Introducing the Strategic World Map

Discussion in 'Campaign - Skjaldborg Saga' started by MagnusEffect, Sep 4, 2012.

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  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    In an effort to not only simplify mission creation, but also improve immersion I present to you the Strategic World Map:

    [​IMG]

    Using this as a guide between missions, our forces will move in a format similar to the board game Risk:
    -units will move at the Lance level; movement speed will be decided by the slowest moving member.
    -one "turn" will equal one week in-game
    -movement speed is TBA, but expect something similar to this: SWM movement = 1/2 of Cruise Speed for ground units, Cruise Speed for VTOL and Aerospace can go anywhere... subject to change of course
    -the SWM will directly influence mission and map design

    The full benefits of this system are still not fully fleshed out but here are some thoughts:
    -dynamic creation of missions: missions based off of where you are located on the map
    -more interesting retreat mechanics: benefits of controlling territory are put into better context
    -force opposition that makes sense: the enemy will position to counter your movements and vice-versa

    Hopefully, the final outcome will be an easier to make and more standardized mission creation format. I want to provide the tools for mission creators to make balanced campaigns with the least amount of effort.

    Finally, a huge shout out to Dihm for pointing out the idea tonight.

    Despite the fact I had done exactly this for a campaign I ran many, many years ago, the memory had been completely lost to me up to this point. :shootself:

    So yeah... thanks Dihm.
     
    Last edited: Sep 4, 2012
  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Here is a blank template. For any of you mission creator enthusiasts, feel free to start making some rough drafts :)

    [​IMG]
     
  3. Val

    Val Well Liked Thrall

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    sounds like fun - will create something tonight
     
  4. Vargyr

    Vargyr Well Liked Thrall

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    I'm impressed and amazed at the amount of attention and care that's gone into this campaign.

    Meanwhile:

    [​IMG]
     
  5. Tzeentch

    Tzeentch Bigfoot Hirdman

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    Most impressive sir. I salute you!
     
  6. Hordac

    Hordac New Guy Thrall

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    Thats just freakin cool.
     
  7. Trevnor

    Trevnor Tokin' Canadian Staff Member Jarl SC Huscarl

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    Jesus... I go to bed, and all this stuff happens.... but awesome, this will help with implementing things.
     
  8. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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  9. Hordac

    Hordac New Guy Thrall

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    Speaking of Ron Burgandy

    [​IMG]
     
    Last edited: Sep 4, 2012
  10. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    More thoughts on the subject...

    The large triangles will be referred to as "sectors":
    -sectors can be "secured" by non-dropship units; prevents landing of hostile dropships (exception: for beginning of campaign, the "Invader" may auto-secure one sector per dropship)
    -to secure a sector, all hostile forces must be removed from sector
    -hostile sectors are seen at all times (subject to change)
    -sectors with both hostile and friendly units in them are marked as "contested"
    -borders of sectors are considered "shared" between sectors; they count for both/all

    Hexes will be referred to as "zones":
    -zones are broken up into six directions of movement: Northwest, Northeast, East, Southeast, Southwest, West
    -example: entering a zone from the NE or NW means your lance starts the battle on the North border of the map
    -hostile zones are considered to be any zone containing hostile units

    SWM phases:
    1) Skill checks = ALL skill checks for week are done in this phase
    2) Lance Movement = begin lance movement; movement may stop halfway or be interrupted depending on certain factors
    3) Battle = combat is done during this phase. attacker picks targets when multiple battles would occur in the same zone
    4) Movement resolution = any leftover movement points may be spent at this time; certain units must resolve movement according to their limitations (see below)
    -All 4 phases = 1 turn
    -Factions alternate turns (team blue = turn 1, team red = turn 2, etc.)

