u/Brutal_Cities

Image 1 — Free Universal Map-Based Campaign Rules!
Image 2 — Free Universal Map-Based Campaign Rules!
Image 3 — Free Universal Map-Based Campaign Rules!
Image 4 — Free Universal Map-Based Campaign Rules!
▲ 94 r/TeamYankee+1 crossposts

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

u/Brutal_Cities — 1 day ago
▲ 220 r/Epic40k

Free Combined Arms Map-Based Wargaming Campaign Rules!

These free Universal Campaign rules feature:

  • Each formation (platoon or company or battalion size) moves independently on the map. Multiple formations can form an army and fight in the same battle.
  • Unit losses are removed from your Order of Battle - So you don't want to throw away elite units capturing objectives!
  • Commanders generate order tokens, which allow formations to do things like move, pick battle plans when engaged, build buildings, call artillery fire missions etc.
  • Battle Plans: 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 rather than standard scenarios written for matched play.
  • Simple resources 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 more.

The rules have a number of balancing and modular options, so if the rules will break your game or are too detailed for your preference: just don't use them! Simple.
Supports 2 or more players, multiple sides too. (Although multi sides should probably not use the supply system then)
No AI used! It's in Alpha, I'm just play-testing it now and getting player feedback.

u/Brutal_Cities — 2 days ago
▲ 44 r/Epic40k+2 crossposts

Legions imperialis is great fun and has inspired me to write camapign rules!

I've had a blast playing Legions Imperialis so far. But it has led me wanting for better more detailed campaign rules. Rules that are far more detailed and allow multiple forces to move around on the campaign map. Think more operational level, rather than strategic.
Imagine if individual formations moved on the map rather than an army as a whole - this will inform the type of mission you will then play and give far more context to your games!

I've written a bunch of rules already, inspired by a feeling that pick up game objectives are fine and dandy for gameplay's sake, but they are also kinda arbitrary. The current design trends for wargames lean towards matched-play, esports style rules. Which is fine (I played a tournament of Infinity recently!) but I've also played a bunch of them and they feel less exciting.

The campaign rules I'm writing are intended for games of a scale of Warhammer 40k and above - any games that allow a level of combined arms list building. So, from Bolt Action, to Epic 40k and Legions Imperialis, to cold war games. I hope to cover a wide range of setting with some modular rules, so you can pick and choose the rules that suit your game system. If you are interested and have any thoughts on this, I'd love to hear from you! Please let me know about your experiences playing campaigns in the comments!
I have a 5 min survey here too if you'd like to see a bit more of the context and give me some more feedback and wish-lists. I've done a bunch of research already but more is good before I write too much! SURVEY HERE > https://forms.gle/fyeg8DpYLoRQpkkD6

u/Brutal_Cities — 14 days ago