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CAV SO Scenario Designs "How to make your game more than just kill or be killed."


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I know in the grand scheme of things when playing a miniature game it is far easier to just wipe out the other side than to try to win a match through alternate means.  But what are some scenarios and ideas that you could incorporate into a game to make it more than just a shoot-em up all the time. Herre are some ideas I'm trying to develope for just that reason!

Alternate Objectives List 1

  1. Capture and control key strategic points on the battlefield.
  2. Eliminate enemy units and/or destroy enemy structures.
  3. Escort friendly units or convoys to a specific location.
  4. Defend a friendly base or structure from enemy attack.
  5. Capture or neutralize enemy weapons or technology.
  6. Assassinate or capture enemy leaders or VIPs.
  7. Sabotage or destroy enemy production or supply facilities.
  8. Seize control of a vital resource or objective, such as a power plant or communication hub.
  9. Complete a stealth mission without detection.
  10. Mount a rescue or recovery operation for friendly units or civilians.
  11. Infiltrate and sabotage enemy command and control systems.
  12. Hold out against a superior enemy force for a set amount of time.
  13. Defend against a surprise enemy attack and counterattack to gain the initiative.
  14. Complete a scavenger hunt for special items or objectives that are scattered around the battlefield.
  15. Complete a race to be the first to reach a specific destination.

Overall Objective Goals

  1. Capture and control key strategic points on the battlefield: Each point controlled earns a set number of points, with bonus points awarded for holding multiple points or for holding them for a certain period of time.
  2. Eliminate enemy units and/or destroy enemy structures: Each enemy unit or structure destroyed earns a set number of points.
  3. Escort friendly units or convoys to a specific location: Successfully escorting a unit or convoy earns a set number of points, with bonus points awarded for completing the task quickly or under heavy enemy fire.
  4. Defend a friendly base or structure from enemy attack: Each enemy unit or structure destroyed while defending earns a set number of points, with bonus points awarded for successfully defending the base or structure without taking significant damage.
  5. Capture or neutralize enemy weapons or technology: Capturing or neutralizing a specific enemy weapon or technology earns a set number of points.
  6. Assassinate or capture enemy leaders or VIPs: Assassinating or capturing a specific enemy leader or VIP earns a set number of points.
  7. Sabotage or destroy enemy production or supply facilities: Destroying or sabotaging an enemy facility earns a set number of points.
  8. Seize control of a vital resource or objective, such as a power plant or communication hub: Seizing control of a specific resource or objective earns a set number of points.
  9. Complete a stealth mission without detection: Completing the mission without being detected earns a set number of points, with bonus points awarded for completing the mission quickly.
  10. Mount a rescue or recovery operation for friendly units or civilians: Successfully rescuing or recovering friendly units or civilians earns a set number of points.
  11. Infiltrate and sabotage enemy command and control systems: Successfully infiltrating and sabotaging the enemy command and control systems earns a set number of points.
  12. Hold out against a superior enemy force for a set amount of time: Holding out for the specified amount of time earns a set number of points.
  13. Defend against a surprise enemy attack and counterattack to gain the initiative: Successfully defending and counterattacking earns a set number of points.
  14. Complete a scavenger hunt for special items or objectives that are scattered around the battlefield: Finding and collecting all the items or objectives earns a set number of points.
  15. Complete a race to be the first to reach a specific destination: Being the first to reach the destination earns a set number of points.

At the end of the game, the side with the most points wins.

It's important to note that each game can have its own point system or scoring system, and the objectives and points can be adjusted or modified to fit the scenario or game-play that you want to achieve.

Ways to Score each Objective Type 

  1. Capture and control key strategic points on the battlefield:
  • Sub-objective: Capture key points on the battlefield, such as a hilltop, a bridge, or a communication hub.
  • Scoring system: Each point captured and held earns a set number of points, for example 10 points. Bonus points can be awarded for holding multiple points at the same time, for example an additional 5 points per point held after the first. Bonus points can be awarded for holding the points for a certain period of time, for example an additional 5 points per round held after the first. At the end of the game, the side with the most points earns the victory.

