fun and would help get newer and veteran players together. _________________ Powerful men are well advised not to use violence,
For violence has a habit of returning;
Thorns and weeds grow wherever an army goes,
And lean years follow a great war.
-Lao Zi |
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Wed Jun 17, 2009 1:47 pm |
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 AHF Gold-Rated Trader
Posts: 959

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Post subject:
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Cool. Let me know how it goes if you get a chance to play. I want to test it out with my gaming group. However, I want to customize the cards a little better for a more 'themed' deck (eg. Eastern Front, North Africa, etc).
I'm hoping drawing cards makes the game a little different experience each time. Also, I'm a little concern about the Campaign Rules for the irreplaceable units. Maybe should add some more points if playing for 6 turns.
If you have new people playing then I would recommend removing the Campaign Rules and create a set build of 100 or 150PT. The Overall Commander can select the best force/commander for the given scenario to help compensate for the given 'mission'. _________________ James 1:17
Every good and perfect gift is from above, coming down from the Father of the heavenly lights, who does not change like shifting shadows. |
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Wed Jun 17, 2009 9:55 pm |
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