Friday 25 October 2013

Race For The Rhine - Part 3: Round 1 Results

In the first couple of campaign battles I kicked off by snatching defeat from the jaws of victory while defending in a Fighting Withdrawal mission, much to James Underwood’s (the opposition) amusement.  I managed to wipe out some tank destroyers and a recon platoon to snatch 3 victory points, but lost my Tigers and PaK40’s in the process.  Elsewhere James Taylor continued the ‘bad day on the job’ theme for the Germans, getting well and truly stonked by Paul’s British armour, and losing 77% of his army in the process!  He managed the same trick of taking out a couple of platoons however, and lost 4-3.

Battle number three took place the week after, with Phil’s Canadians (or rather his naval firepower) recording a good victory over Ian’s roughly handled panzer kompanie.  Battles 4 to 6 were fought out simultaneously on the 24th October, and continued the trend of allied victories.  First to declare was Pete’s SS Panzergrenadiers, run out of town during a Fighting Withdrawal by Aidans British riflemen with suspiciously few losses for a supposedly fanatical force.  Pete assures me that his deliberate use of 1550pts in his first game is all part of a master plan which will come to fruition later, hopefully not too much later – Aidans losses were 0%. 

Next up Blue Team Dave brought out his SS Panzergrenadierkampfgruppe (what a mouthful) halftracks for a rare outing and immediately doubled the lot in front of Lukes US para’s.  Luke was kind enough to let him get away with that, but not gullible enough to let him get past turn two without a bit of a bashing.  Four burning StuG’s later and the SS attack had lost it momentum, and the battle with 500pts being wiped out.  Last but not least Dennis’ Panzer Kompanie managed to starve a draw out of Martin’s Americans, resisting until 10:20pm and managing to loose little in the way of their army doing so.  Martin came out with 3 points, Dennis with 2.

Battles for Round 1; Red’s British Guards armour overcame David’s Panzer Kompanie very swiftly to make the allied results 7-0, and put pressure on Ben and his SS Panzergrenadiers to pull something out of the bag against Andy’s US Paras in the last battle, or see the Germans sink to new depths.  With the aid of some cunningly camouflaged flamethrower half tracks Ben was able to deliver what all the other Germans had failed to do, and defeated Andy’s paras in an Encounter mission to jump to the top of the German league, and joint top of the overall standings with Aidan and Red.  Surprisingly the Allies are only 14 victory points ahead overall so far (34 to the Germans 20).

Round 1:

Allies Vs Axis Result Loss %
Andy Canham Vs Ben 1 vs 6 4.3 vs 0
James Underwood Vs Rick Andrews 4 vs 3 30 vs 31
Phil Tomkinson Vs Ian Shaw 5 vs 2 10 vs 79.4
Aidam Holman Vs Pete Derrick 6 vs 1 0 vs 11
Martin Vs Dennis Wong 3 vs 2 9.7 vs 28.6
Red Pendrigh Vs David Astbury 6 vs 1 0 vs 29.1
Luke Taylor Vs Blue Team Dave 5 vs 2 13 vs 25
Paul Vs James 4 vs 3 6 vs 77

Main Table:

