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  #1  
Old July 30th, 2009, 10:44 PM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Map Grid


Map A0-Map A1-Map A2-Map A3

Map B0-Map B1-Map B2-Map B3

Map C0-Map C1-Map C2-Map C3

Map D0-Map D1-Map D2-Map D3


As I finish these maps I will post them.
40 X 40 will be the size,it's plenty big enough for gang warfare.

I will not post the players corner/base maps. Only myself and the owner/player for that map will be able to see the map, until somebody attacks it.

This will give the players a little fog of war.

The central four maps will be heavier urban than the outer ring of maps.
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  #2  
Old July 31st, 2009, 12:17 AM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Current Players

Red Gang- Imp ***** Starting Map A0

Blue Gang- gila ***** Starting Map A3


Availible Gangs


Green Gang-

Gold Gang-
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  #3  
Old July 31st, 2009, 12:30 AM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

While I understand starting small & escalating the part that needs to be addressed is how one player is not instantly wiped out in the first battle.
Yes technicals later.
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  #4  
Old July 31st, 2009, 12:43 AM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Quote:
Originally Posted by Imp View Post
While I understand starting small & escalating the part that needs to be addressed is how one player is not instantly wiped out in the first battle.
Yes technicals later.
Good question.
It can't happen. You can only move into adjacent maps.
Players are three maps away from each other to start.
Walking gang members can only walk 1 map per round.

So in essence you will get some free maps.

Also remember your HQ map, an opposing player must assualt it.
That won't be easy early on.

Last edited by Skirmisher; July 31st, 2009 at 12:58 AM..
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Old July 31st, 2009, 12:40 AM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Grid Movement

As of round 5, players can move into multiple maps instead of just one per round. Forces will have to be allocated for all maps involved.


Special Scout Section Rules

Because of special abilities
for this type of unit, it has a max man cap of 7 men. And a max squad limit of 3 scout squads per gang. Each player can start with 1 scout squad from 2-5 men. You may mix and match weapons for these units (and any other unit) however you like after round 1, based on availible weapons to you.

The scout units are able to look at one adjacent hex that thier gang doesn't own,and possibly (based on a 6 sided die roll by me )^ get intel to use about that hex.
The scout special ability doesn't work on round one.
After that before a round starts scouts can be designated for scouting another adjacent map. Any scout involved in this activity will not be present for battle that round.
This could be a reason to keep scout squads small.

^Original Idea by Imp

Last edited by Skirmisher; July 31st, 2009 at 01:01 AM..
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  #6  
Old July 31st, 2009, 12:52 AM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

HQ Maps

The players HQ maps Have resident militiamen (amount to be determined) that only stay in the HQ map. They are never availible for the player to use in the general sense ,but will rally to the defense of the HQ map if it's assualted.
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  #7  
Old July 31st, 2009, 01:21 AM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Fighting only happens when two gangs have ordered thier units into the same map on the same round, or a HQ is assualted.

Losing your HQ unit.

This is very bad indeed.

This is when the player that killed the HQ gets all remaining enemy units after the battle in that map. And of course the player with the dead HQ is finished.

This is the only way a player can be eliminated other than assualting the base map. In the event a player loses his HQ all other forces belonging to the player vanish from the map. Keeping HQ unit at HQ base might solve any worries of that type.
But then troops fight better with the HQ closebye.
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  #8  
Old July 31st, 2009, 01:51 AM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Orders

If we get this off the launching pad all players will be giving orders for movement ,outfitting,etc by PM directly to me.
Remeber your HQ map is private unseen domain.

HQ maps can't be scouted by other players.
Only way to get a look is to assualt it.
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  #9  
Old July 31st, 2009, 02:25 AM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Weapon Caches

When the map grid is complete I will designate 6 locations apart from each other that will be marked by a victory hex and identified on the map "Weapon Cache" ,but not until 2 players fight on one of the 6 chosen maps.
I will mark these locations before it all starts,and once cleaned out they remain empty.
A scout unit using special ability can and will find weapon caches,but you still have to go capture it. (Occupy the vic hex by moving into the empty map,or fighting for it)

Whatever gang controls the cache at end of map battle gets the stuff.
It will always be simple weapons and ammo cache. Maybe a stray untility vehicle.

Last edited by Skirmisher; July 31st, 2009 at 02:44 AM..
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  #10  
Old July 31st, 2009, 02:24 AM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Hidden Map Items

Item list for round 1,2,3.

1) x2 Sniper

2) x2 LMG Teams

3) x2 Militia RPG Teams

4) x2 HMG

5) x2 60mm Mortar

6) x2 Militiamen

In the first three rounds if you capture a map I'll roll a 6 sided die,and you'll get something from this list.

A new list will be created for the 4,5,6 rounds.
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