Morsleib
03-08-2007, 09:21
I have been writing a ladder campaign for AI using part of the air superiority campaign system from the AI rulebook and the generic scenarios. I’ll post the full thing here later but the last scenario and campaign finale are bothering me.
The last scenario is a Bomber Intercept but on a grand scale. I want to allow both sides to use all the planes which have survived in a do-or-die last ditch defence. I have several ways in which to play this one.
1. The simplest is to play the scenario straight out of the book and count campaign points at the end to see who has won overall. However this seems a bit lame and does not reflect the last ditch nature of the campaign finale.
2. Play it as a breakthrough mission where the bombers (and fighter escort?) have to escape off the opposite table edge to go on to their target. The objective would be to breakthrough with either a certain number of planes or more likely a percentage (say 25%?).
3. Play it until the bomber force disengages, ie takes 50% or more casualties.
In both options 2 and 3 I would re-cycle the intercepting force to reflect them returning to base re-arming and returning to the fray. Something like:
Repairs: Attacking planes which are damaged or out of ammunition may disengage by leaving from the attackers’ table edge. Next turn roll a D6. 1-2 irreparable damage (aces may transfer to a new plane); 3-4 is re-armed but not repaired; 5-6 is re-armed and repaired back to its original number of hits.
No surrender: The attacking forces have no choice but to fight until death. They do not disengage when 50% or more of the planes are lost.
BTW the terminology in this scenario is a bit confusing. The bomber force, although they are heading out on a raid, are considered to be the defenders. The intercepting force which are defending their home base are considered to be the attackers. Clear?
I think that I can probably rule out option 1. It is the simplest and fairest option but this campaign is about playing out a narrative rather than simply winning. Options 2 and 3 both work in other game systems (Lord of The Rings especially) but the dynamics of this game are very different.
The two players will take part in between 7 and 11 games depending on the path they take through the ladder. Keen types can then play again having swapped sides :-)
Any thoughts about which way to go or which ending would work best?
Morsleib
The last scenario is a Bomber Intercept but on a grand scale. I want to allow both sides to use all the planes which have survived in a do-or-die last ditch defence. I have several ways in which to play this one.
1. The simplest is to play the scenario straight out of the book and count campaign points at the end to see who has won overall. However this seems a bit lame and does not reflect the last ditch nature of the campaign finale.
2. Play it as a breakthrough mission where the bombers (and fighter escort?) have to escape off the opposite table edge to go on to their target. The objective would be to breakthrough with either a certain number of planes or more likely a percentage (say 25%?).
3. Play it until the bomber force disengages, ie takes 50% or more casualties.
In both options 2 and 3 I would re-cycle the intercepting force to reflect them returning to base re-arming and returning to the fray. Something like:
Repairs: Attacking planes which are damaged or out of ammunition may disengage by leaving from the attackers’ table edge. Next turn roll a D6. 1-2 irreparable damage (aces may transfer to a new plane); 3-4 is re-armed but not repaired; 5-6 is re-armed and repaired back to its original number of hits.
No surrender: The attacking forces have no choice but to fight until death. They do not disengage when 50% or more of the planes are lost.
BTW the terminology in this scenario is a bit confusing. The bomber force, although they are heading out on a raid, are considered to be the defenders. The intercepting force which are defending their home base are considered to be the attackers. Clear?
I think that I can probably rule out option 1. It is the simplest and fairest option but this campaign is about playing out a narrative rather than simply winning. Options 2 and 3 both work in other game systems (Lord of The Rings especially) but the dynamics of this game are very different.
The two players will take part in between 7 and 11 games depending on the path they take through the ladder. Keen types can then play again having swapped sides :-)
Any thoughts about which way to go or which ending would work best?
Morsleib