As I added to my previous post, rifling around through the books on my games shelf (a single shelf. I got rid of more than 1/2 of my gaming related books collection over the past year!) I discovered both Morschauser and Featherstone (in his Advanced War Gaming) provide some interesting mechanisms for running a map campaign.
Both have a simplicity that I like, although Featherstone muddies things up with several optional bits - more complexity sounds great to me at first, but I have learned that in war gaming ,and RPGs, for that matter, there is a point where my enthusiasm wanes in proportion.
Morschauser's system is the harsher of the two, in that if a force loses a battle, they are just done and no longer available for the strategic level. There is the benefit of no record keeping in that case, but it does seem a bit difficult to swallow. Still, he uses painted wooden blocks on a map and who doesn't like the sound of that?
Featherstone 's method for generating a random map sounds quite fun - using 2"x 2" painted squares drawn at random and placed into a 12" square frame .
I believe it was in Featherstone that I saw mention of the often cited "rule" of 1/3 of casualties are killed, 1/3 are wounded and not available for some time period and 1/3 are combat ready by the next encounter.
Even if I did not see it there, that rule of thumb has a long pedigree and who am I to resist something with such history?
Of course, I could combine the two (blocks on a randomly generated map, using casualty recovery)
The other issue I find myself considering is the level of command.
Initially, I was thinking commanding a company at most in a given game, however, a battalion would not be out of the question, either with Morschauser or Blitzkrieg Commander, both of which work with the same basing systems I intend to use. It's more a narrative question than it is a gaming issue.
Scenarios in any case, I think are well accounted for with Blitzkrieg Commander, FiveCore's Company Command, and Platoon Forward (moved up a level) all providing scenario ideas, plus One Hour Wargames, and tabletop teasers (and presumably, situations would naturally arise from the campaign).
Next, I need to look at my collection and see what, if anything, I want to paint (OK, need to paint. Want is a strong word) - I think I may be short some heavy infantry, and I know my anti-tank gun teams need some love.