Here's an idea for a strategic team game that I came up with in 2009 for WinSPWW2; but I got distracted by a few things, so it's not been tried.
Brigade Campaign
Teams
Two teams, doesn’t matter how many on each team, as long as they are equal, but let’s say four a side.
Each team has a team leader (Brigadier), who may also command one of his four battalions.
The campaign could be 3 to 5 rounds, of four battles a round (so each player fights one battle a round).
Each battle will be one player against one player, all battles will be meeting engagements. There will be no V-Hexes on the map.
Map Grid
The front lines would be four maps long (if 8 players), and the map grid would be seven maps deep for a four round battle. Doesn’t matter if the maps actually inter-lock, as long as they are from the same theatre.
All 28 maps would be picked out ahead of time. Each player could pick out 3 or 4 maps to be randomly assigned to the map grid.
Points
In the first round each team leader (Brigadier) gets 12,000 points, or 3000 points for each battalion.
After looking at the maps, and considering his Battalion commanders, he can distribute those points to any of the four sectors along his front lines.
He could give each Battalion commander 3000 points, or could give two 4000 points and two 2000 points.
We could impose a minimum of 15% of Brigade total (1800 pts) and a maximum of 50% of Brigade total (6000 points) per sector/Battalion. This would mean that in a worst case scenario a battalion could be outnumbered about 3 to 1; but if that did occur the stronger Battalion’s Brigade would be weak in other sectors.
Each battle would be set up at 10,000 points vs 10,000 points, but each player only spends what he has been given by his team leader/Brigadier.
Therefore, each Battalion commander won’t even know how many points the enemy has, that he is facing.
Sectors
Each Brigadier would also choose where he wants each commander. After both sides have assigned battalion commanders and points to sectors, they would find out which enemy Battalion Commander/Commanding Officer (CO) they are facing. COs must stay in the same sector for the remainder of the campaign. Unless a CO has to drop out, in which case he could be replaced.
In subsequent rounds, a draw will mean you stay on the same map. A win means you advance a map on the map grid.
Zones
Zones represent a column of maps at various depths:
• Front Line
• Objective
• Rear
• Deep
On the Map Grid, Zones are identified by a letter: A through G
Brigadier (Team Leader)
The Brigadier will control the following aspects of the campaign:
• The study of all maps to determine the best sectors to defend and attack
• Which sector each CO is assigned
• How many purchase points each Battalion receives
• The distribution of Brigade artillery (10% of Brigade force points)
• Assignment of air support
• The mission of each Battalion (defend, probe, attack) for each battle
Commanding Officer (Battalion Commander)
A CO cannot choose where he will fight, or how many purchase points, artillery and aircraft support he gets. But he will have control over what units he purchases, and complete strategic and tactical control over his own battles.
Artillery
Artillery is maximum of 10% for whole Brigade, but again the Brigadier can distribute as he sees fit.
So if round one has 12,000 points then Brigade has max 1,200 of arty. The Brigadier may give two sectors 4000 points and two sectors 2000 points, but he may allot 400 points of arty to each of the 2000 point Battalions and only 200 arty to each of the 4000 point Battalions.
Air Support
All battles set to 6 aircraft.
Brigadier can assign up to 6 flights of aircraft in total.
V-Hexes
No V-hexes will be needed on any maps.
All Battles setup
Points: 10,000 vs 10,000 (but CO only spends what given by Brigadier)
V-Hexes: 0 (will have to put one on the map edge)
Aircraft: 6 (only purchase aircraft if given air support by Brigadier)
Visibility: Use previously agreed standard levels
Artillery: Can purchase as much as given by Brigadier (but Brigadier can only assign artillery up to 10% of total Brigade)
Round Two and Refit Points
Each Brigade gets the force points that survived the first battle, plus refit points at the start of round two.
Calculate surviving force points by taking the total score of the enemy and deduct that from the battalion’s start points.
Now here’s an interesting bit:
The refit points depend on the depth of penetration on the map grid (success is rewarded).
Here's a Map Grid for two 4 man teams (8 players/battalions)
If the allies had three draws and a win. They would get refit points of 3x1500 for the draws and 1x2000 for the win. For a total of 6500 refit points. If the allies lost 5000 force points in round one, then they add their remaining 7000 points to the 6500 refit points. Giving the Brigadier 13,500 points to distribute in round two.
The Axis had three draws and a loss. Giving them 3x1500 and 1x1000 for a total of 5500 refit points to add to their remaining force points.
The Allied Brigadier may then give more points to his successful battalion commander in an attempt to get another win and 2500 ‘rear’ refit points. But even if that commander gets a draw, he remains on the enemy ‘objective’ map and wins his brigade 2000 refit points for round 3.
Victory Conditions
After four rounds, the victory is decided by ground captured.
You get one point for each map grid you’ve advanced.
Misc
Depending on the date, theatre, the allied players could have US, UK, Polish sectors; the Axis, Italian or German.
28 maps shouldn't be a problem, we would use pre-existing maps; there's no reason at all why the streams and roads should match. Most of the maps wouldn't even be used.
All turns would be the same for all battles and visibility would be the same for all battles in a round. No problems there.
Each sector/map is independent, so no direct or indirect fire will cross sectors/maps. Artillery support will have been committed to a sector prior to the battle.
I’m not sure if a referee would be needed. Even the maps could be placed randomly prior to deciding which side starts east and west.
If a 'front is broken' (on a particular map), a player is probably going to win that battle. So on the next battle he gets to start on the map that is deeper into enemy territory. IRL a battalion is highly unlikely to move two maps (10 to 12KM) in one battle (one to two hours) you'd out-run your supply, and there's casualties, repairs and replacements to organize before the next battle.
Cross