DFA Alpha Strike Campaign System v1.2

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BATTLETECH: ALPHA STRIKE

CAMPAIGN SYSTEM
Based on the Chaos Campaign: Succession Wars Module
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credits

WRITING PLAYTESTING
Aaron Falcone, Kevin Peters Aaron Falcone, Thom Berg, Kevin Peters

GRAPHICAL LAYOUT
Aaron Falcone

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CAMPAIGN SETUP
The campaign can be setup using the following
steps: DFA Tip Our campaigns have a maximum
of 26 units, broken down to:
[1] select location and factions 12 BattleMechs
[2] set skill thresholds 8 Combat Vehicles (Any)
[3] set unit type thresholds 2 Aerospace Fighters
[4] set formation limits 4 Infantry Units (Conventional or BA)
[5] set mission average point value
[6] calculate total force point value This roughly coincides with an Inner Sphere
[7] select forces ‘mech company with supporting elements.
[8] calculate campaign support pool Remember these numbers are maximums;
Clans will typically field less units.
LOCATION & FACTIONS
First, players decide on where their campaign FORMATION, SPA & SCA LIMITS
takes place, and which factions are involved. Determine if formations, special pilot abilities
This has no bearing on the mechanics of the (SPAs) and special command abilities (SCAs) will
campaign but serves as a backdrop for the be allowed, and what limits exist, such as the
action and can inspire terrain and objective number of formations allowed in a mission, or
choices throughout the campaign. SCAs per force. This may also forbid these
special rules and formations entirely or limit
SKILL THRESHOLDS them to units of a specific type.
Agree to a preset minimums and maximums for
skill levels of units to balance gameplay. DFA Tip We do not allow infantry to
participate in formations and limit the number
Example: Aaron and Kevin agree that each force of formations per mission to two per force.
is allowed a maximum of one heroic (skill: 1), We do not use SPAs granted outside
two elite (skill: 2), two green (skill: 5), and formation or allow forces to select SCAs due
unlimited veteran (skill: 3), with a minimum of at to implications to mission balance.
least four non-infantry regular (skill: 4) pilots.
MISSION AVERAGE POINT VALUE
UNIT TYPE THRESHOLDS Determine the average point value for each
mission in this campaign. This is called MPV.
Determine the maximum number of units each
force can bring to the campaign, and further
DFA Tip We typically average 250 PV
broken down by thresholds by unit type. Typically
games of Alpha Strike.
combat vehicles are grouped together, though
some players may agree to further limit by
movement mode as well (e.g., VTOL, hover,
jump infantry, etc.).
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TOTAL FORCE POINT VALUE Note: units do not need to be assigned to


Set the total maximum point value for each specific formations at this point unless the
force. This can be determined by multiplying players optionally agree to do so. However, any
the average mission point value (MPV) and pilot-specific SPAs (those not granted by
multiplying it by the minimum number of games formations) must be assigned now and cannot
to win the campaign. change during the campaign. Any SCAs are
also assigned now to the force (or forces, if a
Example: Aaron and Kevin have agreed that they player is running more than one) and cannot
will play a campaign with an MPV of 235, and change during the campaign.
an expectation that it can be won in a minimum
of 3 games. This means the total force PV CAMPAIGN SP POOL
would be 235 x 3 or 705 PV SP, or support points, represent a forces
sustainability over the course of the campaign -
DFA Tip We focus on being able to techs, spare parts, supply lines, and so forth -
complete campaigns in 3-5 games, but this is all of which are limited commodities in battle.
a matter of player preference. This framework SP can be spent between battles to repair
holds up over longer campaigns as well but damaged units, purchase new hardware, and
adjust the total number of units accordingly. hire mercenaries.

To help find the right number of units, you can Instead of earning support points through
divide the Force PV by an average unit value - victory, forces have a prefixed pool of points
we find that 27 PV is a solid range that works that help to put a "timer" on the campaign.
in the succession wars and clan invasion eras Once a force runs low on SP, they will be hard
for a combined arms forces – in this example pressed to stay in the fight.
705/27 = 26 units (rounded).
Players should agree on an amount of SP that
SELECT FORCES each force will receive. In tournament play, this
Each player selects their forces and assigns a amount should be identical. In narrative play,
skill level to each unit, usually in the form of a the SP values may vary to suit the backdrop of
pilot. This skill level remains attached to this the campaign.
unit until the unit is destroyed, the pilot is killed,
or the player decides to replace the pilot (see
the downtime section). DFA Tip You can use the following formula
to determine SP:
When a player picks a unit, that choice includes
a variant or configuration type - this cannot be MPV / 2 (round down)
changed during the campaign. The only
exception is units with the OMNI special rule,
which will be covered on page 3.
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OMNIMECHS
Players may choose up to two OmniMech Example: Aaron can select two configurations
for his Avatar since it is an OmniMech. Aaron
configurations for a single unit selection but
must list the chosen configurations on the decides he wants to select the Prime and A
roster. When tallying the force PV, use the configurations. Since the Prime configuration
is the most expensive at 38 PV, he uses this
most expensive configuration modified by skill.
to determine the total cost of the Avatar
An OmniMech configuration may be changed (at (adjusted to 54 PV using a skill 2 pilot).
no cost) during downtime. See the section on
unit repair for more details.
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CAMPAIGN BASICS
TRACKS & MISSIONS FORCE A VS. FORCE B
Tracks represent the flow of the campaign Players can either agree or randomly determine
based on the wins and losses of each force. who will be Force A and Force B.
The DFA campaign system expands on this by
abstracting missions from tracks and allowing Force A is always the attacker in the Contact
the attacker to select a tactically advantageous track, but in subsequent tracks, the victor of
mission at each track. the prior track becomes the attacker. A win
for Force A always follows the red lines on the
ATTACKER VS. DEFENDER Track Flow chart, and a win for Force B always
In the DFA campaign system, the terms follows the blue lines. If the outcome of the last
"attacker" and "defender" are relevant to the track was a draw, players can roll off to
mission and not the overarching campaign. determine which force's line to follow next.
From a narrative perspective, one for is typically
the invader, aggressor, etc.… but that does not Example: Aaron and Kevin agree that in this
mean the opposing force will not go on the campaign, Aaron's forces will be assaulting
offense if the tides turn. In that respect, always Kevin's territory. Thus, Aaron's force plays the
consider these terms with respect to the role of Force A and will be the attacker in the
mission currently being played. Contact track. Aaron then would pick a mission
from the Contact track. If Aaron wins, he
TRACK FLOW remains on the offensive, and would play the
role of the attacker in the Breakthrough track.
Conversely if Kevin wins, he will become the
attacker and pick a mission in the Pursuit
track.

MISSION ESCALATION LEVEL


Missions come in a variety of types, and those
types are further differentiated by an escalation
level - low, moderate, or high. For example, an
"Escort/Low" and "Escort/High" are the same
mission, but feature different mission
parameters such as MBV modifiers and
objective CF.

MBV modifiers affect MPV in Alpha Strike.


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OBJECTIVES & OBJECTIVE POINTS [2] DROP DECLARATION


Each mission has a unique set of objectives. Each player declares the units they are fielding.
These objectives are keyed either to the mission It is acceptable to field damaged units and a
attacker, the mission defender, or both. total battle value less than the adjusted MPV.
Damaged units use their full adjusted PV. If
When a player achieves an objective, they score players are fielding unequal force sizes, there is
the objective points (“OP”) associated with that no force multiplier or other benefit given to
objective. either force.

MARGIN OF VICTORY [3] SELECT HOME EDGE


When the mission is concluded, tally up the The mission defender selects their home edge
objective points accumulated by both players. first; the attacker is assigned the opposite edge
The player with the most objective points is the unless the mission parameters specify
victor unless the mission states otherwise. The otherwise.
victor score an amount of campaign victory
points (“VP") depending on the margin of [3] PLACE OBJECTIVES
success: Follow the mission instructions for placing any
objectives.
A minor victory awards the victor 1 victory
point. [4] DEPLOY
A major victory awards the victor 2 victory The defender deploys the first unit, and then
points. each player alternates placing/moving units
When a draw occurs, neither player scores any onto the battlegrid, unless the mission
victory points. parameters specify otherwise.

