Racingspider Games Development Blog

May 12, 2009

Argost Assault Scenario 1

Filed under: Argost Campaign, Campaigner — micah @ 8:37 pm

Guard I Pan’Herria forces ran straight into the Alliance’s 315th on their approach to the city. This battle will be occuring in farmland and forest - sparse buildings and a fair amount of trees.

Initial Dispotion

Initial Disposition

 

Attacker

Pan’Herria Guard I

  • 80% points Infantry Ground Force (heavy inf, walkers, conscripts)
  • 20% support units (recce, armor, sp art, etc)
  • Off-table artillery

Defender

Ostro 315th

  • 30% points Infantry Ground Force (heavy inf, light walkers, etc)
  • 10% points field guns and artillery
  • 10% points support units (recce, armor, sp art, etc)
  • 2x Off-table artillery

Ostro 251st - reinforcements, do not arrive for 3-6 turns

  • 25% points Heavy Armor
  • 55% points Mechanized Infantry
  • 20% points support units

 

The alliance player was able to bring in a nearby force (251st) as reinforcements - it just happened to be close enough. Also note, that the 315th is only a 50% strength army - if the game was played with 2000 points, this force could only have 1000.

However, if the reinforcements come in early, the alliance player would have up to 3000 points available.

 

Attacker Objectives

Destroy 25% of the deployed defending force: vp 15

Each unit in enemy’s 1/2 table: vp 1

Each unit in enemy’s 1/4 table: vp 3

Each destroyed enemy unit (model): vp 1

Attacker Deployment

1/2 of the attacking force can be deployed up to 20 cm along the attacker’s table edge. All other forces must be moved from off-table.

Defender Objectives

Each turn no enemy on defender half: vp 5

Each destroyed enemy unit: vp 1

Defender Deployment

All 351st forces can be deployed up to 1/2 of the table and more than 1/4 from table edges.

 

Deployment Overview

argost_battle_1_deploy

 Edit: The above should show “All 315th” not “All 351st” and represents the initial 315th alliance force that the Pan’Herria Guard force encountered.

Terrain

 The terrain for this battle should have only a few low hills, the woods can be as sparse or dense as the players can agree on, and there should be a few fields representing cultivated land as well as some structures.

Small creeks may also be present as well as small (two lane) roads.

 

Notes:

  • “25% points” means that if you’re playing a 2000 point game, 25% points would allow up to 500 points for specific unit types.
  • Infantry Ground Force represents any kind of dismounted infantry, including light walkers. Up to 1/2 of the infantry can be mounted in transports if desired.

Argost Assault Campaign

Filed under: Argost Campaign, Campaigner — micah @ 3:34 pm

Strategic Overview

Pan'Herria Strategic Overview

Pan'Herria Strategic Overview

Using Campaigner and the (free) Argost Assault Campaign, we’ll be creating some wargaming scenarios. These are pretty generic scenarios, but as the weeks move on, different objectives will begin to show.

For an overview of the campaign at large, see Argost. Here, the Pan’Herria forces are attempting to assault Bendershaine with multiple armies. Each of the icons shown represents a full tabletop fighting force.

For the actual combats, I’ll be using Future War Commander. Any 6mm system will work fine though, as the army “lists” are very generic.

July 29, 2008

Campaigner Conquest Engine

Filed under: Campaigner — micah @ 1:21 pm

The Conquest engine gives you the ability to play campaigns that behave more like a regular PC game, with units that you can create (or use the basic conquest units).

We’re working on a module that allows you to not have to play battles on the tabletop, and works out the combat for you. Using the ‘conquest’ engine, you’ll be able to design you own units and scenarios. We’re hoping to be able to make a regular PBEM game out of the Campaigner system, and it will still be categorized as version 1, so if you already bought Campaigner, you’ll be able to use the conquest engine with your version (after updating the build of course).