    Skill Checks (Skill Checks bonuses do not stack):
    -done at beginning of turn
    -Successful Leadership skill roll (per week) = +1 MP bonus OR +1 spotting range OR expands range of repair facility by 1 zone for lance
    -Successful Scrounge/Recon skill roll (per week) = +2 spotting range OR chance to find "location of interest" (TBA) in current sector for lance
    -Successful Admin skill roll (per week) = expands range of repair facilities by 2 zones for lance OR may reload lance's ammo using "In The Field" repairs immediately after every battle

    Ground Movement:
    -whoever is designated "Invader" always goes first
    -SWM movement = Cruise MP of slowest unit in Lance
    -plains/desert/wastelands cost = 1 MP
    -hills/rough/city/light forest cost = 2 MP
    -jungle/swamp/heavy forest/mountains cost = 3 MP
    -If a lance doesn't have enough MP, it can't move into that zone.
    -ALL ground units cannot move through hostile zones
    -ground vehicles entering any combination of jungle/swamp/heavy forest/mountains/desert/snow = +1 MP cost for each (cost can stack)
    -ground units moving on zones with roads only spend 1MP (ignore other terrain effects)
    -hovercraft are not affected by swamp, desert or snow (ignore their effects)
    -hovercraft cannot move through more than 2 water zones per turn
    -hovercraft cannot end turn in a water zone
    -fully jump capable lances entering swamp and mountains = -1 MP cost
    -ground units (except hovercraft) cannot enter water zones without the aid of Transport Ships (see Naval Movement)

    Naval Movement:
    -SWM movement (naval vessels) = 1/2 of their Flanking MP rounding up. naval units may only enter water zones.
    -water cost = 1 MP for naval units.
    -Transport Ships are used to move ground vehicles through water zones, are unarmed (stolen/drafted/hired civilian ships), and are considered "hidden" until spotted.
    -Transport Ships have 4 MP.
    -ground units must start turn in a city or military outpost next to a water zone to load on Transport Ships
    -ground units unload on any land and move the same turn.

    Air Movement:
    -VTOLs and Aerospace are not affected by terrain
    -VTOLs cannot end turn adjacent to a hostile zone (failure = "capture")
    -VTOLs cannot move through more than 6 water zones per turn (failure = "crash")
    -VTOLs cannot end turn in a water zone (failure = "crash")
    -Aerospace cannot be "Intercepted" by ground forces (see "Intercepting")
    -Aerospace have unlimited movement, but must end turn at friendly mobile/military base or dropship (failure = "capture" or "crash")

    Detection:
    -all units not immediately spotted by enemies start off as "hidden"
    -"detected" means enemy is seen on map but force composition is unknown
    -"spotted" means enemy is seen on map and force composition is known
    -any unit gains "spotted" status if a hostile lance in range spots them (1 zone + skill checks)
    -lances gain "detected" status if they successfully force an enemy to retreat and then IMMEDIATELY move outside spotting range in the same turn
    -lances gain "hidden" status if no hostiles spot them at the end of the NEXT turn
    -alternatively, "hidden" status may be determined by terrain (forests, mountains, etc.)
    -Aerospace cannot spot "hidden" or "detected" units
    -ground units next to a mountain zone cannot spot enemies beyond it (other side of mountain zone)
    -units have their spotting range reduced by 1 when attempting to spot ground units in light forest, swamp, city, and rough zones
    -units have their spotting range reduced by 2 when attempting to spot ground units in heavy forest, jungle, and mountain zones
    -units that fail to detect an enemy before entering their zone are considered ambushed (treat as an "Interception")
    -at the GM's discretion, "hidden" status may be disabled (except for dropships and transport ships) to help simplify troop movement

    Attacking rules:
    -attacker starts from the direction they came from
    -lances may attack the zone they are in or any adjacent zone.
    -attacking costs MP equal to the amount it would cost to move into that zone normally.
    -lances may attack the same zone they occupy as many times as they want with no cost of MP.
    -retreating to an adjacent zone ends that lance's attacking phase
    -can only retreat from starting edge
    -retreating causes attacker to move back to the zone they were last in before the attack
    -transport ships carrying ground units that are attacked are either considered "captured" or destroyed (defender's choice).
    -when attacking a zone with multiple targets, the defender chooses what order they are attacked
    -Aerospace cannot attack enemies unless they are spotted by friendly units

    Intercepting:
    -stationary lances (did not move last turn) may "intercept" hostile forces movement in adjacent zones (requires normal MP costs for attacking).
    -attacker may start as usual or choose either adjacent map edge as their starting location (ie not far side).
    -success interrupts enemy movement and causes them to retreat back one zone. also interrupts spotting from the zone where the battle took place (this helps protect dropships from being discovered).
    -an intercepting unit does not need to move to intercept (may remain stationary).
    -Aerospace get a +4 to interception range, but can only intercept targets spotted by friendly units and may only intercept enemies a maximum of 3 times in one turn

