The idea of the present campaign is based upon the Soviet Union invading West Germany in 1985. The campaign is using Google Maps to help us get a feel for the area. Then, we design the war gaming table to try to "match" the map as shown below.
This was interesting because I would never had designed a layout like this for a game. There are a line of hills to the right, a line of woods running down the middle of the table, some other woods on the left side of the table. This made the game feel really different than normal. That was one of the changes that made campaign play interesting. It isn't going to be your normal set-up. You may have more hills and woods than you are used to playing. This causes you to change how you deploy and maneuver your forces.
Another change is the amount of points you have to spend on your force. A normal game of Team Yankee is 100 points. In this campaign, the leaders of both sides (NATO and Warsaw) get bonus points to spend throughout the campaign. Each side received around 200 points to allocate out to their "generals" for the whole campaign. The most that can be given out to one general per game is 25 points. So, this could mean I could receive a bonus of 25 points for an important game (such as trying to secure a bridge) but the next game receive no bonus points. There are only so many bonus points to be given and the leader has to be careful when and where to allocate them. So, each game session I never know if I'm going to receive any bonus points or not. This could be bad because I could receive 0 bonus points but my opponent may have been given 25 bonus points by their leader. The leaders for each side also don't know how the other leader is allocating the points. You just never know what you will receive.
You also receive "bonus" forces given by the person in charge of the campaign. I am always given a bonus of off-board artillery. I may also receive bonus helicopters and strike aircraft, but those are not guaranteed. To be able to use the off-board artillery I need to roll a 4, 5, or 6 on a six-sided die at the start of my turn. If successful, I get to use them that turn. If not successful, I do not get to use them that turn. The helicopters are normally given and available from turn one. I only get the strike aircraft on certain turns and the campaign briefing for the week tells me how many I receive and which turns they are available for use. For example, I may get 2 strike aircraft as a bonus to my force. However, they only will be available on turn 2, 3, and 5. I don't get to use those bonus strike aircraft any other turns. However, I do not roll to get them as they are automatically available for the turn indicated. So, each week I never know what "bonus" things or points I will receive for my game until it is the week of that game. Here is an example of the map and bonus artillery, helicopters, and strike aircraft I received for this game:
Defense of Mittelaschenbach
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Time: 1612
Situation: Soviet Advance Guard comes into contact with the US main defensive belt.
Mission: Free For All
Soviets top of picture.
US bottom of picture
Points: 100 each side
Soviet Off-Board Units
Carnation x 6 w/ Observer or BM-21 Hail x 6 w/ Observer (pp 51-56; 95-96) PRE-PLOT!!!
Aircraft – (pp 18, 23, 39, 44, 48, 96)
Turns 2, 4, 5, & 6 = x 3 Su-25s each
Helicopters – (pp 18, 39, 42, 44 71, 97)
Turn 1 x 3 Hinds
*If you have minefields in the mission you may use them. Do not count Off-Board units. Only your List.
Then, I also receive information from my leader about how many bonus points I receive. One of them looked like this:
". . . we have make great strides against the West, but we cannot rest on our proverbial laurels. Our plan was to strike fast and strike hard and we have done this. Now we must expand the "liberation front". We will not have as many resources as we did in the initial push and NATO is reorganizing even as we speak. Therefore, your orders are: . . . Tavarish Tracy will secure the crossroads town of Hunfeld. This is a critical crossroads so an additional 25 points are to be used in this effort . . . Let us drive to victory my brothers!"
(This was not the whole message but I didn't want info from the rest of the message getting to my opponents. Top secret stuff and all. ;) )
The last thing about playing in a campaign is time. You have to make sure you can make the commitment each week to play a game. This is becoming more difficult for me because I am trying to start a business and that is taking up a lot of my extra time I have available to play. Luckily, this campaign only lasts six weeks. So, if you are going to play in a campaign make sure you can commit to the time needed. Nobody likes joining a campaign and then partway through it someone quits.
So, my experience with playing in my first war game campaign has been educational. I have learned to play on different "battlefields" than I am normally used to. A huge hill might be in the middle of the table, woods might make line of sight more difficult, and where you deploy is chosen for you. Also, the amount of points you are allowed may change. You always get 100 points but may also receive bonus points from your leader. Your opponent on the other hand may receive none. In the normal game you both play with equal points. However, in a campaign that may not be true. Finally, I have to keep in mind that I have to play the games for the campaign. When I joined the campaign I knew I would have to play every week. The campaign being only six weeks long makes that much easier.
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