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Author Topic: Rules for territory control?  (Read 3205 times)

Offline A_Train

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Rules for territory control?
« on: August 31, 2011, 12:31:41 AM »
Hi,

I was wondering if anyone had recommendations for rulesets that involve territory control?  Like each battle that is played affects an overall map?  For example the map could look like.

11022
11022
00000
33044
33044

Where the 0s are neutral territory and the other numbers controlled areas. 

Right now I have the rules for Flying Lead and Chain Reaction 3.0 (and ATZ), and would like something I could adapt to those rules, unless there is some amazing ruleset I have not heard tell of.  I've haerd the Flying Lead expansion Hearts and Minds in Afghanistan has a sort of campaign I can mold to the basic rules, and I will pick that up if I do not come across other suggestions, but the Afghan setting doesn't mix with the modern (or near future) gang setting I plan to play this in.

Any suggestions are appreciated.

Offline NickNascati

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Re: Rules for territory control?
« Reply #1 on: August 31, 2011, 01:12:33 AM »
Maybe look at Peter Pig's "AK47 Republic" rules?  The core of the system is the creation of fictional countries that vie with each other and internal political movements.  It might give you the framework for what you want to do.

Offline basaint

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Re: Rules for territory control?
« Reply #2 on: August 31, 2011, 04:51:30 AM »
doesn't the new Brent Spivey Op4S ruleset use control?  Im just guessing off the freebie preview i read yesterday-seemed like it does.

Offline Red Orc

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Re: Rules for territory control?
« Reply #3 on: August 31, 2011, 11:09:51 AM »
You could always write your own. I love campaigns, and I wrote a basic guide to running them, including some stuff on controlling territory, which I posted here - http://leadadventureforum.com/index.php?topic=26499.msg322180#msg322180 - you're free to plunder any ideas from it that you may find useful. And I'll happily chew over any other ideas you might want to bounce around.


Offline Ulu Elsomalien

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Re: Rules for territory control?
« Reply #4 on: August 31, 2011, 11:19:51 AM »
Battlefield Evolution rulebook had a campaign system with map and "special" terrain (factory/city/bunker...) with assorted rules (more points, emplacements,...).
A word for miniatures, scenery and rules compulsive buying ? Zhobbyllness !

Ulu Elsomalien

Offline Lowtardog

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Re: Rules for territory control?
« Reply #5 on: August 31, 2011, 12:16:37 PM »
Battlefield Evolution rulebook had a campaign system with map and "special" terrain (factory/city/bunker...) with assorted rules (more points, emplacements,...).

yup that is fairly straight forward

Offline dijit

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Re: Rules for territory control?
« Reply #6 on: August 31, 2011, 02:07:00 PM »
Alternatively take the Necromunda form of territory control and modify that to your needs. Indivivdual territories could then become asteroids, planets or even systems.
Or take GW's Mighty Empires. Never played it myself, but those that I know that have say it works pretty well.

Offline A_Train

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Re: Rules for territory control?
« Reply #7 on: August 31, 2011, 03:28:52 PM »
Thanks for the replies so far guys.    I've taken a look at the rules I can find but some (like GW Mighty Armies and Necromunda) are a bit more complex than what I'm looking for.  I think in the end it will take a bit more of stealing a bit of rules from here and there to suit it to my needs. 

Red Orc, I will likely take you up on crunching some rules for a map based campaign.  I've read your guide on the linked thread and it was very helpful.  The one idea I am trying to work with is the benefits of terrain.  I'm trying to keep things from having one player become unbeatable after they have captured a good portion of the map.

I'll be playing this as Flying Lead rules most likely, with a link between personality characters and territories you control, and each gang bolstered by Mook characters.


Offline Red Orc

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Re: Rules for territory control?
« Reply #8 on: August 31, 2011, 05:59:28 PM »
Happy to help, campaigns (and story-telling in general) are my main motivation for playing, and I love fooling around with maps. Anything you want to throw at me, feel free.  :)

Offline VoodooInk

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Re: Rules for territory control?
« Reply #9 on: September 01, 2011, 07:01:42 PM »
doesn't the new Brent Spivey Op4S ruleset use control?  Im just guessing off the freebie preview i read yesterday-seemed like it does.

Thanks for thinking of me basaint!

A_Train

OP4S does have rules for control within the scenarios. The rules for control of territories outside of individual scenarios [in a campaign] is coming in the next couple of updates of the BETA/pre-order.

They work something like this_

You would assign either Tactical Objectives or Strategic Objectives to each of the territories.

Grid Location
0000/0001 Radio Control Tower_ Tactical Objective 2
0000/0002 Fusion Generator_ Tactical Objective 3
0000/0003 Orbital Relay Station_ Strategic Objective_ Drop Suit TECH
0000/0004 Jungle Training Center_ Strategic Objective_ Guerrillas TECH

Players who control territory grid locations would be able to use the TECH and/or increased resources in future games. There are additional rules for advancing units and models in campaign.

/Brent
« Last Edit: September 02, 2011, 02:03:19 AM by VoodooInk »
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Offline basaint

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Re: Rules for territory control?
« Reply #10 on: September 03, 2011, 01:41:52 AM »
No prob, Brent.  I have so many rulesets but I am dancing with the thought of trying yours :)

Offline VoodooInk

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Re: Rules for territory control?
« Reply #11 on: September 03, 2011, 03:19:39 AM »
No prob, Brent.  I have so many rulesets but I am dancing with the thought of trying yours :)

I'd love to have you!
 :) I see that you are a gamer and creator, and I think that you would have fun in the BETA process. The more creative input, the better.

 I'd be interested to hear you thoughts on the new game engine after you've had a read and some plays. I'll be adding COMMANDOS, more TECHS, and a few more play modes soon.







 

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