I have been thinking to myself for quite some time "where have all the grand campaigns gone?" and realized that most don't even take off the ground. In addition, I am not aware of any that are NA based. The following text by me is a draft up of ideas on how I think a cool grand campaign could work. I welcome any and all discussion on things that you think could make it work, and if interest ensues therein perhaps even start hosting one. I didn't put this in 'events' because I would like to have a discussion on the subject first, open to the community.
The purpose of this event is to provide an actual Grand Campaign for the North American community. As most grand campaigns have two factions, this campaign will include the entirety of the European continent (the most of it, at least) as well as all five factions. The five factions will have their historical borders (of 1806), and the other nations that aren't in-game will have their borders 'neutral' and up for grabs. All five factions start at a neutral stance with on another.
Regiments wishing to attend will sign up with their name, max. attendance, and their unit. A unit that applied with, say, the 33rd Regiment of Foot, will only be able to play the 33rd regiment of foot. Each regiment acts independantly. Each regiment leader will choose their regimental depot, which must be a town or fort of some sorts. This is where they will start in the campaign. If their depot is captured they are rendered ineffective, and will be forced to sit out for the remainder of the turn, which they will have to choose a new depot.
When all regiments are signed up, each faction will elect its leader. This leader manages the nation's resources and diplomacy. The leader can enter battle with a regiment, but the faction leader is not an authoritarian military commander. The regiment leaders choose their moves and act independantly. This rule is pushed aside when a faction leader puts together an Army to lead an offensive of sorts. The faction leader will be able to call up an army, in which regiment leaders will be able to decide themselves to rally into it or not. Once they do, the regiment commanders must listen to the faction leader's orders. The regiment may continue as normal when the army is disbanded, or the army's purpose has served its course.
Regiments are permitted ten moves per turn (a turn is one week real-time, and one month in terms of the campaign). Moving to a province takes up one move, capturing a province takes up four moves, a battle takes up seven, a river crossing (without bridge) takes up nine, and an amphibious battle (as attacker) takes up all moves. For a regiment to move, they will send a PM to an event administrator, who will update the map. If moving multiple provinces, the regiment leader must specify the rout, to determine the number of moves used up. When a regiment attacks another, the defender has the options of fighting, or falling back. If the regiment falls back, it takes up all of their moves, and they are pushed back five tiles.
All these battles that are decided to be fought will be fought on the event battle day (Saturday). Each battle is five rounds. The winner of the battle occupies the province of the defending regiment, and has four move points taken from them (unless it was an amphibious invasion, in which case all moves are used). In terms of the loser:
5-0: Total Victory/Defeat. The losing regiment is considered routed and ineffective. Loses all move points and is forced to its regimental depot.
4-1: Decisive Victory/Defeat. The losing regiment is considered routed. Loses eight move points and is forced to its regimental depot.
3-2: Costly Victory/Defeat. The losing regiment loses seven points from the battle, and is forced back five tiles (costing an extra 2 move points). The winning regiment loses seven move points from the battle, and an extra point from losses.
2-2: Stalemate. No ground is taken or lost. Both sides lose seven move points from the battle, and an extra from losses.
If a battle is planned to be engaged, and another regiment moves to that tile to support afterwards, here are the following rules:
Each day is considered one battle round. If the support regiment arrived the same day of the battle planned, the regiment may enter at round 2. If the support regiment arrived a day later, it may arrive at round 3. Two days later and they may arrive at round 4, and so on.
Regiments are permitted to sign up as Line Infantry, Skirmishers, Cavalry, or Artillery. Each factions is only permitted two units of skirmishers (a full unit is considered 15 men, including officer and etc)- this is to prevent marauding units everywhere on the map.
Artillery Regiments are only permitted to go artillery. Meaning everyone is either Artillery Officer, Train, or ranker. For every four rankers, one cannon is allowed, with a maximum of four cannons. Artillery regiments have six move points, non-bridged river crossings are not possible (they can partake in the attack, and bombard from their side of the river), and will always be routed to their depot upon any defeat (taking two extra move points on top of the four taken from battle).
Cavalry regiments are permitted a maximum of 15 men, including officers and etc. A cavalry regiment is permitted twelve move points.
Line infantry are at least eight men. A regiment above 30 men only has eight movement points (to replicate logistics). Regiments of fifteen or more must have a flag. Regiments
are not allowed to go Foor Guard unless their regiment is actually a footguard regiment (i.e 2nd Coldstream, 2. Garde, etc). There should be no 'regular' line regiment which has a legetimate reason to go footguard, other than blunting their presence when there actually is a guard present.
This is Where Regiments attending would go. For now this is just for show, and may include regiments supporting or interested in the ideaUnited KingdomFaction Leader:
- 3rd Test Regiment of Foot
FranceFaction Leader: Napoleon Born-To-Party (lol)
Koenigreich PreussenFaction Leader:
- II. Bataillon, 2. Garde-Regiment zu Fuß
AustriaFaction Leader:
RussiaFaction Leader:
QED