This is a work in progress detailing how the dynamic campaign will work in HG:DEX.
The dynamic campaign system will be similar to that used in EECH/EEAH with elements from Longbow 2 and the Wargame series by Eugen. It will not be a full blown war simulation like the ones used in Falcon 3/4 mainly because the focus is on a much smaller scale.
Campaign Overview
You will be operating as a coalition helicopter unit tasked with securing a roughly 80km x 100km battlefield area.
The coalition will be made up of a number of different countries all fighting together. The countries in the allied coalition will directly influence the helicopters available to you while the countries supporting the enemy will effect the helicopters they have access to.
Coalition settings can be set to Random, BLUFOR vs REDFOR or Custom
Each battlefield will have a major objective that you will need to complete to gain victory. This objective will be randomised for each campaign play through and may form things like capturing the enemies airbase, destroying a major installation etc
On the way to your main objective will be multiple sectors that you will need to capture. Each sector will represent some kind of focal point for the battle e.g. a military base, power plant or factory etc
These sectors will be where most of the fighting will take place and will essentially be strong holds.
Each sector will be linked with at least one other sector indicated how suppies and equipment will move between sectors.
Within each sector may or may not be a major mission objective. These can take the form of rescuing hostages, securing intelligence, destroying a specific target. These are optional “special” missions that will grant a bonus of some sort.
How you approach the campaign is entirely up to you. The campaign system will suggest suitable missions but it will be up to you whether you take them or form your own missions.
Terminology
This is the overall war that is going on around your Battlezone.
Battlezone
This is the area that you will conducting your mission on and can influence directly. It is made up of a number of sectors
Sector
This is a region within the Battlezone that you will need to capture
Major Objective
This is the overall objective for your Battlezone. Complete this to win the campaign.
Deployment Points
This is the currency used to buy helicopters, deploy them and equip them with weapons. You can also use deployment points to buy support assets for each mission.
The Warzone
For the most part the Warzone will not directly effect your Battlezone but certain events can. These effect your Battlezone by modifiying certain things that might happen in a prolonged war.
These could be things like…
1. A sudden loss of a particular weapon system due to supply issues
2. The enemy receiving support from another country
3. A support unit becoming available
etc
These modifiers are designed to make campaigns play slightly differently each time and to keep you on your “toes”!
The Battlezone
Each battlefield will have at least 1 allied and enemy airfield.
Your airfield is where your helicopters will be initially stationed along with and fixed wing aircraft. The airfield will also be your main resupply point bringing in both supplies and replacement helicopters.
Within the Battlefield will be a number of Sectors. These represent stongholds or areas that require capturing. You will not have to capture every sector – some may be bypassed if possible.
Each sector will be linked with at least one other sector allowing supplies and equipment to move between sectors. Severing these connections may be possible by destroying structures such as bridges or capturing linked sectors.
Sectors without links cannot be resupply except by air and will suffer attrition over time.
Sectors
1. Sector Intellegence
2. Sector Supply Level
3. Ground Force Strength
4. Air Defence Strength
Sector Intellegence
This is a measure of how much you know about a particular sector. You can increase it by flying RECON missions and identifying enemy targets or deploying special forces to the sector.
When you know enough about a sector you will also see the estimated Sector’s Supply Level, Ground Force Strength and Air Defence strength. The higher your recon level the more accurate these values will be.
Other key locations such as SAM sites, RADAR sites, command bunkers etc will also become marked on the map.
It is also possible that high intellegence levels may uncover a Special Operation mission for that sector such as intercepting a supply shipment, rescuing a defector etc. Special Operations can also be tied to Wildcards/Events.
Sector Supply Level
This is an indication of the supply level for the sector. Supply effects how quickly units repair, their ammunition levels as well as how many Deployment Points it costs to deploy & equip your helicopters at any FARPs etc within the sector.
You can increase the Sector’s supply level directly by flying in supplies via your helicopters. However, as long as a sector has links to another allied sector it will receive supply automatically over time.
Ground Force Strength
This is an indication of the strength and readiness of ground forces stationed in the sector. You do not have direct control over this level. It will build automatically as units move into the area but having a high supply level will increase the level of readiness.
