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The Making of a Campaign.
on: 29 Dec, 2006, 03:54:02 am


Before getting started, I want to apologize to 3CL for dragging my ass on this. If only annoying relatives would allow me a breather.......

Anyway, upon request, I decided to start a thread on how we organize and run campaigns in our group. Rather than one long, drawn out article (and due to time constraints), I decided to break up this thread into a series of short articles instead. Also, instead of just simply posting rules, I decided to cover the process and rules. That way, the reader can see the big picture and will get a better explanation on how some rules work (and affect the campaign).


I ask that you all bear with me, since I'm not much of a writer. I also tend to ramble a lot.

I also hope that readers will find this interesting and informative. Also, don't hesitate to chime in with critiques and your own ideas. I would love to hear 'em.

So, let's get started.

The Making of a Campaign

Stage One: Planning and Organizing

This is really nothing special, nor much different than what most playgroups do.

Our group has eight regulars, plus assorted "helpers" who join in the fun on any given day/night. Of the regulars, we break up into three teams. The two teams who actually play out the campaign are made up of three people, the minimum required under house rules. We set this in stone, because three players have proven to be the bare bones minimum to handle the workload. And to keep each team's activities moving in a timely manner.

The third team is the most important. The Referee Team. These folks (generally two regulars, plus "temps") have the thankless job of handling key aspects of the campaign, and are VERY Important to the planning stages.

To keep things fair, we have a rule that the Game Masters (the two most senior players in the group) cannot be on the same playing team (one of whom would be Yours Truly,by the way). Generally, the Game Masters act as opposing Team Leaders. But not always. At times we let other players have a shot at it (in that case, the GMs operate the Referee Team). Also, in the case of the GMs, we operate on a rotational schedule on which team we lead: The Invading Team and the Defending Team.

During the course of a campaign, the Referee Team is the supreme authority in making calls, mediation, and rules lawyering. And their rulings are law  Bow Down. The GMs cannot pull rank and overturn their decisions. We GMs make the decisions that affect the group and decide on what will be allowed in games. But when the shit hits the fan, and the troops start shooting, we have no power beyond leading our teams.

Besides the GMs, team membership is decided by "drawing straws" rather than by rotation. This gives each player a chance to play on either side of the "conflict" in different campaigns.

Once teams are finalized, the actual campaign is planned out. The Refs get the ball rolling.

The Referee Team decides on the campaign venue, type, and other details. The particulars include (to name a few):

1- The solar system in question. The number of planets, moons, other celestial bodies,etc.

2- Transit times and pirate points.

3- The level of Human presence and level/type of development in the target system. Naturally, it'll have something important enough to send a multi-regimental task force to capture/destroy.

4- Type of climate/environment on bodies supporting Human activity in the system. Generally the primary target world is Earth Standard (or close. This allows the Refs to toss in some complications now and then).

5-Terrain features of targeted celestial bodies. However,these decisions aren't made nor come into play, until later on.

6- Socio-political and socio-economic situation in the target system.

7- Size, assets, and nature of locally raised forces (i.e Militia).

8-Sets the restrictions on the type/number of strategic defenses in the target system (battlestations, planet-based Capital weapons installations, automated space-based weapon systems,etc.).

9- Has final ruling on Warship types/classes used by both teams. Under our campaign rules, a maximum of two are allowed to both teams. On average, each team deploys Corvettes and Destroyers. On occasion, you'll see Cruisers/Battlecruisers. However, if the Referee Team makes the system in question important enough, in rare instances they'll allow the Defending Team a Battleship or Aerospace Carrier.

10- They decide on weither or not tactical nuclear weapons will play a very limited role in the campaign. And will make the decisions on when or where they may be used. Generally, the player Teams do well in policing themselves in this regard. We very,very rarely "cross the threshold". And even then, no use against military formations are executed. Use is limited to very low yield devices (house rules for tacnukes) and only against "hard" strategic targets (mountain facilities, underground facilities,etc.). And regardless of the need, never near population centers. After all, cities have lots of goodies for the taking. Having them irradiated does the team in question no good.

As for the campaign type, it's usually some form of major invasion (of the solar system in question) and planetary assault (of primary target world).  The Refs will discuss on the rationale/ strategic objectives with the Invading Team. Capture of said system? Destruction of industrial capability? A distraction assault to divert attention from elsewhere? Of course, this isn't set in stone. The Invading Team can change the strategic objectives depending on the progress of the campaign. Normally, the approval of the Refs, in this area, is a measure to keep strategic objectives from being nothing more than "go in and kill/smash everybody/everything". It helps the IT players keep focused on developing realistic objectives for a rich and rewarding game experience. But our group has a pretty good record of doing such without the Refs having to constantly say "Think of something better, you dumbasses!"

Using Explorer Corps and the Battlespace rulebook as a guide, the Ref Team will draw up a (crude) system map, and with the Defending Team, use colored thumbtacks to place important strategic space-based assets where they would be (presumed) best used. Mobile assets (Warships, patrolling ASF carrier dropships,etc) are also placed on the map, but are changed on the whim of the Defending Team (or depending on developments).

Well, it almost four A.M. here. So, that's it for tonight. I'll pick up where I left off tomorrow. See ya, then!  Smiley



 




"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

Last Edit by oldfart3025
29 Dec, 2006, 04:00:35 am
 Logged
Re: The Making of a Campaign.
Reply #1 on: 30 Dec, 2006, 01:34:30 am


So the these "campaigns" are primarily wrappers for combat as opposed to a role play campaign?

