Sunday, August 20, 2017

More ImagiNation

Below are my current thoughts/rules/imaginings for going forward with the campaign mentioned in my previous post.




Major Power - Head of State
Grand Duchy of Khornwallistein - Duchess Diana Elizabeth-Smythe
     Light Purple coats
     Guards reddish or dark purple
          Rally to the Colors national advantage
          Cavaliers national advantage

County of Tzeeberg - Count Mykal Penwithian
     Light Blue coats
     Guards orange
          Lethal Volleys national advantage

Nurglundian Marches - Markgraff Byren Buerdein
     Pastel Green coats
     Guards light green or dark green
          Steady Lads national advantage
          Clerics national advantage

Princedom of Slaavia - Prince Krigor Nilzynski
     Pastel yellow coats
     Guards pink
          En Masse national advantage

Minor Power - Head of State
Bishopric of  d'Antonville Prince-Bishop Ivan Bratovich
     White coats
     Maisdon due Roi national advantage

Free City of Passant - Council of Burghers
     Gray coats
     Steady Lads national advantage

Earldom of Mysterae - Earl Helmut von Sinestre
     Black coats
     Professional Train national advantage

Uniforms info, which applies to all:
Cuffs and turnbacks vary by unit, but palette should remain pastel or light shades
All straps and belts in white.
All bags in brown leather.
Cartridge boxes and scabbards in black.
All tricornes in black with white or yellow lace
Bearskins or miters in gold, silver, brass
All socks and lace in white or gray (except yellow for white coats).
Boots/shoes black
Trousers and waistcoats buff, brown, gray, white, or coat color.


Campaign


Currency: Epic Points (EPs) are the currency used within Maurice to purchase armies and national advantages. This campaign relies on this currency as a balancing agent. Epic point awards and costs from Maurice will not be posted online, to protect copyright, but added costs and awards for this campaign will be clearly posted.

Major nations begin with two or one randomly determined national advantages; minors begin with one or zero. Nations may purchase additional national advantages by spending 2x, 3x, 4x, etc., the listed EP cost for each advantage purchased in succession. Such purchases may only be made at the end of peace talks of a war they are involved in.


Each war in the campaign campaign has a cost to the loser at the end. The winning side takes control of one bordering hex from the losing side or wins EPs and loser may lose EPs. Winner chooses, but the hex must border one already owned by the winner and cannot select a hex further from the closest friendly border hex, if there is a hex closer. Hexes taken from the winning side in a previous war must be selected first.

Armies

Major's forces are 200 points (excluding national advantages)
Minor's forces are 100 points (excluding national advantages)

Such forces are divided into detachments. A field force is comprised of one or two detachments, of which only one can be an army.
Army = 100 points
Division = 30 points
Brigade = 10 points
The number of detachments a nation can field at once is equal to the number of notables present in their military.
(The detachments idea is borrowed from Ottoathome on The Miniatures Page - an excellent idea).

The points limit represents the maximum strength a nation can logistically support in the field during the campaign. Any remaining points values of troops are considered as "in training" at the capital city and do not take part in the battles.

Units lost in battle are removed from a nation's roster and may be rebuilt according to the rules in Maurice. This may cause some major nations and minor nations to have rosters below 200 points and 100 points, respectively.

Wars


Major nations and minor nations may elect to go to war each spring. If a nation is already at war, the conflict may be expanded.

War stance
A nation may be at war, in limited war, or neutral.

Nations at war stand to gain or lose territory at the post-war peace talks. They may conduct offensive operations outside their borders, with an army sized detachment.

A nation in limited war cannot gain or lose land, although its forces may have participated in battles alongside major nation allies. The may conduct offensive operations outside their border, but are limited to division detachments only.

Neutral nations protect their own borders from incursions by combatants, but do not fight outside their borders. Neutrals may change their stance, depending upon the actions of the combatants.

