Campaign 3 Playtest: Difference between revisions

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=== SierraKomodo ===
=== SierraKomodo ===
== Relevant keywords ==
{| class="wikitable"
|+
!Keyword
!Effect
|-
|Bail Out!
|This unit, when killed, makes a D6 roll modified by circumstances of their death. On a 3+ the unit lives as a Regular Class 'Vehicle Crew' unit. On a 1-2 the unit is killed. Units that survive may obtain new vehicles for 1 Supply Crate.
|-
|FW-L
|Hold actions reduce attack rolls by 1 but orders with movement must go minimum 1 grid. This unit may only safely land on Runway-L and Runway-H. Cannot be rearmed or repaired while airborne. Takeoffs are performed at half speed.
|-
|Jump Gear-Orbital
|This unit is capable of performing orbital drops from Naval units still in orbit, cargo compartments may only have supply inside on drop.
|-
|FW-H
|Hold actions reduce attack rolls by 1 but orders with movement must go minimum 1 grid. This unit may only safely land on Runway-H. Cannot be rearmed or repaired while airborne. Takeoffs are performed at half speed.
|-
|Active Homing
|This weapon may be blind fired towards a grid and will auto aquire targets, mind you it's just as capable of aquiring friendlies as enemies like this.
|-
|Dumb Drop
|This unit must move/pass over a target for this weapon to be deployed.
|-
|Blast X
|If this weapon rolls X or higher damage it rolls again at a -1 to hit the next nearest target in this grid. The debuff compounds until all targets are hit or Blast isn't rolled.
|-
|Precise
|This weapon is fired on sub-grids instead of full grids.
|-
|LASE
|This weapon benefits from targets lased by the C-LASE command, allowing a second attack roll to be made against lased targets.
|}


== Campaign chronology ==
== Campaign chronology ==

Revision as of 04:15, 29 March 2025

The Campaign 3 Playtest (start 26 March 2025) is an informal campaign designed to determine the efficacy of a massive rewrite of the war game rules from version 3 to version 4.

Campaign 3 Playtest

Photograph of a playtest of Crysis (2007) in Leipzig, Sachsen, Deutschland.
Location
Planet Baolo, Ghoveo Island Chain
Status Ongoing
Factions
BBM_Ping
Sticky
Sirdog
SierraKomodo
Comrade
OPFOR
Strength
2 battlecruisers
Battleship
Bomber
Cargo tender
2 cruisers
3 destroyers
Fleet carrier
Interceptor
Multi-role fighter
Sea warfare helicopter
Stealth destroyer
Strategic reconnaissance aircraft
2 strike aircraft
2 submarines
To be determined
Casualties and losses
N/A N/A

Background

Map provided by command on 25 February 2025 of the Ghoveo Island Chain with markings of the deployment zone and the Tabar Straight.

The regiment, commanded by BBM_Ping, was ordered to land to the southwest of the Ghoveo Island Chain and to secure the general area around the Tabar Straight for further operations in the area.

Pre-deployment planning

Map with writings by BBM_Ping of his general plan of action once deployment was underway.

The regiment was comprised of 2 battalions led by Sticky and Sirdog. After a regiment leadership meeting held on 3 March it was determined that commanders SierraKomodo and Comrade would fall underneath Sticky's battalion whereas Sirdog's battalion would be comprised of just himself. The general makeup decided upon by BBM_Ping with consultation of all element leaders was that his units would comprise the overall fleet carrier, Sirdog's single-element battalion would focus on air operations, Sticky's element would be a screening fleet, Comrade would be a surface action group, and SierraKomodo would be reconnaissance.

BBM_Ping then sent out a general order that the specifics of fleet compositions, to be influenced by the aforementioned planning, was due on 9 March 2025. After this was done, BBM_Ping affirmed to command that his regiment was ready to deploy. Initial deployment was executed on 26 March.

Element makeup

BBM_Ping

Sticky

Sirdog

Unit Information
Unit Name FS/HC Armor Speed Weapons Upgrades Keywords
Unit 1 Strike Aircraft HC 2 1 4
  1. Rocket Pod
  2. AtGM
  • Air to Ground Missile
  • Designator Pod
  • Bail Out!
  • FW-L
  • Jump Gear-Orbital
Unit 2 Strike Aircraft HC 2 1 4
  1. Rocket Pod
  2. LHT
  • Light Homing Torpedo
See Unit 1
Unit 3 Interceptor HC 3 1 6
  1. MR-AAM
  • Reinforced Airframe
See Unit 1
Unit 4 Bomber HC 3 N/A 4
  1. Unguided Bombs
  2. Guided Bombs
  • Guided Bombs
  • FW-H
  • Jump Gear-Orbital
Weapon Information
Weapon Name Statistics Keywords
Rocket Pod D4 / AP1 / RNG1 / SU / CST1 N/A
AtGM D4 / AP2 / RNG1 / SU / CST1 N/A
LHT D4 / AP0 / RNG0 / Sea/Sub / CST2
  • Active Homing
  • Dump Drop
MR-AAM D4 / AP0 / RNG1-3 / A / CST1 N/A
Unguided Bombs D6 / AP0 / RNG0 / Su / CST1
  • Blast 3
  • Dump Drop
  • Precise
Guided Bombs D6 / AP0 / RNG0 / Su / CST1
  • Blast 3
  • Dump Drop
  • LASE
  • Precise


Comrade

SierraKomodo

Relevant keywords

Keyword Effect
Bail Out! This unit, when killed, makes a D6 roll modified by circumstances of their death. On a 3+ the unit lives as a Regular Class 'Vehicle Crew' unit. On a 1-2 the unit is killed. Units that survive may obtain new vehicles for 1 Supply Crate.
FW-L Hold actions reduce attack rolls by 1 but orders with movement must go minimum 1 grid. This unit may only safely land on Runway-L and Runway-H. Cannot be rearmed or repaired while airborne. Takeoffs are performed at half speed.
Jump Gear-Orbital This unit is capable of performing orbital drops from Naval units still in orbit, cargo compartments may only have supply inside on drop.
FW-H Hold actions reduce attack rolls by 1 but orders with movement must go minimum 1 grid. This unit may only safely land on Runway-H. Cannot be rearmed or repaired while airborne. Takeoffs are performed at half speed.
Active Homing This weapon may be blind fired towards a grid and will auto aquire targets, mind you it's just as capable of aquiring friendlies as enemies like this.
Dumb Drop This unit must move/pass over a target for this weapon to be deployed.
Blast X If this weapon rolls X or higher damage it rolls again at a -1 to hit the next nearest target in this grid. The debuff compounds until all targets are hit or Blast isn't rolled.
Precise This weapon is fired on sub-grids instead of full grids.
LASE This weapon benefits from targets lased by the C-LASE command, allowing a second attack roll to be made against lased targets.

Campaign chronology

Round 1