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Campaign-based wargame with regiments
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Hey guys, I've had an idea. Based on the success of stuff like Mordheim or Necromunda, how would you see a campaign based wargame with regiments and massed battles?

I mean, yeah, probably will be more difficult to justify units still being there after being obliterated, but there are some things that could be done.

Do you think it's possible? A good idea? How would you implement it?
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>>43823152
By campaign I mean unit advancements, macro and micromanagement of the supplies, paying the salaries or whatever to the troops, having them improve and get better equipment. Maybe not HUGE armies, but companies of thousands of men.

The idea would be to make it fantasy based, but anything could work I guess
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>>43823152
Check AK47 Republic
Some units don't get to the battlefield, supplies are earned, etc before a battle
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>>43823152
Games workshop USED to have their own war hammer fantasy version of RISK available as a PDF on their website. It had armies points, supplies, fortifications, and espionage. But good luck getting ahold of that old thing. I lost my copy when my hard drive corrupted.
>I'm not talking about their new shitty hex based game. It was hex based, but it was made around the time of their old specialist games like brew house bash.
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>>43823152
>>43823434
Eyyy, I take it back. Game was called mighty empires and I found a pdf online here. http://talisman.clift.org/talismanisland/mightyempires/Mighty%20Empires%20-%20Rules.pdf
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>>43823361
Seconding this.

>>43823152
Also Warhammer used to have this as a thing, the Generals Compendium had it for 6th edition with a big sections covering different types of campaign gaming.

But it's definitely a thing in a lot of games.
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>>43823434
>>43823766

That's nice. I'll check it out then.

What I want is for units to have a personality and a history, and have a campaign with 3-6 players playing the different armies. Hell maybe even coop, but I want them to get attached to their guys, upgrade them and care for them.

And then there should be rules for that too
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>>43823876
Just make sure you use actual armies instead of points values and you should be fine. Also, having a few different banner bearers you can switch between really helps immersion. One swordsman is not terribly recognizable from another. But that banner over there. Last time I saw it, was on the walls of fort (insert name here.) They say it has never fallen.
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>>43823152
>units still being there after being obliterated

In RL a unit isn't obliterated that fast.
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I usually don't like massed fantasy wargames because the miniatures are just glorified hitpoints.

Are there games with large bases as units? It looks so much cooler and can serve the same purpose
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>>43823361
>>43823766
PDF's too big but here you go.

https://a.pomf.cat/slsuxc.PDF
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>>43826921
You mean like Impetus? I don't know any fantasy game that works like that
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Talking about fantasy mass battles, does anyone have the PDF for Mayhem Mass Fantasy Battles?
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>>43829863
Am pretty sure there is a fantasy mod for Impetus, and pretty much every other game like it.
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>>43826921
Kings of War.
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>>43823276
For huge battles use 6mm or 2mm
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>>43823876
Roll for commanders of each unit if you wanted each to have a personality (or just base it of their performance in game), there are some tables in a white dwarf or a gw supplement.

Then I would use the mordhiem advancement minus the talents for improving the units. (Maybe make up some new ones like; surgeon - units recover rolls gain +1)

After each battle each unit that died; roll a d6 on 4+ they survive and can fight next battle.
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>>43823152
Adventurer Conqueror Kings turns the world into a giant kingdom/campaign management sim for your ruler at high levels. It abstracts army management, but there is definitely emphasis on the characters in your military.
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