Player Company Round 1 Average % Loss Points Total
Aidan Holman British Rifle Company 6 0 6
Ben SS Panzergrenadier Kompanie 6 0 6
Red Pendrigh Guards Armoured Recce Company 6 0 6
Phil Canadian Assault Infantry 5 10 5
Luke US Parachute Rifle Company 5 13 5
Paul Guards Armoured Squadron 4 6 4
James Underwood US Tank Destroyer Company 4 30 4
Martin US Armour (?) 3 9.7 3
Rick Andrews Panzergrenadier Kompanie 3 31 3
James Taylor Grenadier Kompanie 3 77 3
Blue Team Dave SS Panzergrenadierkampfgruppe 2 25 2
Dennis Panzer Kompanie 2 28.6 2
Ian Shaw Panzer Kompanie 2 79.4 2
Andy Canham US Parachute Rifle Company 1 4.3 1
Pete Derrick SS Panzergrenadier Kompanie 1 11 1
David Astbury Panzer Kompanie 1 29.1 1
Player Company Round 1 Average % Loss Points Total
Aidan British Rifle Company 6 0 6
Red Guards Armoured Recce Company 6 0 6
Phil Canadian Assault Infantry 5 10 5
Luke US Parachute Rifle Company 5 13 5
Paul Guards Armoured Squadron 4 6 4
James Underwood US Tank Destroyer Company 4 30 4
Martin US Armour (?) 3 9.7 3
Andy US Parachute Rifle Company 1 4.3 1
Player Company Round 1 Average % Loss Points Total
Ben SS Panzergrenadier Kompanie 6 0 6
Rick Panzergrenadier Kompanie 3 31 3
James Taylor Grenadier Kompanie 3 77 3
Blue Team Dave SS Panzergrenadierkampfgruppe 2 25 2
Dennis Panzer Kompanie 2 28.6 2
Ian Shaw Panzer Kompanie 2 79.4 2
Pete Derrick SS Panzergrenadier Kompanie 1 11 1
David Astbury Panzer Kompanie 1 29.1 1


Round 2 Games:

To be played by the end of the 5th December if possible, let me know if you have any issues.

Allies Vs Axis
Aidan Vs Ben
Red Vs Rick
Phil Vs James T
Luke Vs Dennis
Paul Vs Blue Team Dave
James Underwood Vs Ian Shaw
Martin Vs Pete Derrick
Andy Vs David Astbury



I leave you with a report from the mouth of Aidan following his defeat of Pete’s SS.  Warning - German players may find the Allied bias a bitter pill to swallow:
“I have very little comment on the subject of last nights gaming. None of it coherent. Most of it involves laughing. A lot. 

in brief:

A fighting withdrawl: Defending are the Hitler Youth, Attacking are the Kings Shropshire Light Infantry.

The huns deployed first, spread thin by the need to cover three objectives: infantry platoons on the flanks, mountain guns and panzers in the centre, and nerbelwerfers at the back. The plucky brits placed their 6pdrs, mortars and vickers in the centre, the main weight of shermans and tank riding infantry went on the right flank, but my largest rifle platoon and half my carriers went on the left: The british plan was simple, Attack on the right, draw as many jerries into a meatgrinder as possible, and then use the carriers and rifles to swamp the objective on the other flank.

This started well, my shermans, carriers and rifles on the right barrelling forward and peppering the nearest huns. A rocket attack spoiled the effect a bit bailing a firefly and forcing a platoon to abandon their lifts however the threat was real enough to have panzers racing through to the rescue through the smoke screen laid to prevent any more help from the rockets and mountain guns. However they were too late: My other rifle platoon dismounted, and with covering fire from carriers and shermans went into the woods to eject the fanatics, while a firefly dealt with the armoured cars. The Youth fell back, allowing the Shropshires to occupy the woods behind the objective. The jerries were back for more moments later with the panzers close behind (but not close enough!) and with some good dice looked like they'd evict the Englanders, but the moral check was passed, the counter attack went in and the Youth were annhialated in short order. Thus when the british turn three started a quick measurement confirmed it: The Shropshires had done it without losing a platoon!

Oh, and the main attack on the left? Never actually moved...

Lack of practice meant mistakes: turns out my mortars do have a range more than 24" (id apparently handicapped myself against Rick the other week!), And not only did my platoons on the left not move but Pete forgot his storm trooper moves for both games that we played! Oh well...

As the campaign game only took an hour we had another game. an Encounter this time. My strategy was similiar except my shermans and their attached rifles were in reserve with my carriers. The battle was much closer with my centre hardpressed and down to a handful of teams when they finally saw off the panzers with my last 6pdr and last PIAT doing sterling work! My attack on the left nearly failed with my platoon decimated just short of the objective. They hold on and three carriers arrived to support them. They went in again driving off the Youth, and came under attack from all sides but somehow held on and despite being down to 3 teams and a carrier manged to survive the attentions of the Mountain guns and forced a second fresh platoon of SS to fall back leaving victory to the shropshires! And the Shermans and Rifles in reserve? Even by turn 5 they hadnt arrived! only 1 of 5 reserve platoons made it onto the table!”