See the mission briefing for details on achieving [5] ENGAGE


minor and major victories. Begin the mission and track mission objectives.

COMBAT DFA Tip Remember that any reference to


Combat missions are the focus of campaigns BV or MBV in the mission documentation can
and are resolved by following the parameters simply be replaced with PV or MPV.
described in the mission description.

[1] ADJUST MISSION BATTLE VALUE


To determine the Adjusted MPV, players
multiply the MPV and the mission’s MPV
modifier based on the chosen escalation level.
MPV is the value established in the set mission
average point value step of campaign setup.
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MISSIONS BY TRACK
At the conclusion of each mission, the victorious force becomes the attacker of the next track and
has the benefit of selecting the mission and escalation level. As noted, if the last mission was a
draw, each force rolls 1d6 and the winner of the roll off becomes the attacker.

Missions and escalation levels are restricted by track, so use the table below to determine which
are available to select based on the current track:

Example: Kevin, playing the role of Force B, has just defeated Aaron in the Breakthrough track.
This moves the campaign to the Counterattack track. Kevin decides he wants to do a high
escalation Conquest mission.
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RETREATING Note that the DFA campaign system does not


During a mission, one force may want to consider being immobile through damage,
withdraw certain units from the battle. Any unit critical, and/or motive hits substantial enough
may retreat as long as the distance to their to trigger forced withdrawal.
home edge (ignoring all obstructions) is less
than the distance to the closest enemy. Missions sometimes specify objective points for
crippled units versus destroyed units. In the
A unit must declare it is retreating at the end of case a crippled/withdrawing unit moves off
the movement phase. It cannot shoot or make their home table edge, they are treated as
physical attacks for the remainder of the turn – “destroyed” for purposes of calculating objective
but may be attacked normally. If the unit is not points in the mission.
destroyed, it is removed from play in the end
phase. Units removed in this way are treated Abandoning a ground vehicle does no additional
as “destroyed” for purposes of calculating damage, however, any vehicle that is airborne
objective points in the mission. when abandoned is automatically destroyed
(crashes) and is unsalvageable.
Units can only retreat if:
• the unit has more than 0” MV (maximum) See the DFA Alpha Strike House Rules
• the unit is not immobile documentation for rules on morale.

FORCED WITHDRAWAL AUTOMATIC MISSION TERMINATION


When units take a certain amount of damage, If the mission terminates automatically (usually
that unit will begin to fall back towards their from a turn timer, or if a specific objective is
home edge. If a unit is in forced withdrawal, it triggered), any units belonging to the defeated
is also considered crippled. force immediately retreat, regardless of
distance to enemy units as long as they meet
The following damage will put a unit into forced the other retreat criteria (not immobile, not
withdrawal: unconscious, etc..).

