Basically this is a roughshod idea for a campaign based of the one in conquest. There are modified versions in retribution that represent guerrila raids and isolated border clashes but neither seem to reprent the theme of a force raiding , but not capturing, territory for resources whilst trying to sustain minimal casaulties.
The players would seperate into two seperate sides, a raider and a defender. Control points would still be used but are not in themselves means of winning the campaign. Instead each type of strategic location would have a number of resource points. Each turn the raiders have more control points at a strategic location they get one (or more, dependent on the location) resource points.
For example:
A listening post is a minor facility with information being its only real resource, as such it would only have one resource point. However as the strategic situation changes this could be replenished every one or two turns.
A manufactorium or armoury on the other hand would have more resource points with more being taken each turn, but the resource points are not replaced.
More defensive facilities might have decent resources but this would be balanced by the increased difficulty to take them.
As a result of these rules a warzone could become less important as the campaign goes on. Once both sides reserve points are exausted count up how many resource points the raiders were able to aquire. If they got more than an amount proportional to the reserve points the raiders started with( say one half for example) they win. If not, they lose. This represents whether or not the resources gained by the raiders were worth the resources expended to get them.
In addition the raider could select specific objectives at the outset of the campaign to increase the resorce points aquired at specific locations.
Necessities- you are short on everything from bolters to promethium, in order to continue your objectives materials must be aquired. Gains for manufactorums, armouies and refineries.
Technology and Information- It has come to your attention that something valuable to you may be present at these locations, it must be seized. Gains for listening stations, failed expeditions and archaeotech hoardes.
Probing strikes-You have recieved orders from your commander, you are to weaken your enemies defenses with hit and run raids. Whether or not you will be the vanguard of a glorious conquest or a mere diversion to tie up the enemies resources depends entirely upon your success. Gains for bunkers, fortresses, macro-cannons and space ports.
Any thoughts?
|