Campaign 3 Playtest

Revision as of 20:48, 29 March 2025 by Sirdog (talk | contribs)

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
1 battleship
1 bomber
1 cargo tender
2 cruisers
3 destroyers
1 fleet carrier
1 interceptor
1 multi-role fighter
1 sea warfare helicopter
1 stealth destroyer
1 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 advised that he would land to the southwest of the Ghoveo Island Chain. He was then ordered 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 meeting held on 3 March, it was determined that SierraKomodo and Comrade would fall underneath Sticky's command. In contrast, Sirdog was a single element by himself. The fleet makeup decided by BBM_Ping was that he would comprise the fleet carrier, Sirdog would be air operations, Sticky would be a screening fleet, Comrade would be a surface action group, and SierraKomodo would be reconnaissance.

BBM_Ping sent out a general order that the specifics of fleet composition, to be influenced by the aforementioned planning, was due on 9 March. After this was completed and approved by him, BBM_Ping confirmed to command that his regiment was ready to deploy.

Initial deployment was executed on 26 March.

Element makeup

See footnotes for more information. Footnotes in the column headers explains how to read the relevant cells. Any number in the FS/HC, Armor, Speed, or View columns that is bolded and underlined (e.g hello) means that the value has been modified by something the unit has (usually an upgrade).

BBM_Ping

Unit Information

Unit Information
Unit Name FS/HC Armor Speed View[1] Weapons[2] Upgrades Keywords Commands
Unit 1 Fleet Carrier HC 5 2 1 3/-/-
  1. CIWS
  2. Anti-Missile Missiles
  • Anti-Missile Missiles
  • Catapult
  • Expanded Stores 2[3]
  • Cargo-H 9
  • Deck Crew
  • Headquarters
  • Orbital
  • Runway-H
  • Catapult
  • C-Adv
  • C-BrkT
  • C-Hold
  • C-Mnvr
Unit 2 Cargo Tender HC 3 N/A 2 2/-/-
  1. CIWS
  2. MR-AAM
  • Mid Range Anti Aircraft Missile
  • Cargo-H 9
  • Deck Crew
  • Orbital
  • Well Dock
  • C-Adv
  • C-BrkT
  • C-Hold
  • C-Mnvr
  • C-Replenishment
Unit 3 Destroyer HC 3 1 3 5/-/2
  1. Light Deck Gun
  2. MR-AAM
  3. Anti-Submarine Rocket
N/A
  • Cargo-H 2
  • Deck Crew
  • Emitter
  • Runway-HELO
  • Orbital
  • Sonar
  • WPN Priority
  • C-Adv
  • C-Ass
  • C-BrkT
  • C-Hold
  • C-Mnvr
  • C-Yankee Search
Unit 4 Multi-role Fighter HC 2 1 5 -/4/-
  1. Internal Rotary Cannon
  2. SR-AAM
N/A
  • Bail Out!
  • FW-L
  • Jump Gear-Orbital
  • C-Adv
  • C-BrkT
  • C-Hold
  • C-Mnvr
  • C-LandAircraft

Weapon Information

Weapon Information
Weapon Name Statistics[4] Keywords / Commands
CIWS D4 / AP0 / RNG0 / Su/A / CST1
  • Auto
  • CIWS
Anti-Missile Missiles D4 / AP0 / RNG1 / A / CST1
  • Auto
  • CIWS
MR-AAM D4 / AP0 / RNG1-3 / A / CST1 N/A
Light Deck Gun D6 / AP0 / RNG2 / Su/A / CST1
  • C-ADS
Anti-Submarine Rocket D4 / AP0 / RNG1 / Sub / 1
  • IF
  • Precise
Internal Rotary Cannon D4 / AP0 / RNG0 / A / CST0 N/A
SR-AAM D4 / AP0 / RNG2 / A / CST1 N/A