• no armor remaining and only has 50% of If the mission automatically terminates and a
structure remaining (round up) 'mech does not meet these criteria, the pilot
surrenders the unit, and it can be claimed as
• no armor remaining and only one point of
salvage by the victor (see Battlefield Salvage).
structure remaining
• medium and long range damage are both
reduced to 0 (does not apply if the
undamaged unit has a 0 for these stats)
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Aerospace fighters can never be salvaged in
BATTLEFIELD SALVAGE this way, unless they were already grounded
At the end of the mission, the victor is able to when the above criteria were met.
claim spoils of war by salvaging reusable
components or entire units in some cases.
When a unit is destroyed on the battlegrid, the SALVAGING SPARE PARTS
victor can salvage spare parts from that When a vehicle or ‘mech is reduced to zero
chassis. In the case of a draw, each force can remaining structure or is destroyed via an
salvage their own units only. ammo critical hit, the victor can salvage spare
parts from that chassis. In the case of a draw,
INFANTRY each force can salvage their own units only.
All forms of conventional infantry and battle
When the victor can salvage a unit for spare
armor are unsalvageable.
parts, use the following formula to determine
how much SP is gained.
AIRBORNE UNITS
Any aerospace fighter or combat vehicle that is
SP gained =
destroyed or abandoned while airborne will
automatically crash and is considered Unit Size
unsalvageable. If they are grounded/landed +TMM (current/remaining)
when destroyed or abandoned, follow the
+Armor (undamaged pips, if any)
normal rules for determining salvage.
+Structure (undamaged pips, if any)
SALVAGING ENTIRE UNITS +Highest weapon value (remaining)
An entire unit may be salvaged under the
+1 if the engine has not been damaged
following circumstances:
+1 if the unit has suffered no fire control hits
• the pilot was forced to eject
• the pilot/crew abandoned the vehicle Ammo Explosions
• the unit suffered enough engine critical hits When a unit is destroyed via an ammo explosion
to destroy the unit and does not have CASE or CASEII, the victor
• the unit suffered a “unit destroyed” critical only gains the units size in SP for salvage
hit purposes.
• the unit suffered a “crew killed” critical hit
Units with CASE or CASEII are salvaged
normally.
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Example: Aaron is the victor, and during the
battle he destroyed Kevin’s COM-5S Commando:

1 1

Aaron would salvage 1 SP for the size rating, 2


SP for the TMM, no SP for remaining armor or
structure, 1 SP for the highest weapon value, 1
SP for an undamaged engine, and no SP
because the unit has suffered at least one fire
control hit. In total, Aaron would salvage 5 SP.

Note: Remember victors may salvage parts


from destroyed 'mechs in their own force.

“SCRAP IT” SALVAGE OPTION TOTAL DESTRUCTION


In some cases, it may be more cost effective for When any unit is reduced to zero remaining
the victor to simply salvage spare parts instead structure or is destroyed via an ammo critical
of facing the burden of repair. Instead of hit, it cannot be repaired.
claiming the unit, the victor has the option of
salvage spare parts. Notes: A unit destroyed, crew killed, or
multiple engine critical hits does not result in
This option must be decided before next track total destruction. This is intentional.
begins.
Also remember that while there are only 1 or 2
If this option is chosen, follow the rules in the engine pips on a card, it requires an additional
Salvaging Spare Parts section. hit to disable the unit (e.g. a ‘mech has one
engine pip, but requires two hits to be disabled).
This means when repairing an engine-killed unit,
players must repair this “extra” pip.
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DOWNTIME UNIT REPAIR


During downtime, forces may repair their units
Campaign downtime represents the time
by spending support points. Any unit that
between tracks where forces repair & rearm.
undergoes repairs beyond armor and non-
Downtime occurs after salvage and after the
critical motive hits is not available for use in
next mission is selected by the victor.
the next track. This is called “down for repair”.

RESOURCE TRACKING Support points (SP) can be spent based on the


All players should review their force roster and Unit Repair Table with the following rules:
note any destroyed units and KIA pilots/crews.
Any salvaged units are added to the roster now, • structure must be repaired before armor
and any SP gained through salvaging spare • structure must be repaired before non-
parts is added to the forces SP pool. critical motive hits
• structure must be repaired prior to
MEDICAL TREATMENT repairing any critical hits
Any pilots/crews that were not assigned to the • non-critical motive hits must be repaired
previous mission immediately heal three boxes before motive critical hits
on the condition monitor. Pilots/crews can be • OmniMechs must be fully repaired before
healed further through spending SP (see Unit switching configurations
Repair Table).
UNIT REPAIR TABLE*
When a pilot/crew is healed in this way, the Repair Type SP Cost
damage on the condition monitor is removed Armor 1
immediately. Structure 2
Non-Critical Motive Hit 1
Engine Critical 2 x TMM x Size
Fire Control Critical 4
Weapon Critical (S+M+L)/3 round up
Motive Critical TMM+Size
*applies to all unit types