Waiting for the next article

Joel Bancroft-Connors
Proud member of the League of Extraordinary Minor Minions


http://www.xanga.com/Welshman_bc

 Logged
Re: The Making of a Campaign.
Reply #2 on: 30 Dec, 2006, 04:35:17 am


It sure sounds like it, Welshman.



Quote from: Neko Bijin

The [Free Worlds] League is an acquired taste, but one indicative of a refined gaming palate.  It requires subtlety and imagination to play as a Leaguer.  It's no shame on them that they are so few in number; rather, shame on us.


 Logged
Re: The Making of a Campaign.
Reply #3 on: 30 Dec, 2006, 05:25:06 am


Are you using a form of the planetary battles that I've seen in a couple of books (forget if they were BT books or not) that basically start with jumping in, then "Fight at Jump point" and then flowchart out from there depending on who wins?

 Logged
Re: The Making of a Campaign.
Reply #4 on: 30 Dec, 2006, 08:37:43 am


BF2 has that, IIRC.  THB also has an abbreviated form, from the opening engagement on through the decisive battle (if there is one).  Nothing in THB about areospace ops, though.



"That which does not kill you only raises your insurance premiums."

 Logged
Re: The Making of a Campaign.
Reply #5 on: 30 Dec, 2006, 23:08:21 pm


Quote
So the these "campaigns" are primarily wrappers for combat as opposed to a role play campaign?

Quote
It sure sounds like it, Welshman.

Very little "pure" role playing is involved. About the closest we come to it is with our Strategic Reconnaissance System (SRS) and preliminary "intel" during force generation for the Invading Team.


Quote
Are you using a form of the planetary battles that I've seen in a couple of books (forget if they were BT books or not) that basically start with jumping in, then "Fight at Jump point" and then flowchart out from there depending on who wins?

Quote
BF2 has that, IIRC.  THB also has an abbreviated form, from the opening engagement on through the decisive battle (if there is one).  Nothing in THB about areospace ops, though.


It's similar. But we go a little more in-depth than Battleforce 2 and the Operational Game from the Tactical Handbook.

"Flowchart" is about as good a term as any. However, there is a lot of action outside of the traditional scope of CBT games. Activity crucial to the outcome of a campaign. So the flow of our campaigns can be very disjointed. Hell, the orderly flow can be tossed out the window at times. Grin

 





"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #6 on: 31 Dec, 2006, 01:00:31 am


Here we go!

The Making of a Campaign

Stage One: Planning and Organizing (continued)

Once system assets are in place, the Defending Team starts generating their "front line" forces. The final decisions of the Referee Team regarding the solar system are the primary influences on this task. The more valuable real estate, industry, assets,etc. there are, the more that the team has to cover with sufficient forces (based on value) to defend them. However,a large number of valuable targets can also be in the Defender's favor, since the Invading Team has to allocate resources and time to take them. The more time spent on one target, gives the Defender breathing room to reinforce others and decide on plans of action strategically. Thus, on-site defense networks are just as important as the mechanized formations.

Another thing in the Defender's favor (naturally) is having a better handle on terrain/weather conditions than the Invading force. This allows them to plan some "door prizes" for Team Bad Guy, when they come waltzing in to unkindly take a piece of property off of the Defending Team's hands. It also allows for the efficient placement of static defenses, triple A emplacements, etc. The terrain also influences the type of units, that will make up a formation, operating in a given area.

The Defenders also get to decide on the defensive layout of major (obvious) facilities (military bases,industrial complexes,etc.). This will include hardened perimeter walls, pillboxes, underground passageways/sewers (for infantry to move from one point to another),gun emplacements,etc. Also, in our campaigns, major cities/bases/facilities on important worlds ALWAYS have surface to orbit installations protecting them. A common-sense precaution to keep Capital ships from getting too cocky. At least, until they are taken out. Not an easy task, by no means.

As noted previously, the nature and number of these installations are determined by the Ref Team. It's up to the defenders to wisely deploy the types best suited for a given location.

A note on major military bases. The threat of Capital (and nuclear) weaponry mandates that some facilities be underground and hardened. This is a major pain in the ass for the Invading Team and can make for an interesting series of scenarios.

Large scale sea-faring naval assets are currently not a factor. However, with the creation of large canon naval units, they will be in the future. The decision has already been made to allow the Defending Team complete say and control over the deployment of these units in future campaigns, rather than the Ref Team, despite being strategic assets. But if such becomes a problem, then they will fall under the Ref Team's strategic asset "regulation clause".

Now for the extra forces available for planetary/system defence. Another advantage the Defending Team enjoys.

There are restrictions that the Ref Team has to work under when deciding on additional forces. This was agreed upon by the entire group a long time ago, back when this group was more democratic in nature. And it still is in force today, under the Peaceful Benevolent Dictatorship of the Lord High Game Masters.  Bow Down  Bow Down  Bow Down

Militia- Battlemech deployment is limited to a standard battalion in strength. Warmed over 3025 machines (minor Level Two upgrades) for the rank and file. However, unit commanders are allowed 3050 variants if the Refs deem it so. On high priority worlds, the battalion commander is allowed a primary variant 3055 'Mech for a little variety. For the 3025 Battlemechs, the only L2 equipment allowed is as follows: DHS, Endo-Steel, Ferro-Fibrous,and CASE. Anything else is restricted to front-line units running 3025 machines. All 'Mechs are Inner Sphere. No Clantech, Advanced Level Two gear, or Level Three equipment.

Militia combat vehicles are restricted to Level One technology. Fusion powered AFVs are allowed. Militia can deploy up to two regiments of armor.

