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    Bens Easy Campaign System (BECS) v0.8The main goal of this system is to provide a meaningful framework on which to hang a series of battles. I

    designed it with several Games Workshop games in mind, but it should work well with almost any point-basedsystem. The secondary goal was to provide some interesting strategic elements, such as conservation of force,not normally found in those games without adding too much complexity.

    A. Setting the StageBefore beginning play, you will need to figure some basic things such as how many players there are and howlong you want the campaign to be. Most of this is a simple matter.

    A.1 Determine the number of players or teams.This will usually determine the size and shape of the playing area. There is theoretically no limit to the number ofplayers or sides who can play in a campaign, but turn resolution gets more complicated. Also, using simple

    maps, such as the 3 x 3 grid we use for short two-player campaigns, is nigh impossible with an odd number ofplayers or teams and using geometric maps of other shapes usually results in more dead turns betweencombats. If you are using a real map, not just a grid, then an odd number of players is much less of an issue.

    A.2 Determine the size of the battles.

    Not everyone can field a 5000 point army all at once. Plus, you dont want to encourage Juggernaut tactics,where a player who can field a 5000 point army can win by simply massing all his troops in one spot and running

    around the board mopping up smaller armies. Th us, pick a maximum size that is good for most players. WithWH40K, a good size is usually about 1000-2000 points.

    A.2.1 Maximum Force Concentrations.

    The size limit you set for battles is also the maximum point amount of forces that a player can have in any oneunit at one time. This is referred to hereafter as the MFC. A unit should be considered any group of forces thatmove as a single group. In a Warhammer campaign, for example, a unit would be single Empire army. In a Full

    Thrust campaign, this may be a single ship.

    A.2.2 Stacking.

    Players may have as many units in one location as they desire as long as none of these units violates MFC or

    composition limits. Only one unit in any location may defend if the location is attacked. Any number of units mayattack out of a location, but only to different locations.

    A.3 Determine Length of Campaign

    A.3.1 Determine the size of the armies involved.

    You will need to determine the total points allocated to each players army. For a campaign designed to have 4-5

    battles of about 1000 points each, you might set a total point limit of 3500-4000 points. This will allow players togarrison their portion of the map, allow for an offensive force, and a few replacements. It will also place a limit onjust how long your campaign can run. Eventually, both sides will run out of forces.

    A.3.2 (Optional) Determine the number of turns or rounds to be played.

    Simply set in advance the maximum number of movement/combat cycles there will be before a winner isdeclared. Note: This is usually only required for a tournament setting, but may also be useful in club play. We useit in one of the sample campaigns, Hill 621.

    A.4 Choose Your Maps and Terrain.Now that you know how many players there are and how long the campaign will be, you can create your map tosuite your needs. For simple or short campaigns, a simple grid map will do. For larger campaigns with multipleplayers or teams and for added realism, you can also use a regular map, with areas or hexes marked to regulate

    movement. There are several good mapping programs available. We have used Fractal Mapper by NBOS(http://www.nbos.com) and have liked it.

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    A.4.1 Size and shape of map.

    Any type of map with an overlay to regulate movement is acceptable. If you are using a grid map, you need to

    specify to players whether or not diagonal movement is allowed as this will dramatically affect gameplay. Usually,this will be in the BECS Options section of your campaign guide.

    A.4.2 Map Terrain.

    If you want, just mark all the squares of your 3x3 grid random and follow the terrain setup guide in your minisrules. If you want to be more specific such as for a river crossing campaign, you can delineate the terrain in eachlocation.

    A.4.3 Location Names

    Every location on the map should be uniquely labeled or named. This will avoid confusion later on when writingmovement orders.

    A.5 Determine Starting forces and positions.

    A5.1 Overall Force Composition.

    Before starting, players will need to determine the composition of their on-map starting forces. Do this according

    to the rules of your game system.

    A5.12 Point Expenditures.

    A player may place spend as much or as little as he or she wants on initial forces, as long as doing so does notviolate any other rule. Points may be spent in any fashion that is legal for that game.

    A5.121 Fortifications Expenditures.

    Points spent on fortifications are forever tied to the location they are initially placed in. If captured by the opposingplayer, they are eliminated.

    A5.13 Individual Unit Composition.

