Thursday, August 1, 2024

Italian Wars rehash

I think my previous campaign idea got off on the wrong footing, and that caused it to stall. I'd rather use a political/narrative method this time instead of a strictly area-based one.

Perhaps each faction could have a central zone and a few border zones, but campaign-wise there should be less emphasis on the battles than the positioning of armies, maintaning fickle alliances and scheming.

So here's my draft for the new campaign idea:


Campaign Turn
1) Manage Resources
A faction may give out new condotta, invest in enemy fortresses or improve their own  fortifications.

One zone generates 500 florines each turn. 

Costs:
Maintain standing army 250 florines per army
Issue a new condotta 1000 florines (roll 1d6 for number of pike blocks and 1d4-1 for other troop types)
Hire assassin (no murder plot without assassings in the Scheming phase) 100 florines
Upgrade fort 200 florines
Invest in a siege (create siege train and transport it under the walls) 400 florines

Purchase units:
Mounted MAA 300 florines
Light horse 150 florines
Artillery 150 florines
Foot MAA 250 florines
Raw pikeblock 100 florines
Average pikeblock 180 florines
Veteran pikeblock 250 florines
Missile foot 80 florines
Auxiliaries 80 florines

2) Political Scheming
Plotting against enemies (or allies), sabotage, instigating a mob etc. happens in this phase.
There is an opposed roll: the target of the scheming and the schemer both roll 1d6, higher scoring wins.

Modifiers - schemer:
+1 if there is an important political figure involved on their own side
+1 per every 100 florine of bribes (not applicable for assassination attempts)

Modifiers - target:
+2 if the target chooses to stay on the defensive and not commit any scheming on their own in the current turn
+1 if there was an assassination attempt in the previous 3 turns
(This worked well in my Formaggian Succession Wars games)

3) Army movement
Move armies on the map and conduct battles. Armies previously invested in sieges (except when a relief force attacks them) stay put.
Combat is decided using auto resolution or tabletop battles.

4) Glory 
Each side gains one Glory at the end of the campaign turn for the following:
- a battle won
- a succesful scheming attempt

If multiple factions partake in a battle and win, the faction with the largest number of troops receives a single Glory.

A faction with more Glory:
- can extricate units without harm after a lost battle
- gains +1 for all scheming dice
- might more easily take the lead in an alliance

The campaign might last until a faction reaches a set number of Glory.


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