Yesterday I managed to finish the initial draft of the Red Flags & Iron Crosses Campaign System. It draws heavily on the system I used in my PORTABLE COLONIAL WARGAME book, but with one or two small but significant changes. The initial draft is shown below.
RED FLAGS & IRON CROSSES: CAMPAIGN SYSTEM
CAMPAIGN TIME
CAMPAIGN WEATHER
Campaign Weather Charts
Arid
Grass Steppe
Deciduous Steppe
Coniferous Steppe
ACTIVATING FORMATIONS
Special Events
MOVEMENT RULES
Reconnaissance Table
CASUALTY RECOVERY
CENTRAL RESERVE
Notes:
CAMPAIGN TIME
- During the summer (the hot and dry season, shown as DRY on the following weather charts), each campaign move in a specific terrain type represents three days of game time.
- During the winter (the cold and dry season, shown as SNOW on the following weather charts), each campaign move in a specific terrain type represents six days of game time.
- During the rasputitsa (the wet and muddy season, shown as MUDDY on the following weather charts), each campaign move in a specific terrain type represents fifteen days of game time.
CAMPAIGN WEATHER
- At the beginning of each campaign month, a D6 die is thrown, and the weather for each of the terrain types (Arid, Grass Steppe, Deciduous Steppe, and Coniferous Steppe) is read from the relevant Campaign Weather Chart.
Arid
Grass Steppe
Deciduous Steppe
Coniferous Steppe
ACTIVATING FORMATIONS
- Each side is allocated a playing card colour (Red for the Soviets and Black for the Axis).
- A standard pack of playing cards is shuffled and placed face down.
- When the campaign starts, the top playing card is turned over, and the colour of the playing card determines which side activates its units first and how many formations it may activate.
- If the playing card is an Ace, that side may move all its formations one grid square.
- If the playing card is a numbered playing card, that side may move one formation one grid square.
- If the playing card is a Jack, that side may move its formations a total of two grid squares (i.e. it may move one formation two grid squares or two formations one grid square).
- If the playing card is a Queen, that side may move its formations a total of three grid squares (i.e. it may move one formation three grid squares or one formation two grid squares and one formation one grid square or three formations one grid square).
- If the playing card is a King, that side may move its formations a total five grid squares.
- If the playing card is a Joker, that side throws a D6 die and reads the result from the list of Special Events.
- After the playing card has been turned over and any actions have taken place, the playing card is discarded. The discarded playing cards are placed face up in a separate pile.
- Once all the unused playing cards have been used, the pile of discarded playing cards is shuffled and placed face down where all the players can see it, ready to be dealt when required.
MOVEMENT RULES
- Movement may take place through the face or corner of a grid square as long as that grid square is not occupied by an enemy formation.
Examples of Permitted Movement.
- All movement made along roads is at twice the normal rate.
- No formation may enter a grid square that is already occupied by an enemy formation unless it is to fight that enemy formation.
- No formation may pass through a grid square that is already occupied by an enemy formation unless it is to fight that enemy formation.
- It must stop in an adjacent grid square, throw a D6 die, and read the result from the Reconnaissance Table.
CASUALTY RECOVERY
- 33% of all lost SPs lost by a formation during a battle are recovered immediately after the battle has ended.
- 33% of all lost SPs lost by a formation during a battle are recovered to the Central Reserve D6 turns after the battle has ended.
- The remaining SPs lost by a formation during a battle are lost for the rest of the campaign.
- The SPs lost by a formation during a battle can be recovered immediately after the battle has ended from the Central Reserve if there are sufficient SPs available in the Central Reserve.
- Any commanders who are killed are replaced immediately after the battle from the Central Reserve at a cost of 6 SPs.
CENTRAL RESERVE
- The Central Reserve is the pool of available SPs that have not been allocated to existing formations and units.
- The Central Reserve is fed by recovered battle casualties and newly raised SPs.
- Newly raised SPs appear on the first day of each campaign month, and are generated at the following rate by towns and cities that are not occupied by the enemy:
- Towns and small cities: 2 SPs per month
- Major cities: 6 SPs per month
- Capital city: 12 SPs per month
- Each side begins the campaign with a month’s worth of SPs in their Central Reserve.
Notes:
- A standard pack of playing cards is one with fifty-two playing cards divided into two colours (Red and Black) and four suits (Hearts, Clubs, Diamonds, and Spades) plus two Jokers (one red Joker and one black Joker).
- This includes all turns of the cards including those that favour that side’s opponent as well as cards that may favour themselves.
An interesting set of rules Bob. I particularly like the recon table and activation system; in fact I like all of it and may have to copy it for future reference!
ReplyDeleteMaudlin Jack Tar,
DeleteThe system draws heavily on the campaign system I included in PCW, but does include a few tweaks, including allowing diagonal movement and increased ‘on road’ movement.
All the best,
Bob
Hi Bob, like Maudlin Jack Tar I'm impressed with the system. Will you be adding it to the downloads page ? Or will we have to await a future publication ?
ReplyDeleteBest wishes, stay safe,
Tony Jones.
Unknown (Tony Jones),
DeleteIt’s still very much a work-in-progress, but you should be able to highlight, cut, and past the text into a Word document if you’d like to play around with the system.
It may well be published in full at some point, but I’ve no idea when.
All the best,
Bob
I'll certainly do that, I particularly like the "central reserve" which I will certainly find useful in the future.
DeleteTake Care,
Tony Jones.
Unknown (Tony Jones),
DeleteTrying to factor in casualty replacement in wargame campaigns can turn them into a nightmare! I’ve seen systems that required high level accountancy skills, and that turned campaigns into what was a major bureaucratic process rather than something that could be enjoyed.
All the best,
Bob
Yes, I once read "Napoleon's campaigns in miniature" an excellent read but not compatible with holding down a full time job. You seem to have struck a neat balance between that and the DBA "campaign in a day" system.
ReplyDeleteAll the best,
Tony Jones.
Unknown (Tony Jones),
DeleteBruce Quarrie’s book had many interesting concepts, but seemed to be overly complex.
All the best,
Bob
I like the sliding time scale based on the weather. Would something like that be back-adaptable to the PCW or is it more specific to a motorized setting?
ReplyDeleteTypo: Note 1 says "A standard pack of packing cards..." instead of "A standard pack of playing cards...".
PatrickW,
DeleteThe timescale determined by weather could easily be adapted for other periods and geographical areas.
All the best,
Bob
PS. Thanks for pointing out the typo, which I have already corrected,
Bob, as always, you continue to inspire. I was looking to simplify an Imagi-Nations campaign loosely based on the napoleonic era and have pulled out some great ideas from this I want to try. Eventually I may try them all, but I'll do a little at a time. Your campaign movement system card-based is still the best I've seen, and the concept of SP's has simplified the "accounting" part of managing your forces and in a realistic way. The Central Reserve is a great way to manage reinforcements. Simple and clean. Thanks!!!
ReplyDeleteDalethewarganer,
DeleteThanks very much for your kind comments.
I’ve continued to develop this basic campaign system, and I’m currently using a simplified version of it to fight a imaginary war entitled ‘The Franco-Prussian War of 1810’.
All the best,
Bob