Campaign Rules

Basic Ideas

by Terry Gore


Perry and I talked about campaign rules for both AW and MW. We came up with some very basic things we feel are necessary for successful campaigns in miniature wargaming.

Ease of Play: The rules have to be very easy to apply to the existing AW/MW/RW rules framework.

Must be able to move and have a decisive wargame to fight with each face to face session: I don't know about others, but when I get together with the guys, I want to PLAY, not sit and talk for four hours about how we should be playing...but aren't.

Limit the number of opposing factions: It can be the death knell of any campaign rules to have too many factions. Four seems to be the maximum workable number. Other players can be assigned to a faction as commanders, advisors, etc.

Use of email to speed up orders and replies/responses: This is far superior to the old mail system.

What do we want to include in the campaign rules?

  • An ability to recover a percentage of battlefield losses - more for the tactical winner, less for the loser.
  • Have achievable objectives to end the game. Capture of a major city, or the destruction of a main field army and death of the CiC would usually cause a faction to sue for peace.
  • Include supply restrictions and 'out of supply' penalties.
  • Lost of generals cannot be replaced, or if they are, they are one level worse than the previous one.
  • Defenders will have a + to their terrain placement die rolls.
  • Varying movement allowance for terrain traversed.

Again, these are just some thoughts and if anyone has any ideas they would like to see implemented in a campaign system, please send us your comments.


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