Campaigns are the meat and drink. I've done quite a few basic linked-scenario games. These work well if you're inventive and willing to extrapolate.Who, What & When? I've been working up to a 4 sided Sumerian campaign for Song of Blades and Heroes. Seems a good a place as any. This basic setup works for any low tech setting. Later with a bit of adaption.
I was thinking of adding scouting/intelligence/luck roll.
Let's use a D10. I'm doing this ultra-generic so apply your own labels.
The Macro
The Nation (or biggest factor)
The Army.
Command.
Commander.
Micro
Local command readiness.
Local command morale.
Small force leader.
How to work those results in. Here I'm talking SOBH or other Ganesha games.
Readiness is kit level, experience and training. So poor, 3, readiness means more raw troops with lighter weapons. C1 or 2 unshielded javelins. 5 is the average C2 with spear or pike. 7 C3 veterans with decent armour.
Morale is Quality. If we take the average of 5 as Q4, 3 as Q5 and 7 as a few veterans with Q3.
Where? OK, that's the clear as mud bit done. I've been thinking of a campaign background for Sumerian games. I cannot draw maps to save me life. A square map with a central vertical river. A road connects the towns and a military highway "goes south". There are irrigation canals from the river & the area is highly cultivated.
I'm presuming 2 campaign/raiding seasons.
Year 1 early season there's a complete lack of ability and interest. So we roll again for season 2. The results are averaged. Macro gets rounded down, Micro up.
I could have rolled 2 warbands per side, then allocated per mission, but I'm keeping this simple.
Top Left. Dirka Dirka (naked with mostly javelins) hill tribes. These have resources, mineral and wood, that the Sumerians need, but they don't do trade.
The Nation. 2 +6 =4
The Army. 7 +9 = 8
Command. 2 +6 = 4
Commander. 3 +3 = 3
A) The nation is doing poorly, the tribes are willing to fight but there is little infrastructure and no good leader to unite them.
B) The nation is doing better. Being well fed the warriors are more willing to make war. The war leader has made strides in preparedness, but is no firebrand.
Micro (this is one tribe, so for every area of conflict do a separate roll?)
Local command readiness. 0 +4 = 4
Local command morale. 8 +3 = 6
Small force leader. 9 +3 =6
A) A charismatic local war leader has arisen, with good organisational skills. He is facing problems as the locals don't expect to be raided and show no interest in raiding. Hunting must be good.
B) At a local level there is more ability to raid, but the edge has been blunted by inaction.
Tribal troops will be Q4 C1 with slings and bows (good morale but less prepared, not fast) Warriors can go to Q4 C2 Javelin and the leader Q3 C3 with an add-on.
Top right. Hissinsyds. Lizard swamp dwellers. Their land, if drained, would be perfect for grain production. They are a warrior culture, but not overly interested in expansion.
The Nation 6 +2 = 4
The Army. 2 + 3 = 2
Command. 2 +9 = 5
Commander. 1 +8 =4
A) The nation is prosperous, does not fear attack and is concentrating on non military matters.
B) The nation has not done well, but a new war leader has brought about improvements.
Micro
Local command readiness. 3 +7 = 5
Local command morale. 4 + 0 = 4
Small force leader. 9 +8 = 9
A) There is an energetic war leader, but the local tribe is not willing to raid.
B) The war leader has made progress in readying his tribes warband. They might raid.
The warband is ready for war, but some will be Q5. Leader is superior, so Q3 & C3-4 with add ons.
City state of Eeer
The State. 5 +1 =3
The Army. 0 +5 = 5
Command. 9 + 1 =5
Commander. 3 +0 =3
A) The State has enjoyed prolonged peace and has used its military resources on civic projects. There is a core of talented organisers who have overseen this work, but the commanders military prowess and experience is lacking.
B) The state is stagnating, but conscription has been raised and the new army drilled but competent bureaucrats have moved on and the commander remains.
Bottom Left. Town of Aaarg faces the foothills and the Dirka Dirka.
Micro
Local command readiness. 1 +8 = 5
Local command morale. 9 +2 =6
Small force leader. 8 +8=8
A) The local force is suffering from the army's lack of preparedness but are willing and well led.
B) Influx of new troops, now there is a force capable of raiding.
The force is equipped and good morale, So Q4 C2 with most shielded javelin.
Leader is Q3/C3 mounted and 1/2 add ons.
Bottom Right. Town of Uuug faces the swamp of the Hissinsyds.
Micro
Local command readiness. 0+5 = 5
Local command morale. 0+7 =7
Small force leader. 6+2 =4
A) The local force is totally unprepared despite having a decent leader.
B) With the resupply of the army there's a war leader and new drilled recruits. This force could raid.
The force is equipped and good morale, So Q4 C2 with most shielded javelin.
Leader is Q4/C2 mounted with no add ons. As there is a call for a champion, one should be Q3 and good shot. Probably a veteran.
Turning words into actions. We have a season, it's late summer so harvests are in and stocks replenished for winter. Easiest way is to do an opposed roll.
Why?
1 Resource raid.
2 Probe. Will retreat if 25% casualties.
3 Slave raid on settlement.
4 Destroy! As much damage as possible.
5 Kill the enemy leader.
6 Ambush.
7 Cut the supply chain.
8 Set up an advance camp.
9 An unexpected direction.
0 Send out your champion!
Who or what order is all part of the negotiation. For ease, roll yer D10 and add the current leadership score. Top one goes first. If both equal then it's a meeting engagement, roll both sides objectives.
Aaarg vs (leader) 8 (dice) 2 =10 Send out your champion!
Dirka Dirka. (leader) 3 (dice) 6 =9. Set up an advance camp
Aaarg has sent out the war party before they can begin construction. (Total 19- no.3)
Dirka vs (leader) 3 (dice) 6 =9 Send out your champion!
Aaarg (leader) 8 (dice) 4 =12 Resource raid.
Aarg's work party has started gathering timber for weapons but they are spotted and the Dirka come out in challenge. (Total 21 - no.2)
Uuug vs (leader) 4 (dice) 9 = 13 Send out your champion!
Hissinsyds. (leader) 4 (dice) 7 = 11 raid.
Uuug have advanced to a stream crossing and issued the challenge. (Total 24 no.1)
Hissinsyds vs (leader) 4 (dice) 3 = 7 Set up an advance camp.
Uuug (leader) 4 (dice) 7 = 11 Send out your champion!
The Hissinsyds have started to gather in order to protect a river crossing when the Uuug approach. (Total 18 - no. 4)
Well now, we have 4 games with a bit of reason'd etre. Could be one evening, possibly 2. Easy to carry on, the warbands either improve or get replaced with a swathe of FNG's.
Here's the bits for you to cut n paste, probe and dissect. Please comment!
The Macro
The Nation (or biggest factor)
The Army.
Command.
Commander.
Micro
Local command readiness. (kit level, experience and training)
Local command morale. (Morale is Quality)
Small force leader.
1 Resource raid.
2 Probe. Will retreat if 25% casualties.
3 Slave raid on settlement.
4 Destroy! As much damage as possible.
5 Kill the enemy leader.
6 Ambush.
7 Cut the supply chain.
8 Set up an advance camp.
9 An unexpected direction.
0 Send out your champion!
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