When the Ground Force Strength has reached a certainly level the sector will be ready to launch a ground attack on another linked sector. You can control when a ground force attack takes place by launching a Close Air Support mission against an enemy sector. The mission generator will automatically assign ground forces from any available linked sector to the mission.
You can reduce the Ground Force Strength of enemy sectors by destroying ground units.
Air Defence Strength
This is a measure of the Air Defences stationed in the sector. This value will increase automatically as units move to the sector from linked sectors.
You can reduce the Air Defence level of enemy sectors by launching SEAD strikes against them.
Campaign Start
You will be able to purchase helicopters from any country in the allied coalition to form your task force.
Helicopters cost double their deployment points to purchase so are costly to replace!!
You will have the choice of buying any mix of helicopters that you like however you must have a minimum of 1 Attack helicopter, 1 Recon helicopter and 1 Transport helicopter.
Any points that you do not spend here will be retained for use in future missions so you do not have to spend all your points straight away.
You will also be able to chose which pilots you are bringing along to this campaign. The total number of pilots you can have will be limited by the campaign settings.
Flying Missions
You will then be able to fly 2 missions every day. The 1st mission will start at sunrise, morning or midday while the 2nd mission will be at afternoon, sunset, or night.
You do not have to fly both missions. It may be more wise to fly a single mission making use of all the Deployment Points available rather than 2 missions and having to split your Deployment Points.
The campaign system will suggest suitable missions based on what it knows about enemy sectors.
Initially it will want you to perform recon missions to build up knowledge about sectors and it will then look to reduce enemy air defences, ground forces and supply levels while building these values in allied sectors.
You do not need to take the missions it suggests. You are free to tackle the sectors however you wish.
Deployment Points
You can use these deployment points to deploy your helicopters, arm them and purchase any other support options currently available.
The deployment cost of helicopters and weapons is based on the supply level of the base you are starting from. Your main airbase is always consider to be at 100% supply level.
Airbases, FARPs, FOBs etc
Helicopters are always stationed at the base they landed at in the previous mission. However, for a deployment point fee (multiplied by distance) a ferry flight can be made to move helicopters immediately.
The sector’s supply level directly influences the Deployment Point cost for deploying helicopters and arming them. The lower the supply level, the more everything will cost so it is a good idea to keep sectors well supplied. Your main airbase is always considered to be at 100% supply level.
At very low supply levels some weapon systems may simply be unavailable.
You can land at any allied base during a mission to refuel and re-arm assuming you have a suitable number of Deployment Points available.
You cannot repair mid-mission (although this could be added as a campaign option).
Fatigue will effect the pilots skill levels.
Helicopter Management
Destroyed helicopters are lost for good. You can buy new helicopters for 2x their deployment point cost. Purchased helicopters will take several days to arrive at you main airbase.
Wildcards/Events
These are usualy some kind of modifier such as…
1. A weapon system becoming unavailable
2. Receiving a helicopter for free
3. Allied carrier entering the war giving access to carrier strike aircraft
4. Alll enemy fixed wing aircraft being grounded
5. etc
These effects will last a certain duration and are designed to make campaigns play very differently.
Events could also be tied to a certain sector requiring you to capture it before a certain date or performing a search and rescue for a coalition country which then results in lower costs for their helicopters etc.
Wildcards/Events can be turned off completely in the campaign settings.
Campaign Options
Starting Deployment Points.
This is the number of points available to you to purchase your initial helicopter fleet.
Time Limit
You can set this if you want to make things a little more challenging.
Wildcards/Events
Allows you to set their chance to happen or turn them off completely.
Allied coalition make up
Sets the composition of allied forces
Allied coalition skill
Sets the skill level of allied forces
Enemy coalition make up
Sets the composition of enemy forces
Enemy coalition skill
Sets the skill level of enemy forces
Allied Starting position
Sets how many of the sectors are owned by the allied team
Enemy Starting position
Sets how many of the sectors are owned by the enemy team
No. of pilots
Sets how many pilots you can have at anyone time.