Wargame Mechanics Index

Campaign linkage

Battles feed into a campaign or map game.

Open in the index

Watch it played 4 moments

  • 2:40–3:32
    9-Player Pyrrhic War Campaign | TURN 3
    Little Wars TV
    Rule in play Campaign diplomacy flips Venucia

    Both sides resolve pre-turn diplomacy actions earned from prior victories to sway Italian cities. After Antonio fails to influence Heraclea, Steve uses the Samnite anti-Roman bonus on Venucia and rolls a 10 to flip the city to Greek control.

  • 3:08–3:47
    9-Player Pyrrhic War Campaign | TURN 2
    Little Wars TV
    Rule in play Attempting diplomacy to flip Neapolis

    Roman Consul Miles plays a diplomacy token on the campaign map attempting to win over Neapolis, but fails his die roll in the dice tower.

  • 8:40–9:50
    9-Player Pyrrhic War Campaign | TURN 4
    Little Wars TV
    Rule in play Senatorial defections grant free diplomacy action

    The host reveals how Patreon supporter voting defections triggered a bonus on the campaign defection table, allowing King Pyrrhus to claim a free diplomacy action to flip Luceria.

  • 12:00–12:42
    9-Player Pyrrhic War Campaign | TURN 5
    Little Wars TV
    Rule in play Retreating through enemy cities inflicts attrition

    Following a skirmish outside Rome, Steve's cavalry army must retreat through Roman territory, requiring a 50% attrition roll for each unit to determine permanent campaign losses.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 21 games

2scen
A Crown of PaperA Coat of Steel

Battle forces are built from contingents raised in the A Crown of Paper campaign.

How it works

Magnates raise Riding Retinue, Well-Wisher and Commission of Array contingent counters by shire in the campaign; at battle these are converted to bands and grouped into companies and wards, with minor nobles drawn to command. Captives and Chronicle outcomes feed back to the campaign.

If using the ACOP Campaign system, divide the contingents from the host that is engaged in a battle on the campaign board into wards, and choose out the ward commanders
Download · p. 5, 8, 38 Quote verified
2scen
Nach Stalingrad kilometer trackFistful of T-34s

A branching seven-scenario campaign whose result is the kilometres the German relief force gains.

How it works

Each scenario's Consequences page awards kilometres by result (for example Major victory 10km +2d6km) and may set the next scenario or a pre-game decision. The Germans need 80km in total to win. Results carry forward, for example losing a T-34 battalion after a Major German victory in #0.

Which scenarios are played, and in what order, depends on the decisions you make and the outcome of your battles!
"Nach Stalingrad" · p. 5, 11, 12 Quote verified
2scen
Matrix Game support gameRitter (work in progress)

Designed to resolve battles in Matrix Game campaigns, whose arguments can alter the army ratings.

How it works

The three army numbers (moves, killing attacks, break point) are deliberately few so Matrix Game players can argue to raise their own or lower the enemy's.

So the battle game has to have some kind of numbers that MG players can manipulate.
Download · p. 101 Quote verified
2scen

A chart-based campaign between opposing naval forces built from a written problem statement.

How it works

Days before the game each commander in chief receives a statement of the problem with different information, writes a plan of campaign and assigns detached commanders. Moves of umpire-set length are plotted on charts, transferred to tracing paper and collated on the umpire's chart; rules cover cable cutting, torpedo boat and destroyer radius, telegraph messages and fitting out auxiliaries. A critique follows the game.

The Strategic Game represents a campaign between two or more opposing naval forces.
Download · p. 15, 16, 17 Quote verified
2scen
Riding Shotgun 5-Act campaignRuthless

Linked scenarios driven by a hidden-movement map chase and Silver Dollar currency, with persistent casualties.

How it works

After each act the Cowboys secretly move one space on a map toward the border while the Earp player guesses their location; a correct guess triggers that location's scenario. Silver Dollars buy extra characters or effects; killed characters are removed permanently and wounded survivors return with one permanent wound.

