Campaign Rules

Turn Phases

Turn = A measurement of time in which all actions are performed. Team members only take actions during their Team's Turn. While players may take any number of Actions in a single Turn, they can only move once and attack one Region per Turn. A Turn is broken up into four phases:

  1. Movement Phase - all strategic map movement is made at this time.

  2. Combat Phase - all combat in contested Regions is resolved. Any combat not resolved in-game is resolved with dice rolls (read "Attacking")

  3. Income Phase - all available SP income is distributed among players based on their chosen SD locations.

  4. Resolution Phase - Any additional pending actions resolve during this phase.

Overmap Movement & Economy

Overmap = This is the map used at the grand strategy level each Turn to determine troop placement, AI difficulty, and resource income.

  • The Overmap is broken up into smaller Regions, both land and sea.

Region = one space or zone defined on the map; some may be designated with valuable resources.

  • Unless specified by the GM, each army (both Players and NPCs) may only move into one adjacent Region per Turn.

  • (Optional) Naval forces can claim water Regions. Any claimed water region can be "traversed" by ground armies as though it was a free move.

(OPTIONAL) Supply Points (SP) = a resource gained from holding a Region on the Overmap

  • Used to purchase additional abilities and upgrades.

  • Determined by Player “Supply Depot”.

  • There is always a maximum cap to Supply Points, but it is determined by the Player’s faction.

(OPTIONAL) Supply Depots (SD) = Each player gets ONE Supply Depot that determines their Supply Points (SP) income each Turn.

  • Supply Depots may be placed in any single friendly Region on the map. Two or more allied SDs may share the same region.

  • Players may reposition their SDs during the Resolution Phase (last phase before the Turn ends).

  • SP income each Turn is determined by Region Value of a SD divided by the distance to the player's army (round to the nearest whole number).
    (SP Income per Turn = Region Value / Distance to Player's Army)

  • Resource gain and purchases are determined during Income Phase (AFTER combat is resolved).

  • If a Region is lost with one or more Supply Depots on it, the SP of that Region is forfeited to the new owner.

  • Armies that are completely surround by hostile territory when combat is resolved receive NO SP that Turn.

Commanders, Abilities, & Armies

Commanders = Each player picks one Commander to use for the duration of the Campaign. It is at the GM's discretion if Commanders can be changed.

Abilities: = additional bonuses that allow the player to fine tune faction’s playstyle; mostly determined by a Commander chosen.

  • By default, a player gets FIVE abilities when they pick their Commander; these cannot be changed.

  • (OPTIONAL) Players may use Supply Points to purchase additional abilities (recommended to not add more than 2):

      1. Requires Cheat Commands Mod installed to add abilities at start of match.

      2. SP costs for to pay for new abilities can be found under faction Player Guides.

      3. Added abilities may be replaced by paying the cost for a new ability at the beginning of any Turn.

AI Difficulty: Is agreed upon by the GM and players at the beginning of a campaign (Standard or Hard is recommended for most players)

Armies = represented as icons with numbers on the Overmap;

  • No more than one army per Team may occupy any Region at the end of the Movement Phase.

  • Regions occupied by Armies of different teams is considered "contested" and will be resolved at the end of the Combat Phase.

  • Allied armies that occupy the same Region (for whatever reason) may be merged into one, but cannot exceed their maximum Strength.

Army Strength = army's hit points (recommend max of 4)

  • When this number is reduced to zero, the army in question is "destroyed" and removed from play.

Attacking, Defending, & Assisting:

  • Each Region may only be attacked ONCE per Turn.

  • By default if an attacking army wins an attack, it deals ONE point of damage to the Region's defending army's strength.

  • ASSISTS: Armies adjacent to a Region being attacked may "assist" an attacking allied army.

      • Each assisting army adds ONE point of damage to the defender if the attack succeeds.

      • Any assisting army cannot attack themselves, cannot assist a defending army, and can only assist ONE army per Turn.

  • If a defending army wins a battle, it deals TWO points of damage to ONLY the attacking army's strength.

  • Use "encirclement" strategies to isolate and overwhelm heavily defended Regions more quickly.

Battles

Battles = All Player battles (both PvE and PvP) are resolved in-game using CoH2. In PvE battles, a GM may join the AI team (OpFor). If playing OpFor, the GM may take as active or passive a role in combat and use cheat commands as necessary for the purposes of constructing unique gameplay scenarios.

  • Once a battle is declared, but before a battle is started in CoH2, an army may retreat to an adjacent allied Region.

  • Armies that retreat take 1 point of damage. Armies cannot retreat into enemy territory.

  • (OPTIONAL) Armies CAN retreat into enemy Region and resolve this like a normal attack (army still takes 1 damage for retreating)

  • (OPTIONAL) Battles that need to be resolved without Players can be resolved with 2D6 dice rolls; victor is determined by highest roll. Everything else resolves as per normal rules.

(OPTIONAL) Heroes = for a certain cost in Supply Points, the GM will provide ONE 3-star Veteran unit of a Player's choice according to their faction.

  • SP costs for 3-star Veterans are determined in the Player Guide faction ability lists.

  • 3-star Veterans can only be spawned using the Cheat Command Mod.

  • Infantry Heroes may deploy at start of game.

  • Light Vehicles Heroes deploy at 10 min mark.

  • Medium Vehicles Heroes deploy at 20 min mark.

  • Heavy Vehicles Heroes deploy at 30 min mark.