I'm looking at the 1967-73 time frame so they may not be too unbalanced to use. I'll have to check the OOB's for them and some others for that time period and see how it looks.
Hopefully I'll have some base point force numbers soon. Players will build forces each time they elect to attack a hex, they will not have static, assigned units for the duration of the campaign, same for the defenders.
When a battle is determined to be taking place due to an attack into a hex, players will fight a Pbem using a map of my design for that hex and they will select pretty much any forces from their preset OOB, time frame and point allocation similar to what Artur has posted here:
http://forums.gamesquad.com/showpost.php?p=838903&postcount=19
The objective will be killing the enemy and taking control of the hex. Losses will not be an issue, it will be a fight to the death (within a set # of turns) to do as much damage as possible. This will keep all players motivated and not have them lose interest after their force is decimated and then have to fight the rest of the campaign at a major disadvantage (i.e sitting around waiting to be killed off). This will also allow players to experiment with force structures, tactics, etc as they will get a "new" start each round.
If the attacker gets a loss or draw, he must withdraw from the hex (and the defender keep control of the hex). If they get a victory, they take control of the hex. Objective Hexes
may be used (to a small degree) to create some incentive to take certain areas of the map.
Please note, much of this is still being worked out but I have a pretty good idea so far. The focus will be to get a good size group of players together, keep everyone involved in every operational turn and basically arrange it so everyone has fun without the rigid structure of previous CoC formatted Combat Campaigns.