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"The Forever War" campaign rules


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Originally inspired by ?Vils? or some other scandinavian peninsula person, or by Larsen, Churilin, I forget who.

Why?

Because this way is so damn fun. So many more problems and things to deal with. Flags mean more.

Hills mean more, losses mean more, everything means more.

Make a "big @ss map". 3km x 3km.

Preferably, make it an island with 2 bridges to

exit off of.

Make some small setup zones in the main town, on

opposite ends of the island.

put ~10 300 point flags and ~14 100 point flags

dispersed about the map. ake it even and fair.

put them on points of interest, lik villages,

hills, brdiges, corss roads, etc.

an example map can be found here:

http://ponyshow.com/smope/Large_Island.cme

Now find a trustworthy opponent.

you will fight a series of battles on this map

until all enemy forces are destroyed.

battles are 60?(work in progress) turns in length.

pick a "fair" fun date. (suggest May, 44)

Start a 5000 point, unrestricted battle(or whatever settings you prefer). Use the quick battle map you made.

When the battle is finished, save the game.

Do NOT look at enemy forces. It's OK to look at the AAR. Note the points for flag held.

The points you have for "Flags Held" are the number of points you can spend next game.

Now start a new game, 5000 points.

Spend ONLY the amount allowed from the previous battle for flags held.

Use the saved game as your "Load From File" map.

when asked "Import Troops", say yes.

rinse, repeat unitl you oppoenet is ground into dust.

Rule 1:

Thou shalt never use prembombardant against an opponents setup zone, nor within 300m of it.

Rule 2:

Thou shalt never fire artillery at an enemy setupzone unles thoust have LOS to it.

Rule 3:

Though shalt never puchase "Captured" equipment

Rule 4:

Crews, whenever possible, must move to toward or to exit the map at your setup zone. Crews must NEVER be used to control flags, scout or spot.

Rule 5:

Thou shalt neve look at the map after the battle. Looking at the AAR is ok.

Rule 6:

The ground conidtion setting shall be dry. For QBs, weather does not affect ground condition. This setting is set when you create the map.

Optional Rules:

Rule A: Thou shalt never buy air units

Rule B: Thou shalt not buy arillery outside what would normaly be available at a battalion level.

<=120mm mortar <=76mm guns

Rule C: Thou shalt set the weather to random

Rule D: The date advances by 3 months after each

battle.

Rule E: thou shalt buy green regular and veteran units only.

Rule F: Somehow make the points for reinforcements

logarythmic. This will help recover from a desastating turn.

Problems:

The setupzne may not work well. Troops may end up in the middle of the map, in which case you have to

manually move them back into your setup zone at the start of every game.

[ February 19, 2003, 02:21 AM: Message edited by: 86smopuim ]

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Originally posted by Pud:

Damn that sounds like fun!! Great and simple rules.

Although I dont own a Cray Computer to run that big a battle map on :(

As the anti Emiril would say:

"Kick It down a notch."

Same rules could apply for.. say a 1500 point engagements. Just scale everything down a bit.

[ February 19, 2003, 12:34 AM: Message edited by: 86smopuim ]

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Bump to say a slightly impoved Large_Island map was uploaded, sme link above.

Map will also be uplaoed to the usual places.

And the dry ground conditions statemnent, I was wrong about that, weather can change it, even in a QB.

Fixed the setup zone problem.

[ February 22, 2003, 03:00 AM: Message edited by: 86smopuim ]

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  • 2 weeks later...

(Some note here are comeplete theory and conjecture on my part, based upon oberservations. Statement should not be taken as fact, rather... proabilities)

If anyone else is doing this, I have a couple bug fixes.

Absolute unit limit for CMBO was somewhere arround 200/side. My guess is CMBB is similar, but greater.

After a time, all the bodies and dead tanks laying arround will eat into this limit.

At start of second battle, and every consequtive batte, u can erase these elimited units during force purchase for battles 2+.

You ca tell dead units by number of men = 0.

I dont know how to tell dead tanks yet.

Doing the above action may lead to a bug in TCP play, where after setup and pressing go, CMBB crashes. The fix for this is to PBEM the force purhcase and setup phases. Save during begin of turn 1, then TCP from the saved file.

Alternative scoring schemes.

With 4400 points in flags on a map, losing even 1 300 point flag to the enemy can be quite devastating and cause you to go into a death spiral. To alleviate this, many scheme can be made up to lessen flag loss effect.

Here is one methed. Half the flags are "belong" to each side. If an enemy holds one of "your" flags they get either 0 or half the points for the flag.

You will get 0 points for that flag.

This will prolong the game, which is a good thing.

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