(03-24-2010, 10:57 PM)Gibratar Wrote: WinSp battle presume that destruction of enemy troops and equipment combined with taking and holding ground are the only criteria for victory.
However, in some battles this is not the case. Examples of non-territorial battles would include, inter alai, convoy ambushes, counter insurgency search and destroy missions and raids on artillery bases.
In a Convoy Ambush the ambusher seeks to destroy enemy equipment but has no real interest I, or capability for, securing ground. If this is between two regular armies the ambusher would be paratroops or the like who would withdraw after the battle. If it is between a regular army and insurgents the insurgents would disperse after the battle.
The Search and Destroy assumes that a regular army is searching for insurgent supply dumps, holding ground is secondary to finding the supply dumps.
The Artillery Base Assault assumes that paratroop or the like have gone behind enemy lines to take out enemy artillery, ( just like the movie Guns of Navarone) again at the end of the battle they would be withdrawn. This could also be used with insurgents attacking the artillery base.
Finally there are some ideas for running 2 or 3 simultaneous battles where the events on one map affect the operation on the other(s).
These rules are at the stage of “Beta testing” any feedback or suggestions would be welcome.
Only had time for a quick look but its obvious you have spent some time on this & its layed out nice & clear:thumbs_up:
Will certainly take some of the ideas even if don't use as is & have a couple of suggestions as alternatives for similar missions though have not thought through.
Attack on arty base (or any rear area)
For a fast simple setup with flags just press C (clear) set all to neutral & leave in the corner they start in. Value is not important as they play no part in the battle but 2 seconds to reset all if wish.
This assumes scouting units know rough area & are hunting for them.
If you want the area to be given away each arty troop could have to fire on a certain turn based on map width, just aim at the flags.
Example has 4 troops has to fire at least one troop a turn from turn 5 till all have fired.
Any infantry in the rear area defender has should be none combatants.
Either just use worst troops as in conscripts perhaps turning some weapons off at game start or could make low experience troops armed with that countries SMG or carbine.
Convoy
2-3 diffrent routes across preferably linked in places so can change reasonably dense terrain or low visibility.
This means searcher is probably spread a bit thin till locates them making things more difficult.
None freindly vehicle terrain like Normandy with bocage provides great cover for the convoy & restricts attackers reinforcement options.
Also mentioned some convoy rules I have used in the previous post.
Convoy carry capacity for ease of play assumed all vehicles were full but could squeeze a couple extra in so had carry capacity of 3 or 4.
Enough that a few could have scouts on board as half squads riding in some vehicles.