As creating a war game on top of the battles can be too much, I wanted to give the feel of a war room and taking some decisions before the battles that would carryover in a sort of campaign or timeline.
Here is a mockup, you basically have a map overview and several fronts. For each you will select force points, those points will create a random set of units for that front that you will use and will be carried over from mission to mission. Enemy (AI) will do something similar, then for each front you decide if you want to attack or defend, defense it is easier but will not grant victory points that are need to obtain campaign victory, you gain this by successful attacks only.

The action selected will generate the different mission types, attack, defense or meeting engagement if both sides decide to attack, or symmetric if both are on defense (or no battle maybe in this case). The player may simulate or play these battles in the game engine. This will be generated with the skirmish random map, and the forces put based on the force points selected and current army that has been generated. For the following battles the carryover features will be used, plus reinforcements that will be received per phase (probably more for the AI).
From what I have seen in the code and wiki I think I have all I need to achieve this. What I am not sure is if I can generate a set of units per front and be able to keep that information stored and updated at the campaign level.
Will we have the possibility to do scripts at the campaign level and probably use arrays to store information during it? Right now there are campaign variables but I will need more to store the entire units info. Will it be possible to use the FromFile functions for this? Seems you can read data, but not write to it.

