Wednesday 1 June 2016

WW2 mini-campaign rules part 2

Preparing for my WW2 mini-campaign continues with the campaign map setup ready to begin. The Red arrows show the starting line for the Commonwealth troops and the Blue arrows the German defensive line. The campaign objective is to gain territory while denying territory to the opposing forces. Once both sides have used up all their supplies the side with the most squares wins. Supplies for each side are based on how many squares they are not controlling. For each square not controlled the side gets 200 tonnes of supplies to use for attacks. So Red gets 3600 tonnes (18 x 200) and Blue 1400 (7 x 200).


To make an attack on an adjacent square occupied square costs 200 for a limited attack or 400 tonnes for an all out assault. A defending force does not expend supplies defending. On the tabletop supply consumption translates to units available:

  • A defending side always has units equal to the score of 2 average dice plus 6.
  • A limited attack has available units equal to the score of 3 average dice plus 8.
  • An all out assault has available units equal to the score of 4 average dice plus 8.

The capture of terrain features on the tabletop determine whether an attack is successful. Where an attack is successful the attacking force can occupy the square. The front lines do not change where an attack is repulsed.

Both sides take turns to make attacks. A side may choose to pass and not make an attack. If both sides pass then the game ends. This encourages the side with the fewer controlled squares to push on with the attacks, while the defending side bides its time before launching a counter offensive.

For the next post will cover off generating and setting up the terrain which are influenced by the campaign map terrain features, and how a battle is won by the capture and holding of these features.

1 comment: