Dev Blog 4: Scenarios of CAOS
Greetings! Today we will explore scenario types in CAOS and a briefly discuss our post-release development plans! There are currently three scenario types in CAOS: Attack, Skirmish, and Meeting Engagement, playable on ten maps with selectable game lengths, force sizes, and of course army selection. Each game type can be played against other humans, the AI, or the most popular mode with our beta-testers, co-op battles with a friend against the AI. Let’s take a look at each game type in more detail.
[h2]Attack Scenarios[/h2]
Attack scenarios are the largest engagements in CAOS and they encompass a broad offensive against an entire sector. In this game mode, a random map edge is designated as the attacker’s staging area, but the defender controls most of the map. Each city hex is worth 3 victory points, each town is worth 1, and the player with the majority of victory points at the end of the game wins. Attack scenarios tend to be long scenarios with periods of attack, counterattack, and rest, as the frontline moves back and forth. Here the defender must choose between using entrenched positions to inflict maximum casualties as quickly as possible, versus adopting an elastic defense strategy to wear the invader down, spread them out, and expose them to counterattacks. Additionally, defenders and attackers alike often make extensive use of the engineering system to blow bridges, build bridges, lay minefields, and assemble field fortifications to gain every tactical advantage they can in a map-wide struggle for supremacy.

Deployment hexes are blue/red, and objectives are marked with yellow crosshatches during the deployment phase. The size and scope of Attack scenarios provides many alternative paths to victory and accommodates virtually any playstyle.
[h2]Skirmish Scenarios[/h2]
Skirmish scenarios are attack-defense battles focused on a single objective. A random city or town is selected as the objective and defending/attacking deployment zones are generated with a random direction and distance. Because the entire battle is fought over a single objective, both sides typically tailor their forces to suit the terrain surrounding or enroute to the objective. For example, an objective surrounded by forests and rugged hills lends itself to an entrenched infantry defense. Conversely, an objective on open plains favors mechanized mobility. Similarly, the randomized starting distances equally influence commander decision making. Wide starting separation allows for more skirmishing ahead of the objective and ambitious flanking maneuvers aimed at severing supply lines. While a close start lends itself to a massed infantry slugging match and extreme concentration of force.

The variability of Skirmish scenarios creates a high degree of replayability, because even battles fought over the same objective unfold very differently depending on the initial distance between the armies, the direction of attack, and the intervening terrain.
[h2]Meeting Engagements[/h2]
Meeting engagements, like Skirmishes, are fought over a single randomly selected position. Both sides start at approximately the same distance from the objective and race to seize and hold it. The side that owns the objective at the end of the game wins. Like Skirmishes, commanders need to consider distance to objective, and the terrain surrounding it. Because of this, meeting engagements lend themselves to aggressive and mobile strategies/force compositions. Due to the fluidity of Meeting Engagements, a few well organized combined arms battlegroups often outmaneuver and overcome larger, less mobile forces. If you’re looking for a quick, violent, and decisive match, a Meeting Engagement is always a good bet.

In a Meeting Engagement like this it's tempting to simply rush the objective, but you have to hold it too. Mechanized units from both sides will reach the objective on turn 1, but after this initial contact the battle will evolve into a race to secure a perimeter and protect the rear from unforseen enemy flanking actions.
[h3]Protecting the Supply Chain:[/h3]
Extending and protecting your supply line is essential in all game modes. In most scenarios both sides start with a single static supply dump on the map, and then they have to extend their supply range using a combination of mobile depots and corps HQs. Although cities have a chance to spawn additional static supply dumps (this chance is higher in attack scenarios). Consequently, you can’t simply throw all your force at the front and hope for the best. You need units in the rear to protect your logistics and prevent your rival from severing your precious supply lines. Should your supply lines be cut, every unit carries 3 full days of supply with them, and supply depots carry 5; so even in a worst-case scenario you’ll have some time to re-establish your supply chain.