 

  1. Eliminate enemy units and/or destroy enemy structures:
  • Sub-objective: Eliminate enemy units or destroy enemy structures using your own units or weapons.
  • Scoring system: Each enemy unit or structure eliminated or destroyed earns a set number of points, for example 5 points per unit or 10 points per structure. Bonus points can be awarded for eliminating or destroying multiple units or structures in quick succession, for example an additional 2 points per unit or 5 points per structure. At the end of the game, the side with the most points earns the victory.

 

  1. Escort friendly units or convoys to a specific location:
  • Sub-objective: Escort friendly units or convoys to a specific location on the battlefield, such as a friendly base or an extraction point.
  • Scoring system: Successfully escorting a unit or convoy earns a set number of points, for example 15 points. Bonus points can be awarded for completing the task quickly, for example an additional 5 points per round under the estimated time. Bonus points can be awarded for completing the task under heavy enemy fire, for example an additional 5 points per enemy unit engaged during the escort. At the end of the game, the side with the most points earns the victory.

 

  1. Defend a friendly base or structure from enemy attack:
  • Sub-objective: Defend a friendly base or structure from enemy attack using your own units or weapons.
  • Scoring system: Each enemy unit or structure eliminated or destroyed while defending earns a set number of points, for example 5 points per unit or 10 points per structure. Bonus points can be awarded for successfully defending the base or structure without taking significant damage, for example an additional 10 points if the base or structure is undamaged at the end of the attack. At the end of the game, the side with the most points earns the victory.

 

  1. Capture or neutralize enemy weapons or technology:
  • Sub-objective: Capture or neutralize specific enemy weapons or technology using your own units or weapons.
  • Scoring system: Capturing or neutralizing a specific enemy weapon or technology earns a set number of points, for example 20 points per weapon or technology. At the end of the game, the side with the most points earns the victory.

 

  1. Assassinate or capture enemy leaders or VIPs:
  • Sub-objective: Assassinate or capture specific enemy leaders or VIPs using your own units or weapons.
  • Scoring system: Assassinating or capturing a specific enemy leader or VIP earns a set number of points, for example 25 points per leader or VIP. At the end of the game, the side with the most points earns the victory.

 

  1. Sabotage or destroy enemy production or supply facilities:
  • Sub-objective: Sabotage or destroy enemy production or supply facilities using your own units or weapons.
  • Scoring system: Sabotaging or destroying an enemy facility earns a set number of points, for example 20 points per facility. At the end of the game, the side with the most points earns the victory.
  1. Seize control of a vital resource or objective, such as a power plant or communication hub:

 

  • Sub-objective: Seize control of a vital resource or objective using your own units or weapons.
  • Scoring system: Seizing control of a specific resource or objective earns a set number of points, for example 20 points per resource or objective. At the end of the game, the side with the most points earns the victory.

 

  1. Complete a stealth mission without detection:
  • Sub-objective: Complete a mission, such as infiltration or sabotage, without being detected by the enemy.
  • Scoring system: Completing the mission without being detected earns a set number of points, for example 25 points. Bonus points can be awarded for completing the mission quickly, for example an additional 5 points per round under the estimated time. At the end of the game, the side with the most points earns the victory.

 

  1. Mount a rescue or recovery operation for friendly units or civilians:
  • Sub-objective: Rescue or recover friendly units or civilians using your own units or weapons.
  • Scoring system: Successfully rescuing or recovering friendly units or civilians earns a set number of points, for example 10 points per unit or civilian. At the end of the game, the side with the most points earns the victory.

 

  1. Infiltrate and sabotage enemy command and control systems:
  • Sub-objective: Infiltrate and sabotage the enemy command and control systems using your own units or weapons.
  • Scoring system: Successfully infiltrating and sabotaging the enemy command and control systems earns a set number of points, for example 25 points. At the end of the game, the side with the most points earns the victory.

 

  1. Hold out against a superior enemy force for a set amount of time:
  • Sub-objective: Hold out against a superior enemy force for a set amount of time using your own units or weapons.
  • Scoring system: Holding out for the specified amount of time earns a set number of points, for example 15 points per round held. At the end of the game, the side with the most points earns the victory.

