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DW Campaign: Hurricane Season - Phase 0
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Pawprint



Joined: 20 Jul 2015
Posts: 33

PostPosted: Sun Sep 13, 2015 10:18 am    Post subject: Reply with quote

Hello everyone,

It's been rather tiring for me the last week, and sleep won out over getting this post up. This will now be fixed. Smile

My plan was for some detailed tracking of towns controlled on the map and influence traded to determine victory in the campaign, but simplicity has won out. I will be tracking points awarded for table top victories towards campaign progress. This also means that as long as one battle is fought each meeting, it doesn't matter how many players on each side play or how large their battles are, thus avoiding any worries over relative fleet sizes or opposition numbers.

Using the Field Orders to determine victory, a winning player gets 0 campaign points for a Draw, +2 for a Narrow Victory and +4 for a Crushing Victory. Each phase may have bonuses available for fighting battles with specific conditions/terrain/units. If one side reaches a threshold after six phases, they win the campaign.

Command Points
Each player gets 6 Command Points to spend each phase. They are used for moving fleets into combat, replacing/repairing damaged units and invoking covert actions and dirty tricks on your opponent. Players can PM/email me their orders for each turn along with their Command Point expenditure.

Moving a flagship into the Threat Zone: 1 CP.
Each flagship will be accompanied by Medium & Small squadrons to make a legal fleet when in battle. Default size is 750 PV and 75 SV limit. The Threat Zone will be an area on the map that will vary by phase. Any flagship *not* in the Threat Zone is considered to be at a player's home base and is not a viable target (no sinking damaged ships in their own ports).

Repairing a damaged Small/Medium/Large or Massive squadron: 0/1/2 CP.
This is to fix up your losses. A squadron counts as damaged when it loses 50% or more of the total HP of all squadron members (so one Medium unit of a 3-strong squadron that is attached to another model and lost in battle won't cause that squadron to count as damaged, since HP loss is under 50% of the total).

Replace a destroyed Small/Medium/Large or Massive squadron: 1/2/5 CP.
If all squadron members are lost, they must be replaced. This cannot take your total of Small/Medium squadrons over the maximum of 10. A replaced flagship must be added to your Command Fleet and fit into the PV & SV limits (along with being named).

NB: Repairing or replacing a squadron of attachments costs one CP *less* (minimum of zero).

Increase the scope of a battle: 1 or 3 CP/player.
Each player can pay 1 CP to increase the size of the battle to 1250 PV (125 SV) or 3 CP each to increase it to 2000 PV (200 SV limit). Your maximum number of Small & Medium squadrons still applies, but the campaign points score will increase by 50% at 1250 PV and 100% at 2000 PV. Major battles should have major consequences, after all.


Covert actions (a.k.a. dirty tricks)

These are the irregular orders that bolster your fleet in battle via unconventional means. Each order given to a flagship must be paid for and recorded (so I know what flagship has which benefits). Multiple orders may be given to a single flagship for a very stacked battle.

Aggressive Recon
Each CP spent forces your opponent to deploy one of his Models first (in normal size order) before you begin deploying yours.

Sabotage
Each CP spent causes one enemy Capital model (in descending Size order) to start with one HP damage and one random critical effect. If your opponent runs out of Capital models before all CP are spent, repeat in descending order with critical effects but not HP damage. These effects can be repaired during the game as normal.

Reinforcements
Each CP spent increases your PV and SV limits for this battle by 10% (maximum of 40% increase).

These are the basic orders available. Player may choose which of their fleets they use when playing opponents for most phases. As always, please feel free to ask questions!

Michael A
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Guy



Joined: 17 Aug 2014
Posts: 44

PostPosted: Sun Sep 13, 2015 11:48 am    Post subject: Reply with quote

Hi Michael,
First stupid question...

Do you gain any CP for deploying to a threat zone, but not fighting a battle due to not meeting an opponent? If not then the Grand Coalition faction could decide to only deploy 3 flagships (cost 3 cp) while the bad guy's deploy maybe 16 (4 each), costing 16 cp. At most there will be 3 battles - where our 3 deployed fleets meet 3 of theirs. The rest of their fleets would be masters of all they survey, but would be 13 cp down on the turn, before any results from battles. Maybe I'm missing something, but would suggest that a fleet in an uncontested threat zone ought to at least get it's CP back.
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Pawprint



Joined: 20 Jul 2015
Posts: 33

PostPosted: Tue Sep 15, 2015 10:34 am    Post subject: Reply with quote

Hi Guy,

No, my intention was that you don't get Campaign Points for flooding the area with your ships. This keeps it fair if the team sizes are unequal or if only one or two players on a side can make it for a club meeting. If you have four flagships in the Threat Zone and the enemy has seven (combined between the players) you can choose which opposing player to face and which of your fleets to use (since they're all in the Threat Zone, they all count as "threats" and could be used). This should also ensure people don't end up playing the same opponents every single time.