Infantry class is limited to standard light infantry. Platoons/companies can be of any type (foot, jump, motorized,mechanized). All weapons are allowed, except infantry LRMs and house ruled MPPCs. Field Guns are allowed for militia, but are restricted to Level One weapons (AC/5, AC/10,etc.). Militia infantry also has access to emplaced support weapons, but only of the traditional types listed in TRO:3026. No Level Three combat armor or sneak/ECM suits allowed. Maximum deployment is up to four regiments. Anti-'Mech training is limited to militia infantry on wealthier worlds. And even then, leg attacks are the only ones allowed. Battle Armor is not available to militia.

Artillery is restricted to rifled pieces only. The Thor and Markman mobile systems are available to militia, as is the unmodified LT-MOB-25. However, 50% of militia artillery must be towed pieces. Maximum unit size is restricted to battalion strength.

Aerospace fighters are restricted to unmodified 3025-era craft. Militia generally doesn't have access to Dropship support except what is provided by frontline forces. Maximum deployment is restricted to a single Wing (36 fighters). Same restrictions apply to Conventionals. But if Conventionals are deployed by militia, an additional Wing may be on the rosters as a seperate unit. Unlike in frontline forces, the two classes may not be deployed in mixed units.

No exotic combat machines are allowed. This would include Land-Air Mechs, Protomechs, VRPP operated Battlemechs, or DNI operated machines. EI would also be obvious, since it falls under the "No Clantech" restriction.

Surface naval vessels are allowed (patrol boats, hydrofoils), but are restricted to Level One variants/tech. Submarines are not allowed for militia. They are considered frontline unit assets in our campaigns.

There are other types of "local" forces that can be deployed. Tomorrow night, I will touch on those. See ya then!  Afro

 


 


"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #7 on: 31 Dec, 2006, 14:08:43 pm


Very nice write ups OF. 

Learn to fear the Night, for Death waits in the dark.

You're just jealous 'cause the voices don't talk to you!

LTC Ethan Mason, CO Fighting Tigers (KIA)
Command For The Resistance Against The Word of Blake

Lets go toaster hunting.  Its open season, and no bag limit.


 Logged
Re: The Making of a Campaign.
Reply #8 on: 01 Jan, 2007, 01:26:01 am


Very nice write ups OF. 

Thanks!  Afro

There's more to come.

"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #9 on: 01 Jan, 2007, 03:27:26 am


Happy New Year! And without further ado, here's the next installment.................. ..

The Making of a Campaign

Stage One: Planning and Organizing(continued)

The are other types of "indig" forces that can cause headaches, other than planetary militia. If the Refs allow it, they can also be incorporated into the Defender's overall defensive strategy in a campaign.

Police- Don't laugh. The Cops can cause a heap of trouble, especially if they are well armed. On relatively peaceful worlds, the police will be a nusiance if they take on the role of "urban guerilla". On planets with a history of raids/conflict, the Five-O will have enough firepower at their disposal that they simply can't be ignored. And our philosophy is if it can shoot, it's a serious combat threat. Plus, the Fuzzballs will know their turf. Plenty of opportunities for them to set up nasty traps in a city or large town.

How police units will be equipped depends on their "beat". Large town TOand Es will consist primarily of light infantry equivalents. Rifle and Machine Guns platoons only. In smaller metro areas, light armored vehicles will be common. In major cities, especially on important planets (or planets heavily raided/attacked), some 'Mechs will be in the mix.

Restrictions on police units: "Infantry" will only be light. No anti-'Mech training (except setting up pitfalls/traps in general). Weapons are limited to Rifles,Machine Guns, and SRMs. However, unlike militia units, police are not equipped with Inferno missiles. Foot, Motorized, and Mechanized only. No Jump.

Vehicles are restricted to short armed light units. Wheeled Scouts, surplus Skulkers, and standard Wheeled/Tracked APCs will be commonplace. If the Referee Team allows it, police in major metro departments can have access to a few Level One Galleons. The only armed hovercraft allowed for police units are Skimmers. Typically, all other light combat vehicles are restricted from police access.

The only military 'Mech allowed for coppers is the UM-R60 Urbanmech. Any other 'Mechs will be custom designed 10 or 15 ton units (think Patlabor here  Afro), built under the old rules allowing such.

Naval units will be custom design light patrol boats. The exception will Customs or Coast Guard-type units, who will have military-grade hardware. But the tech base is restricted to Level One. No attack submarines are allowed.

Aircraft are limited to VTOLs (typically Ferrets) or light fixed wing aircraft (Boomerangs).

Obviously, the police won't have exotic equipment or Clantech. Also, mines and artillery isn't available to police.

There are no hard rules regarding police force size restrictions in our campaigns. This is decided by the Referee Team, based on need and reasonable size for a particular campaign venue.


Household Troops- This is another element in local force make-up. Most planets in Battletech have some sort of noble landholder. And that noble will have some degree of security on their land grant. Plus, it's comforting (and nice) to have a force to keep the lynch mobs at bay when the noble is a complete prick  Evil. Especially on worlds where the local noble doesn't have control over the planetary militia, which is the case in all of our campaigns.

Force size will depend on how important the world is (and by extension, how important the noble in question is). But there are general restrictions that the Refs operate under when generating a Household unit.

Infantry is restricted to light only. Foot and Motorized are the only two allowed. The cap on force size is two reinforced companies. However, on rare occasions, this rule is allowed to be broken for higher ranked (and richer) nobles in the Duke and Duchess class. In that case, a standard battalion. But only on more prosperous planets.

All standard Level Two infantry weapons are permitted, including Infernos. Support Weapons from TRO:3026 only. No Level Three/House Ruled gear or Field Guns. If the Refs decide on Anti-'Mech training, it's limited to leg attacks only. No Battle Armor.

