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DFA Alpha Strike Campaign System v1.2
DFA Alpha Strike Campaign System v1.2
DFA Alpha Strike Campaign System v1.2
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 system
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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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.
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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• 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
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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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.