Caen Campaign News

A place to debate and share game or general military strategy/tactics.
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kwok
Team Member
Posts: 2516
Joined: 29 Mar 2015, 05:22

Caen Campaign News

Post by kwok »

I've created a spot in the BK forum that I can keep locked to make sure the topic stays clean with relevant info only. Communications and decisions will be made over the steam group so players can keep their own organization clean. This forum will update with news for people interested in following the campaign.

4v4 caen campaign.jpg


6 v AI Blitz of Caen


Starting Conditions
How to read:
Map (Max occupancy per team): Allied Score - Axis Score / Score Cap, starting owning team

Caen (3) : 0 - 300 / 600VP, Axis start owning
Road to Caen (2): 0 - 0 / 400VP
Redball Express (3): 0 - 200 / 400VP, Axis start owning
N13 (3): 0 - 0 / 300VP
Cariquet (1): 0 - 50 / 50VP, Axis start owning
Alsace Moselle (2): 0 - 0 / 100VP
Hill 112 (3): 0 - 0 / 100VP
Etavaux (2): 0 - 0 / 200VP
Axis can deploy on any of the critical locations on the map. Allies can only deploy on the Allied square.


Objectives:
Allies must hold N13, Redball Express, and Caen before turn 10
Axis must hold Caen on turn 10


Special Map Rules:

Cariquet - Airborne, RAF, and Luft docs cannot be on Caen if the team does not control Cariquet
Hill 112 - The team that controls Hill 112 automatically has a permanent 100VP influence on Alsace Moselle and Etavaux and 50VP for Cariquet. This permanent VP is lost when the Hill trades holding
Redball Express, Road to Caen - Armor and RE doctrines cannot occupy Caen unless Allies control both these locations
Redball Express, Road to Caen, Cariquet, Etavaux - Each team gets permanent 50VP for each of these critical locations controlled. This permanent VP is lost when a location is lost.


Battle Conditions:
1000 VP
High Resources
Fixed Positions

Other rules:
Every game will have a game code provided by the game master. At the beginning of every game, at least one player from each side of the game must type into all chat the game code to verify that game is to be used for the campaign.
If a player has crashed within 25 minutes of a game starting, any player in the game can call for a rematch and the outcome of that game is nulled to be played again. If the game has lasted for more than 25 minutes, the game continues until it has ended either by victory or other game crash/limitations in which any player has the option to submit the replay to take the final VP outcome of the game as result. Replays are submitted to bknoobcamp@gmail.com with the game code as a subject line.
Desyncs should be submitted and will be arbitrated as I will investigate the point of the desync and make a decision from there.

If games are not played, the game will be objectively arbitrated with decisions and penalties decided by me based on secret karma points that I keep track of privately.

RULES
-Each player will play as 1 company/doctrine choice
-Each player would occupy a location slot in any critical location on the greater map
-Every turn, each player can take an action on the greater map. Actions include: Move, Attack, Support.
ACTIONS: Move/Attack - shift a player's location from one to an adjacent connecting location. If that move will bring the player to a location controlled by the opposing force, it is considered an attack and will trigger a battle on the turn if an opposing player also occupies the same space.
Support - If a player is occupying a friendly controlled space and there are no enemies occupying the location, then the friendly VP for the location gets set to the max amount for that space. The player does not move that turn.
-When players of opposing teams occupy location slots on the same critical location, it would trigger a battle that will be scheduled by the game master
-Each battle will be a VP game with the final score outcome (remaining VP points) impacting the critical location on the greater map
-Each critical location on the greater map will have a quantifier on team influence. When team influence tips overly to favor one side, that side wins the location
-When a location is won, the players on the losing team will move off to an adjacent friendly space and lose their ability to do an action on the next turn. If the player cannot move off to an adjacent friendly space, then they are eliminated from the game/map

Control Calculations:
After every battle, the final VP score is recorded. The remaining VP points from the battle for BOTH Axis and Allies gets summed and then subtracted from the losing team's VP points on the greater battle map. The remaining VP points from the battle are then added to the winning team's VP points on the greater battle map. When one team's VP points on a location exceed the other team's, control is given to the higher point team and the lower point team must evacuate the location. If by the end of the calculation the VP points is below awarded permanent VP points gained from special rules, then the team's VP score on the location is set to the sum of all permanent points awarded for the location.


TURN SCHEDULE

kwok
Team Member
Posts: 2516
Joined: 29 Mar 2015, 05:22

Re: Caen Campaign News

Post by kwok »

GAME ANNOUNCEMENT TO PLAYERS:
Post your company orders to the steam group by Sunday and the turn 0 moves will be executed Monday morning or earlier. Orders can be submitted here: http://steamcommunity.com/groups/caen_c ... 398485543/
MOVES EXECUTE, SEE NEWS BELOW.

TURN 0
The Allied forces have rallied at the outskirts of Caen and prepare to make their first moves into the city. Cpt. Karma Police and his company depart the Allied camp and advances his artillery towards Caen alone. He encounters a Wehrmacht company and Panzer Elite company. God bless his soul.

Map Situation
Caen (3) : 0 - 300 / 600VP, Axis start owning
Road to Caen (2): 0 - 0 / 400VP
Redball Express (3): 0 - 200 / 400VP, Axis start owning
N13 (3): 0 - 0 / 300VP
Cariquet (1): 0 - 50 / 50VP, Axis start owning
Alsace Moselle (2): 0 - 0 / 100VP
Hill 112 (3): 0 - 0 / 100VP
Etavaux (2): 0 - 0 / 200VP
Tarakancheg: I want volkssturmm to upgrade to knights cross holders at vet 5 so that I can just show players how bad they are.

kwok
Team Member
Posts: 2516
Joined: 29 Mar 2015, 05:22

Re: Caen Campaign News

Post by kwok »

TURN 0 END
Cpt. Karma Police and his company positioned at the road to Caen with full confidence his allies are right behind him. Then suddenly, two Axis companies were upon him! Artillery batteries were barely even set on the ground before the enemy preemptively struck the British soldiers down. The brutal sad details won't be described here... it is not safe for children. The British company was forced to flee back to the rendezvous point to rejoin the Allies at camp.

Map Situation
Caen (3) : 0 - 300 / 600VP, Axis owned
Road to Caen (2): 0 - 400 / 400VP, Axis owned
Redball Express (3): 0 - 400 / 400VP, Axis owned
N13 (3): 0 - 300 / 300VP, Axis owned
Cariquet (1): 0 - 50 / 50VP, Axis owned
Alsace Moselle (2): 0 - 0 / 100VP
Hill 112 (3): 0 - 0 / 100VP
Etavaux (2): 0 - 0 / 200VP

GAME ANNOUNCEMENT TO PLAYERS:
Turn 1 orders will be set on Saturday! Post your company orders to the steam group by Saturday and the turn 1 moves will be executed Sunday morning or earlier. Orders can be submitted here: http://steamcommunity.com/groups/caen_c ... 1490854795
Tarakancheg: I want volkssturmm to upgrade to knights cross holders at vet 5 so that I can just show players how bad they are.

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