



Free Universal Map-Based Campaign Rules!
I’ve just written a free wargaming campaign system designed for games from 40k to Epic 40k and other 6mm games. From platoon and company to division scale. From WWI to Sci-Fi settings!
Tabletop Ops: Wargaming Campaign Rules feature:
- Formations (platoon to division size) moving independently on the map
- Unit losses are removed from your Order of Battle (a mega roster for the whole campaign)
- Commanders generate order tokens, which allow formations to perform orders like move, pick battle plans when engaged, build structures, call artillery fire missions and more.
Battle Orders: When 2 or more formations are engaged, each commander rolls off. The most wins picks the type of battle to play, as well as which map tiles are the battlefield (Played on tabletop)
This means that reserves can come on from the table edge and the battles reflect what’s happening on the map. After play-testing I was happy to find that the system made seemingly confusing situations with multiple formations was actually easy.
The Battle Orders also feature a matrix you can use, with some scenarios.
E.g. Flank battle order (Attacker) vs Ambush (Defender).
It gives you an opportunity to play games in a different way, rather than trying to capture objective circles etc that the current trend of tournament based war-gaming.
(of course for some wargames you will prefer to play standard mission - it's all up to you and your opponent)
RISK AND REWARD TENSION
Due to the fact the forces you command are fixed in your ORBAT - you can't simply risk throwing away your elite super strong units just to win one battle.
Because then you won't have access to them for the rest of the campaign.
There are also rules for:
- Simple resources, buildings and victory point system
- Recon system
- Supply and logistics mechanics: formations that are too far from your supply depots,or have been cut off via enemy formations suffer penalties to their shooting and movement during games. (Optional rule)
- A whole bunch of narrative and faction archetype rules to inspire your narratives
- Asymmetrical win conditions
- And much much more!
BALANCING MECHANICS
The rules have a number of balancing mechanics, to slow down the snowball effect if one player starts doing too well. Although due to the zoomed in nature of the map, I think this system works best for shorter duration campaigns in which case you don't need the balancing mechanics.
For short campaigns (3-6 games) You can think of it like a series of initial manoeuvres, giving your games a more realistic scenario and more context. A bit more effort to run a campaign but your games become that much more immersive and cinematic!
MODULAR RULES
Modular rules options, so if any rules will break your game, or are too detailed for your preference: just don’t use them! Or tweak them. Simple.
It’s in Alpha, I’m just play-testing it now and getting player
feedback. I’d love to know what you guys think of it them so far– https://brutalcities.com/pages/map-based-wargaming-campaign-rules
Thanks to everyone who has given me cool insights and stories about your own campaigns, whether in survey form or in comments in my last post. Enjoy! Ryan