Since this mini-campaign uses a set roster for both sides, rather than the GM generating a new OpFor each track (like in Total Chaos), I’m a bit concerned unstable equilibrium could set in from an early bad game.
That is possible, yes, but the risk is only great when you (over)commit tactically and take losses without taking objectives.
Also the mini campaign is meant to cause attrition, playing it infinitely is not an option.
But yeah, each engagement can have a pretty big knock-on effect. The intended shortness of the mini campaign means that you won't necessarily recover from 1 bad turn of events.
Am I just overthinking it and trying to patch out part of the fun?
IMO, yes. =)
This is supposed to be risky, and retreats do happen for a reason.
The way I would score this is:
Attacker
+200 Push Through
-100 Getting a Grip
+100 Cold Hearts
Net: +200 WP and track victory
Defender
+100 Hold the Field
+100 Cold Hearts
Net: +200 WP and salvage
Correct, and the attacker paid a heavy price there. Losing 100 XP to Getting a Grip, and losing a Mech? Ouch. Hopefully damage to the other 3 is minor.
Scoring:
Attacker
0 WP
Defender
+200 Push Through
+100 Hold the Field
+100 Cold Hearts
Net: +400 WP, Track victory, salvage
Here I haven’t applied the -100 WP to the Attacker for Getting a Grip, since no objectives were achieved, and as I read it, no bonuses accrue.
Do these options seem right, or are negative options supposed to be paid for up front?
You did it exactly right.
The odds of the Attacker winning the campaign are now very low unless they avoided serious damage and lost because they were good at retreating.
Issue 3: Adjusting WP to SP rates based on unit size.
So I get that larger units are going to have more support staff, ergo more SP. But within the context of the mini-campaign, rescaling it with total force growth kinda bugs me. One reason is the potential for pushing the unstable equilibrium between Attacker and Defender harder than I’d like. The other is trying to wrap my head around where the extra SP comes from. Let’s say you salvage two mechs in a Track without losing your own. Where do the extra tech man hours needed to repair those wrecks come from? Anyone have some good head canon for this?
Command. Note that the base CC rules do not scale SP up or down that dynamically.
So again, I’m tempted to fix the WP to SP rate for the duration of the mini-campaign, kinda like with the deployed force BV.
You can, though as noted above, the 'pendulum swing' effect you're noticing is part of the intent. But the changes you want aren't going to upset the apple cart too much. It'll likely result in 1 or 2 more battles.
1. Limit Mech purchases to a small randomized set of the miniatures I actually have. Both sides pull from this same set, representing the mechs that can be quickly acquired from local black market sources.
2. Related to the above, unrecovered battle salvage winds up in the black market pool.
Cool x 2!
3. I kind of want some (simple) system for determining if ejected MechWarriors make it back to friendly lines, get captured, or lost in the wilderness and MIA.
If you have them on the map as units, you'll know their status:
- Captured/Recovered based on who controls the map at the end
- Recovered if they get picked up by a friendly, or move off the home edge
- Captured if they get picked up by a hostile, or move off the enemy edge (why?)
If you want to add a roll to cover edge cases:
Roll Survival skill, assume +1 if not stated. TN is 9. -1 for each damage point the MW has.
MOS1+: Made it home
MOS0 and MOF1: Captured by hostile, POW.
MOF2+: MIA, probably dead.
(The above will not have many happy outcomes)
I feel like someone trying to change a recipe without having tried the original, lol.
Your instincts are good, and modifying it to suit should be part of the fun. Trust yourself.
Really want this to go smoothly though.
I think you'll be fine. Just realize that part of the appeal of a campaign is consequences, and they're not always going to be good. That's hard to accept as a GM, but if you want the experience of risk to be real, well, the risk has to be
real.