    This force must, as a whole, be in compliance with your games force composition rules. You may not shuffleforces after deployment so that one unit has the entire forces complement of heavy artillery for instance . This

    applies to combining and moving units as well, not just units entering combat. Note: This is largely to maintainplay balance for the game system you are using. If you think your campaign scenario will benefit from breakingthis rule, give it a whirl. Just dont be surprised if your infantry units suddenly face a massed armor attack thatwould be illegal in the regular game!

    A5.14 Army Lists.

    It is likely that players will have several individual units on the board as part of their overall force. Players mustkeep an army list for each one.

    A5.2 Individual Unit Deployment.

    Once players have chosen their initial forces, they may put them in any of the locations they control. Players mustkeep a written track of where their units are on the board at all times. Players can never place forces in excess of

    the Maximum Force Concentration (MFC) limit.

    A5.3 Reserves.

    Any unspent points constitute a players reserve. These points can be used to reinforce existing units or create

    new ones. Players must always keep a record of how many Reserve Points you have at any given time.

    You are now ready to start your campaign!

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    B. Movement.Players should simultaneously report their moves. When two players are present in the same space then there isa battle. Unless otherwise specified, units may only move from one location to another adjacent location. DeepStrike units, paratroopers are exempt from this; see below. Note: For large, hex-based games, you may want to

    create a special campaign rule that allows for more differentiated movement. For example, motorized units can

    move 2 spaces, while footsloggers can only move 1 space. Make sure you include this in your Campaign SpecialRules!

    If you are playing with a Gamemaster, you can have some fog of war regarding your opponents move. If playingwithout a GM, it is recommended that you both report all your moves to each other to insure that there is no

    dispute about legality. For another thing, how else will you know if theres going to be a combat?

    B.1 (Optional) Movement Orders Simple.You can move one on-map unit at a time. This keeps the potential maximum number of battles fought per turn totwo in a two-player campaign. If you are using Simple Movement, specify this beforehand in your Campaign

    Special Rules.

    B.11 Movement Orders Advanced.

    Move as many units as you like. This results in a much longer possible turn, as the number of combats can getquite high.

    B.113 Non-contiguous movement: Deep Strikes, Paratroopers, etc.

    Some units are capable of leapfrogging around a campaign map. Only units where the entire Order of Battle hasthis capability can do this. These units can move to non-contiguous spaces. Units using this type of movementmust begin their move at a players center of power or any space not knowingly adjacent to an enemy unit. Note:

    Feel free to tweak this rule as needed for your campaign, but watch out for weird effects on play balanceandgarrison your rear area!

    B.12 Movement Records.You must keep a written track of how each unit is moving. This should include where it started and where itended. Diplomacy players should get the hang of this real quick!

    B.2 Movement mechanics.All movement is considered simultaneous. If a player accidentally issues an illegal order, that move does not

    happen. Other moves that may have depended on this move to insure their own legality also do not happen. Unitsmay overstack, but may not combine forces to attack in excess of the MFC limit.

    B.21 Movement Results.

    These situations occur using Simple and Normal Movement rules.

    B.211. Players A+B move into same space at same time: Meeting Engagement

    B.212. Player A moves into space that Player B has occupied on previous turn: Player A is attacker. Player B isdefender.B.213. Player A moves into space as Player B is vacating to a space different than the one his opponent is

    attacking from: No combat. Exception: If Player Bs force is attacking into another location, and that attack fails,then Player B must face combat in his original location or continue retreating.B.214. Player A moves to attack Player B at same time Player B moves to attack Player A: Meeting Engagement.

    Flip coin or roll dice to decide which space battle is fought in.

    B.22 Advanced Movement Results

    Multiple moves add slightly more complexity.

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    B.221. Player A attacks into Player Bs location from multiple locations: Pincer attack. Set up Player A forces onboth sides of the board with Bs in the center. Note: Make sure that As combined force is below the MFC.

    B.222 Player A uses non-contiguous movement onto a location occupied by Player B: Deep Strike battle.B.223 Player A uses non-contiguous movement onto an empty location: No battle. Player A may immediatelyextract his force back to its jump point without using the regular retreat rules.

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    C. Combat.If there are multiple battles pending, you will need to resolve the order in which they occur. Battles, like movementare also considered simultaneous. There are a couple of exceptions to this, however. (See B.213).

    C.3 Resolving Combat Order.

