Wednesday, 14 August 2019

WW2 solo campaign map moves

With the completion of the tabletop actions of Herbillion Bridge and Rouge Farm, it is time to revisit the campaign map for the next moves in the WW2 solo campaign. As a quick reminder the campaign sequence of play which is:

  1. Guards player writes orders
  2. The Panzer Grenadier make their moves determined by dice
  3. Where opposing forces are in the same map square the campaign moves to the tabletop and an action, or actions, are fought out.
  4. Guards move using their orders
  5. Where opposing forces are in the same map square the campaign moves to the tabletop and an action, or actions, are fought out.
  6. Back to step 1


The map below shows the Guards moves (red arrows) using orders previously written and Panzer Grenadier moves (blue arrows) driven by dice. The move by "B" company is a forced retirement from a previous action.


The Guards are consolidating their units into two groups in the hope of countering any advance in force. While "B" company retires. The Panzer Grenadiers are close to a breakthrough having found a gap in the Guards front between their left flank and "C" company.
With no actions to be fought on the tabletop the campaign moves continued and the Guards are able to set their defensive line.

Guards move to shore up their defensive line and move their artillery back and support the reconnaisance unit.
The Panzer Grenadier forces press forward and into the Guards defensive line
There will now be 3 actions to take place on the tabletop.

12 comments:

  1. I love this narrative.
    The campaign turn sequence is very effective at providing the context of the battles, and everything unfolds in a realistic way. A really great meta-wargame, with battles as the detailed wargaming elements.
    I really must give this a go. I sense that an Ardennes style campaign would work really well with these mechanisms.
    Alternatively, something like the German Paras on Crete would work very nicely.
    Great stuff.

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    1. Thank you, the writing of commands in advance is quite key as it increases the level of uncertainty and enjoyment in the campaign. This style of campaign would certainly works for many WW2 situations, and as you say provides a meta-wargame situation.

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  2. Really like this Peter - great concept.

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    1. Glad you like this. The campaign is developing in a most enjoyable way.

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  3. Very interesting! The German flanking attack may be pivotal.

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    1. Yes, if the flank attack is successful it will open up quite a gap in the defensive line and there is a reserve force advancing which is yet to be engaged. I am looking forward to flipping over the Panzer Grenadier counters to reveal what I will be facing in the next few actions.

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  4. The dice (controlling the German side) are behaving rather well in developing the narrative. This next phase of 3 battles has the potential to really open this up.

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    1. The rule of thumb approach has worked uncannily well in this scenario for determining campaign moves. Agree, the next three actions are quite pivotal to the campaign outcome.

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  5. Loving it! Are the dice sentient? You'd think so the way the Germans (B) turned in on the Guards left flank.
    Just one question this time; do you actually do German moves then any resulting battles and then Guards' moves and then any further resulting battles? If the Guards are moving out of a square the Germans are moving into why not have the Germans move in unopposed?

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    1. Thanks. As for the dice I sentient, I may use that argument if I lose against a cube of plastic with dots on it :-)
      Yes, German move and battle, then British move and battle.
      The Germans do advance into the square if successful on the tabletop. In the case of Rouge Farm they did occupy it (force F). Unfortunately I had already moved the counter for the next move before taking a photo of the map.

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  6. This is, as others are observing, working pretty well. Normally I would 'program' the defender and play the attacker, but I suspect that is due to my preferred tactical stance!

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    1. I am not totally sure why I went with being the defender. As I suspect programming the defender is possibly easier. If I lose against the plastic dotted cube running the attack, I shall have to demand a rematch (on a 4+ roll).

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