    Defending rules:
    -starting position = CHOOSE ONE: Center -OR- opposite edge of attacker's starting point and cannot retreat for 16 turns
    -when intercepted by an attacker, defender must start at center map location
    -can only retreat in opposite direction of attacker's starting location
    -must retreat into an adjacent zone
    -retreating into a hostile zone causes the "defender" to be "intercepted" ( no MP required) by new enemy and CANNOT retreat (must fight to the death, surrender, or cause enemy to retreat)
    -retreating into a zone adjacent to a hostile zone causes the same effect as moving directly into a hostile zone
    -cannot retreat into water zone under any circumstances (must fight to the death, surrender, or cause enemy to retreat)

    Repair facilities:
    -for purposes of defense, repair facilities are treated like dropships; can be defended by any friendly units in adjacent zones
    -Lance ends turn not within range of any repair facilities = "In The Field" repairs available
    -Lance ends turn at Mobile Field Base/city = "Mobile Base" repairs available
    -Lance ends turn at dropship/outpost = "Transport Bay" repairs available
    -Lance ends turn at military base = "Maintenance Facility" repairs available
    -Lance ends turn at factory hub = "Factory" repairs available
    -range of repair facilities may be improved (for that lance) with a successful Leadership or Admin skill check. must re-roll each turn

    Dropships:
    -dropships start anywhere (and hidden if there are no enemy forces in adjacent zones)
    -may re-position (grounded) on world map at will
    -re-positioning permanently sets dropship to "detected" status (subject to change)
    -units must be in the same hex to load onto dropships
    -cannot load cargo and re-position dropship (or leave the planet) the same turn
    -just like with ships, units may unload and move same turn
    -has protection of all friendly units in adjacent zones

    Artillery:
    -artillery considered "in range" may be deployed as off-map support
    -artillery is only deployed on map if the artillery is attacked directly
    -Long Tom range = 3 zones
    -Sniper & Thumper range = 2 zones
    -Arrow 4 = 1 zone

    Things I Need:
    -more map force icons for mech lances, dropships, ground vehicles, VTOL, Aerospace

    Possible "Locations of Interest" (and skill checks): one per sector
    -Smuggler Contact (Negotiation): gain access to the Black Market (all purchases cost x2 of normal Market price). "Out of stock items" take 1 month to deliver. (GM decides inventory)
    -Informant (Negotiation): Receive all information available on a zone and those around it
    -Partisan Allies (Negotiation): An ally joins you in the fight
    -New Recruits (Leadership): Gain x4 veteran recruits of any class
    -Forgotten HPG Station (Admin): Bounty award from Comstar
    -Abandoned Outpost (Tech): New outpost discovered
    -Star League Cache (rare) (Tech): Advanced military hardware found
    -Dangerous Predators (Small Arms): Attacked by wild animals
    -Roaming Bandits (Small Arms): Attacked by bandits
    -Hidden Alcove: units here are always hidden
    -Good Ambush Spot: -1 spotting penalty (stacks with terrain) to any trying to spot here
    -Supply Cache: Military hardware found
    -Natural Harbor: can unload Transport Ships here
     
    Last edited: Sep 7, 2012
  11. 00dlez

    00dlez New Guy Thrall

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    This is great stuff Mag, @work but will look over it all more carefully later.

    Just one suggestion to help us help you: Perhaps make a template in a new thread with an outline showing us what information you need for a campaign/mission series.

    As always, I know thats just more work on top of all the good stuff you do, but I think it could be worthwhile.
     