Vehicles are light or medium units only in our Household units. Level One is the order of the day. But newer L1 units, such as the Myrmidon, are available. Force size max is a standard company.

Battlemechs will generally be Level One machines (from any era), or lower end Level Two (TRO:3050, Watchman, Sentry,etc). The force deployment is one standard company. The weight classes are typically Light and Medium, but Heavies are allowed (no more than one Lance of Heavy 'Mechs total). If a Household unit is in possession of an Assault weight machine, it's the noble's personal ride.

Household formations are not allowed naval, artillery, or Aerospace units. VTOLs are the only aircraft permitted (Level One only). No Coventionals or other fixed wing military aircraft. All types of mines, except EMP mines (from TRO:2750), are available to Household troops. EMP mines are considered front line equipment.   

There have been cases, in past campaigns, where there were a variety of minor noble landholdings in the target system. In that case, the Ref Team will adjust the size (within the general restrictions) of each one's Household units to fit their ranks.

Tomorrow, I will discuss the remaining types of local formations that are a factor in our campaigns: Corporate Security Forces, Irregulars, and "special" civilian units. So until then, have a good night!  Smiley

 







 


"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #10 on: 01 Jan, 2007, 11:58:40 am


Wow.  Ya'll don't make it anywhere near easy for a planet to be subdued, do you?  Is there a time period that Militia has to hold out before front line troops arrive to relieve them?

Learn to fear the Night, for Death waits in the dark.

You're just jealous 'cause the voices don't talk to you!

LTC Ethan Mason, CO Fighting Tigers (KIA)
Command For The Resistance Against The Word of Blake

Lets go toaster hunting.  Its open season, and no bag limit.


 Logged
Re: The Making of a Campaign.
Reply #11 on: 01 Jan, 2007, 20:34:51 pm


Wow.  Ya'll don't make it anywhere near easy for a planet to be subdued, do you?  Is there a time period that Militia has to hold out before front line troops arrive to relieve them?

Pfft.  If it was easy, everybody'd be doing it.

BTW, nice campaign setup OF.



"That which does not kill you only raises your insurance premiums."

 Logged
Re: The Making of a Campaign.
Reply #12 on: 02 Jan, 2007, 11:09:31 am


Pfft.  If it was easy, everybody'd be doing it.

BTW, nice campaign setup OF.

DUH!  If you use the minimum of 3-1 odds for an attacking force, yes, minimum, just to defeat the militia would take 2 Davion RCTs.  And that doesn't count any frontline troops on planet.

Oh, also, if there are front line troops on planet, are they run by the militia team, or another team?

Learn to fear the Night, for Death waits in the dark.

You're just jealous 'cause the voices don't talk to you!

LTC Ethan Mason, CO Fighting Tigers (KIA)
Command For The Resistance Against The Word of Blake

Lets go toaster hunting.  Its open season, and no bag limit.


 Logged
Re: The Making of a Campaign.
Reply #13 on: 02 Jan, 2007, 15:02:10 pm


Pfft.  If it was easy, everybody'd be doing it.

BTW, nice campaign setup OF.

Thanks, DW.  Smiley

There will be more tonight if nothing comes up.

"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #14 on: 02 Jan, 2007, 15:27:14 pm


Wow.  Ya'll don't make it anywhere near easy for a planet to be subdued, do you?  Is there a time period that Militia has to hold out before front line troops arrive to relieve them?

Nope. It's not easy.  Evil

Or it wouldn't be for anyone but Phelan Kell (and his Exiles). No matter what we threw at them. The reason being? To misquote Darth Vader: " The Cheese is strong in that one!"  Cheesy

On a more serious note, indigenous forces aren't the only ones in system. The front line troops, for whatever reason, are already there.

Militia, for the most part, are the only indig forces that are redeployed frequently during a campaign. The others listed are generally responsible for defending a given area. While a factor, the non-militia entities are not a humongous influence on the big picture. But, that's not to say they have none whatsoever. They do. Just not to the level of front-line forces or militia.

However, if the campaign enters a "guerilla phase" (after the main event. Subject to approval by the refs based on surviving defending forces, and the desire to do so by the players), or if the Defenders want to start up partisan operations in occupied territories, then these non-military forces become more important to the overall picture.


Quote
Oh, also, if there are front line troops on planet, are they run by the militia team, or another team?

The Defending Team (and any "helpers" on a given night) controls all defensive forces (and efforts) in the target system. Sure, large forces are a lot for the two teams, but these campaigns last for months. So the length of the campaign (real time) isn't that big of an issue.   


 

"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #15 on: 03 Jan, 2007, 06:44:58 am


The Making of a Campaign

Stage One: Planning and Organizing (continued)

Now I'm going to touch on Corporate Security Forces.

They vary in size and strength, depending on the size of the company in question. Not to mention how vital an industry it is.

Typically, they'll range in size from a small force of contracted rent-a-cops and/or company security goons (treated as squads of light rifle infantry) to a mixed battalion of heavy duty hardware manned by trained professionals. And they WILL be very good at their job. And depending on the corporation, may be equipped with fairly up to date technology.

Vital industries on heavily defended worlds will have some sort elaborate defence network in our campaigns. Layered defenses from hell would be an apt description. The make up will vary according to terrain, but there are some universal constants that the Invading Team can always count on to be present (in order to make their lives hell during a session). To name a few:

1-Hardened gun emplacements with fixed and turrent mounted weapons. The CF is always maxed out and the turrent(s) as heavily armored as allowed. Fixed weapons cover all arcs, which makes jumping over them a risky proposition at best. Taking fire from both sides of your 'Mech is never fun. Gun emplacements will take up one or two hexes and are powered by a SF reactor. Weapons are usually standard ACs, unaugmented LRMs/SRMs, and machine guns.

