In addition to the armies chosen first option, I would like to add another option, that of blind setup, as in "As the sun rose we saw the opposing army already arrayed for battle."
I would further rule it like this:
Each player begins with a pool of command actions equal to his normal allotment per turn. Starting with whoever moves first, a player may switch two units positions at a cost of two points, or move one unit anywhere in the deployment zone for one point, play then goes to the other player who may spen one or two points. A player may elect to pass and instead spend a point to draw a command card. When all alloted points are spent, the game begins as normal.
A Die could be rolled for blind setup at the beginning of the scenario, after armies are built, on a one it is a blind setup.
To recap neatly, the shortened campaign game would look like this: (any props go to Kevin and Jaime)
The campaign ends when 1 side hits 14 Victory Points. If both sides hit it at the same time, it's a tie. This results in 3, 4, or 5 games.
Army build rules: standard rules at all times. (We used 2000-point armies, so 4 core, max. 2 of each elite, no mercs.) Though you could use whatever army build rules you wish.
Game #1: Total Warfare, Open Map (Die roll 1-2 = buy army first) (Die roll 1 = blind setup)
Game #2: (Die roll 1-2 = buy army first) Random Scenario (veto), Random Map (veto) (Die roll 1 = blind setup)
Game #3: (Die roll 1-2 = buy army first) Random Scenario (veto), Open Map, Random Special Condition (veto) (Die roll 1 = blind setup)
Game #4: (Die roll 1-2 = buy army first) Random Scenario (veto), Random Map (unless determined by scenario) (veto), Random Special Condition (veto). (Die roll 1 = blind setup)
Game #5. Armies are chosen first. Then Random Map (no veto), Random Scenario (Any scenario which gives armies different point totals is discarded.) (no veto), Random Special Condition (no veto). (Die roll 1 = blind setup)
Whoever won the most recent game is the attacker in the next scenario. (Game #1is Total Warfare, where which side is the attacker is irrelevant.)
Veto Rule: When a random map, scenario, or condition is drawn and a veto is allowed (See above.), the attacker must decide whether to accept it or veto it. After the attacker decides, the defender makes the same choice. If both players accept it that's that. If it was vetoed, the card is put aside (or you reroll if you get the same scenario) and another one is randomly selected. (Note that there are multiple open map cards, so you might veto an open map and still draw another).
However, for each game, each player may only veto one map, and one scenario. So if you veto a scenario and then you like the next one drawn even less, tough cookies.
Any Scenario or map which has been previously played is pulled from the pile before drawing a random one. The equivalent is done with special conditions, but since each card lists 3 of these you can't pull the entire card.
I will try and get lazyj to agree to this tonight.