C
coolbreeze
Guest
I think everyone is coming up with new Combat Mission ideas during the shelter in place. I've begun developing my own campaign for the Cotentin peninsula. Essentially the game will start D-Day +1, focusing on Utah beach and the subsequent American campaign for the deepwater port Cherbourg. I've attached below the proposed campaign rules and the Axis and Allied TO&E. I would deeply appreciate any rule suggestions/edits, historical notes, or already made map suggestions (for the special maps). I know the rule document is 13 pages long (and can be a bit boring), but do feel free to read as much as you want and comment on any suggestions on those portions you did read.
Short Version:
The allies want to capture Cherbourg, and the Axis want to delay that as long as possible. The sides switch off moving around the operational hex (each unit moves hex at a time).
Regarding Allied Air Power:
I've tried to incorporate it in an operational sense, but I believe that in-game CMBN Air Support can be ahistorically powerful. I made a conscious decision to not allied the Allied player(s) access to Air Support during the Tactical Phase but would love to hear any arguments against this.
Regarding Supply:
I wanted to incorporate supply during the campaign in order to create an operational continuity while balancing ease of administration. Each combat action cost one supply level (Full/Adequate/Limited/Scarce/Severe). Units can be resupplied with a limited amount of resupply points.
Regarding Unit Strength:
I really wanted to create a form of persistent casualty system and explored editing a campaign while playing it in order to tailor it into a dynamic operation(but that failed). However, I eventually abandoned that idea as too much work for the GM or players. I decided to balance it with having casualties cost victory points for the allies and the Axis use HQ indicators to reduce their persistent unit strength.
Victory Points:
While the main goal for each side may be Cherbourg, there are additional secondary objectives that add up to a substantial amount of victory points. At the end of the campaign, each side will compare their victory point total. Whichever side has a larger total wins the operation/campaign.
I want to reiterate that I would love any constructive criticisms on any aspect of my game design and I've attached the full documents of everything below with examples (Full TO&E and Stuff in Zip).
P.S. Orignal map comes from https://chindits.wordpress.com/2019/01/26/a-day-at-the-beach-normandy-1944/ -- Also I still need to find or make maps for all the special maps listed, so the campaign will not be launched for some time. I decided to release my ideas in order to get feedback in the early stages before I got too attached to anything.
Short Version:
The allies want to capture Cherbourg, and the Axis want to delay that as long as possible. The sides switch off moving around the operational hex (each unit moves hex at a time).
Regarding Allied Air Power:
I've tried to incorporate it in an operational sense, but I believe that in-game CMBN Air Support can be ahistorically powerful. I made a conscious decision to not allied the Allied player(s) access to Air Support during the Tactical Phase but would love to hear any arguments against this.
Regarding Supply:
I wanted to incorporate supply during the campaign in order to create an operational continuity while balancing ease of administration. Each combat action cost one supply level (Full/Adequate/Limited/Scarce/Severe). Units can be resupplied with a limited amount of resupply points.
Regarding Unit Strength:
I really wanted to create a form of persistent casualty system and explored editing a campaign while playing it in order to tailor it into a dynamic operation(but that failed). However, I eventually abandoned that idea as too much work for the GM or players. I decided to balance it with having casualties cost victory points for the allies and the Axis use HQ indicators to reduce their persistent unit strength.
Victory Points:
While the main goal for each side may be Cherbourg, there are additional secondary objectives that add up to a substantial amount of victory points. At the end of the campaign, each side will compare their victory point total. Whichever side has a larger total wins the operation/campaign.
I want to reiterate that I would love any constructive criticisms on any aspect of my game design and I've attached the full documents of everything below with examples (Full TO&E and Stuff in Zip).
P.S. Orignal map comes from https://chindits.wordpress.com/2019/01/26/a-day-at-the-beach-normandy-1944/ -- Also I still need to find or make maps for all the special maps listed, so the campaign will not be launched for some time. I decided to release my ideas in order to get feedback in the early stages before I got too attached to anything.
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