 

  1. Defend against a surprise enemy attack and counterattack to gain the initiative:
  • Sub-objective: Defend against a surprise enemy attack and then counterattack to gain the initiative using your own units or weapons.
  • Scoring system: Successfully defending and counterattacking earns a set number of points, for example 20 points. At the end of the game, the side with the most points earns the victory.

 

  1. Complete a scavenger hunt for special items or objectives that are scattered around the battlefield
  • Sub-objective: Find and collect special items or objectives that are scattered around the battlefield using your own units or weapons.
  • Scoring system: Finding and collecting all the items or objectives earns a set number of points, for example 25 points. At the end of the game, the side with the most points earns the victory.

 

  1. Complete a race to be the first to reach a specific destination:
  • Sub-objective: Be the first to reach a specific destination on the battlefield using your own units or weapons.
  • Scoring system: Being the first to reach the destination earns a set number of points, for example 30 points. At the end of the game, the side with the most points earns the victory.

It's important to note that these objectives and scoring system can be tailored to fit the specific game you have in mind. The key is to make sure that the objectives are clear and fair for all players, and that the scoring system is easy to understand and keeps the game balanced and competitive.

 

Let me know what you think or ways to flesh these out!

 

 

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Love the sound of these scenarios but if killing the enemy force remains a valid win condition then most of these scenarios won't matter. Instead of making a force that plays the scenario a 'likes to win' player will just make a 'killy' force and ignore the scenario in favor of killing the enemy. Or, they'll kill the enemy just enough so that they can mop up the scenario points mostly unopposed.

The best way I know to handle that is to remove killing the foe as a way to win the scenario. Instead, when one side is eliminated then you immediately end the game and score victory points.

It can be hard to imagine playing a game which ostensibly simulates military conflict yet discourages you from killing the enemy force - but I think that makes a better game, maybe a worse simulation, but still a better game. 

 

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I want to get to use the campaign rules more, because I feel like that is part of the answer. If you know you're going to have, for instance, a best of 5 of the maps, and those are going to be using the same pool of models (which will partly repair) then it might encourage pushing your objectives over just hunting the enemy models. Then again, it might also encourage spending your whole pool on a heavy kill list to deplete the opponent's pool in match one. idk

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And I get that, setting goals that have to be completed in order to win (James scenario works good for that). How are some of the ways for these scenarios (and others) to make that happen without killing the fun?

 

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16 hours ago, CAVBOSS said:

...make that happen without killing the fun?

 

This is the hard part because the player with the 'killy' list is having fun and deservedly so. We don't want to eliminate attrition as a viable strategy. Instead, we need to provide alternative ways to win that can 'race' the attrition strategy. This makes list construction much more interesting. You have to consider that your opponent might try and score out on VPs rather than win a straight up fight.

If we could standardize the types of scenario VPs into 2 or 3 general categories and then create units/SAs that are advantaged when interacting with different categories while still allowing all units to interact with them too. That would be a good foundation. 

Then of course you have to balance scenarios so that attrition and scoring VPs are both valid win conditions.

In my mind, I can see the 'control aka non-attrition' player being more of an escort force where they try to protect the models that are advantaged at scoring. The problem with this vision is that CAV is a '3rd Person Shooter' and there isn't much in the way of defensive tech, nor repair. In order to make this work CAV would have to add some ability to defend the models that are there to score points. Otherwise, the attrition player just shoots up your 'research' units.

I think the big problem for the research units is indirect fire. On game boards that don't have terrain shadows the research units are too easily attacked.

This is a huge conversation probably best had in person. I think there is a lot of potential here. I also think Marvel Crisis Protocol is a good example of how to balance this attrition versus control play style via game mechanics.

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I want to say that vehicles, especially grav vehicles, look defensive enough since they can pop-up from behind 1" cover and have to be actually pushed out of positions (unless you want to set overwatch and shoot at them while they're up, with all that that implies). I want to say that CAVs with Rugged who are fast enough to position around cover should be able to break combat and recover enough to get back in play.

I've theorycrafted plenty along those lines, but not been able to get the games in to confirm it or shoot it down.

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I played a game that had a "hidden" mech repair bay that could repair a certain amount of damage per turn for any unit (except infantry).   One mech or 2 tanks/apcs could "fit" into it.   That could be an interesting capture point. 

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