    If there are multiple battles to be fought this turn and none of them affect each other, then just flip a coin, roll thedice, or proceed by player agreement. If the outcome of one battle may result in B.213, then you must resolve thatbattle first. This applies if there is a chain of such events. Hopefully, it will never get more complicated than achain of 3, but Im sure someone will find a way!

    C.31 Combat Options.

    Once a battle has been announced, players should announce the point size of the units present. At that time,either player may opt to fight or retreat. Units using non-contiguous movement may not retreat voluntarily.

    C.311 Retreats.

    If a player opts to retreat a unit, that unit must retreat to a location he already controls. All units stacked with theretreating unit must also retreat. If, for some reason, a third players army is in the location, that player may

    choose to retreat or defend/attack independently.

    C.312 Fight!

    Battles should be resolved according to the rules of the game system being used. Remember to set up the battle

    board according to the terrain specified for that location on the Campaign Map. Have fun! This is what its allabout!

    C.4 Winning.Unless the Campaign Special Rules state otherwise, use the normal criteria for winning a battle.

    C.5 Forced Retreats.Units losing a battle must retreat, either to their original location (if attacking) or to a space controlled by the losingplayer. This must be a legal move. The location must be closer to the losing players edge of the map or center of

    power. If a unit cannot comply with a forced retreat, the entire unit is eliminated. If keeping track of CasualtyVictory Points or something similar, the points lost in this way should be included in the winning players total.

    C.51 All rules from C.311 apply to Forced Retreats as well. This includes retreating of non-combatant units.

    C.52 If a retreating unit retreats to a location containing another unit and the non-retreating unit is facing combat,

    the retreating unit cannot participate in that combat in any way.

    C.522 Non-contiguous unit extraction.

    Units entering combat via non-contiguous movement may opt to be extracted back to their original starting point,

    rather than retreating normally. In doing so, the unit must take an additional 25% point loss. This loss shouldcome from AFVs and other heavy equipment first. . If keeping track of Casualty Victory Points or somethingsimilar, the points lost in this way should be included in the winning players total. Also, if your game system

    allows for it, your opponent may use any abandoned equipment. Note: This is another rule that you may want tofiddle with for your campaign.

    C.6 The Combat phase ends when all combats and retreats are resolved.

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    D. Reinforcement and Replacement Phase.After all combat and retreats are resolved, Players can combine or split units, replace casualties and bring newunits onto the board.

    D.1 Advancement and Experience.

    Prior to any other actions, players should apply their game systems rules for unit experience and advancement.Note: If it makes more sense for your game, exercise this rule after other actions in this phase. Specify this priorto the start of the Campaign.

    D.11. Units gaining experience or advances must still abide by the MFC.

    D.2 Combining Units.Units occupying the same location may be combined into a single unit. The new unit must observe MFC limits andany game system imposed composition limits. Components that would violate a composition limit are dissolvedand their point value added to the Players Reserve Points.

    D.21 Splitting Units.A player may split a unit into two units at this time. This must be done now, and not in the movement phase. The

    new units must also follow the MFC or game system imposed composition limits.

    D.3 Replacements.All units that were not involved in a split as per D.21, are eligible for replacements. This includes all units on theboard, not just those that participated in combat. Replacements are paid for from the players Reserve Points.Campaign Special Rules may place some limits on how these points are spent. In general, however, any

    expenditure is legal as long as it does not violate the MFC or game system composition limits.

    D.31 Non-contiguous Unit Replacements.

    If such units are behind enemy lines and cannot trace a line of friendly controlled spaces back to the Players

    lines, they may only receive replacements that are capable of non-contiguous movement. For this purpose, afriendly controlled space is one which is occupied by that player, an ally, was last occupied by the player or anally, and which does not currently contain an enemy unit.

    D.32 (Optional) Advanced Replacements.

    If decided upon at the beginning of the campaign, players may agree to restrict Replacements to substitutions tothe original units order of battle. Units which have combined or split are restricted to their post-split or post-

    combination order of battle. Note: This is included in case players fear abuse of the Reinforcement andReplacement rules, since Replacements are generally able to affect the outcome of a campaign sooner thanReinforcements, which must usually (hopefully?) enter the map away from the main battle.

