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Author Topic: TMWWBK campaign rules  (Read 1118 times)

Offline fastolfrus

  • Galactic Brain
  • Posts: 5247
TMWWBK campaign rules
« on: March 14, 2019, 11:27:59 PM »
Has anyone come up with any campaign rules for TMWWBK?
Character progression/unit improvement, casualty replacements, re-supply etc
Gary, Glynis, and Alasdair (there are three of us, but we are too mean to have more than one login)

Offline DoctorPete

  • Mastermind
  • Posts: 1222
Re: TMWWBK campaign rules
« Reply #1 on: March 15, 2019, 12:30:31 AM »
I've not seen anything.  I would be interested in any ideas.   ???
I am not a quack!  I'm a mad scientist.  There IS a difference!

Offline guitarheroandy

  • Mad Scientist
  • Posts: 985
    • Andy's Wargaming Blog
Re: TMWWBK campaign rules
« Reply #2 on: March 15, 2019, 07:04:40 PM »
Full character progression would be tricky as each unit has its own leader. I'd suggest that for a campaign, each player would identify one unit leader as 'force commander' and then use/adapt the rules for character progression/injuries in 'Rebels & Patriots' (Dan Mersey's latest rules for warfare in N America, written with Michael Leck).

Offline sjwalker51

  • Scientist
  • Posts: 368
Re: TMWWBK campaign rules
« Reply #3 on: March 15, 2019, 09:46:45 PM »
I’m thinking of using the Sharp Practice campaign supplement “Dawns & Departures” as the basis for a MWWBK campaign set in East Africa but it hasn’t got much further than a vague idea at the moment.

Offline fastolfrus

  • Galactic Brain
  • Posts: 5247
Re: TMWWBK campaign rules
« Reply #4 on: March 15, 2019, 10:54:09 PM »
I haven't looked at Rebels & Patriots or Dawn Departures but will take a look when I get a chance