Why a universal campaign ruleset?
Because I love narrative play and I love competitive play. Nothing like a universal, closed and streamlined set of rules to string several battles in an escalation campaign that culminates in a large thematic showdown!
System goals
- Progression: Provide players with a sense of progression, linking the results of each battle to the other.
- Big payouts: Decisions made on the first battle can have big impacts on the final mission.
- Balanced challenges: Winning should not snowball as a victory opens up possibilities of a great payout at a greater risk.
- Final Showdown: The final battle should feel epic and be the decisive factor. Previous victories can help, but its the final struggle that decides the campaign outcome!
Rules
- Wargaming Rebel 1v1 Mission-Based Campaign System is all you need to play!
- Campaign Sheets
System summary preview
Below you'll find some preview images that summarize the system (taken from 0.1 version)
Comments
As for reinforcements, my idea is to allow people freedom and as such there are no restrictions. to use any new purchases or painted models they may have done in between campaign phases.
The only restrictions (that are very loose) can be found under the 'Priority Reinforcements' and 'Final Reinforcements' sections.
I've found that if one player loses all his Patrol Battles with heavy casualties, sometimes it may be difficult to muster a sizable force to recover. Players are welcome to add as many units as needed to allow the losing player to make a valid army, should they desire to even the odds a little.