    D.4 Reinforcements.A player may create an entirely new unit from his reserve points. New units must observe MFC and game-system

    imposed limits. Some campaign rules may also add limitations.

    D.41 Reinforcement Starting Positions.This new unit must start at the owning Players edge of the map or center of power. If no such space is available,

    then no reinforcements may be placed that turn. Note: Campaigns using basic movement may considerdisregarding this rule if agreed upon at the beginning of the campaign.

    E. Winning the Campaign.Hopefully, the victory conditions were spelled out in advance. It should not be hard to figure out.

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    F. More Optional Rules.If you want still more goofy details, try these.

    F.1 Flanking.If playing on a large map, with individual players each controlling a section, one player may use another players

    section to move through, if the other player grants permission. Feel free to backstab, move through withoutpermission (an act of war, surely!), or whatever seems appropriate to your game. Keep in mind that this movemay put you into conflict with someone other than your intended opponent! You may end up fighting a three-waybattle with two other players or unexpectedly assisting in your allys battle. (In such cases, players may choose to

    retreat individually).

    F.2 Zones of Control and Response.On large maps, you may want to grant units a zone of control around their current position. This lets you play alarger campaign without having to have units in every space on your front lines or deal with a lot of turns withoutcombat. It also introduces a host of interesting issues with the simultaneous movement system.

    When an opposing unit moves into a space adjacent to the unit exerting a zone of control, the unit with ZOC hasthe option of moving to the opposing units location and engaging in a Meeting Engagement combat. Some

    restrictions apply:

    F.21 The unit responding to the ZOC incursion does not need to declare its response until all moves are

    announced. If it has multiple options, it may respond to only one.

    F.22 A unit moving in response to a ZOC incursion forfeits any other move it was to make.

    F.23 If a unit moves, it cannot use its ZOC in the new location during the same turn. Note: This is to prevent unitsfrom advancing across the board using ZOC responses!

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    Addendum

    Designers NotesThe big concept in BECS is that of the Maximum Force Concentration. The MFC is designed to make sure that you generate

    a series of reasonably balanced battles. One of the things I loathed about some of the minis campaigns Id seen was that

    towards the middle of the game, one guy usually the one with the most minis already painted- would amass a huge forceand sweep around eliminating opponents with ease. The MFC should help eliminate this Rich Kid Syndrome. Players can

    still wind up with lopsided battles, especially late in the game. These battles should generally be the result of game things like attrition, poor planning, tides of war, etc. rather than a broken system!

    The other thing I wanted to do with BECS was to keep the additional rules to a minimum. The idea is to play a linked series

    of whatever your favorite game is not a BECS campaign! In the batt le between rule length and clarification, however, I

    usually went for rules that were very clear and specific, rather than just short. Nothing kills the fun of a game like a rules

    lawyer exploiting a hole. Thus, while the rules run a bit longer than the original 4 pages Id planned, they also work better,

    too.

    Weve used BECS a couple times now, and it works quite well for the minis campaigns weve done. Wed love to hear from

    you though! Please feel free to send your campaign scenarios to us well put them up on Gamesgroove.com!

    Map NotesWith two players a simple 3 x 3 square grid map will work fine. Each player starts on one side of t he board. This should be

    perfect for a short 3-6 game campaign. For a two-team or two-sided campaign, you could just add grids adjacent to the first

    one to represent the front lines of a large battle. For larger battles hexagons or polymorphic areas may be better to regulate

    movement around your map.

    Dont lose track of the point! The idea is to provide a context for a series of games, not to play BISCS. The larger and morecomplex the map, the more it will affect overall gameplay and balance. It will also generate more null moves, which do not

    generate combat. If that sort of thing is ok with you, then go to town! You can theoretically use BISCS to manage an entire

    WWII Eastern Front campaign on a company scale. The question arises as to why you would want to do that, but

    theoretically you could.

    Map TypesGrids. A basic grid system should work for almost anything. On larger grids though, moving diagonally may cause time andspace irregularities, especially if you are allowing units to move more than one space per turn. On smaller grids, this is not a

    factor.

    Hexes. Hexes allow for more movement options and generate less irregularities when moving diagonally. This is more useful

    for large boards with lots of open spaces between players. You might consider using some kind of Zone of Control and

    Response type rules to allow for the bigger spaces. This will let you generate more combats.