After playing each act, the Cowboys secretly move one space the map, forcing the Earps to guess their location!
"Riding Shotgun" · p. 2, 5 Quote verified
2scen
Strategical GameThe Jane Naval War Game

Map campaign of 100-mile squares in six-hour runs that drops to the tactical board when fleets meet.

How it works

Captains mark courses on sketch maps in six-hour runs; ships within sighting are moved on 1,000-yard squares in 10-minute moves, and when leading ships are 5,000 yards apart the tactical game is set up and played out, then strategic movement resumes.

So soon as the leading ships are 5,000 yards off each other, the board must be set up with the proper pieces, and the tactical game played with the squares representing 100 yards.
Download · p. 19, 20 Quote verified
2scen

Surviving characters are promoted between gunfights and gain skills from kills.

How it works

A Citizen who fires at an opponent becomes a Gunman; a Gunman who kills an armed man becomes a Shootist. A Shootist who kills or seriously wounds three armed men in one fight, or kills a Legend, becomes a Legend. Shootists gain a skill per fight with a kill and Legends per fight with a wound. Backshooting and refusing challenges forfeit experience (except for Evil characters), and seriously wounded characters miss gunfights.

Characters do not receive promotion to the next class during a game, they have to wait for their next gunfight.
Download · p. 9, 10 Quote verified
1scen
Campaign map / provincesAncient Campaign Rules for DBA

A province-based world map on which country armies and fleets campaign each season, with battles fought in DBA.

How it works

The map is divided into many small land and sea provinces; countries have 5-10 cities, two or three of them ports. The campaigning season runs through spring, summer and fall with movement in weeks. Battles between forces in the same province are fought with DBA, or Big Battle DBA when three armies are on each side.

The rules are now written so battles can be fought using DBA rules (Big Battle DBA when three armies are involved on each side).
Download · p. 47, 49 Quote verified
1scen
Campaign RulesCanvas Eagles

Weekly campaign sessions where persistent pilots gain experience, fly rolled missions and may be killed or captured.

How it works

Campaigns run June 1915-November 1918, each session a week; players have two pilots and an observer, replacements start as novices. Survival after crashes uses Crash Result, Bailing Out and Evade tables, modified by a rolled ground offensive. The pilot with most XP wins; side totals double two-seater mission XP.

As the campaign progresses, pilots will gain expertise, be wounded or killed, and new types of air- craft will become available.
Download · p. 26, 27 Quote verified
1scen

A one-day map campaign for 3-6 players with cities, seasonal turns, sieges, supply and prestige points.

How it works

Each player has three cities and a 12-element field army; three seasonal rounds a year. Armies move 2 stages along routes; sea moves risk storms; armies out of supply lose elements. Sieges need 6 (or 5-6) on a die, improving each season. Losses go to a reserve, recruited at 1 per city each winter; prestige points accrue for elements destroyed, camps and generals.

This section contains procedures for a simple mini-campaign for 3 to 6 players, capable if desired of being played to a conclusion in one day
Download · p. 13, 14, 15 Quote verified
1scen

Six campaign stages before a single decisive tabletop battle.

How it works

Each player starts with a household retinue chosen from the battle rules' core troops, then selects six Actions and Alarums covering the campaign from 'the cold season of the year' to the battle. The results are compared and modify the engagement fought on the tabletop.

The campaign framework sets out six stages between the commencement of the campaign – “in the cold season of the year” – and a significant battle on the tabletop.
Download · p. 47 Quote verified
1scen

A day-by-day campaign from 2 to 22 August with persistent casualties.

How it works

Each day the British may conduct one action; the Americans stay on the defensive except for three operations over the whole game. Casualties are recorded because neither side receives reinforcements apart from the relief columns. Battles generated by actions are fought with any AWI ruleset.

Each day the British may conduct one action. The Americans may conduct three operations at once during the game; otherwise they are on the defensive.
Download · p. 29 Quote verified
1scen

A campaign framework linking map movement to tabletop battles fought with other rules.