2- Hidden pop-up weapons. Usually smaller scale stuff, like SLs, MGs, MLs, standard OS SRM-2s (not the improved version),etc.

3-Layered conventional minefields, with key points boobytrapped with Command Detonated explosives. If front line forces are present and aiding in defence, then EMP mines and vibrabombs will be in the mix.

4-Hidden hatches in random locations for infantry to pop up and ambush passing units from behind.

5- Vehicle bunkers for additional protection to FSVs laying down supporting fire. Infantry bunkers may be present the closer one gets to the actual industrial park perimeter.

5- Trench networks in the defensive perimeter for the military's frontline heavy infantry and Assault BA defending the site. Also, there will be earth berms for the infantry unit's FSVs to fight in a hull-down posistion. A safer proposition than the bunkers, which tend to draw massed artillery fire. Thus, the company security boys and girls get to use the vee bunkers. Who said grunt troopies weren't smart?  Evil

Just name a few of the more obvious measures. The random suprises that can show up tend to vary, and in the nastiest of ways.

Defence networks are set up in a "sphere" around the main industrial complex, and are layered in "perimeters". The closer you go in, the worse it gets. Plus, front line troops (possibly backed by militia detachments) are responsible for the primary defensive duties outside of the main complex (including mobile defense). Corporate Security, in that area, only handles the automated defenses and the manning of some of the bunkers. Gun emplacement crews are almost always CorpSec. Artillery and air support is provided exclusively by militia or frontline forces.

If the assault reaches the perimeter of a major industrial complex itself, there may be a hardened 10-15 meter tall wall to bust through. Once again it depends on the military history of the planet and the importance of the industry in question. Sometimes that "wall" is one big long bunker complex, loaded down with support weapon emplacements, and a shitload of Laser/SRM infantry. The worse I've ever seen in a campaign had firing ports in each hex for 'Mechs to fire their arm mounted weapons from and lower ones for MBT main guns. In that series of scenarios, it took four major attempts to breach just one area of wall. Then we had to fight our way through the breach AND take on the defenders in the complex itself. It took two and a half weeks, real time, just to take the complex.

When the shit hits the fan inside, regardless of the defenses and size of corporation, that's when the CorpSec gloryboys get their turn at bat. In the case of smaller firms/less vital corporations, militia and frontline troops handle most of the action, with security forces playing a supporting role. In the case of valuable industry, CorpSec forces will be the main combatants on facility grounds proper. And also in this case, they will be well armed, well trained, and highly motivated. They are well paid professionals, after all. No need to cry like a little girl now; despite the fact that they are facing pissed off, battle-hardened, frontline troops with cutting edge technology. Nope. No need at all.

Fixed AAA is operated by CorpSec and Militia. Mobile AAA is the job of frontline forces. The exception is if CorpSec has Battlemech/vehicle designs that can function as such ( Rifleman, Jagermech,Partisan,etc.)

As I pointed out earlier, the size of the force will vary. But there are a few guidelines for the Referee Team to follow when generating Corporate Security Units. This will cover the maximum allowed regardless of the size (and wealth,importantance,etc).


Battlemech force deployment is limited to a standard battalion. Level Two machines can be picked from TRO:3050 and TRO:3055 (No units from TRO:2750 allowed for CorpSec). Inner Sphere only. Level One machines from any TRO are allowed, but only 3025 'Mechs are allowed SOME Level Two upgrades. Restrictions are not as strict as they are for planetary militia in this regard, however. The "dumbed down" Star League machines from TRO:3025(Revised) are not available to CorpSec units. All weight classes are permitted.

Vehicle units can be taken from TRO:3025,3026,and 3058. However, certain Level Two units from TRO:3058 are restricted from CorpSec use. The only 2750 vees allowed are the Magi, Rotunda, and Beagle. Level One designs from TRO:3060 are available. Size is restricted to a standard company. Inner Sphere units only.

Infantry is generally light only, but in some cases BA is allowed. All infantry weapons are allowed, including LRMs and house ruled MPPCs. Support weapons from TRO:3026 only. No field guns. Anti-mech training is restricted to leg attacks only for light infantry. All four classes of light infantry are permitted. Size is limited to a reinforced battalion.

In the case of Battlearmor, only the Sloth, Gray Death Scout, and Inner Sphere Standard is allowed for use. Maximum formation size is one company.

Air support is limited to VTOLs from TRO:3026 and 3058. Inner Sphere designs only. No Conventionals or ASFs. CorpSec  VTOLs can deploy up to a squadron (12 units) in total strength. Land-Air Mechs are forbidden to Corporate Security units. 

If a complex is near water (i.e. docks), the Level One naval units from TRO:3026 can be deployed. But no more than one squadron (12 boats) at one time.

Artillery is normally not part of a CorpSec's TO and E. If needed, then the "official" military will provide it if available.

Protomechs, and Clantech in general, are forbidden for these units. No exotic technology (DNI, VRPP, etc.)

Well, that's it for tonight. I hope you all enjoy reading this as much as I enjoy sharing it. Smiley

Stay tuned for the next installment, here on the amazing CBT Forums!










"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #16 on: 03 Jan, 2007, 20:42:54 pm


Keep it comeing.

Learn to fear the Night, for Death waits in the dark.

You're just jealous 'cause the voices don't talk to you!

LTC Ethan Mason, CO Fighting Tigers (KIA)
Command For The Resistance Against The Word of Blake

Lets go toaster hunting.  Its open season, and no bag limit.


 Logged
Re: The Making of a Campaign.
Reply #17 on: 04 Jan, 2007, 23:18:51 pm


Keep it comeing.

