Please have a look at my campaign. It is a bit rough and I have taken ideas from all over the place so please don't be offended if you see something I pinched from you :) It is much the same as a small "Risk" battle.
Years after atmospheric uplift and green house effects Pluto has been established as mineral rich free colony. Your two forces are to battle for Pluto and her resources. Pluto is a small planet with a single continent much the same size and shape of Africa that stretches from one artic pole to the other.
Setting up
The Map
Draw up a map of the continent Argzor on Pluto. This continent should be divided up into the following sections.
The terrain is as follows
Armies
Both sides have 3000 points of troops , basically your 1000 point force x 3 Only one of each type of special equipment or dark tech.
Deploying
Roll to see who claims a territory first. Each player claims a territory by placing approx 500 points of troops in a sector. e.g. 2 squads and an individual. The 9th territory is the scene of the first battle of about 500 points + reserves ( more on reserves later )
Reserves.
Mobile reserves.
The initial setup leaves you with about 500 points of reserves ,The "mobile" reserves. These reserves can be called upon in any battle. To call on reserves you must do the following. At the beginning of a turn you say "calling for reinforcements" roll 1 d20 and if < 10 you get your reserves next turn in your deployment area.
No Mobile reserves left ?
You may call for reinforcements from neighbouring sectors that you control. But you must leave 1 squad in a sector to control it.
Squad to Individual Ratio.
You must at all times follow a squad to individual ratio. If you have too many individuals then Individuals may train squads. This is done by trading an individual for a squad of approx equal points cost. Or an Individual may lead a new squad purchased from training points. The squad must have 3 troops and the individual and must follow all squad rules.
Hit the field.
Once the mobile reserves hit the battle field they stay there, They cannot become mobile reserves again.
The Campaign
Attacking.
Players roll for initiative as normal The winner decides where to attack and where from. Using the forces deployed in that territory to attack , Both players may roll for reserves on turn 1
Experience points
Squad leaders and Individuals can gain experience points as follows.
The experience points can be spent to buy special abilities
Training new troops
Each territory at the beginning of each turn produces 10 training points of troops. If you occupy a sector with a squad then you get 10 points to buy new troops.
You may only purchase new troops not individuals.
So if you had 4 sectors then you would have 40 points to spend topping up broken squads and forming new ones.
Note you cannot start a new squad unless all other squads are at full strength.
Winning a battle.
If you win a battle then the territory that the battle was fought in is yours. You get 10 training points for having that territory. You may deploy your attacking force in that territory or decide to send some back to strengthen the territory you attacked from. You must leave at least one squad behind to defend your territory from rebels . If after the battle you do not have a squad to send back to the territory you came from or another squad from another territory to move in, you lose that territory , it becomes neutral.
Losing a battle.
If you lose a battle then your surviving troops will escape to an adjacent territory that you own. If you do not have an adjacent territory to escape to then your troops are taken prisoner. Make a note of this , because if you recapture that territory you will free the prisoners and they may rejoin the cause.
Battle rules.
Each battle will be about 5 turns or more or less as agreed by the players. If in doubt roll a dice to decide. Each battle should follow some objective as below or any others you may agree on depending on the terrain of the sector being fought over. There is a guide below.
Battle scenarios
Roll 1d20 to decide.
| 1-3 | Objectives |
|---|---|
|
Each player chooses 2 objectives in the middle of the table somewhere.
2 VP for holding an objective + VPs for broken squads and killed individuals |
|
| 4-6 | Kill |
|
1 VP for killing a squad to the last man.
+ VPs for broken squads and killed individuals |
|
| 7-9 | Capture ( kill in CC ) |
|
5 VP for capturing an individual.
2 VP for capturing a squad leader. + VPs for broken squads and killed individuals |
|
| 10-12 | Territory |
|
2 VP for each quadrant of the table you control uncontested.
+ VPs for broken squads and killed individuals |
|
| 13-15 | Assassination |
|
5 vp for killing the model with highest leadership in the opposition force.
+ Ps for broken squads and killed individuals |
|
| 16-18 | Rescue |
|
Rescue a model that is placed in the middle of the table.
You must get into base to base contact with them then carry them off the
opposite side of the table. The model carrying the president/scientist can
not be shot at, he can only be taken out in CC. 5 vp for rescue.
+ VPs for broken squads and killed individuals |
|
| 19-20 | Normal battle |
| + VPs for broken squads and killed individuals |