The risk here is that if someone only deploys, say, two flagships and both are limited in some way (submarines, carriers, etc.) they may end up in a battle that works against their strengths (such as a submarine-heavy list facing one with extensive air support). Ultimately it will come down to the lists people bring on the day - which will vary based on which flagships they deployed. And if it doesn't work properly - we'll fix it in Phase Two. Smile

On a related note, could everyone who's part of the campaign please send me their Command Fleets as soon as possible! So far Jared, Roger, and Guy have done so. I'm waiting to hear from Michael B, Martin, Barry, and Ara.

Michael A
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ara



Joined: 19 Nov 2006
Posts: 209
Location: parkdale, melbourne

PostPosted: Thu Sep 17, 2015 10:10 pm    Post subject: Reply with quote

Just pm'ed my fleet. Not entirely sure how I'll go, being a complete newb to the game, but I'll bumble my way through - and then spend lots of CP repairing the damage... Wink
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Guy



Joined: 17 Aug 2014
Posts: 44

PostPosted: Fri Sep 18, 2015 1:39 pm    Post subject: Reply with quote

Hi Gents,
I noticed from the Argus that the registration for the Saga tounament is at 9:30. Are we looking to start at that time?
Michael - I've emailed my first phase orders to you - do you need a fleet list or just command ships deployed and cp spent?
See you Sunday
Guy
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Pawprint



Joined: 20 Jul 2015
Posts: 33

PostPosted: Sat Sep 19, 2015 10:54 pm    Post subject: Reply with quote

Oh, of all the times to get sick and not check the forums for a day... Smile Smile

Guy (and others): I only need to know which command ships were deployed and CPs spent. Fleet composition can be finalized on the day (such as when you know which enemy fleet you're facing) to avoid the "none of my guys can touch his guys" problem.

I was hoping to start early but it depends on when I can get there and setting-up time. Honestly, I expect a bit of chaos in the first turn before everyone gets the hang of things.

Michael A
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Pawprint



Joined: 20 Jul 2015
Posts: 33

PostPosted: Wed Sep 30, 2015 6:08 am    Post subject: Reply with quote

Hello everyone,

Well, the first battle of the campaign was fought last meeting! A reinforced KoB flotilla (Guy) led by the Regent-class carrier HMS Invincible mounted a spirited defence against a surprise strike by a PE flotilla (Roger) led by the Emperor-class battleship SMS Wurttemberg and assisted by the Sturmbringer-class submarine SMS Rhineland. Both sides employed dirty tricks and fought hard, leading to a Drawn result.

I will be bringing some printed sheets for everyone to the next meeting to ease my record-keeping. I will also start a new thread for each Phase of the campaign, so keep checking the forums!

Michael A
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Guy



Joined: 17 Aug 2014
Posts: 44

PostPosted: Wed Sep 30, 2015 11:35 am    Post subject: Reply with quote

Hi Michael,
They have revised the ORBATS on the Spartan website (as expected). These have rebalanced the core nations and fixed some of the issues identified on the forum. Most of the changes seem to make sense to me (of course they're generally positive for the KoB so they would) but suggest you have a look and see what you think. Now seems a good opportunity to revise our fleets before we get any points on the board if we're going to use them, but it's your call as it's your campaign.
Cheers
Guy
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Pawprint



Joined: 20 Jul 2015
Posts: 33

PostPosted: Thu Oct 01, 2015 12:53 am    Post subject: Reply with quote

Hi Guy,

Yes, I've seen the new ORBATs and checked the Command Fleets. The only one that couldn't accommodate the changes was Roger's and he graciously dropped a single upgrade to keep his fleet legal. If anyone else wants to check and/or change their fleet due to new unit stats, now is the ideal time. Please PM or email me the changes and I'll update my spreadsheet. I see no problem with people using the new Specialist Group Squadrons in their battles as long as (a) you've bought a flagship that matches the Large/Massive unit listed in the SGS and (b) you remember that only *one* of the components counts as an attachment for Repair orders.

Cheers,
Michael A
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Michael Bornstein



Joined: 22 Sep 2006
Posts: 804

PostPosted: Wed Oct 14, 2015 5:18 am    Post subject: Reply with quote

Have to drop out of this campaign

Too much other stuff on

Michael
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