Relevant Keywords

Relevant Keywords
Keyword Effect
Cargo-H X This unit may carry up to X of Supply, and/or non-naval units. Units may not be carrying their own cargo while embarked to avoid nesting dolls.
Deck Crew Automatically spends your munitions, if you have more than 2, on rearming and repairing units you're carrying costing 1 for repair and 1 for rearm of each unit. Units may not disembark the same turn they are repaired. Rearm is prioritized over repair.
Headquarters This keyword has no content.
Orbital This unit may start the game in orbit with limited functionality until they so choose to descend to an available landing zone, often anywhere on the map. Units with the Orbital tag may drop in with other units inside their cargo.
Well Dock This units Cargo-H keyword may also carry, load, and deploy Landing Craft Base Class units.
Emitter This unit emits radiation with a radar and thus may be targeted by anti-radiation (ARAD) weaponry.
Runway-HELO This runway may land only helicopter type units. Landed units are moved into cargo. There must be enough internal space for the occupants when landing.
Sonar When not moving apply a -1 modifier to naval stealth rolls in your sea view range.
WPN Priority This unit may define a primary weapon other than weapon 1 to be used before other weapons. Priority X or 0 will make the unit hold fire unless they are fired upon.
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 (Fixed-Wing Light) 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.
Auto This weapon automatically deploys depending on it's role and circumstances. Auto deployed weapons do not consume your one attack for the turn.
CIWS (Close In Weapon System) This weapon can intercept incoming ordinance in its vicinity. A D6 is rolled, on a 1-2 it fails, a 2-4 reduces incoming damage by 2, on a 5-6 no damage is taken.
IF (Indirect Fire) This weapon is used indirectly ignoring line of sight.
Precise This weapon is fired on sub-grids instead of full grids.

Sticky

Unit Information
Unit Name FS/HC Armor Speed View[1] Weapons[2] Upgrades Keywords Commands
Unit 1 Battleship HC 5 4 2 4/-/-
  1. A-HDG
  2. Rotary Cannon
  • Autoloading Heavy Deck Gun
  • Nuclear Propulsion[5]
  • Cargo-L 2
  • Headquarters
  • Orbital
  • WPN Priority
  • C-Adv
  • C-Ass
  • C-BrkT
  • C-Hold
  • C-Mnvr
Unit 2 Cruiser HC 4 1 2 5/8/1
  1. CIWS
  2. LR-AAM
  • Close-In Weapon System


  • Cargo-L 1
  • Emitter
  • Orbital
  • WPN
  • C-Adv
  • C-Ass
  • C-BrkT
  • C-Hold
  • C-Mnvr
Unit 3 Stealth Destroyer HC 3 - 3 5/-/2
  1. Light Deck Gun
  2. MR-AAM
  3. VL-ASROC
  • Vertical Launch Anti-Submarine Rocket
  • Cargo-H 2
  • Deck Crew
  • Emitter
  • Runway-HELO
  • Orbital
  • Sonar
  • Stealth 4
  • WPN Priority
  • C-Adv
  • C-Ass
  • C-BrkT
  • C-Hold
  • C-Mnvr
  • C-Yankee Search
Unit 4 Sea Warfare Helicopter HC 4 1 3 5/-/-
  1. Light Homing Torpedo
  • Surface Search Radar[6]
  • HELO
  • C-Adv
  • C-BrkT
  • C-Hold
  • C-Mnvr
  • C-LandAircraft
  • C-DipSonar 2
Weapon Information
Weapon Name Statistics[4] Keywords / Commands
A-HDG D8 / AP2 / RNG5 / Su / CST2
  • C-IFB 3
  • C-IFS 1
  • IF
  • Spread 3
VL-ASROC D4 / AP0 / RNG3 / Sub / CST1
  • IF
  • Precise
Rotary Cannon D4 / AP0 / RNG1 / Su/A / CST0
  • C-ADS
CIWS D4 / AP0 / RNG0 / Su/A / CST1
  • Auto
  • CIWS
Light Deck Gun D6 / Ap0 / RNG2 / Su/A / CST1
  • C-ADS
Light Homing Torpedo D4 / Ap0 / RNG0 / Sea/Sub / CST2
  • Active Homing
  • Dumb Drop
MR-AAM D4 / AP0 / RNG1-3 / A / CST1 N/A
LR-AAM D4 / AP0 / R1-4 / A / CST2 N/A
VL-ASROC D4 / AP0 / RNG3 / Sub / CST1
  • IF
  • Precise