Sure thing. I'll add the next one tomorrow!  Smiley

"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #18 on: 05 Jan, 2007, 13:57:22 pm


This article is helping me out so much right now in planning a major invasion...thanks  Afro

Our sacred duty calls us to return,
Our father told us,
And his father before him,
Ours is the redemption of the Universe;
Ours is the paradise of Terra;
Ours is the war of liberation.
-The Remembrance: Passage 204; Verse 6; Lines 4 - 9



 Logged
Re: The Making of a Campaign.
Reply #19 on: 06 Jan, 2007, 02:17:59 am


This article is helping me out so much right now in planning a major invasion...thanks  Afro

I'm glad to be of service!  Smiley

"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #20 on: 06 Jan, 2007, 04:25:49 am


The Making of a Campaign

Stage One: Planning and Organizing (continued)

Now I want to touch on Irregular Forces.

Irregulars can pretty cover the entire spectrum of "non-official" forces present in system. Everything from your classic guerilla/revolutionary and sneaky terrorist types, to citizen defence organizations.

If the Refs want to make things REAL interesting for both teams, they can fix it where the target system is embroiled in civil hostilities. In that case, you'll have guerillas and/or terrorist groups. And they can be a wild card in any campaign. They may put aside their differences with the government to fight the "foreign imperialist invaders", decide that the invaders may make worthy allies to their cause (although the the invasion force may not give a rat's ass about it, each will just be a means to an end on both sides of the equation), or they may strike out at both sides of the campaign conflict. It's all up to the Referee Team. These forces can also make an impact (both positive and/or negative) on "official" partisan operations (if such takes place).

Citizen defense organizations won't have much of an impact in "heavy duty" ops in a campaign, outside of minor duties involving traditional civil defense efforts. They may, however, provide minor support to militia (spotting duties, observation, etc.).

But if guerilla resistance continues if the Defending Team loses, then these groups become far more important. They actually see some combat, and will make a "better than nothing" supply of trigger fingers for raids and ambushes common to such operations. Especially, if they are already armed groups/units.

CDOs, if organized into armed formations, will be light infantry and predominately Rifles. After/if the "guerilla phase begins, then they can be equipped with Machine Guns and SRMs only. Support Weapons will vary from operation to operation, and always supplied (like the MGs/SRMs) by other entities. Almost,always, treated as Foot infantry.

Terrorist and guerillas, on the other hand, will have their own firepower. And more of it than the CDOs. Just not on the level of the militia.

And even more important, they will be the master of All Things Explosive. Mines, Command Detonated Explosives, Infernos, and other assorted goodies will be available. And like police units, they will know the terrain and be adept at traps.

Weaponry will include all available infantry weapons, except the more advanced support weapons/mines and Level Three/House Ruled stuff. Depending on the whims of the Refs, they may have improvised armed vehicles or a captured tank/AFV (or two). And they will be stealthy, never attacking in frontal assaults or holding ground like infantry. In our campaigns, their success rate tends to be fairly high. In fact, they are almost as useful as SpecOps if they aren't shooting at you instead. Infantry types are usually Foot or Motorized.

Other Forces:

Non-corporate security- These units would include space port security personnel, civilian government security forces for research  facilities, government presidential/VIP guard units, etc.

The space port, dock security, etc units will be well armed and decently equipped. Usually, a company's worth of Level One/ older Level Two Battlemechs of the Light/ lower-end Medium classes. Infantry will be light, armed with Rifles, MGs, and non-Inferno SRMs. The max number allowed for deployment is a battalion's worth of troops. Foot,Motorized, or (sometimes) Mechanized. Vehicles are fleet-footed light Level One units, usually Galleons or Harassers. If the Referee Team want to be real asses, they'll allocate Savanna Masters to these units. Maximum units size allowed is a standard company. On occasion, gunships like the Warrior are encountered. But most VTOL units are transport/recon types.

VIP bodyguard units will be lightly armed. But when the shit hits the fan, we expect to see heavier weapons in these units. But mechanized units are generally unavailable, except VTOLs of the Ferret class. They are typically run as light infantry in urban scenarios in our campaigns.

Research facilities (usually a high priority objective) will have better personnel and gear, more often than not, than even the local militia. These facilities are usually owned/operated by the "national government" (private facilities are treated as corporations, and security units follow those guidelines). The forces responsible for these objectives will have what we consider frontline equipment. Size of these units depend on the facility, but usually no more than a company each of mechanized units. And a battalion of elite, anti-Mech troops (including BattleArmor). These units will often have their own VTOL support. In most cases, a Flight's worth (four units).

Now, here's the kicker. It's at these targets that most of your "exotic" equipment will be encountered. DNI, VRPP, new LAM types/technology, etc. (EI is considered fully operational frontline systems). And if the situation gets bad enough, the Defending Team will deploy these assets into the fight. But the number of such units are kept low (they are merely experimental/test-type units after all). So while a major factor in those scenarios, they are no hard guarentee of victory.

If experimental 'Mechs, a Lance-sized formation is common. Platoons and Air Lances if prototype vehicles and LAMs. If BA, a standard Inner Sphere BattleArmor platoon.

Well, it's 4:30 AM here. So, I'll call it a night. Stay tuned for the next installment. See ya then! 



 

 


"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #21 on: 06 Jan, 2007, 10:22:06 am


Do the Research centers, government ones, that is, have a small number of SF types as part of the security detail?  In the canon fiction, it seems that this is usually the case.  Also, if they do, would they be "dragooned" into front line service, or stay with the research center?

Learn to fear the Night, for Death waits in the dark.

You're just jealous 'cause the voices don't talk to you!

