There are 3 steps to determining a game setup. These are:
- Decide what type of engagement will be fought (e.g. flanking attack, escalating encounter, or frontal assault.)
- Decide tabletop layout, adjustments, and defender's position
- Allocate objectives
1. Type of Engagement
The game number within a campaign turn will influence the type of engagement to be played on the tabletop. Roll a D6 dice and consult the list below.
1 = Flanking attack
2,3 = Escalating encounter
4,5,6 = Frontal assault
1 = Escalating encounter
2,3 = Frontal assault
4,5,6 = Flanking attack
1 = Frontal assault
2,3 = Flank attack
4,5,6 = Escalating encounter
Both sides deploy a third of their units on their tabletop edge with remaining units coming on as reserves.
1-3 Objectives determined by D3 dice are positioned on terrain features equidistant between the opposing tabletop home edges (or as close as possible depending on terrain features).
Defender deploys two thirds of their units on their half of the tabletop with remaining units arriving as reserves. The attacker deploys all units on their table edge.
1-3 objectives determined by D3 dice are positioned on terrain features in the defenders half of the tabletop.
Defender deploys all units on their half of the tabletop. The attacker deploys half of their units on their edge with the remaining half arriving as reserves on one tabletop edge. The edge must be decided before defending units are deployed.
1-3 objectives determined by D3 dice and positioned on the defenders half of the tabletop.
2. Tabletop Layout
The terrain is decided by placing nine terrain cards from a deck of terrain cards. Before shuffling the cards I remove some terrain cards which do not apply or reduce the number of a certain type of terrain. Essentially, I stack the deck to better reflect the type of terrain being fought over.
Example - If there are no salt marshes in the zone being contested, then all salt marsh cards are removed from the deck.Example - If the engagement is between divisions close to the coast, then I have all the escarpment cards in the deck.Example - If the engagement is between divisions more inland, then I reduce the number of escarpment cards.
In the first game layout the cards in a 3 by 3 square. The defender chooses the side to defend and is allowed to switch any 2 terrain cards which are side by side to their benefit their defensive position. Then setup the tabletop using the terrain cards as a guide.
In the second game layout the cards in a 3 by 3 square. The defender chooses the side to defend, the cards are not adjusted in this game, and the tabletop setup using the terrain cards as a guide.
In the third game layout the cards in a 3 by 3 square. The attacker chooses the side to attack from and is allowed to switch any 2 terrain squares which are side by side to their benefit their attack. Then setup the tabletop using the terrain cards as a guide.
|Example of the terrain cards laid out and two adjacent cards being swapped,|
3. Allocate Objectives
The defending player always places the first objective on a terrain feature, then players take turns to allocate any remaining objectives. Objectives must be placed on terrain features such as hills, escarpments, broken terrain, buildings, and wadis. However, where roads (or tracks) cross or join they also can be considered features when allocating objectives. In a very featureless desert all features can be useful as a point of reference and objective.
Campaign turn 10 game 1 report
Both forces involved, 21st Panzer division and 7th Armoured division, are at full strength so 15 units from representing elements of these divisions may be available. However, they will be subject to wear and tear losses which are decided by a D3 dice, and the owning player selecting which units are removed. The only constraint is none of the units can be of the same type (e.g. only infantry units) and must be a mix.
In game 1 of campaign turn 10, Axis forces roll 3 and Allied forces 2 for wear and tear.
|Selected units (HQ markers not shown)|
21st Panzer Division Force
- 1 x Wespe
- 1 x 88mm Towed Gun
- 1 x Marder
- 1 x Armoured Car
- 1 x Pz IV
- 4 x Pz III
- 1 x Pz II
- 2 x Armoured Infantry
7th Armoured Division
- 1 x Honey
- 1 x Bren Gun Carriers
- 3 x Crusader 2 Pdr.
- 3 x Sherman
- 2 x 25 Pdr. Towed Gun
- 1 x 2 Pdr. Portee
- 2 x Motorised Infantry
This rather brief action report is of an escalating encounter between forces. Both are aiming to control a single objective, the oasis in the centre of the tabletop.
|With a single objective the plans were similar for both forces. Get to the objective quickly and with the most units.|
|The 7th Armoured force was able to occupy the oasis early and supporting reserves were moved up quickly. Axis forces pushed along the road while they struggled to bring up reserve units.|
|The action escalated and both sides were taking casualties with reserves being thrown into the action as quickly as possible. The new Shermans moved along the road and soon joined the action with their longer weapon ranges.|
|The battle began to turn in the Allies favour with the Shermans proving very useful.|
|A victory to the 7th Armoured division forces|
A good start for the campaign turn with the Allies achieving an early victory.