Wednesday 16 October 2013

Operation Market Garden - Battle Report

On the 12th of October 2013, for reasons best known to each individual, nine players of Flames of War got together to play a scenario loosely based upon Operation Market Garden at the Deeside Defenders gaming weekend in Broughton.  With much chopping and changing of sides the eventual participants were:

For the doo-gooding Allies:
Phil – Canadian Armour
Paul – Welsh Guards
David Astbury – British Armour; 30 Corp
James – American Para’s
Dennis – American Para’s

For the suspiciously cheerful Germans:
Pete – SS Panzergrenadiers
Ben – SS Panzer Kompanie & Heer Grenadier Kompanie
Chris – SS Panzer Lehr
Rick – Panzer Kompanie

I wrote the scenario for this, and had a few aims I wanted to achieve of which the main one was everyone enjoying themselves.  I had spent a bit of time on the mechanics of how to drop para’s, and measured out distances and arranged for scenery and desperately tried to balance up the two sides while players were chopping and changing – I think I roughly managed the last.  Finally the biggest surprise I wanted to spring was that the objectives for both sides were not the same.  The Allies had 6 different objectives which they could claim, while the Axis had 5, locations on the board and while some were the same, others were quite different.  The side holding the most objectives at the end of the time allocated won, and a fog of war prevailed until the last turn.  I’ve scanned in the master copy of the map,with the red dots showing the objectives and the letters (A = Allied, G = German) showing whose they were, and below is the list of the different ones for each side.


The Master Copy of the map, both sides had their own maps which they were not supposed to show the enemy.  Phil regularly forgot this important fact.

Allied Objectives

The Farm – This is a possible sticking point in securing the highway we need to transport our supplies and troops up and down.  Capturing it would secure that route, as well as providing a base of operations for the top brass to swan around later down the line.
The Monastery – In this ‘wonderfully’ flat country something that sticks up into the sky is a god-send!  We need that tower to put our observers in so we have a decent view into the town.
The Windmill – Not only a tall building, but it’s also on the only hill and overlooking the road.  Can’t be having jerry holding such a good vantage point.
The Ford – Interesting one this, we do not believe at this time that the Germans are aware of this crossing point over the river.  Holding time would enable us to flank the German positions in the town and prevent them re-enforcing on the western road.
The Ford does not appear on the German maps and they are unaware of its existence.  If the allies cross it (very difficult going), or German troops come within 4” of it then they become aware.
Southern Bridge, Far End – If we fail to secure this today we risk having to force a crossing against concentrated German forces which will prove costly in time and lives, we need that bridge.
Crossroads – The most ambitions of our objectives, the crossroads is the joining point of the German supply, troop movement and communication lines.  Take it and we’ll roll them back.

Axis Objectives

The Crossroads – I don’t need to remind you that this is the joining point of our supply, troop movement and communication lines along the front.  Failure to hold this will certainly force us to withdraw from the line of the river in the coming days.
The Southern Bridge Far End – We CANNOT allow the bridges to fall into enemy hands, this river is one of the best lines of defence we have, and we must use it!
The Western Bridge – This is also a key crossing point which is made even more important because its loss would see the army cut in two in this area.  It is also the route re-enforcements will come from if we require them.
The Windmill -   In this awful flat country something that sticks up into the sky is handy!  We need that building to put our observers in so we have a decent view over the road and surrounding countryside.
The Industrial Estate – My information is that our esteemed colleagues in the panzer divisions have chosen this site, on the wrong side of the river, to place a substantial proportion of their fuel supplies in that fuel tank.  It must be held until we can bring up enough transport to remove it or our armour will grind to a halt.
  

Set-up:
To put it simply the SS Panzergrenadiers and Panzer Kompanie (me and Pete) deployed in a 2 foot deep band across the width of the table, from the windmill (my side) to the monastery, to represent the front line.  A third German company garrisoned the town – the grenadiers – while the Allies started off table, with their armour moving on to the south of the front line, while their paras dropped in from turn 1 onwards anywhere they chose using some scatter dice.  Sadly the pictures had to be taken by iPhone, not a good option but I had left the camera at HQ.


