What systems/mechanics provide good rules for simulating progress of a war effort?How would you portray moving frontlines and exchange of territories during a war? Both from perspective of commanders and boots on the ground.Any games where you did something similar?
>>96471343What do you need it for?
>>96471456I'm preparing an interstellar war campaign where players are a merc band doing jobs for each faction involved in the conflict. I could just wing it and move the lines on the map as it feels right, but I was wondering if somebody came up with rules for simulating this sort of thing.
>>96471343Draw your instellar map, place down a few factions, and play a game of Risk. However that goes tracks the story structure of the war for your game, and adjust as needed. It tracks troop movements and big victories/losses just fine, and that's about all you actually need to know. Where are troops, who owns what, when did surprising victories happen. What is where when. It's all done after the game of Risk. Write down all the moves. Now call each turn a month or year or whatever and voila: you've got a timeline of how a war progressed. Which is all you really needed anyhow, because it's mostly a question of "who and what is where when, fighting whom, when the players did thing."
>>96471724Doesn't have to be Risk, specifically. I'm just saying "play any war game" and write the moves down, to build your chronology of how the war progresses. Then allow players to get involved and turn the tides by stealing the deathstar plans for that fight that your timeline says the rebels are going to lose, or whatever.
>>96471724that's awesome and probably the fastest way to do it other than something completely arbitrary like flipping a coin for each front