Sirdog

Unit Information
Unit Name FS/HC Armor Speed View[1] Weapons[2] Upgrades Keywords Commands
Unit 1 Strike Aircraft HC 2 1 4 4/2/-
  1. Rocket Pod
  2. AtGM
  • Air to Ground Missile
  • Designator Pod[7]
  • Bail Out!
  • FW-L
  • Jump Gear-Orbital
  • C-Adv
  • C-BrkT
  • C-Hold
  • C-Mnvr
  • C-LandAircraft
  • C-CAS
  • C-LASE
Unit 2 Strike Aircraft HC 2 1 4 4/2/-
  1. Rocket Pod
  2. LHT
  • Light Homing Torpedo
See Unit 1
  • C-Adv
  • C-BrkT
  • C-Hold
  • C-Mnvr
  • C-LandAircraft
  • C-CAS
Unit 3 Interceptor HC 3 1 6 -/5/-
  1. MR-AAM
  • Reinforced Airframe[8]
See Unit 1
  • C-Adv
  • C-BrkT
  • C-Hold
  • C-Mnvr
  • C-LandAircraft
Unit 4 Bomber HC 3 N/A 4 -/3/-
  1. Unguided Bombs
  2. Guided Bombs
  • Guided Bombs
  • FW-H
  • Jump Gear-Orbital
  • C-Adv
  • C-BrkT
  • C-Hold
  • C-Mnvr
  • C-LandAircraft
Weapon Information
Weapon Name Statistics[4] Keywords / Commands
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
  • Dumb 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
  • Dumb Drop
  • LASE
  • Precise

Comrade

Unit Information
Unit Name FS/HC Armor Speed View[1] Weapons[2] Upgrades Keywords Commands
Unit 1 Battlecruiser HC 4 2 2 5/-/1
  1. A-HDG
  2. CIWS
  • Autoloading Heavy Deck Gun
  • Expanded Stores 2[3]
  • Cargo-L
  • Orbital
  • WPN Priority
  • C-Adv
  • C-Ass
  • C-BrkT
  • C-Hold
  • C-Mnvr
Unit 2 Battlecruiser HC 4 2 2 5/-/1
  1. Heavy Deck Gun
  2. Reinforced Bow
  • Reinforced Bow
  • Damage Control Teams 3
  • Cargo-L
  • Orbital
  • WPN Priority
  • C-Adv
  • C-Ass
  • C-BrkT
  • C-Hold
  • C-Mnvr
Unit 3 Cruiser HC 4 1 2 6/8/1
  1. Light Deck Gun
  2. LR-AAM
  3. Cruise Missile
  • Cruise Missile
  • Radar Search[9]
  • Cargo-L 1
  • Emitter
  • Orbital
  • WPN
  • C-Adv
  • C-Ass
  • C-BrkT
  • C-Hold
  • C-Mnvr
Unit 4 Destroyer HC 3 1 3 5/-/2
  1. Light Deck Gun
  2. MR-AAM
  3. S-ASM
  • Small Anti-Ship Missile


