View Full Version : SPMBT Campaign Idea
Double Deuce
14 Mar 04, 12:54
This will not be anything starting right away. I will have to pull together some stuff, create OOB's, an Operational Map, Rules, etc. This would be a small test project to see if the Combat Campaigns style system will work. Unfortunately SPMBT does not have the utilities available to it like SPWAW for cropping out sections of maps and importing them into the game editor. This makes it very difficult to create large map areas before the campaign starts since you can't just carve out the area where particular contact is made. I am considering the idea of using zones or areas on an Operational Map instead of using a campaign tool such as COCAT or a hex based map. Units would be be given movement orders from zone to zone and not hexes or distance (miles/kilometers). Time would be based on turns and not hours or days.
Here is the DRAFT MAP (http://www.combat-campaigns.com/ccclub/SPMBT.jpg) I am planning to use. It is about 1/2 MB in size. Zones are shown by black outlines.
Questions, comments ? ? ?
Hi, my first impression is that appears to be no dominant mountainous region. I`m assuming the 7 regions shown "rough" are forested areas. Just an observation
Would be nice to test all the modern equipment out on unforgiving mountain terrain:)
Looks like DD always uses island maps for test campaigns :D. He did so in the Manann campaign for SPWaW...
Double Deuce
14 Mar 04, 21:29
Hi, my first impression is that appears to be no dominant mountainous region. I`m assuming the 7 regions shown "rough" are forested areas.
There are not specific hexes such as mountain, woods, open, etc, however if the zone appears wooded then that means you can expect to see heavily forested terrain in any battles in that area. Same with town zones, you can expect to see heavy urban areas.
Since we are using zones and not hexes or predesigned mapsheets the details of the SPMBT maps will be decided when the battles are created. In most cases I will rely on the editor to create the random base maps and then I will build on them from there to save time. Obviously there will be certain terrain areas that will need to be kept consistent and those maps reused several times as needed such as major towns, river crossings and the airfield.
Updated operational map with zone ID's HERE (http://www.combat-campaigns.com/ccclub/SPMBT.jpg).
DD,
What about some marsh and desert sectors? Maybe we could simulate with some african nations with savannah, desert, jungle and rough areas. Is there only one airfield on the map?
Artur.
I would like to participate in the test. I am a fairly active SPMBT player over at the blitz and am new to this site. Let me know how I can get involved. Thanks
-Al (manhunter)
Double Deuce
15 Mar 04, 17:22
What about some marsh and desert sectors? Maybe we could simulate with some african nations with savannah, desert, jungle and rough areas. Is there only one airfield on the map?
One of the things that will prevent me from doing this is I will need to use the editor to create random maps more then I have done in the past with SPWAW. While Desert is one of the random maps choices and would be a possibility, it wouldn't fit the scenario I have been working on. :devious:
Is there only one airfield on the map?
Yes, there is only 1 airfield on the map (for a specific reason) :devil:
Double Deuce
15 Mar 04, 17:31
Draft Scenario = June 1997.
Undefined Island Nation erupts in Civil War Green (Pro-Government) vs. Red (Rebel). There will be a third team involved as well (United Nations) who are occupying the major cities to protect the civilian population and food distribution, etc. When the war starts NO local forces are within city limits.
Lost of twists and turns in the script :D
The initial draft sounds very promising!
Double Deuce
21 Mar 04, 14:16
Here are the Draft OOB's. There will be 3 sides to this Campaign with 3 players for each "Team" 1 of the players on each team will be the overall commander. The 3 teams will be GREEN=Pro-Government, RED=Rebel and BLUE=United Nations.