  12. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    The first image is pretty much exactly what I want. Having the map tiles placed is the most important part. Here are some additional icons you can use to give a bit more variety:

    [​IMG]

    It is a png file so it should be easy to copy past it over the template if you know how layers work. Obviously needs to be cleaned up, but that should give you an idea. The arrows represent troop movement (Blue = Friendly, Red = Enemy, Green = Ally)

    I also still need some good lance unit icons (mech, tank, artillery, support, VTOL, naval, and aerospace). If anyone wants to hop on that it will help things go more quickly (make sure you put them on a transparent background like these are) :D

    ALSO, HERE IS THE SARNA PAGE FOR THE PLANET WE WILL BE ON:
    http://www.sarna.net/wiki/Thule
    USE THIS AS A VISUAL GUIDE WHEN CREATING THE WORLD MAP
     
    Last edited: Sep 5, 2012
  13. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    Pointed out my only real concerns with the list in red.

    What would ECM and Beagle do for Detection of a unit?
     
    Last edited: Sep 5, 2012
  14. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    All good points. I will answer them in order:

    In terms of how turns worked, I really struggled with this. I thought about doing some kind of initiative based thing, but ultimately settled on this format. The advantage isn't as big as you think. To break it down:

    A system where initiative is important:
    Player 1 - Skill Checks
    Player 2 - Skill Checks
    Player 1 - Movement
    Player 2 - Movement
    Player 1 - Attacks
    Player 2 - Attacks

    The above roughly follows standard TT phases. Essentially, both players' phases move in tandem with the second player having a distinct advantage.

    Mine goes like this:

    Turn 1
    Player 1 - Skill Checks
    Player 1 - Movement
    Player 1 - Attacks
    Turn 2
    Player 2 - Skill Checks
    Player 2 - Movement
    Player 2 - Attacks
    Turn 3
    Player 1 - Skill Checks
    etc..

    Turns are mirrored and alternate (like chess or checkers). Other than (maybe) that initial first move, one side doesn't really have any advantage. There is another very good reason for doing it this way as well; by alternating turns, I can move ALL of the enemy units at once, post the movement and then let everyone pick their targets based on their position. This will be far less headache than waiting for each lance to move based off initiative.

    The ship transport idea is really flaky, I know, but I needed some simple method of allowing ground units to travel over water. I didn't want it to be an option considered lightly, though; the ships are unarmed so if you get caught in open sea, your units are forfeited. My main concern was I didn't want to make the mechanic too complicated. Maybe one thing that would help prevent the risk of abuse would be to allow ship transport to only be available at designated ports (afterall, you would need pretty big haulers to transport military hardware).

    As for the VTOLs, I thought I would do this to help balance their superior speed over hovercraft. From a rational perspective, their MP on the world map is a representation of movement over the course of a week. I figured VTOLs don't "park for the night" just anywhere (they also aren't flying around the entire week), therefore, I figured requiring them to "land" in friendly (or at least neutral territory) might help balance this without forcing them to operate out of a home base (afterall, many vehicles don't even have fuel requirements = fusion engines). Yeah, I know I'm kind of fudging it, but I figure that was simpler than trying to track fuel reserves and whatever. Also, I figure ground units should be able to stay closer to the action because a ground unit can general stay on "high alert" (or whatever you want to call it) much more easily than an air unit can... you can nap behind the wheel in a tank, right? :)

    Beagle and ECM... hmmm.. that is a good point. My only hesitation to do something with them right now is because I'm concerned I've already made it complicated enough. Also, they both only cost 1.5 tons so I'm unsure how to give them an effect without making them too powerful; even a +1 to spotting/hiding is WAY OP. Then there is also another issue; a single "zone" is MUCH larger than the range of BAP or ECM (on the example i think it was 688 km^2). I don't know.. it might be better just to leave it alone... if you can come up with something simple that isn't OP, let me know. I can't think of anything of the top of my head.
     
    Last edited: Sep 5, 2012
  15. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    Works for me.
     
  16. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    icons updated:

    [​IMG]

    Not perfect, but much better than before
     
    Last edited: Sep 5, 2012
  17. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    HURRY UP YOU STICK IN THE BUTT!

    Sincerely,
    Evil Twin
     
  18. Skwisgaar

    Skwisgaar XO Thrall

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    EDIT - Nvm, reading is helpful
     
  19. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

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    :suspicion:

    Reading is the debil.
     
  20. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Preliminary Intel On Thule:
    (using Megamek Map Editor because it is easier and will take less time)

    [​IMG]

    Map Legend:

    [​IMG]
     
    Last edited: Sep 7, 2012
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