The Battle:

Turn 1 dawned bright and clear as paratroopers dropped from the sky.  James choose to drop his allocation between the windmill and the river, quietly seizing the ford which the Germans were oblivious too and launching an attack on my 88’s on the hill, destroying them.  Dennis was even more bold, dropping his men in huge platoons (19 teams strong!), one behind Petes SS Panzergrenadiers looking to wipe out his Panzer IV’s, and the rest on the other side of the river amongst the buildings.  The paras attacking Pete failed miserably, and were severely punished by the German tanks, but it was even worse in the town.  The yanks succeeded in taking out the Germans AT guns and StuG’s, but hadn’t realised that virtually every building was a machine gun post!  Ben and Chris had done well in deploying their troops, and by the Allied turn 2 Dennis’ 1500pts of paras was practically no more and I deemed it necessary to recycle them and back in they came against a nearly untouched grenadier defence company for another go which would last longer than 1 turn. 

The German front line, with my Panzers in front of the windmill hill, and Petes SS Panzergrenadiers beyond them near the monastery. 
The allied armour had arrived, with the Canadian centre of Shermans being flanked to its right by the British with Shermans with a number of lighter Stuarts, and a mass of Cromwells to their left from the Welsh Guards.  The Welsh had obviously decided the way forward was to go quickly, and were highly aggressive from the start, with the Canadians almost dragged along for the ride, fearful of losing their lines of sight and missing out on the kill.  The British in comparison went with the ‘slow and steady wins the race’ strategy, which was proving a success against an outnumbered SS Panzergrenadier platoons who gradually gave ground for better positions.  They did so unhurried however, and were able to drop back to better firing positions with a reasonable number of men, abandoning the farm in the centre to the Canadians, and latterly the monastery to the British in the knowledge that they were not required by the German high command to hold them, however the Allies did have them on their hit list, and two objectives fell to them easily.

The Allied armour arrives, or at least most of it, Welsh Cromwells to the right, Canadians in the centre and the Brits (obscured by random terrain piece) on the far side.  The edges of the farm are to the left.

The full battlefield, with one of the American paras (James!) already trying to text for re-enforcements.  The results of this are unknown.

The SS Panzergrenadiers, the monastery, and the paras near the river.

Closer still - the Paras miss their shot and fall foul of the SS tanks.

The crossroads in the centre of the town.

Ben and Chris' artillery, which caused many problems for the paras throughout.

My Panzers had one very good turn, brewing up a goodly number of allied tanks, these being the Welsh.

However there were many more available.
 My Panzer Kompanie, to the right of the SS Panzergrenadiers, came under more intense pressure as the bulk of the Canadians and all of the Welsh Guards came at them at full speed.  This left no real opportunity to fall back successfully, even if the way had been cleared of American paras.  To clear this route, and escape some of the attacking armour, my pioneers in their halftracks assaulted the paras and reclaimed the hill and the windmill on top with the assistance of a depleted platoon of Panzer IV’s.  However, the Cromwells were soon on their back, and as the pioneers dug in, unable to make a further dent on the rest of the dug in Americans, the Panzer IV’s were hit in the back and wiped out, complete with the company commander.  The rest of my retreating armour fell back into fields and towards the hill, with the two Tiger 1E’s acting as a magnet for the hordes of 17pdr-armed Challenger and Sherman Firefly tanks.  The combined Panzer IV’s and Tigers bloodied the Allied advance, destroying 7-8 tanks, before the Welsh M10’s took the lead and wiped out the Tigers.  They were in turn destroyed by the remaining withdrawing Panzer IV’s.  The German tanks covered the retreat of my other platoon of infantry; panzergrenadiers racing recklessly in their trucks towards the safety of Petes forces, before being finally overcome by the wave of green armour.