Let's take a look at the supply overlay from the Meeting Engagement, note the supply dump marked by the red-semi circle. This static dump is the source of all supply, mobile supply depots and corps HQs can extend its range, but if this dump is lost for a prolonged period of time your forces may starve, unless you can retake it or an alternative supply source is obtained.
[h2]Future War Plans:[/h2]
We are committed to improving and expanding CAOS after release, including new scenario types, maps, and the addition of historical scenarios. The first planned addition will be a new scenario type featuring ongoing requisition this summer, which will allow players to buy new units throughout each scenario. Moreover, this fall we plan to release Operation Husky – the Allied invasion of Sicily, as our first historical scenario.
[h2]Attack Scenarios[/h2]
Attack scenarios are the largest engagements in CAOS and they encompass a broad offensive against an entire sector. In this game mode, a random map edge is designated as the attacker’s staging area, but the defender controls most of the map. Each city hex is worth 3 victory points, each town is worth 1, and the player with the majority of victory points at the end of the game wins. Attack scenarios tend to be long scenarios with periods of attack, counterattack, and rest, as the frontline moves back and forth. Here the defender must choose between using entrenched positions to inflict maximum casualties as quickly as possible, versus adopting an elastic defense strategy to wear the invader down, spread them out, and expose them to counterattacks. Additionally, defenders and attackers alike often make extensive use of the engineering system to blow bridges, build bridges, lay minefields, and assemble field fortifications to gain every tactical advantage they can in a map-wide struggle for supremacy.

Deployment hexes are blue/red, and objectives are marked with yellow crosshatches during the deployment phase. The size and scope of Attack scenarios provides many alternative paths to victory and accommodates virtually any playstyle.
[h2]Skirmish Scenarios[/h2]
Skirmish scenarios are attack-defense battles focused on a single objective. A random city or town is selected as the objective and defending/attacking deployment zones are generated with a random direction and distance. Because the entire battle is fought over a single objective, both sides typically tailor their forces to suit the terrain surrounding or enroute to the objective. For example, an objective surrounded by forests and rugged hills lends itself to an entrenched infantry defense. Conversely, an objective on open plains favors mechanized mobility. Similarly, the randomized starting distances equally influence commander decision making. Wide starting separation allows for more skirmishing ahead of the objective and ambitious flanking maneuvers aimed at severing supply lines. While a close start lends itself to a massed infantry slugging match and extreme concentration of force.

The variability of Skirmish scenarios creates a high degree of replayability, because even battles fought over the same objective unfold very differently depending on the initial distance between the armies, the direction of attack, and the intervening terrain.
[h2]Meeting Engagements[/h2]
Meeting engagements, like Skirmishes, are fought over a single randomly selected position. Both sides start at approximately the same distance from the objective and race to seize and hold it. The side that owns the objective at the end of the game wins. Like Skirmishes, commanders need to consider distance to objective, and the terrain surrounding it. Because of this, meeting engagements lend themselves to aggressive and mobile strategies/force compositions. Due to the fluidity of Meeting Engagements, a few well organized combined arms battlegroups often outmaneuver and overcome larger, less mobile forces. If you’re looking for a quick, violent, and decisive match, a Meeting Engagement is always a good bet.

In a Meeting Engagement like this it's tempting to simply rush the objective, but you have to hold it too. Mechanized units from both sides will reach the objective on turn 1, but after this initial contact the battle will evolve into a race to secure a perimeter and protect the rear from unforseen enemy flanking actions.
[h3]Protecting the Supply Chain:[/h3]
Extending and protecting your supply line is essential in all game modes. In most scenarios both sides start with a single static supply dump on the map, and then they have to extend their supply range using a combination of mobile depots and corps HQs. Although cities have a chance to spawn additional static supply dumps (this chance is higher in attack scenarios). Consequently, you can’t simply throw all your force at the front and hope for the best. You need units in the rear to protect your logistics and prevent your rival from severing your precious supply lines. Should your supply lines be cut, every unit carries 3 full days of supply with them, and supply depots carry 5; so even in a worst-case scenario you’ll have some time to re-establish your supply chain.

Let's take a look at the supply overlay from the Meeting Engagement, note the supply dump marked by the red-semi circle. This static dump is the source of all supply, mobile supply depots and corps HQs can extend its range, but if this dump is lost for a prolonged period of time your forces may starve, unless you can retake it or an alternative supply source is obtained.
[h2]Future War Plans:[/h2]
We are committed to improving and expanding CAOS after release, including new scenario types, maps, and the addition of historical scenarios. The first planned addition will be a new scenario type featuring ongoing requisition this summer, which will allow players to buy new units throughout each scenario. Moreover, this fall we plan to release Operation Husky – the Allied invasion of Sicily, as our first historical scenario.