PRO-GOVERNMENT;
x10 Pro-Government Company (155)
....x9 Pro-Pro-Government Squad (10)
....x3 Pro-Government t Support Squad (12)
....x1 2x60mm Mrtr (16)
....x1 Scouts (13)
x1 Scout Car Section (80)
....x2 BRDM-2 (40)
x1 Scout Car Section (92)
....x2 BMP-R (46)
x2 Tank Platoons (216)
....x3 T-54A (72)
REBEL;
x10 Rebel Company (161)
....x10 Rebel Squad (11)
....x1 7.62 PKMS MMG (11)
....x1 61mm T63 Mrtr (14)
....x1 Scouts (16)
....x1 RPG-7 TM (10)
x1 Scout Car Section (80)
....x2 BRDM-2 (40)
x1 Scout Car Section (92)
....x2 BMP-R (46)
x2 Tank Platoons (216)
....x3 T-54A (72)
UNITED NATIONS;
x4 Peacekeeper Company (143)
....x13 Peacekeepers (10)
....x2 Fiat/OTO 661461 (38)
....x1 M60 Mine Plough (195)
x1 Ukraine Light APC Company (650)
....x10 Mech Section (13)
....x10 BTR-70A(+) (52)
x1 Infantry ATGM Platoon (150)
....x2 Spigot Team (50)
....x1 BTR-70A (50)
x1 US Marine Rifle Company (484)
....x10 Rifle Squad (25)
....x2 Scout Tm (29)
....x2 Sniper (13)
....x3 Light Infantry Squad (18)
....x1 60mm Mortar Section (27)
....x1 M240 MMG Section (23)
x1 Infantry ATGM Platoon (264)
....x3 Dragon Team (88)
x1 UK Mech Infantry Platoon (+) (886)
....x4 Rifle Section (22)
....x4 Warrior (125)
....x2 Pioneer Section (24)
....x2 Warrior (125)
Double Deuce
21 Mar 04, 14:36
Basically the situation is;
Due to a previous Civil War here United Nations peacekeeping forces have seized all military equipment and stored it in the towns across the island while the country recovers and establishes a democracy. Now, the current President has been assasinated and 2 prominent generals are locked in a power struggle (1 Pro-Government and 1 Rebel). Each Team starts with set forces (see previous post). The only way to "purchase" replacements is thorugh capturing towns. Each town is worth a certain amount of points which can be used each turn to purchase equipment "liberated stockpiles" from a pool. If the airfield is captured that side takes control of the island's former air assets (x2 Mig-17's, x2 Hind A's and an Air Defense Platoon of ZSU-23-4's). These assets can transfer back and forth between controlling factions. It just depends on who controls the airfield at the start of the Operational Turn.
All the towns are guarded by UN forces. This means a general will have to fight 2 opponents if he risks attacking the towns to have access to additional equipment. None, one or both may be at war with the UN. UN forces will only take offensive action to maintain security of towns or to liberate captured ones. Each town will have a set garrison and either the Ukrainian or UK force will be the quick reaction force because of their mobility.
Sounds interesting.
1. How many players will be involved in this?
2. Will you make a web page for this campaign? When?
3. When will the enlistment start?
Artur.
I am also very interested. Let me know. I would like to have a chance to play on the rebel side.
-Al (manhunter)
Double Deuce
21 Mar 04, 19:48
1. How many players will be involved in this?
At least 2 for the United Nation Forces and at least 3 for each of the Pro Government and Rebel Forces.
2. Will you make a web page for this campaign? When?Yes. I have already posted some information. It can be found in the Steel Panthers Section on the Main page under the "Combat Campaign" column and titled Island Civil War HERE (http://www.warfarehq.com/steel_panthers/sp_hq.shtml).
3. When will the enlistment start?
The enlistment pages are up but not yet open. I will need at least another week or so to get the rules and other stuff worked up. I have a major Red Snow Combat Campaign Battle to get set up and sent out and also the 3rd Round of the SPWAW Tournament will be ending soon so I will need to take care of that and get the 3rd Round underway.
Further question:
How much build points is a city worth?
It will very much matter on how much it will be likely that the fighting sides attack the UN.
Artur.
Double Deuce
22 Mar 04, 13:53
Further question:
How much build points is a city worth?