My Panzer IV's and Tigers try to fall back, but the paras are in the way, and the Allied armour soon catches them and wiped them out.
Dennis’ new para wave come in again, and although it didn’t suffer as much as the first time round a couple of heavily armed kampfgruppen in the town put pay to their hopes of taking the bridge.  They were crushed back into a corner of the town near to the bridge, but it would take more than machine guns to get rid of them completely.  On the other side of the river Dennis launched more paras against the back of Petes SS, but with the SS now retreating the more compacted troops made short work of the yanks.  James also dropped in more troops, including an ill-chosen placement of a platoon on the far side of the town, most probably hoping to enter it from the undefended north.  However Ben and Chris clearly had a paranoia complex about this, and heavy machine guns pointed from every window there too, forcing the paras to dig in to survive, before a big half track platoon arrived from reserve for the Germans to wipe them out.  The rest of James’ remaining reserves were allocated to his already strong positions south of the ford.

More re-enforcements for the German effort to clear the town of paras.

Some of Phil's Canadians are caught by my Tigers in the open just before the Welsh gained revenge.

Phils canadian infantry take the farm after little SS resistance.
 More German reserves slowly began to arrive from Ben and Chris, with Ben’s SS heading down the road into the town, aiming to reduce Dennis’ remaining Paras.  Chris’ forces consisted of primarily Panthers, and they took another route around the edge, heading towards James’ paras with the overall aim of taking on the Allied armour horde.  They attracted the attention of the allied air power; wielded with varying success by Phil throughout the battle, but escaped, only to find a belt of para’s in the way.  Friction erupted on the German side as Chris insisted that my remaining pioneers (dug in around the windmill) attacked and cleared a route for his tanks.  I rejected this as suicide and fell back into the windmill to claim that as an objective.  Chris forced his way through, but at the loss of several tanks after they were hit by a couple of nasty Allied artillery bombardments.  He then pushed the lead elements into a wood where they took out a couple of Cromwells, only to be devastatingly ambushed by troops from James’ paras who wiped them out at close range, and ended the counter attack before it had really begun.  With no other target the horde of allied tanks turned their guns on the windmill, and, although it took a while, my pioneers were wiped out.

The spectacular part of the para defence of their corner of the town, they took out an entire armoured half track platoon before falling back to one last building, hence the black smoke!

The Allied armour reaches the line of the windmill and links up with James' paras.

The menacing German re-enforcements arrive, courtesy of Chris.

The end of Dennis' paras, surrounded and outnumbered and outgunned.

David's British infantry takes the ruined monastery with no resistance from Petes SS, although he did return with his Panzer IV's to make the end hot for them.

Phil's desperate efforts with his typhoons were a feature throughout, and this was his big moment at the very end of the battle when he destroyed a Tiger while flying through the towns streets.
The battle was coming to a head, and near the edge of the town there was much grumbling as Pete bemoaned the lack of re-enforcements coming through from the town, where Ben was retaining every man in his final bid to wipe out Dennis, who succumbed after some brutal house to house fighting.  My last platoon; the panzergrenadiers, took only a few casualties from their mad truck dash and dug themselves into the buildings next to the fuel tank objective on the main road just as Petes troops were withdrawing or being wiped out by David’s British advance.  Pete’s SS panzergrenadiers made good their escape and secured the allies end of the bridge, finished off the last of Dennis’ troops on the table in the process.  With Dennis’ American para’s destroyed Ben finally succumbed to Pete’s demands for re-enforcements and sent a platoon of Puma armoured cars across the main town bridge to confront the British Stuarts which, following the demise of Petes last AT guns, were now advancing swiftly.  They failed to do enough damage to them to drive them off however, and with the agreed time upon us the game was drawn to a conclusion, time to count objectives.

The German counter attack fails as Chris' panthers fall prey to James' paras in the woods.


The Results:

The Germans under Ben and Chris had successfully cleared the town of para’s, and as a consequence held the crossroads and the Western Bridge, while a combination of Pete’s SS and the Puma’s now held the far end of the Southern main bridge into the town having slowed down the British advance.  My panzergrenadiers looked to have claimed the fuel tank just off the main road but the pesky British Stuarts were just close enough to contest it, while the windmill was lost to us following the demise of my pioneers.