July 22, 2008

Random Force Generator

forcebuilder2.JPG

We’ve just completed a simple random force generator utility that a lot of players will find useful. You simply create an RForce file with our force generator utility and then load up all the RForce files you want to create a random army list. Extremely simple yet wildly flexible. In the screenshot, we’ve included scenario data as an RForce file. The sky is the limit with this little utility. You can get it from our main page at racingspidergames.com

April 23, 2008

Campaigner Customizable Combat Engine

Filed under: Campaigner — micah @ 2:51 pm

We’re pleased to announce that fairly soon, we’ll be experimenting with creating new combat engines for Campaigner. This would allow anyone who knows a .Net language to write their own combat engine for Campaigner! The things you can do with that are simply mind-boggling. We hope there will be a few people out there what are interested.

We’ll be starting it off with the Conquest engine. This will allow you to play ‘conquest’ campaigns and NOT fight on the tabletop - the combat will be resolved during turn generation. This is an exciting addition to Campaigner and we hope many other people will want to join in and write their combat engines too.

April 14, 2008

Adding ‘Attributes’ to Campaigner

Filed under: Campaigner — micah @ 7:54 pm

attributes.PNG One last thing, after adding Indicators and Tokens we decide we ought to put in, to round out the feature set is ‘Attributes’. Attributes are simple descriptive names that are added to a unit type. They don’t change during the game and can represent the unit’s movement value, armor value or any other info you’d like to tack on to you units.

February 19, 2008

Campaigner Improvements

Filed under: Campaigner — Tags: , — micah @ 3:51 pm

Add Token 

Carrier Front  Carrier Flipped  (the same token showing front and flipped side)

We’re pushing some pretty cool stuff out with the next build of Campaigner, things that will really appeal to board gamers as well as making some campaigns easier to create. We’re adding TOKENS. Tokens are “flippable” units, with a front and back “side”. These unit types can be flipped over to reveal different values (rules, movement, detection, size, point value, etc).

You can use Tokens as army markers instead of forcing full army lists in each unit. For instance, one side can have a point value of 500, while the flipped side has 250, and reduced detection and size properties. This extremely flexible change will open Campaigner up for even more flexibility.

We’re also shooting to include “indicators”. Indicators are properties of tokens and units that have a min and max value, and a current value. You can use indicators to model supply, morale or fatigue. Indicators can be changed any time during the game and will show up as a property of the unit or token. Changing an indicator will create a log message.

Finally, the architecture for resource consumption for movement is being added. While the next build won’t show this, know that Campaigner is being prepared for it. This means that you’ll be able to tie resources to your battlegroups and require fuel, food or whatever else you’d like. There will also be consequences of not having the proper resources (this is still being fleshed out). One more thing that this brings, is resource costs for deployment. You will be able to tie resource costs to units for deployment. So, you can make that big armor unit cost more than just point value to deploy.

We’re excited about these changes, and they’ll make Campaigner by far the premier campaigning tool.

January 27, 2008

FlexMap Download

Filed under: Campaigner, FlexMap — wizard @ 1:23 pm

FlexMap is now also available in a separate download (from Campaigner). While Campaigner is currently the only released utility using FlexMap, others are in the works and FlexMap is our standard mapping format.

FlexMap is free to use and will automatically save a bitmap image of your map when you save it (so you can use it in other programs or print it out). Virtual Tabletop will also use FlexMap to make the gaming tables as well as ChitBoard (in development).

January 16, 2008

1.0.4.4 Campaigner Build Today

Filed under: Campaigner — micah @ 1:00 pm

A few bugs we’ve found are being addressed and a new build will be issued today. This build fixes a couple problems with the combat resolution and asset assignment screen. Sometimes, a player wouldn’t be able to assign rules and reinforcements to a battle, when opening a saved game. This has been fixed. Also the battle html file has been updated to be a bit more portable. Now, you can zip up the html file with the img folder and anyone can open it.

The next build will focus on:

Zooming

Consume Resource ’option’

Disallow “stacking” of Battlegroups (they will stop before getting too close to another friendly)

January 2, 2008

Happy New Year!

Filed under: Campaigner, FlexMap, Uncategorized, Virtual Tabletop — micah @ 8:14 am

Well, after a nice long break, its back to work! Networking is coming along nicely, and very soon we’ll be able to run a full networking test for Virtual Tabletope.

We’re compiling a list for upcoming changes to Campaigner, and we’ll be making a new build in the not to distant future.

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