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co1191

 

Joined: 30 Jan 2016
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Post subject: World Campaign  Reply with quote   (Liked by:0)  Like this post
So I have been thinking of using the A&A 1941 board game map and pieces to make a campaign system for 5 players. The pieces represent 90-110 points each (decided in secret by the player before each battle) and each player starts with a 500 point pool. I was thinking at territory acquisition could add points to the pool, and have a random map assignment for engagements. The trouble is, I don't have (nor do I want to go down the rabbit hole) WAS stuff to simulate the naval aspect, which would be vital to a world-scale campaign. So in a sense, I'm seeking advice and also seeing if anyone has done this. Any tips, ideas, etc. are appreciated!
PostFri Mar 24, 2017 6:29 am
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carrion

 

Joined: 31 Dec 2007
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We had a whole A&A boardgame and mini crossover campaign going on. Where we handed out assignments to the forum and we a set time to respond with their AAR's and we collected the outcome and on to the next battle.

Give me a few days I can try and dig up what we had as a point cross-over system. I believe I still have it somewhere.
PostFri Mar 24, 2017 12:46 pm
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co1191

 

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Carrion,

That's awesome! Thanks!
PostFri Mar 24, 2017 2:10 pm
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carrion

 

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Found it I think...

Here are the attack and defense values for each piece in the game as used for determining Battle Tickets or Fleet Actions:


Infantry Att.1, Def. 2 (if attacking with artillery the attack value is 2)
Armor Att. 3, Def. 3
Fighters Att. 3, Def. 4
Bombers Att. 4, Def. 1
Transports Att. 0.5, Def. 1 (Normally transports can’t attack but the strategy of bringing them with a fleet as cannon fodder is well established so we gave them a value of ˝ a point to simulate the extra hit they would normally absorb.)
Submarines Att. 2, Def. 2
Destroyers Att. 3, Def. 3
Carriers Att. 1, Def. 3
Battleships Att. 6, Def. 6 (Battleships in the board game normally have an attack and defense value of 4 but they can take two hits, so we gave them a value of 6 to simulate their extra ability.)

When we do a Battle Ticket we look at the value of the attacking force and the value of the defending force. For example: three infantry and a tank attack an infantry and a fighter. The attacker’s value is 6. Three infantry at 1 each = 3 and one tank is 3, thus 3+3=6 for the attacker. The defender’s value is also 6. One infantry defends on a 2 and a fighter defends on a 4, thus 2+4=6.

We then determine how many points are going to be used for the army build. 100 points is the most common. We take the defender’s value and divide that by the build total to determine the “multiplier.” So in our example the multiplier would 100/6 = 16.66. We round the multiplier to the nearest number and get 17.

We now use that number times the value of the units to determine the complexion of the army build. Infantry always represent Soldier points. Tanks always represent Vehicle points. Artillery, bombers and fighters always represent Wild points. So in our example the attacker would have 51 points in Soldier (3x17=51) and 51 points in Vehicles (3x17=51) for a total build of 102. The defender would have 34 points in Soldier (2x17=34) and 68 points in Wild (4x17=68) for 102 points total army build.

At the end of the battle we “reconstitute” the surviving number of points back into game board pieces. So if 30 points survived from the defending side the defender would have 2 points remaining (30/17=1.76 rounded to 2) for an infantry. If the attacker also had 30 points remaining he could reconstitute 2 infantry because his attacking infantry attack on ones where the defending infantry defend on twos.
Rules for Fixed Defender
1. Defender can set up on and up to one hex row past
the objective.
2. Defender always sets up first.
3. The defender may retreat after turn 5.
4. Attacker may retreat at any time.

Blitz Rules
1. Defender chooses map.
2. Defender may not place obstacles.
3. Defender may retreat after turn 5.
4. Attacker Chooses one exclusion below.
5. Attacker may retreat at any time.
6. Either side can win using normal victory conditions.
7. The Attacker has an option for a quick victory by
controlling the objective and exiting 1/4 of his points
off the defenders side of the map. If these conditions
are met the attacker wins at the end of that turn and
all the defending troops are destroyed.
-------------------------------------

Also while looking for the above I came across the Battle Tickets / Fleet Actions / AAR'a we had put together. Some of them are fillable pdf's and if you would like copies of them to use I will need an email address so I can send them your way.
PostSat Mar 25, 2017 3:05 am
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co1191

 

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This is great! Thank you! My email is seventyfourrebel@aol.com.

PostFri Mar 31, 2017 1:48 am
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