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Hello, fellow wargamers all around the world, this is Red Archer speaking again. The campaign I had devised for my gaming group -the Battle for Duglum XIII- has been a great success. And yet, after almost half a year, it is time for a change: my experience has grown, the battle on the campaign map was drawing to an end, and we need fresh wind.
It is thus that I have devised yet another campaign system for my gaming group to indulge in. It is similar to the first version of the Battle for Duglum XIII, and yet the system of sector play has been entirely revamped. It is now more decisive, more lethal, and a lot swifter. This should ensure that important positions are indeed subject to heavy battles, instead of the rather slow territory tile collecting of version one.
We have chosen to continue the use of the TACOPTs system, though I will present an updated version of it including some TACOPTs invented or at least inspired by other members of LO. On top of that I shall present a scenario that poses an interesting diversion from the standard missions while not being overly complicated or special.
When I introduce you to the rules of sector play, you will notice that the first thing I do is define some important terms that are required to understand the rules. This is done throughout the Campaign Map and Basic Concept sections. The System section then explains the mechanics of Sector Play and how it is worked out. The Rules section lastly shows how some of the systems variables are defined for my gaming group.
I have chosen this attempt in order to make the rules set a transparent and, and one that can easily be adapted. Simply by making slight changes to the Campaign Map section and defining the variables of the system however it suits your purposes in the Rules section you can adopt the system for your very own campaign. Include your own campaign map with your own number of sectors and your own network of routes, with your own bonus sectors and your own sector bonuses, a phase length that suits your gaming group's needs and your own number of orders as to control the pace and flow of Sector Play.
The campaign map shows the continent of Fervolar on Duglum XIII. It is used to illustrate Sector Play and represents the progress of the war waged by the various factions in the Duglum system.
Sectors: Fervolar is divided into twenty-five numerically named positions of major strategical importance designated as sectors.
Routes: Sectors are connected among each other by the lines displayed on the campaign map. These lines are designated as routes.
Adjacent Sectors: Sectors which share a route are designated as being adjacent.
Players own sectors and strive to retain them as well as acquire additional ones.
Phases: Sector Play is conducted in a time scale designated as phases. Players will have the opportunity to engage in Sector Play once per phase in an attempt to influence the course of battle and force changes on the campaign map.
Orders: Players engage in Sector Play by declaring actions, designated as orders.
Owning Sectors: If a sector has been occupied by a faction it is designated as being owned by the player controlling the faction.
Defense Level: A sector owned by a player has a defined magnitude of defensive power, designated as its defense level, ranging from 1 to 5. Sectors not owned by any player are considered to be of defense level 0.
Issuing: Orders are issued at any time throughout the campaign phase. They are all worked out simultaneously at the end of the phase. Defend orders take effect before attacks are conducted. The results of successful attacks are applied before those of unsuccessful ones.
Defend: A sector's defense level can be raised by the owning player issuing an order designated as defend. Issuing the order raises the defended sector's defense level by one to a maximum of 5.
Attack: A player may attempt to seize a sector owned by another player in order to own it himself instead. This is done by issuing an order designated as attack. An attack may only be conducted along routes. Thus a player is required to own a sector adjacent to the one he intends to attack from whence the attack can originate. Players who do not own a single sector at all may disregard this restriction, their attacks affect the target sector directly without being conducted along a route. A player may attack any sector only once per phase.
An attack is successful if the attacking player rolls a number greater than the target sector's defense level on a D6. A successful attack causes a sector to cease being owned by the attacked player and instead be owned by the attacking player at a defense level of 2. An unsuccessful attack lowers the attacked sectors defense level by one to a minimum of 1.
If attacks are issued in both directions along a single route simultaneously, players must subtract 1 plus the the number of points by which the target sector's defense level beats that of the original sector (if higher) from their dice rolls. If two or more players succeed with their attacks on the same target sector simultaneously, the player that beat the defense level of the target sector on his roll by the most points is considered as the single successful attacker, the remaining attacks count as unsuccessful. If two or more players are tied for the best attack, the sector loses its affiliation and no longer counts as owned by any player, reduced to defense level 0.
Extra Orders: A player gains a free additional order, designated as extra order, for every victory scored in games throughout the current phase. Extra orders must be issued as attacks on sectors held by that player who the victory earning the extra order was scored against.
Sector Bonuses: Some sectors convey special bonuses. A player owning a sector that conveys a sector bonus can only profit from this bonus while he can maintain a defense level in that sector of at least 3.
Phase Length: A phase starts Monday night at 10.00 p.m. and ends the following Monday night when the next phase begins.
Number of Orders: Each player is granted one order base per phase. Each player who owns at least one sector is granted a second order per phase. Additional orders can be gained as outlined above.
Bonus Sectors: Sectors 2 and 13 grant the owning player one Bombardment TACOPT for free in every game. Sectors 8 and 15 grant the owning player one Superiority TACOPT for free in every game. Sectors 5 and 24 grant the owning player one Vetern TACOPT for free in every game. Sector 21 grants the owning player the ability to conduct his attacks as if he did not own any sector at all (though retaining his second attack from owning at least one sector), thus striking at the target sectors directly and not conducting his attacks along a route. Sector 11 can function in any one of the ways of the other bonus sectors per phase, the player decides which bonus he is using at the start of each phase.
This is the campaign map (follow the link manually in case the picture won't show) as it is used by my gaming group:Originally Posted by Red Archer's Elaborate Example
Any questions or suggestions?
Let me also present to you the updated, most current version of the TACOPTs system (Tactical Options (TACOPTs) System).
And let me present to you the scenario I devised, "Valkyrie down" (Scenario: Valkyrie Down!).