Strategic Campaign/Strategic Engagement

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Strategic Engagement is conducted as one, or perhaps multiple, tactical encounters, played out using the 3rd Edition Heavy Gear rules. There will be slight modifications to the rules to account for the much more distributed playing field, however...

Tactical Modifications

Tactical Command Points

Tactical Command Points are generated by the overall Regimental Commander, and are only generated once per Strategic turn, in the Initiative phase. In order for these points to be given to a unit in the field during an engagement, they must have access to a communication network capable of reaching that Regimental Commander. This will require he either be on the field and use the normal communication network, or that the units on the field have an active Satellite Uplink.

Deployment Zones

Two deployment zone configurations will be used - Confrontation deployment zone configurations and Encirclement deployment zone configurations.

  • Confrontation deployment zones are set up in two strips, each on opposite edges of the board and consisting of 25% of the board's width each. Players roll an opposed Leadership roll, adding the lowest Stealth score in the group, to determine who may choose their deployment zone.
  • Encirclement deployment zones are set up with an inner square with sides equal to 25% of the board width. There is also an outer ring extending 25% of the board inwards from the edges. The defender always deploys within the central square and the attacker always deploys within the outer ring.

Setting up the Engagement

  • If both sides choose to engage, conduct a battle on suitable terrain, with objectives determined by the players. It is likely that many combats will be limited, with one side trying to escape shortly into the engagement.
  • If both sides choose to flee, no engagement occurs, but the position of the elements have been detected and will remain visible until they leave the Deployment Range of the enemy elements that can see them.
  • If one side chooses to flee and the other engage, compare the lowest speed of the fleeing element with the highest speed of the attacking element. If the attacker has the higher speed, an engagement takes place. If not, the fleeing unit escapes. As above, both elements remain visible until outside of hostile Deployment Ranges.
  • The tactical map will be decided on through the roll of dice in the appropriate chart in the Tactical book. Mission objectives will not be rolled - these will be decided on by the players involved in the struggle at hand. Scenery shall be placed by an impartial third party before the game is begun.
  • Players shall make an opposed Leadership roll to determine who must place their first non-stealth unit on the board. The winner of the roll may choose to deploy first or second. Once all non-Stealth units are placed, the players will take turns placing Stealth units on the board, starting with the worst Stealth unit and ending with the highest.
  • The game shall be played normally. Any unit wishing to retreat must get to a board edge - any board edge. Any unit leaving the game board shall be considered to be retreating.
  • Once the game is concluded, the side that holds the field may choose to give pursuit to any fleeing unit - they may only do this once. If they choose to do so AND are faster than the slowest surviving opponent unit, a new game is played with an Encirclement deployment zone configuration. Play the game as described above.

See Also