Right now they will be worth about 100 points for each zone in the Draft Rules I am working on. The thing will be how long can the 2 sides fight it out without needing replacements. If they wait too long they will be too weak to go after the towns. If they attack too soon they may face both the opposition and UN Forces. Then again, both sides may end up fighting each other and the UN. :devious:
100 points may not be worth attacking a city.
If I was the UN commander I would say that the FIRST side who attacks will receive the opposotion of the whole UN, and the UN will support the other side as well including giving them the remaining heavy weapons. I wonder who wolud make the wrong step after the statement. :devious:
Artur.
Double Deuce
23 Mar 04, 01:32
100 points may not be worth attacking a city.
If I was the UN commander I would say that the FIRST side who attacks will receive the opposotion of the whole UN, and the UN will support the other side as well including giving them the remaining heavy weapons. I wonder who wolud make the wrong step after the statement. :devious:
Except that the UN cannot dispense weapons in this campaign. That would take a Security Council vote, which could take months. :devil: Besides have you looked at the UN OOB. I doubt they will have much say in events occuring outside the urban areas. Venturing out into the countryside might not be too safe.
Double Deuce
26 Mar 04, 01:42
I have now opened up enlistments for the new SPMBT Island Civil War Combat Campaign. It can be found in the Steel Panthers Section on the Main page under the "Combat Campaign" column and titled "Island Civil War" (SPMBT) HERE (http://www.warfarehq.com/steel_panthers/sp_hq.shtml).
So, 100 pts will be given to the the side that takes over a zone if it is city or not? if so what about also making a per round levy from occupied areas? this would replicate resouce supply from local farmers and also manpower. The 100 points would really be to cover the losses of mounting an attack, while per turn amount would replicate supply, also what if a region is surrounded? should they get a supply restriction, say half? (UN would be air supplied anyway so they wouldnt be affected)
The aim of these suggestions is not to bog you down in rules DD, but i thought it would make the flow of the game more fluid, because taking zones would mean strangling the oppositions ability to build a bigger force, thus making it necessary to act rather than take a cautious approach.
Just a thought.
Double Deuce
26 Mar 04, 22:01
So, 100 pts will be given to the the side that takes over a zone if it is city or not?
Only zones with a city or the airfield will be worth points and actually the 100 points is an initial figure. Final rules are still being drafted.
ok, another 'just of the top of my head' remark
unoccupied zones controlled by either player, should they have a default garrison type of presence, say a farmers miltia for rebels and coscripts for gov forces. this could be a platoon size presense or 2 or 3 small squads of 3 to 4 me n each that is is activated once enemy units invade zone and are commanded by nearest commander, this would stop any cheap takover such as a unarmed car driving in and occupying a zone, or if a large enemy force is used these units would at least provide some local intelligence on what is happening in that zone.
this seems to be the way these type of 'zone' games work in other game platforms.
useful suggestions Temujin
Double Deuce
26 Mar 04, 23:46
ok, another 'just of the top of my head' remark
unoccupied zones controlled by either player, should they have a default garrison type of presence, say a farmers miltia for rebels and coscripts for gov forces. this could be a platoon size presense or 2 or 3 small squads of 3 to 4 me n each that is is activated once enemy units invade zone and are commanded by nearest commander, this would stop any cheap takover such as a unarmed car driving in and occupying a zone, or if a large enemy force is used these units would at least provide some local intelligence on what is happening in that zone.
Geez lighten up dude, I don't even have the draft rules done yet :D
Once these are done they will be posted for everyone to download. Then we will have review process so everyone's questions can be answered and/or addressed. They will be revised and then we'll have a finalized set to start the campaign with. In the meantime I need to get teams set up and into some sort of Chain of Command.
hehe dont mean to pressure ya, was just throwing some ideas up into the air to see how they sounded, ill look out for the official review proccess :nuts:
Double Deuce
27 Mar 04, 17:05
I have just posted the draft rules for the SPMBT Island Civil War Combat Campaign. You will find the zip file HERE (http://www.warfarehq.com/steel_panthers/island_war/island_rules.shtml). The actual rules are in Adobe PDF Format.
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