LTC Ethan Mason, CO Fighting Tigers (KIA)
Command For The Resistance Against The Word of Blake

Lets go toaster hunting.  Its open season, and no bag limit.


 Logged
Re: The Making of a Campaign.
Reply #22 on: 06 Jan, 2007, 13:45:20 pm


Do the Research centers, government ones, that is, have a small number of SF types as part of the security detail?  In the canon fiction, it seems that this is usually the case.  Also, if they do, would they be "dragooned" into front line service, or stay with the research center?

We have in the past. Considering that such facilities tend to attract saboteurs, foreign agents, etc., it's a sensible precaution.

Usually, dealing with these added "complications" involves playing out Battletroops scenarios. If present, they rarely engage the assaulting force directly (in the Battletech scenarios). But the presence of boobytrapped hexes indicates that such a group is present. And the Defending Team (if smart) will force the IT to go in every nook and cranny, and weed them out one by one. Hence, the use of Battletroops to resolve this problem. It's a major pain in the ass, but the IT never expects it to be easy.

As for dragooning of these personnel for use on the "line", usually not unless a dire need arises. There are enough Special Forces units available for special work, that these personnel can concentrate on protecting a vital piece of real estate.

I plan on discussing these facilities in a bit more detail in the next installment, especially more details on the experimental units present.


"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #23 on: 07 Jan, 2007, 19:10:28 pm


The Making of a Campaign

Stage One: Planning and Organizing (continued)

Now I want to take the time to discuss "research facilities" in a little more detail.


Despite the importance of such targets, we intentionally keep the number of on-site defending forces low. This is partly due to the fact that front-line forces will be assisting in it's defense. Also, there will be some degree of static defenses (it is valuable real-estate, after all). But not on the level of military installations or uber-vital industries. We GMs decided a long time ago, that while such might not be completely covert in nature (people know that R and D takes place there, just not what exactly), too much would not fit "fluff"-wise. Heavy Defenses=Very, Very Important. Something that the owners would not want to broadcast to potentially hostile eyes that may be watching.

Thus, to enhance the "suprise factor", the defenses will pretty universal (with some degree of variation to keep the other side guessing, of course). If something major is going on, the Bad Guys won't be able to tell the difference until those "science projects" start shooting at them.

This is also a reason why militia is rarely the sole military contribution to defense of these vital areas. Such would be a dead giveaway that something not particularly spectacular is being worked on there.

As I hinted at before, in the last installment, the new stuff tinkered with at these facilities won't be in use by the security forces. These toys will not come into play unless direly needed. They will be an "ace in the hole", so to speak. However, the on-site security units will have top-of-the-line Level Two/Three and House Ruled hardware (including Clantech) . And will have a relatively high experience level (mostly Veteran, with Elite infantry/VTOL forces).


Artillery and air power for defense will be provided by frontline troops. This is another case where ORBITAL fire support, if available, may come into play. Even if "danger close" to defending forces on the outer perimeters (don't want to destroy the facility unless necessary, however). But because of the constant dance taking place between space-based assets, such is rarely available. If a team's Warship(s) starts doing too much damage, and are too much of a decisive factor on ground ops, then out come the atomics. And attempted nuclear strikes (on Warship assets) are some of the bloodiest aerospace operations in our campaigns.

And Capital weapons support is another dead giveaway on the nature of what projects are being cooked up in a facility like this.

Nightstalker bought up a very good point regarding Special Forces personnel. As I pointed out, we have done this in the past, as it fits the nature of these facilities. And I also mentioned the methods in using them (and dealing with them). We try not to go too crazy with deploying "commandos" in these situations, even if the possibility of them being present is expected. But if the Refs want to add an additional complication, it's one good way of doing so. But on average, the security forces, test units, and frontline troops provide enough headaches for the Invading Team, that SpecOps would just be "icing on the cake". If used, their job will be simply to counter the Invader's own commandos (if deployed in the op) and/or making life miserable in general. They are a major pain in the ass to flush out and kill, and force the attacker to spend more time and manpower to do so. Which helps out the Defending Team. For, it buys time for possible (available) reinforcements to arrive and gives the Invading Team less time to secure the area and dig in for such a counterattack.

As for the projects themselves, if any reader wants to incorporate such scenarios in their campaigns, using their imaginations works out just fine. Just don't go too hog wild. Having Battlemechs with Steiner Stadium type force fields, or Renegade Legion Grav Tanks, will make your players hate you/curse your ancestors back ten generations.  Tongue  Tongue  Tongue

If you have chronic "munchkins" in your group, this is a golden oppurtunity for them to break out their custom "cheese machines" and not get cussed at. Just keep a very low cap on their numbers and that should keep things from getting too out of hand.

As for our group, we use the various experimental systems listed in past FASA products. Also, the Gundam/Southern Cross equipment conversions, on the Colony World Myops website, make for good fodder in these scenarios (although I'm seriously considering making regular use of the Spartas as a frontline asset in future campaigns. It's not too cheesy). They also have rules for creating custom transforming hovertanks and some non-anime experimental stuff.

It should be noted that while many L3 items are now regular "line" equipment (both in canon and our own campaigns), there is still  plenty that's not. There are plenty of neat items for use in research facility scenarios.

In the next installment, I will discuss how the Defending Team generates their front line forces for the campaign. See you then!  Smiley

"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

Last Edit by oldfart3025
07 Jan, 2007, 19:15:46 pm
 Logged
Re: The Making of a Campaign.
Reply #24 on: 12 Jan, 2007, 06:50:45 am


Need my fix.  What's up next?

Learn to fear the Night, for Death waits in the dark.

You're just jealous 'cause the voices don't talk to you!

