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Thoughts on a Functional Structure for HtoH Campaign
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Author:  Kopfdorfer [ Thu Oct 13, 2016 8:42 am ]
Post subject:  Thoughts on a Functional Structure for HtoH Campaign

Not like I have extra time , but I have been pondering how to construct a HtoH campaign where there is force relationship for both sides between scenarios.

What do I mean by Force Relationship ?
Well , from my understanding SPWaW cannot link the end of one HtoH scenario to the next in terms of applying the surviving forces and having a red and buy phase structure like in a single player campaign.

If this is correct I had a thought about how to manipulate this...
It would require the campaign designer to prepare a simple chart for each campaign within which available unit types and their cost are listed - these could change from scenario to scenario as the OOB purchase by date , but would likely be much smaller , more contained lists as they would not need to refer to the entire Army oob , just the relevant units.
Secondly , the Victory hexes could now have functional use in terms of successive scenarios - each VH could be assigned a Purchase Point Value for each side ( and these would not need to be at the same values for both sides). This would require a small amount of bookkeeping , as the values would have tp be kept outside the game , but nothing major.
The VHs would be placed as before , but now the VHs would relate to force availability for the next scenario(s) and not points with no meaning.

Thirdly , Scenarios would need to be designed with (at least one ) extra turn which would not be played , but rather the scenario saved as is in the SECOND TO LAST TURN , thus preserving the remaining forces , including abandoned vehicles , wrecks etc (in the case where the same map will be used in the next scenario).

With the scenario saved , could it not now be renamed and added into the location where "Battle" Scenarios are stored , with an appropriate purchase price available - and thereby allow the use of depleted forces from the previous scenario plus the new forces permitted by purchase.

I am thinking as I go here , and may not be making correct assumptions. Could someone suggest whether my logic might work or not , and if not why not?

Anyhow - that's where my mind went for a minute.

Kopfdorfer

Author:  NotAToy [ Thu Oct 13, 2016 10:15 am ]
Post subject:  Re: Thoughts on a Functional Structure for HtoH Campaign

You are correct there is no way for the game itself to run a H2H campaign. I have looked
At this for a long time. I have created a few ways to do what your suggesting with a few
Ways of deciding on how to get a number for how many points you would get between
Battles. There are some issiues. Mostly that if based on capture of vh or points for
Doing well in a battle it tends to end the campaign with the side that is taking a beating
Getting slaughtered after a setback. Not all players are suited for this sort of play.
If the skill levels of the players are too far apart the weaker player is doomed .

Jeb and I have played many battles usinf a system that I dubbed Battalion Commander
In that system each player is in command of an inf bat with support weapons and
Makes a spreadsheet listing of each unit. Then we use a lotto drawing to get a set
Of random numbers that allows both players to get points between each battle.
Those points are then used to pay for repairs to damaged or destroyed units and
Or to buy more support units that can be used only in the next battle. We fight
On a map until one side is pushed back to 10 hexes from the edge. At that point
a new map is used. We have gone as far a adjusting maps for battle damage
Such as destroyed buildings and woods on fire and so on. No VH are used
but total points of damage scored for killing and damaged stuff is tracked so
Despite trading ground we know who is takeing a beating. I don't know if the
Information package for that sort of battle is still on this site but I will see if
I can find it. Edit. Found it. Look here

http://spwaw.com/phpBB2/viewtopic.php?t ... +commander

I have also worked out a means of hosting a grand campaign of sorts but it
Is a battle generating monster requiring several players to make it work, or
For players to play out several battles before the time line advances. That
System is somewhat documented here. This was all part of the stuff that
Was in my head for years but didn't come out unitl we compleated the
North Afrika Mod.

link-to-the-pbm-mod-t1180.html

Most of the issiues have solutions that can be worked out except one big
One. Finding players who will commit to playng a campaign at a pace
That allows it to progress within our lifetimes.

What I do know to be a fact is that playing against a human opponent is far
More challanging and fun then smacking the AI around. Also playing in
A multi player battle With a team mate against another team is about as
Good as it gets. If you have never tried that you need too.

Author:  NotAToy [ Thu Oct 13, 2016 12:56 pm ]
Post subject:  Re: Thoughts on a Functional Structure for HtoH Campaign

Kopfdorfer wrote:

Thirdly , Scenarios would need to be designed with (at least one ) extra turn which would not be played , but rather the scenario saved as is in the SECOND TO LAST TURN , thus preserving the remaining forces , including abandoned vehicles , wrecks etc (in the case where the same map will be used in the next scenario).

With the scenario saved , could it not now be renamed and added into the location where "Battle" Scenarios are stored , with an appropriate purchase price available - and thereby allow the use of depleted forces from the previous scenario plus the new forces permitted by purchase.

I am thinking as I go here , and may not be making correct assumptions. Could someone suggest whether my logic might work or not , and if not why not?

Kopfdorfer


This is not going to work. The game doesn't treat maps the same in H2h play as it does a scenario. If you saved your map at the end of the battle you
Might be able to use it for a following battle and retain some. But not all of the battle damge there would be no wreck or abandoned equipment left on the
Map since anything that is a unit doesn't get saved as map data. Also the units for the next battle would have to be bought and placed all over again
The game won't do this for you.

The second aspect is treating each battle as a scenario would require someone to purchase and set up each side of the battle. Something nor really done easily
Considering the time involved and the fact that whoever did the work not only knows what is out there but exactly where it is.

Not trying to crush yor ideas but your craweling around inside my head and that is a going to eventualy make you crazy. Your late to the party we could
Of used you a few years back it would of been helpful to have someone to kick around the ideas I was working on back then to do just what your proposing.

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