    Polymorphic Areas. This is called Area movement in wargames. Rather than regulating movement by squares or hexes,

    your locations can be any shape you want, and connect in any which way- like a Risk map. This is a great idea for strategic

    games, but it does mean you have to pay attention to the strategic map a bit more, since one location may have much more

    significance than another due to the way it interconnects with the other locations.

    3D Grids. This is probably useful for space games only. Frankly, if you can find a way to represent itthat doesnt drive you batty trying to decipher then go for it. Me? No thanks. Too much work. Still, ifyou have access to a nice CAD/graphics program that will let you handle it, it would be extremely cool!

    Terrain NotesRandom Terrain. Why not keep it simple, eh?

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    General Terrain Outline. Label each location hills or plains or Gas Giant and let the players select the terrain much

    the same as with the random terrain rules for their game. Theyll want to add the appropriate extra flourishes, however.

    Detailed Terrain. If you get very specific, and are playing a small enough campaign, you can have each grid location

    represent one tabletop. As an avid ASL/Squad Leader aficionado, I love good maps and studying them beforehand,

    something that games with random terrain do not allow. Make sure both sides have access to the map. Make sure whomeveris playing has access to the correct terrain pieces, too! If youre doing this, then GeoHex terrain (http://www.geohex.com/) is

    an excellent investment.

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    New StalingradSituation: The Space Marines have succeeded in pushingthe Orks back to a small pocket against the New Volga River.The city of New Stalingrad has been largely reduced to ruins

    as a result of the long Ork occupation, now even the rubble is

    being pounded into dust as the Space Marines clear out thecity block by block. Their relentless advance has been costly

    for both sides, however. The Space Marines need to clear thecity in order to use the Spaceport, captured 3 weeks ago, butstill under shelling from the Orks in the pocket. If the Orks can

    hold out another few days though, this planets notoriouslyfoul winter weather will prevent Space Marine reinforcementsfrom arriving at the Spaceport for another month. Time

    enough perhaps, to wipe out the remaining Space Marines

    Rule System: Warhammer 40K with Cityfight add-on

    Number of players: 2 (as tested: Ork vs. Space Marine)

    Map: 3x3 grid; all terrain is random urban.

    Total Force Points: 4000 for each player

    Max. Force Concentration: 1200

    Starting positions: Each player controls the row of squares on his/her side of the board. Spaces in between areuncontrolled.

    Campaign Special Rules: None.

    BECS Options: No diagonal movement.

    Victory Conditions:Space Marines have two ways to win:

    1) The Space Marines must completely remove the Orks from the 3 squares on the Ork edge of the board. If theOrks are in any other squares, they are considered surrounded and can be annihilated at will.OR

    2) Space Marines inflict 2.5 times as much point damage on the Orks as the Orks do on them.Orks win by denying the Space Marines their victory conditions.

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    Hill 621

    Situation: After the defeat at New Stalingrad the SpaceMarines have been forced to fall back to more defensible

    positions until reinforcements can be brought up. Due to the

    planets ferocious storms, however, only ground transport canbe used. The only road that can support the Marines heavy

    equipment lies behind a ridge of hills known only as Hill 621.The hills dominate the road for miles. If the advancing Orkstake the hills, the Space Marines route will be cut. A small

    force of Marines has been assigned to hold the ridge just longenough

    Rule System: Warhammer 40K

    Number of players: 2 (as tested: Orks vs. Space Marine)

    Map: 3x3 grid

    Total Force Points: 4000 Orks; 3500 Space Marines.

    Max. Force Concentration: 1000 Marines; 1200 Orks.

    Starting positions: Each player controls the row of squares on his/her side of the board. Spaces in between are

    uncontrolled.

    Campaign Special Rules:

    ?? Orks can only place 3000 points at start; Rest of points become available in R&R phase of Turn 1.

    ?? Space Marines can only place 2000 points at start; rest of points become available in R&R phase of Turn2.

    ?? On Turn 2, Orks can enter new units from edges of locations 4 and 6 as well as their original startinglocations.

    BECS Options: No diagonal movement.

    Victory Conditions:Orks must occupy one of the hill locations by the end of turn 3. Space Marines win by denying the Orks their

    victory condition.

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    BECS Movement LogPlayer:

    Side:

    Location

    Turn Army ID Start End DD? Result

    *DD = Designated Defender.