LTC Ethan Mason, CO Fighting Tigers (KIA)
Command For The Resistance Against The Word of Blake

Lets go toaster hunting.  Its open season, and no bag limit.


 Logged
Re: The Making of a Campaign.
Reply #25 on: 13 Jan, 2007, 02:52:29 am


Need my fix.  What's up next?

I'm sorry for the delay. Spring semester CJ classes started this week, so the spare time has been lacking. But with this extended weekend (MLK holiday is on Monday), I'll have the time for a couple (or three) articles.

Next up is frontline force generation for the Defending Team.

"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #26 on: 14 Jan, 2007, 18:18:40 pm


The Making of a Campaign

Stage One: Planning and Organizing (continued).

Now for the Defender's front line forces.

It's at this point that the Refs start discussing regional geography with the Defending Team. While exact terrain specifics (every hill,cave ,pond,lake,etc.) don't come about until later on (and,in some cases, are determined by certain factors that never stay the same), the general lay of the land is planned out. The general terrain of a region, where a target is located, is a major influence on the make-up/type of "line" formation(s) stationed there. Also, (as pointed out in a previous installment) the number/nature of objectives in need of defense in the target system, influence the number and sizes of frontline formations stationed in-system. Not to mention the overall importance of the system in question.

In other words, everything done in the generation process is determined by need. In both player teams.

Special units and certain supporting units are generated by perceived needs in future operations, based on past campaign experiences. Others, such as Aerospace, are based entirely on the lessons learned in the past (the "Better Safe Than Sorry" Rule). So, every angle possible is covered.

Some may point out that this opens the door for going crazy with overwhelming numbers of troops (the "Stalin-esque" key to victory). But several things work to keep such foolishness in check.

1-The number in our group.

2-Time. 

3- Reasonable, experienced players who take pride in the game. And use common sense.

4-The Almighty Referee Team.

Thus, there is no cap on frontline force deployment, unlike "local" forces. But certain types of troops do have standard organizational deployment, that are the max size for individual formations. Typically, they range in size from reinforced Companies to Brigades. But no formation is truly "pure", however. You'll find BA in 'Mech Regiments, Protomechs in Line Infantry formations,etc. Independent Fire Brigades (IFBs) tend to be mixed 'Mech/vehicle. And to add to this, smaller units/elements can be detached and teamed up with others during field operations.

The type of troops/machinery at a given location isn't ironclad. They can change over the course of a campaign, as teams shift around/redeploy available forces to fit the changing strategic picture. But for the most part, you can expect certain types of units to be deployed in locations favorable to them. (wheeled vees in built-up areas, jump capable 'Mechs in mountainous areas,etc.).

The number of on-site defenses for a given target is also something of an influence on deployment. Just not an extremely big influence.

It should be noted that our major campaigns aren't faction specific. They involve "generic" forces. That way, players can enjoy playing the many types of units available in Battletech. This also goes for technology. Frontline forces incorporate both Clan and Inner Sphere machinery in their TO and E. Level One,Two,and some Level Three systems can be found in "line" units.

Modified Inner Sphere organization dominates. But Clan and Comstar organizational types can be found in special units or certain types of field formations. An example would be the experimental fire units testing C3i. Another is the use (adopted from the Dragoons fluff) of Command Stars on the Battalion or Regimental level (but modified. One Command Star= Command Point+Bodyguard Lance). Also, Clan organization is now pretty much standard with all Battlearmor (with some exceptions) and Protomechs.

Well, it's getting close to time for me to head to my new part-time job (college does have expenses, after all). So, I'll discuss a bit more after I get off tonight. See ya, then!  Afro




 

 













 

"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #27 on: 14 Jan, 2007, 20:44:43 pm


This is probably jumping ahead a bit, but, do you use map sheets, or 3-D terrain for battles?

Learn to fear the Night, for Death waits in the dark.

You're just jealous 'cause the voices don't talk to you!

LTC Ethan Mason, CO Fighting Tigers (KIA)
Command For The Resistance Against The Word of Blake

Lets go toaster hunting.  Its open season, and no bag limit.


 Logged
Re: The Making of a Campaign.
Reply #28 on: 14 Jan, 2007, 21:41:26 pm


This.  Is.  An.  Excellent.  Resource.

Thank you very much for putting all this down.  Thank you.

Triple point of rockets: 4.9 W (1 kg rocket @ 1 Specific Impulse @ 1m/s2).
 Logged
Re: The Making of a Campaign.
Reply #29 on: 15 Jan, 2007, 22:23:37 pm


This is probably jumping ahead a bit, but, do you use map sheets, or 3-D terrain for battles?

We use mapsheets. Both official and homemade.

"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #30 on: 15 Jan, 2007, 22:25:47 pm


This.  Is.  An.  Excellent.  Resource.

Thank you very much for putting all this down.  Thank you.

You're welcome!  Afro

By the way guys, I have another installment scheduled for tomorrow afternoon or tomorrow night. So, don't miss out!  Afro

"Our unity is our strength. Our Chancellor is our will. These two things no army of men, or of Battlemechs, can ever deny."
"Though we may die this day,or the next, first,last,and always remember this: We are Capellan." - Talon Zahn, 3072

My Blog: http://maskirovkassbhq.blogspot.com/
 

 Logged
Re: The Making of a Campaign.
Reply #31 on: 16 Jan, 2007, 06:07:14 am


Shocked I can't believe I've been missing this...

This is great material Citizen -- I'm making copies. Afro

Wielder of the Dao of Sarnese Fiat. Member of the Capellan Holy Trinity. Holder of the 10 celestial point record in the Little Black Book of Cappiedom.



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