Rules

Tuesday, 6 August 2019

WW2 mini-campaign begins

With campaign maps and counters made it was time to begin the WW2 mini-campaign. I have tried to keep the forces in line with those described in Donald Featherstone's "War Game Campaigns" book, but there are some differences. British forces are defending this area of the front in Northern Europe 1944 and comprise an infantry battalion with a variety of supporting units and armour:

3 x Infantry Companies (represented by 3 platoons on the tabletop)
1 x Armoured Company (represented by 3 platoons on the tabletop)
3 x Tank Troops
1 x M10 Troop
2 x Mortar Sections
1 x Reconnaisance platoon
2 x AT Guns
1 x 25 Pounder Artillery support
1 x AA section
1 x Engineer Platoon with bridging equipment

British forces can place units anywhere in rows C, D, E, and F.

The Guards opening defence positions
While there are no stacking rules. When playing out a game on the tabletop a maximum of 6 units can be deployed chosen by the players. The unused units can brought on as reserves during the game when a playing unit is eliminated.

The campaign starts with morning intelligence reports indicating a Panzer Grenadier force is in the area. The British Guards Battalion has been asked to defend against this threat and stop German forces advancing south and into open country around the junction town of Louisville. While hopeful that the intelligence reports are overstated, the British commander has issued the following orders in the morning with the aim of detecting enemy activity on the more exposed area of the front they are holding:
  • Reconnaissance company (supported by a tank troop) to advance to the sunken road bridge and delay any attack.
  • Company B (supported by ) to secure the Chateau and stall any enemy advance.
  • The 25 pounder artillery troop is to move and provide artillery support for the Reconnaissance company. Note - artillery have a range of 2 squares.
Orders are written before the Panzer Grenadier move
To keep the campaign simple, all units can only move 1 square providing there is a linking line between the squares.

The attacking Panzer Grenadier force consists of 4 armoured infantry companies and 2 reconnaissance companies. These have supporting units, tank and assault gun troops. I am not going provide a detained list of units as they will be revealed when engaged in combat. To add more  uncertainty included are blank counters. The counters were shuffled in two batches and placed face down on row A. The first batch containing the armoured infantry companies and reconnaissance companies are placed one in each square in row A, then all remaining units are evenly distributed.

At this point in the campaign I must confess I do not know if this will turn out to be a balanced campaign, or whether it is totally unbalanced and end with one side totally trouncing the opposition.

Unknown Panzer Grenadiers are placed in row A.
The Germans arrived on row A, and the British orders are actioned.


Panzer Grenadiers units are moved in their stacks. The rules for movement are determined by dice rolls. In most cases the choice is 1-4 advance forward a square, 5 shift left one square, and 6 shift right one square. If the option to advance is not available due to a river for example, then 1-3 shift left and 4-6 shift right.

At the end of Panzer Grenadier movement there will be two games to be played:
  1. Reconnaissance forces at the Sunken Road bridge
  2. B Company holding the chateau

The first clash of forces to be played are at the sunken road bridge.
The Panzer Grenadier counters are now exposed and using the detail from the map a tabletop will be constructed. When constructing the tabletop additional terrain features are added as the maps are rather devoid of features. Four terrain features are added (2 small woods and 2 fields) which are spread evenly one in each quadrant and positioned using scatter dice.

Panzer Grenadier forces are revealed

The tabletop will reflect the map.
The tabletop look from the south
The next post will cover the small game using One Hour War-game rules.

10 comments:

  1. Replies
    1. Thank you Jonathan and Ross. I have just played out the first two actions (yet to be posted) and both were enjoyable games enhanced by the campaign context.

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  2. And they're off! excellent.

    A couple of thoughts, though at this early stage, these could just sit in your back pocket in case a point comes that they may help. As a thing of 'momentum', I did a WWII ladder campaign in which the winner of a battle became the aggressor in the next battle, so attack would either be maintained if the attacker won or if the attacker fails, the enemy could counter-attack to recapture ground. I also allowed the winner to use a slightly bigger order-of-battle, which helps encourage the momentum aspect of the game. I also allowed the victor of the battle (who then holds the field) to dice for knocked out non-burning friendly tanks, with a low score (so just a slight chance) allowing them to recover and fix the tanks and returning them to battle in the battle following the next battle. As I say, it was a ladder campaign rather than the wider frontage that you have, so the ideas may not be as helpful.

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    1. Thanks for the ideas Norm, I will keep them in mind. I enjoyed reading your ladder campaign and the ideas it incorporated. The retrieval of tanks is very appealing as I am using my tank recovery vehicle to represent an engineering unit.

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  3. I shall follow with interest - is this a solo campaign?

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    1. Hi Rob, yes this is a solo campaign. I will be mentioning any solo rule mechanisms used in my posts.

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  4. Looks like a great start! I am immediately filled with anticipation and questions. The former has to wait of course, but if you don't mind questions: How will you be handling the 2 square range of the artillery? Will the 25 pdr. be represented by a forward observer or will any infantry unit be able to call in fire? Also, will you be using your D3 OHW variant or some other variant?

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    1. Questions are always welcome. On to your questions. 1) I allow any infantry unit to call in supporting artillery fire. Off table fire is dependent upon communication with has a 50 percent chance of getting through. 2) I am using another OHW variant using card activation and two will post them in the next week.

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