A Tomorrow's War Campaign using the Force on Force Tomorrow's War rules. The campaign takes place in the 2070's after an apocalyptic attack on Earth by long dormant aliens. Players are attempting to accumulate resources to save mankind and possibly rule mankind. So, the players need to work together...but must also think about how to make their faction the paramount faction. The war to decide if the human race has a tomorrow has begun.
Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts
Monday, 31 October 2011
Opening up the campaign to non-BIG
Non-BIG readers, do you want to take part in the campaign? The players need not be in the club, as the battles can happen anywhere. Any interest?
Getting your force to the battlefield
In the campaign each players force is attempting to discover what the aliens are up to in southern Afghanistan (and loot as much cool alien tech as possible). So the race is on, in the beginning all players are nominally allies, but it is still a race for your faction.
Your force has more than one way of getting to the areas of interests:
1) Large and slow landtrain, this starts you off far from the target area, but you have good supply, minimal casualties. Downside, you have a long way to go, and probably fight off numerous locals to get there.
2) Light and fast landtrain, you get to the region faster, so you start closer, but you have low supply and lack heavy equipment
3) Airdrop, you get in close, have light and fast equipment, you start very close, but will have lost a significant portion of your equipment. You also have more air support.
We will chat...
Your force has more than one way of getting to the areas of interests:
1) Large and slow landtrain, this starts you off far from the target area, but you have good supply, minimal casualties. Downside, you have a long way to go, and probably fight off numerous locals to get there.
2) Light and fast landtrain, you get to the region faster, so you start closer, but you have low supply and lack heavy equipment
3) Airdrop, you get in close, have light and fast equipment, you start very close, but will have lost a significant portion of your equipment. You also have more air support.
We will chat...
Thursday, 13 October 2011
Some campaign ideas
The Start
Each player leads an expedition into Afghanistan, or Manakaland as it is now commonly known. Each force is nominally:
- One modern infantry platoon (as per the nation you select)
- One advanced infantry platoon (a bumped up version of your national platoon)
- One platoon-worth of light patrol vehicles (6-12)
- One platoon-worth of APC and IFV (as per your nationality) (2 of each type)
- One platoon (4-5) MBTs
- Supplies (Ammo, Defences, Construction, Mobility, Replacements, Repair and Fuel)
Before the campaign starts each nationality receives technology randomly. For example, if two players have a US based army they share the same technology.
Resources such as air support and artillery are also available.
Manakaland is covered in alien and human technology, recovery of equipment can be shared between all/some of the players or you can choose to keep it for your force alone. So, for example, you direct your expedition to an area potentially containing fuel and combat walkers, if you win the mission you roll your forces TQ and on a 4+ you get one of your choose, on a 8+ you get both, randomly rolling how many (for example D6 fuel and D6 walkers). Therefore, if you buy some walker miniatures for your army, you can attempt to get them into your army by taking a mission in an area where you may find them.
Items include:
- New Technology (for example Gauss guns, lasers, battle computers etc)
- Reinforcements (human, alien – whole units or replacement for losses or once off mercenaries)
- Equipment (vehicles, guns, artillery)
- Supplies (ammo, fuel, defenses, mines etc)
- Reputation
- Support (ability to go to the Moon, Mars, Haumea, Ceres etc; communication facility etc)
All forces start as TQ8 – Mor10 (8?), over time your force may advance (or lose morale!).
Players will also get to play missions offworld, so the assault on the alien worlds, fights on Mars and the Moon using forces other than their own to push the campaign events. So for example, when the stealth mission to Haumea arrives some players take control of the 80 soldiers and attack Haumea, possibly disrupting alien reinforcements, obtaining technology etc. If for example a force gains the capability to go to the Moon, they may attack the humans on the Moon and take over a railgun, thereby getting access to strike capability.
Some locations on the map will supply a continuous supply of items, by moving ones base onto such a location gives a continuous supply.
How does the campaign end?
If the aliens achieve a certain presence on Earth its all over. So players need to work as a team. But to win the campaign you must eventually force the other players to become your vassals, destroy them. Targets will be designed to achieve these aims. You can steal supplies and equipment from other players if you hold the battle field after a player vs. player battle, or if you attack their base camp.
When a players force becomes a vassal it loses the ability to decide it future, though at any time it can rebel, but usually at some disadvantage in the rebellion missions.
All these ideas are optionally and we can design as required.
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