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  #21  
Old July 30th, 2009, 10:13 PM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Taking a partial page out of Double Deuce's ICW Campaign*
the players base maps (4 corners) will have some different options.

Players may want to spend points on light fortifacations like fox holes,
mines,wire,etc.
All games where opposing gangs meet on any given turn will be meeting engagements. When a player wants to attack another players home base, he must assualt it.
If a player loses thier base they are all done,finito.

If an players HQ surrenders or is destroyed that player is gone.
So protecting/hiding the HQ unit from other gangs is important.

The player capturing the base will get any remaining forces previously owned by the loser except the HQ.
This only applies to the losers forces that are in the HQ map defending.
Any forces out in the map grid are lost.

* a very fun player campaign circa 2004


As I hammer out how this will all work and begin building the map grid
feel free to add your 2 cents about anything.
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  #22  
Old July 30th, 2009, 10:44 PM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Map Grid


Map A0-Map A1-Map A2-Map A3

Map B0-Map B1-Map B2-Map B3

Map C0-Map C1-Map C2-Map C3

Map D0-Map D1-Map D2-Map D3


As I finish these maps I will post them.
40 X 40 will be the size,it's plenty big enough for gang warfare.

I will not post the players corner/base maps. Only myself and the owner/player for that map will be able to see the map, until somebody attacks it.

This will give the players a little fog of war.

The central four maps will be heavier urban than the outer ring of maps.
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  #23  
Old July 30th, 2009, 11:02 PM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Given this a bit of thought

Firstly your HQ should get some fortifications at the start with the option to spend some R&R on later to buy more if so wish.

HQ should perhaps be 4 or 5 men for survivability perhaps armed with SMGs in slot 1 rifles if any in slot 2

Map size 40x40 if only have 3 or 4 units is a lot to cover perhaps increase gang start size.

Scouts could restrict purchase of but give a secondary role. For each scout you have on a map it can check one adjacent map to see if clear.
As in at end of battle says checking map to North you say if empty or contains hostiles, means keeping them alive is a good thing & could possibly role a dice for result. Say 1-4 correct intel 5 failed 6 incorrect intel.

Map if build one large 145x145 map & split as follows
Each map contains a 5 hex border it shares with other maps for continuity

For balancing a player could recieve less R&R points the further he gets from his turf as harder to pick up ammo recruit people. Say HQ 100% but -20% for each map away from
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  #24  
Old July 30th, 2009, 11:09 PM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Quote:
Originally Posted by Imp View Post

Scouts could restrict purchase of but give a secondary role. For each scout you have on a map it can check one adjacent map to see if clear.
As in at end of battle says checking map to North you say if empty or contains hostiles, means keeping them alive is a good thing & could possibly role a dice for result. Say 1-4 correct intel 5 failed 6 incorrect intel.
That's a very interesting idea. We'll go with it, as it gives scouts some value.
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  #25  
Old July 30th, 2009, 11:18 PM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Quote:
Originally Posted by Imp View Post

Firstly your HQ should get some fortifications at the start with the option to spend some R&R on later to buy more if so wish.

HQ should perhaps be 4 or 5 men for survivability perhaps armed with SMGs in slot 1 rifles if any in slot 2

Map size 40x40 if only have 3 or 4 units is a lot to cover perhaps increase gang start size. Certainly at least one map will be a free capture for everybody on the first round. It's important to note that once a map has been captured, the hidden equip/men/ammo are gone. So when somebody else recapture the map they wont get the bonus stuff. Thats a one time event.
Starting frotifacations sounds reasonable. As long as limited.

Don't worry to much about the starting size limits of squads.

Players can recruit additional men to add to squads however they see fit. Yup if you want 20 guys in your HQ unit when you are able to do that its perfectly legal.

Also don't worry about lack of weapons at the start. And also the starting limitations. You may give any squad you have any weapons you have availible. Between rounds.
If you capture a cache of AK-47's for example those would be availible to you in the number you captured.

I want the gangs to be sort of weak to start.

After each round youll get money to spend as you wish and upgrade.
In addition every map other than the HQ maps will have something the players can use after they capture it.

40 X 40 will seem big at first but once the gangs are better equiped it will fill out more.

Last edited by Skirmisher; July 30th, 2009 at 11:37 PM..
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  #26  
Old July 30th, 2009, 11:25 PM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

---

Last edited by Skirmisher; July 30th, 2009 at 11:53 PM.. Reason: double post
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  #27  
Old July 30th, 2009, 11:32 PM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Quote:
Originally Posted by Imp View Post

Map if build one large 145x145 map & split as follows
Each map contains a 5 hex border it shares with other maps for continuity

For balancing a player could recieve less R&R points the further he gets from his turf as harder to pick up ammo recruit people. Say HQ 100% but -20% for each map away from
I'm going to go with the 16 grid idea for this one.

Roads will be placed so they line up with adjacent maps.

I just generate a random somolia vs somolia map, then erase all the roads and buildings. Then rebuild the map.

For R and R points all the player can count on are the points gotten from the home base map,but the player gets them before every round except the first.

Yes that makes sense for points on additional maps.
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  #28  
Old July 30th, 2009, 11:37 PM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Technicals

Still trying to determine how to add these in, maybe after round 5 or something they could become availible for everyone to purchase.


Weapons Market

There will be a set list of formations and weapons availible to the players, it will probably change round to round to include more and better stuff as the rounds go on

Last edited by Skirmisher; July 30th, 2009 at 11:45 PM..
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  #29  
Old July 31st, 2009, 12:17 AM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

Current Players

Red Gang- Imp ***** Starting Map A0

Blue Gang- gila ***** Starting Map A3


Availible Gangs


Green Gang-

Gold Gang-
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  #30  
Old July 31st, 2009, 12:30 AM
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Default Re: Street Gangs of Mogadishnu -Player Campaign?

While I understand starting small & escalating the part that needs to be addressed is how one player is not instantly wiped out in the first battle.
Yes technicals later.
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