  • Cargo-H 2
  • Deck Crew
  • Emitter
  • Runway-HELO
  • Orbital
  • Sonar
  • WPN Priority
  • C-Adv
  • C-Ass
  • C-BrkT
  • C-Hold
  • C-Mnvr
  • C-Yankee Search
Weapon Information
Weapon Name Statistics[4] Keywords / Commands
A-HDG D8 / AP2 / RNG5 / Su / CST2
  • C-IFB 3
  • C-IFS 1
  • IF
  • Spread 3
CIWS D4 / AP0 / RNG0 / Su/A / CST1
  • Auto
  • CIWS
Heavy Deck Gun D6 / AP2 / RNG6 / Su / CST2
  • C-IFB 2
  • C-IFS 1
  • IF
  • Spread 4
Reinforced Bow D8 / AP2 / RNG5 / Su / CST2
  • C-IFB 3
  • C-IFS 1
  • IF
  • Spread 3
Light Deck Gun D6 / Ap0 / RNG2 / Su/A / CST1
  • C-ADS
LR-AAM D4 / AP0 / R1-4 / A / CST2 N/A
MR-AAM D4 / AP0 / RNG1-3 / A / CST1 N/A
S-ASM D6 / AP0 / RNG6 / Sea / CST2
  • Active Homing
  • IF

SierraKomodo

Unit Information
Unit Name FS/HC Armor Speed View[1] Weapons[2] Upgrades Keywords Commands
Unit 1 Destroyer HC 3 1 3 5/-/2
  1. Light Deck Gun
  2. MR-AAM
  3. Anti-Submarine Rocket
N/A
  • Cargo-H 2
  • Deck Crew
  • Emitter
  • Runway-HELO
  • Orbital
  • Sonar
  • WPN Priority
  • C-Adv
  • C-Ass
  • C-BrkT
  • C-Hold
  • C-Mnvr
  • C-Yankee Search
Unit 2 Nuclear Attack Submarine HC 3 1 2 -(2)/-/3
  1. Homing Torpedo
  2. S-ASM
  • Independent
  • Orbital
  • Sonar
  • Stealth 4
  • Submerged
  • WPN Priority
  • C-Adv
  • C-BrkT
  • C-Hold
  • C-Mnvr
  • C-UpScope
  • C-YankeeSearch
Unit 3 Nuclear Attack Submarine HC 3 1 2 -/-/4
  1. Homing Torpedo
  2. S-ASM
  • Towed Sonar Array[11]
  • Independent
  • Orbital
  • Sonar
  • Stealth 4
  • Submerged
  • WPN Priority
  • C-Adv
  • C-BrkT
  • C-Hold
  • C-Mnvr
  • C-UpScope
  • C-YankeeSearch
Unit 4 Strategic Reconnaissance Aircraft HC 2 1 5 5/3/-
  1. Drop Tanks
N/A
  • FW-H
  • Jump Gear-Orbital
  • C-Adv
  • C-BrkT
  • C-Hold
  • C-Mnvr
  • C-LandAircraft
Weapon Information
Weapon Name Statistics[4] Keywords / Commands
Light Deck Gun D6 / AP0 / RNG2 / Su/A / CST1
  • C-ADS
MR-AAM D4 / AP0 / RNG1-3 / A / CST1 N/A
Anti-Submarine Rocket D4 / AP0 / RNG1 / Sub / 1
  • IF
  • Precise
S-ASM D6 / AP0 / RNG6 / Sea / CST2
  • Active Homing
  • IF
Drop Tanks D0 / AP0 / RNG0 / - / CST1
  • Drop Tanks
Homing Torpedo D4 / AP2 / RNG2 / Sea/Sub / CST1
  • Active Homing

Campaign chronology

Round 1

  Orders opened 26 March. Awaiting resolution scheduled for 30 March.

Footnotes

  1. 1.0 1.1 1.2 1.3 1.4 In order: surface, air, sea.
  2. 2.0 2.1 2.2 2.3 2.4 Ordered list corresponds to slot weapon takes up.
  3. 3.0 3.1 Increase Munitions by X.
  4. 4.0 4.1 4.2 4.3 4.4 In order: damage die / armor piercing value / range / what it can target / cost to fire.
  5. Your top speed is increased to 2. Be aware of reactor failure.
  6. Increase your surface vision range up to 5.
  7. Gain the C-LASE command. Gain surface view range of 4.
  8. Increase HC by 1.
  9. Improve your Surface view detection by 1.
  10. Increase surface vision when performing C-Up Scope by 2.
  11. Increase Sea detection by 1.