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July 31st, 2009, 12:40 AM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
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Thanked 27 Times in 21 Posts
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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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July 31st, 2009, 12:43 AM
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Captain
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Join Date: Sep 2002
Location: United States
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Thanked 27 Times in 21 Posts
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Re: Street Gangs of Mogadishnu -Player Campaign?
Quote:
Originally Posted by Imp
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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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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July 31st, 2009, 12:52 AM
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Captain
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Join Date: Sep 2002
Location: United States
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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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July 31st, 2009, 01:21 AM
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Captain
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Join Date: Sep 2002
Location: United States
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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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July 31st, 2009, 01:51 AM
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Captain
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Join Date: Sep 2002
Location: United States
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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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July 31st, 2009, 02:24 AM
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Captain
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Join Date: Sep 2002
Location: United States
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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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July 31st, 2009, 02:25 AM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
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Thanked 27 Times in 21 Posts
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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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July 31st, 2009, 06:37 AM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
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Re: Street Gangs of Mogadishnu -Player Campaign?
I really like this concept. I will definitely be following this. I saw something similar to this being run using Steel Beasts.
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July 31st, 2009, 06:48 PM
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Captain
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Re: Street Gangs of Mogadishnu -Player Campaign?
I hope i can keep up with the all changes.
I'm getting lost after post #22.
Maybe after everything is hammered out,rules can be put in a folder and sent to all participants so can be printed out as reference.
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July 31st, 2009, 07:42 PM
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Captain
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Join Date: Sep 2002
Location: United States
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Re: Street Gangs of Mogadishnu -Player Campaign?
Quote:
Originally Posted by gila
I hope i can keep up with the all changes.
I'm getting lost after post #22.
Maybe after everything is hammered out,rules can be put in a folder and sent to all participants so can be printed out as reference.
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Good idea, I had intended on finalize the rules.
I will do this, bit not until we have a full house.
We still need two more people.
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