Example: Aaron's ZEU-9S Zeus has lost 7 pips


of armor, 2 pips of structure, and taken a fire
control critical hit. In order to repair the critical
hit or armor, Aaron would need to repair the
structure. The cost would be as follows:

Structure (2 pips) 4 SP
Fire Control (1 hit) 4 SP
Armor (7 pips) 7 SP
________________________________________________________
Total Repair Cost 15 SP
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FORCE MANAGEMENT Example: After mission 1, Aaron's Cyclops has


Sometimes forces can quickly become depleted, taken 2 engine hits. Aaron decides the Cyclops
and victory is nearly impossible without will be too costly to repair, and instead decides
reinforcements. This campaign system allows to purchase a VND-1R Vindicator with a
for three kinds of reinforcement – pilot/crew Veteran pilot.
management, unit purchases or mercenary
hires. The VND-1R has a base PV of 27, and with a
Veteran (skill 3) pilot, the cost of the Vindicator
PILOT/CREW MANAGEMENT increases to 32 PV. The final cost of the unit
As mentioned in the select forces section, will be 32 SP, and the 'mech will be delivered in
pilots/crews remain attached to their unit for time for the beginning of mission 3.
the duration of the campaign. However, in
some circumstances, force commanders may MERCENARY HIRES
need to replace them. In the case a pilot/crew Sometimes the cost and time associated with
is replaced, a new pilot/crew can be hired at purchasing a unit is too costly. Alternatively,
a cost of 5 SP. mercenary units can be hired at an SP cost
equal to the unit's adjusted PV divided by 2,
Once a pilot/crew is replaced, it is permanent, rounded up. These units are available
and the old pilot/crew is removed from the immediately.
roster. A pilot/crew hired in this way are
always regular [4/5] skill level. Pilot/crew Mercenary units do not need to be repaired and
hires occur instantly and can be done during the are simply removed from the campaign after
drop declaration step. the mission. New mercenary units can be hired
in successive missions.
UNIT PURCHASES
Forces may opt to buy new units at an SP cost DFA Tip High skill mercenaries will be very
equal to the unit's adjusted PV. These units expensive, so we recommend a skill 3 cap on
are permanently added to the roster. mercenaries. Typically, the available SP will
prevent outrageously skilled pilots in very
Purchased units do not come equipped with any powerful mechs.
crew, which means the player can opt to move
an existing pilot/crew into the new unit or
purchase a new pilot/crew as described in the
Pilot/ Crew Management section. If an
existing pilot is moved, the move must be to a
unit of the same type (e.g., mech, combat
vehicle, etc..) and the move is permanent.

Purchases take one entire track to complete.


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Forces may also voluntarily agree to a cease fire
VICTORY & DEFEAT round. In a cease fire, the campaign is
advanced as if a mission was played without
VICTORY changing the track. Then immediately move to
When once force reaches the Victory track or downtime and proceed as normal; essentially, a
accumulates 5 VP, that force wins the cease fire allows for back-to-back downtime.
campaign. After the cease fire is over, the last winner
picks the next mission and escalation.
SURRENDER
At any point in the campaign, a force Example: Kevin (force B) won the Escort mission
commander may surrender. In this case, the in the Pursuit track, and the campaign has
other force wins the campaign. advanced to the Secure track. All the
remaining units are badly damaged, and the
ATTRITION forces agree to a cease fire.
If only one force has no available units (either
destroyed or down for repairs), then the other Another downtime occurs, and repairs from the
force wins the campaign. prior downtime are completed; all units are
back in action.
DRAW
In the case that both forces have no available The campaign is still on the Secure track, and
units on their roster (and lack the SP to repair because Kevin won the last played mission, he
them), then the campaign is a draw and there picks the Battle Lines mission and high
is no winner. escalation.

CEASE FIRE
In the case that both forces have no available
units on their roster but have SP for repairs,
the campaign will move into a cease fire.

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