Minor nations - Alignment

Evil will not ally with a major nation which has a good ally. Will switch allegiance to the major nation which pays it the most EPs, even during a war.
Neutral will ally with anyone. Will not switch sides during a war, but will switch sides after a war, to the major which pays it the most EPs.
Good will not ally with a major nation which has an evil ally. Will not switch sides ever, unless its ally declares a war of conquest, where it will become politically neutral.

Recruiting minors - at start of war, major powers bid EPs for each minor they are interested in as an ally. Highest bidder gains the ally, but all EPs bid are lost to the minor as bribes and gifts.

Minor nations expand their capabilities by expending EPs gained in this manner, through the purchase of national advantages and/or new units.

Minor nations may never deploy an army detachment outside their own borders.

Types of Wars

When a nation goes to war, whether or as aggressor or defender, they chose the type of war to pursue, which dictates its war aims.

War of Conquest - objective is to take territory. Winner(s) may take up to three hexes of territory from losing side.
War of Aggression - objective is to earn EPs. Winner(s) may take no lands.
War of Alliance - objective is to meet requirements of ally. Winner may take one hex from losing side, as ally during War of Conquest
War of Liberation - objective is to liberate conquered lands. Winner may take up to two hexes from losing side that were previously owned by warring nation.
War of Salvation - objective is to defend nation from attack. Winner may not take any territory, but may fight outside borders as needs dictate.

4 comments:

  1. Sounds good to me Justin. I think they'll all look pretty cool when painted up, all them lively colours an' all!

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    1. So good that you duplicated comments. :) Once those 28mm figures come in, I will paint them up and post pics. If I can get some people to respond, I may take votes on unit names and/or color schemes.

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  2. Nice blog. Good work. I am impressed. I have sent you a pile of stuff in addition to what I put on the e-mail. I am sending you a HUGE full color campaign map on 54 typewritten sheets with 11 Imagi-Nations I made many years ago. I am also sending you copies of the Magazine I publish "SAXE N' VIOLETS" a magazine, full color, 16 pages long with articles on Imagi-Nations, Campaigns, book reviews and tips on doing Imagi-Nations. it is also devoted to Imagination and humor and whimsy in the hobby. If you want to subscribe it's $12 a year for four issues which just covers posting and printing. I am sending you the issues when we ran a two -year "How-To" for Imaginations.

    If you wish we could discuss the problems and pitfalls of developing campaigns and Imaginations here as well.

    I'm one of those odd ducks who is fascinated with Campaigns and Imaginations, a definite minority in the hobby. I've put on about 40 campaigns in my life. Few of them successful and have come to the belief that if you want a campaign then you have to be the umpire and do all the heavy lifting. I thought I had a winner with the "narrative campaign- Post-it system" but even that seems too much for players. I really designed "Functionaries, Flunkies and Munchkins" as a tool for umpires to reduce this heavy lifting to a minimum. I'm at the point of pretty much reducing everything to a multiple choice thing as I find games have the attention span of hamsters. The rules are really for the umpire to keep records simply by simply shuffling cards from envelope to envelopes and telling the gamers everything, then letting them have a few choices.

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    1. Otto, thank you for your compliment and information. I stand ready to receive the information and I submitted my application to the Society of Daisy a few moments ago. Yes, I will subscribe to SAXE N' Violets, do you accept Paypal? I do not use credit cards or checks, so if not, I will issue a money order.

      Yes, I welcome a discussion on campaigns and ImagiNations. I expect more people would express an interest if they were able to view and participate in the discussions.

      I have play and ran a few campaigns, but have never been in a position to just settle in and do things as I'd like. My living arrangements have been inconsistent for much of my life, and even finishing a single army has been a challenge.

      I am wondering if some issues could be solved by having an "AI" umpire, where players use a flow chart to determine outcomes based on decisions. This would allow an umpire to be a little more "blind" in regards to specifics within a player's process and also allow things to be done over the internet as opposed to face to face.

      There used to be a discussion board app that could be used on Blogspot, but the one I used went offline. I will look to see if there is an alternative, so such discussions between us could be open to other interested parties, should you wish that they be so.

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