How it works

Designed for unitary armies of 1670-1791 that fight as a single body, assuming a figure ratio of 3-figure squadrons and 12-figure battalions; weekly turns, with campaigning seasons. The author has adapted it for Renaissance and ancients campaigns.

I've been fiddling with a '‚¿odified vergion of these rules for Renaissance, ... rennval system with 3 figure squadrons, and 12 figure battalions, or a 1:50 liyure scale.
Download · p. 30 Quote verified
1scen

A 30-day map campaign whose contacts are fought as On to Richmond tabletop battles.

How it works

The campaign runs May 23 to June 23, 1862; each wargame day equals 11-12 tactical moves. Counters represent the actual figure brigades; strategic moves are exchanged by phone using copies of the hex map.

We further decided to fight the campaign for 30 game days from May 23, 1862 to June 23, 1862 with each wargame day consisting of 11-12 tactical wargame table battle moves.
Download · p. 43 Quote verified
1scen
Desert campaign ladderK.I.S.S. Rommel

A linear campaign track from Tunisia to Cairo, advanced by victories.

How it works

Starting at Tobruk, a Victory pushes the enemy back one area and a Major Victory two; losing the last-stand area (Tunisia or Cairo) is total defeat. Divisions with half their bases Destroyed are left out of the next game's force pack. After a Major Victory the next battle allows half the minefields and dug-in positions.

A Victory pushes the enemy back one area; a Major Victory pushes two spaces. Losing their "last stand" area means total defeat!
Download · p. 7 Quote verified
1scen

Battle losses partly return for campaign games depending on who won.

How it works

For campaign games, the loser regains 30% of eliminated figures with 20% captured, the winner 50%. Prisoners must be escorted to the captor's baggage park with one guard figure per 10 prisoners. Depleted units may be converged after 2 stationary turns.

Figures eliminated by a battle will be returned at the following rates for campaign games: loser 30% return, 20% captured. Winner 50% return.
Download · p. 20 Quote verified
1scen

Weekly turns on a 1635 map of Brabant; figures move 20" by road or 5" cross country toward declared destinations.

How it works

Each infantry figure is a brigade (2,000 men), each cavalry figure a regiment. Road-moving armies string out single file; cross-country armies can advance deployed. Fighting only happens when an argument says so.

Each turn lasts one week. Consequently movement rates are very large.
Download · p. 152 Quote verified
1scen

Scenarios may be linked, tracking Geld and casualties between games.

How it works

The three book scenarios can be played in sequence, carrying Geld and casualties forward between games.

Players may even wish to play these scenarios linked together, tracking their Geld and casualties between games!
Download · p. 26 Quote verified
1scen

The revised edition adds campaign material and simple rules for gunboats, trains and balloons.

How it works

Also included: breakdown of Mahdist armies 1881-1899 and a painting guide.

I added a lot of campaign information and easy rules for gunboats, trains and balloons
Download · p. 10 Quote verified
1scen

Winning a battle lets a player take an adjacent province at round end.

How it works

Each player starts with one province. Battle winners gain one adjacent province (or one across the Atlantic or Mediterranean seas); an enemy-held province can only be taken from a player defeated that round or who declined an invitation. Draws risk devastation (5-6 on a D6), removing the province's bonus and count. Most provinces after the agreed rounds decides the winner, against the emperor if necessary.

A player will gain a province of their choice at the end of a round by winning a battle, subject to the following restrictions: i. The province gained must always be one that is adjacent to one already controlled
Rules PDF · p. 4 Quote verified
1scen

A campaign links consecutive patrols, tracked in a log book.

How it works

To succeed the player must survive at least 10 patrols while tracking total tonnage sunk. Each patrol is recorded in the log book with tonnage, torpedoes fired, damage, repairs and survival.

A campaign is a series of linked games where you go out on several consecutive patrols. To be successful, you will need to: Survive at least 10 patrols
Download · p. 8 Quote verified