Download the 6mmGM template right now.
This set is used for maps with a scale of 100 pixels = 5 miles. If you use this template with other scales, adjust the ranges to your liking.
How the Generic Lists Work
We didn’t want to release Campaigner with no campaigns, but the sheer number of game systems available is fairly staggering. We could have picked a few systems and made campaigns tailored for them, but we decided to create some simple campaigns that can be used with any game system.
To do that, we created unit types that are generic and represent a percentage of the maximum point value (that your group has decided to use for tabletop battles). That means, if your group likes to play with 2000 points per side, a 100 point Campaigner Battlegroup would represent a 2000 point army list (100% of maximum). A 75 point Campaigner Battlegroup (three units) would represent a 1500 point army list (75% of maximum).
So, we’ve broken down the unit types to 25% point value units. Each Battlegroup can be from 25% - 100% (a scouting force up to a full army list). Four units make a “maximum” point value list. You can deploy single unit Battlegroups (25% of maximum PV) to act as a scouts and such, but they will be outnumbered if they encounter a full 100 point Battlegroup. Of course, your personal doctrine may be to include many such small forces to cover a wide area.
This brings up the question of casualties. Generally, for each portion of 25% destroyed in the tabletop battle, one unit should be destroyed. So, a 100 point force that is reduced to half strength can mark two units as dead during combat resolution in Campaigner.
Your group will also have to determine how you will handle reinforcing groups that are added to the battle, as well as additional rules included in Campaigner (such as ‘artillery’).
Be sure that as Campaigner moves forward, people will be making more targeted campaigns which will be available either through Racingspider Games or another site. We’ll also pick game systems from time to time to target a campaign for.
The unit types are limited, but you can add your own to tailor the generic campaigns to your system. If a unit type doesn’t match, you can simply use the “general” types provided below. Remember, the unit types listed are only approximations and should generally represent the forces that you can deploy in any given battle.
All of the generic unit types have the same size, detection range, zone of control, etc. The only difference is the movement type and speed and what that unit type should represent.
|
6mm Unit Type |
Movement |
Notes |
|
Field Gun Battery |
3 mph/foot |
6 transport points to move Artillery II |
|
SP Artillery Battery |
25 mph/track |
12 transport points to move Artillery II |
|
Mixed Ground Force |
10 mph/wheel |
6 transport points to move Represents infantry, vehicles, slightly mechanized with unarmored vehicles |
|
Infantry Ground Force |
3 mph/foot |
4 transport points to move Represents dismounted infantry |
|
Mechanized Ground |
25 mph/track |
6 transport points to move Represents mounted infantry (APC, IFV, etc) |
|
Heavy Ground |
25 mph/track |
12 transport points to move Represents heavy armor |
|
Transport Flotilla |
15 mph/sea |
Provides 12 transport points |
|
Naval squadron |
15 mph/sea |
Various naval ships |
|
Coastal Flotilla |
15 mph/river |
Light coastal or river craft |
|
Naval Support squadron |
15 mph/sea |
Artillery Close range support craft |
|
General Ground Force |
5 mph/foot |
Troops |
|
General Naval Force |
15 mph/sea |
Navy ships |
|
General River Force |
15 mph/river |
Light coastal/river craft |
|
VTOL Transport squadron |
25 mph/skim |
Provides 6 transport points |
|
VTOL Attack squadron |
25 mph/skim |
Various VTOL attack craft |
|
6mm Rules |
Range |
Notes |
|
Artillery I |
5 mi. |
Costs 1 munitions resource Artillery bombardment |
|
Artillery II |
15 mi. |
Costs 2 munitions resources Artillery bombardment |
|
Artillery III |
25 mi. |
Costs 3 munitions resources Artillery bombardment |
|
Artillery IV |
50 mi. |
Costs 4 munitions resources Artillery bombardment |
|
Bunkers |
0 |
Place 1-3 occupied bunkers on owner’s half of table |
|
Small garrison |
0 |
Defended by ½ max game PV (i.e. 1000 points) |
|
Garrison |
0 |
Defended by full game PV (i.e. 2000 points) |
|
Manned post |
0 |
Defended by ¼ max game PV (i.e. 500 points) |
|
Hospital facilities |
8 mi. |
Cancel the destruction of one unit after battle |
|
HQ |
6 mi. |
Redeploy 50% of forces after enemy deploys, before first turn |
|
Fortification |
0 |
Place 3-6 occupied bunkers Place 1-3 heavy structures Place 3 emplaced weapons (HE, AT, AP) Place up to 6 barricades/walls/blockades |
|
Air sortie |
60 mi. |
Ground attack aircraft, costs 5 sortie resources |
|
Air defense |
60 mi. |
Intercept ground attack aircraft or interceptors, costs 2 sortie resources |
|
Patrol Garrison |
6 mi. |
May include additional “Infantry Ground Force” |
|
Resources |
|
Munitions |
|
Sortie |
|
Deployment Point |
|
6mm Installations |
ZOC |
LOS |
Rules/Resources |
|
Outpost |
1 |
4 |
Manned post, bunkers, artillery II (+1/2 munitions) |
|
Emplaced Guns |
1 |
4 |
Manned post, 2x artillery I (+1/8 munitions) |
|
Firebase |
2 |
3 |
Garrison, bunkers, 2x artillery I, artillery II, artillery IV (+1/12 munitions) |
|
Airpost |
2 |
6 |
Small garrison, air sortie, air defense (+1/10 sortie) |
|
Listening post |
0 |
8 |
Manned post |
|
Military base |
2 |
8 |
Fortified, garrison, artillery I, HQ (+5/25 deployment point) (+2/8 munitions) |
|
Command center |
1.5 |
8 |
HQ, bunkers, manned post (+5/100 deployment point) (+1/5 munitions) |
|
Forward operations |
1.5 |
7 |
Small garrison, HQ, bunkers, artillery I, patrol garrison (+1/3 munitions) |
|
Observation post |
0 |
6 |
Manned post |
|
Hospital |
0 |
0 |
Hospital facilities |
|
Industry |
0 |
0 |
(+1/2 munitions) (+10/50 deployment point) |
|
Depot |
0 |
0 |
(+0/100 munitions) |