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"Not much to say about it, until the mechanics are playtested.
The current high-level concept is roughly the same: a CENTAG-focused operational campaign, with each campaign chapter covering 1-2 days of fighting. Probably a switching point of view - a chapter for US, FRG, DDR, and Soviets each.
Turn-based IGOUGO system. Battalions are likely to be a basic operational unit under player command. Map divided into sectors, each corresponding to a tactical map.
In terms of the total amount of forces, it'll gradually increase from a few brigades involved in the introductory chapter and up to 1-2 divisions worth of troops in later chapters.
Mechanically, it'll be its own thing. There is no 'proven formula' for an operational-level RTT campaign yet, which is highlighted by Eugen reinventing the wheel with each of their games. Gotta design that particular bicycle from the ground up.
I'll stress that it is an initial concept, though. Even high-level stuff may change, based on prototyping."
A dynamic campaign, for me, is one where you play one side from the start until the very end of the war and the path you take diverges dependant on the players actions. It doesn't have chapters as the player is creating the story themselves.
It might be semi-dynamic in that you are lead along the overall path in the war but have some flexibility and impact on the individual battles and their order. This is similar to Eugen and some of the Close Combat games.
Each chapter is a single division-to-corps-sized operation, not the entire war.
The campaign is dynamic enough for my purposes:
1.) Provides extra replayability, which will come from non-scripted missions and ample options at the strategic level.
2.) Adds a layer of strategic considerations to each tactical fight. A player will have to consider the long-lasting implications of casualties taken and resources expended, in addition to achieving current objectives.
What you're describing is essentially Total War: 1989; such a project would require an order of magnitude more resources and time. I prefer to start with something more manageable and work from there.
I think the best way is to have a lot of pre-drawn maps "connected" with edges to each other, like Graviteam MF.)))
The idea is to have unique tactical maps for key strategic sectors, while peripheral ones will share layouts from a set pool of maps. Of course, the pool will be reasonably large to avoid repeating SD2 mistakes.
Ah yes well if you were meaning espionage then of course that happens in war on a large scale. But I would imagine regiments is in the middle ground - not covering small commando like raids but not covering the large grand strategy of the entire war either. So I would imagine any strategic elements will be quite simplified to lead you quickly to the next real time battle.