With the recent surge in interest in playing in campaign games, I set about getting one together for the historical players. I developed a relatively straightforward and simple system for running the strategic portion of the campaign based on a map divided into ‘Sectors’. After creating the map, I realized how much cooler it would be to have a three-dimensional map like the ones used by the real military planners – so, I made my own…
The map is broken into sectors which are represented by 4” square tiles. Terrain has been represented on each tile in a very small scale. The campaign has been set-up so each sector also corresponds to a 4’ square tabletop for the tactical battles with miniatures to be played out on. This allows the terrain on the tile to be translated to the tabletop in exact proportions, i.e. 1” on the tile equals 1’ on the tabletop (happily convenient, eh?).
Units are represented on the map by counters. Each unit has a certain amount of activation points to spend for maneuver and attack. At the end of each campaign turn though, units have to check to see if they can be resupplied; if they can’t then they have to spend the next turn in a ‘Depleted’ and inactive state. This feature means that while both sides in the campaign will be working feverishly towards their stated objectives, there will also be the added element of making sure they don’t over extend their forces and leave them stranded.
As we run through the campaign, I will try and post updates to let folks know how it is going.

Until next time…
Cheers!
Dan