Campaign 3 Playtest
This page is currently under construction! Expected information may be missing, sections may be empty, prose may cut off abruptly, etc. |
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 | |||||
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Photograph of a playtest of Crysis (2007) in Leipzig, Sachsen, Deutschland. | |||||
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| Factions | |||||
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BBM_Ping Sticky Sirdog SierraKomodo Comrade | OPFOR | ||||
| Strength | |||||
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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

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
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
Unit and weapon information are not updated automatically; it's done manually on a semi-regular schedule. Editors are strongly encouraged to fix any issues spotted. Critical game decisions should be double checked against the spreadsheet. |
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 | Name | FS/HC | Armor | Speed | View[1] | Weapons[2] | Upgrades | Keywords | Commands |
|---|---|---|---|---|---|---|---|---|---|
| Unit 1 | Fleet Carrier | HC 5 | 2 | 1 | 3/-/- |
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| Unit 2 | Cargo Tender | HC 3 | N/A | 2 | 2/-/- |
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| Unit 3 | Destroyer | HC 3 | 1 | 3 | 5/-/2 |
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N/A |
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| Unit 4 | Multi-role Fighter | HC 2 | 1 | 5 | -/4/- |
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N/A |
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Weapon Information
| Weapon Name | Statistics[4] | Keywords / Commands |
|---|---|---|
| CIWS | D4 / AP0 / RNG0 / Su/A / CST1 |
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| Anti-Missile Missiles | D4 / AP0 / RNG1 / A / CST1 |
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| MR-AAM | D4 / AP0 / RNG1-3 / A / CST1 | N/A |
| Light Deck Gun | D6 / AP0 / RNG2 / Su/A / CST1 |
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| Anti-Submarine Rocket | D4 / AP0 / RNG1 / Sub / 1 |
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| Internal Rotary Cannon | D4 / AP0 / RNG0 / A / CST0 | N/A |
| SR-AAM | D4 / AP0 / RNG2 / A / CST1 | N/A |
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 | Name | FS/HC | Armor | Speed | View[1] | Weapons[2] | Upgrades | Keywords | Commands |
|---|---|---|---|---|---|---|---|---|---|
| Unit 1 | Battleship | HC 5 | 4 | 2 | 4/-/- |
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| Unit 2 | Cruiser | HC 4 | 1 | 2 | 5/8/1 |
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| Unit 3 | Stealth Destroyer | HC 3 | - | 3 | 5/-/2 |
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| Unit 4 | Sea Warfare Helicopter | HC 4 | 1 | 3 | 5/-/- |
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| Weapon Name | Statistics[4] | Keywords / Commands |
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| A-HDG | D8 / AP2 / RNG5 / Su / CST2 |
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| VL-ASROC | D4 / AP0 / RNG3 / Sub / CST1 |
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| Rotary Cannon | D4 / AP0 / RNG1 / Su/A / CST0 |
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| CIWS | D4 / AP0 / RNG0 / Su/A / CST1 |
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| Light Deck Gun | D6 / Ap0 / RNG2 / Su/A / CST1 |
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| Light Homing Torpedo | D4 / Ap0 / RNG0 / Sea/Sub / CST2 |
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| 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 |
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Sirdog
| Unit | Name | FS/HC | Armor | Speed | View[1] | Weapons[2] | Upgrades | Keywords | Commands |
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| Unit 1 | Strike Aircraft | HC 2 | 1 | 4 | 4/2/- |
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| Unit 2 | Strike Aircraft | HC 2 | 1 | 4 | 4/2/- |
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See Unit 1 |
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| Unit 3 | Interceptor | HC 3 | 1 | 6 | -/5/- |
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See Unit 1 |
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| Unit 4 | Bomber | HC 3 | N/A | 4 | -/3/- |
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| Weapon Name | Statistics[4] | Keywords / Commands |
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| Rocket Pod | D4 / AP1 / RNG1 / SU / CST1 | N/A |
| AtGM | D4 / AP2 / RNG1 / SU / CST1 | N/A |
| LHT | D4 / AP0 / RNG0 / Sea/Sub / CST2 |
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| MR-AAM | D4 / AP0 / RNG1-3 / A / CST1 | N/A |
| Unguided Bombs | D6 / AP0 / RNG0 / Su / CST1 |
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| Guided Bombs | D6 / AP0 / RNG0 / Su / CST1 |
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Comrade
| Unit | Name | FS/HC | Armor | Speed | View[1] | Weapons[2] | Upgrades | Keywords | Commands |
|---|---|---|---|---|---|---|---|---|---|
| Unit 1 | Battlecruiser | HC 4 | 2 | 2 | 5/-/1 |
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| Unit 2 | Battlecruiser | HC 4 | 2 | 2 | 5/-/1 |
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| Unit 3 | Cruiser | HC 4 | 1 | 2 | 6/8/1 |
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| Unit 4 | Destroyer | HC 3 | 1 | 3 | 5/-/2 |
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| Weapon Name | Statistics[4] | Keywords / Commands |
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| A-HDG | D8 / AP2 / RNG5 / Su / CST2 |
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| CIWS | D4 / AP0 / RNG0 / Su/A / CST1 |
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| Heavy Deck Gun | D6 / AP2 / RNG6 / Su / CST2 |
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| Reinforced Bow | D8 / AP2 / RNG5 / Su / CST2 |
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| Light Deck Gun | D6 / Ap0 / RNG2 / Su/A / CST1 |
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| 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 |
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SierraKomodo
| Unit | Name | FS/HC | Armor | Speed | View[1] | Weapons[2] | Upgrades | Keywords | Commands |
|---|---|---|---|---|---|---|---|---|---|
| Unit 1 | Destroyer | HC 3 | 1 | 3 | 5/-/2 |
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N/A |
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| Unit 2 | Nuclear Attack Submarine | HC 3 | 1 | 2 | -(2)/-/3 |
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| Unit 3 | Nuclear Attack Submarine | HC 3 | 1 | 2 | -/-/4 |
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| Unit 4 | Strategic Reconnaissance Aircraft | HC 2 | 1 | 5 | 5/3/- |
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N/A |
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| Weapon Name | Statistics[4] | Keywords / Commands |
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| Light Deck Gun | D6 / AP0 / RNG2 / Su/A / CST1 |
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| MR-AAM | D4 / AP0 / RNG1-3 / A / CST1 | N/A |
| Anti-Submarine Rocket | D4 / AP0 / RNG1 / Sub / 1 |
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| S-ASM | D6 / AP0 / RNG6 / Sea / CST2 |
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| Drop Tanks | D0 / AP0 / RNG0 / - / CST1 |
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| Homing Torpedo | D4 / AP2 / RNG2 / Sea/Sub / CST1 |
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Campaign chronology
Round 1
Orders opened 26 March. Awaiting resolution scheduled for 30 March.
Footnotes
- ↑ 1.0 1.1 1.2 1.3 1.4 In order: surface, air, sea.
- ↑ 2.0 2.1 2.2 2.3 2.4 Ordered list corresponds to slot weapon takes up.
- ↑ 3.0 3.1 Increase Munitions by X.
- ↑ 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.
- ↑ Your top speed is increased to 2. Be aware of reactor failure.
- ↑ Increase your surface vision range up to 5.
- ↑ Gain the C-LASE command. Gain surface view range of 4.
- ↑ Increase HC by 1.
- ↑ Improve your Surface view detection by 1.
- ↑ Increase surface vision when performing C-Up Scope by 2.
- ↑ Increase Sea detection by 1.