The Allies had claimed the monastery with Davids troops, and the farm with Phil’s, easily due to Pete’s ignorance of the Allies objectives and subsequent withdrawal (which was almost certainly the best action anyway due to the volume of Allied armour heading that way).  James’ paras held the ford, which the Germans remained oblivious of until the very end, while none of the Allied armour was able to reach the Windmill to claim that thanks to its positioning up a steep hill.  The crossroads and the town end of the Southern bridge had been valiantly contested by Dennis until the very end but he succumbed to the inevitable as Ben and Chris poured troops in.  Overall 3 objectives a piece, and a draw, and in the words of the victory conditions; A Draw - no strategic success achieved for either side, the Yanks get to take over the running of the war, and the senior Germans are called back to Berlin for “a chat”.


Post-Battle Analysis:

It worked out quite well in the end, although the original plan called for more para’s and fewer Allied armour, but with a last second loss of a player it had to be balanced up a bit.  This meant Pete’s SS and my Panzers stood little chance of doing more than delaying the armour, which Pete did with more success than me, although credit to the Allied players who really went for it with very aggressive attacks – they could have stopped and tried snipping but pushed on under the driving influence and example of the Welsh.  The Para’s almost did their job, with Dennis losing a massive 2,500pts+ in the town against the excellent defence of Ben and Chris, but sticking it out until the end, causing them a fair bit of worry.  James did several good jobs; sticking a knife in my Panzers back, claiming the ford, and blocking the Panther re-enforcements.  Overall everyone seemed to have a good time, the scenario came out roughly balanced, and that’s all you can really ask for.



Friday 27 September 2013

Race For The Rhine - Part 2: The Players & The Round 1 Matchups

Entries for the campaign are now closed, and the participants are:

For the do-gooding Allies:
Andy Canham - USA
James Underwood – USA
Phil Tomkinson - God knows, possibly Canadian, British or Indian??
Aidan Holman - British and knows it.
Dave Winter - USA
Red Pendrigh – Welsh
Luke Taylor - USA
Paul - British 

For the fine up-standing Germans:
David Astbury
Dennis Wong
Ben
Pete Derrick
Rick Andrews
Ian Shaw
Blue Team Dave
James

I have deliberately omitted the choice of army/companies for the above, so there may be a few surprises in Round 1.  I will add these in once that is completed.

The Round 1 Draw:

Made on the evening of Thursday 26th September in front of numerous witnesses, and with an independant pulling out the numbers from an expensively obtained plastic bag, Round 1 has thrown up a few tasty matchups.  Games to be played before the 6th November please, if we're all finished by then we can advance the timetable.

Allies
Axis
Andy Canham Vs Ben
James Underwood Vs Rick Andrews
Phil Tomkinson Vs Ian Shaw
Aidam Holman Vs Pete Derrick
Dave Winter Vs Dennis Wong
Red Pendrigh Vs David Astbury
Luke Taylor Vs Blue Team Dave
Paul Vs James

Post Game:
After each game I need from each player:
  • The result in victory points.
  • The % of your army destroyed in that game.
  • Any platoons you have lost permanently, or purchased back.

Any details about the game; scenario etc, would also be handy because I can put them into a monthly report to enable sorrows and victories to be relived in black type.


Tuesday 10 September 2013

Race For The Rhine – Part 1

I’ve thrown together an idea for a short late war Flames of War campaign using input from a few different people.  The catalyst for this is Phil, who originally envisaged a FOW tournament, with victory points and league tables.  I felt this would work better, and be more interesting to play in if it was styled more as a campaign, but keeping the victory points and overall victor of a tournament.  As well as Phil, other people who have contributed ideas so far include Dennis, Peter, Dave H, Aidan, and James.  So here goes:




Background:

Following the partial success of Operation Market Garden, and other allied actions, the Axis forces are now in full retreat towards their next best line of defence; the River Rhine.  If they are able to reach it they have a chance of stemming the tide, although only if someone remembers to blow up the bridge at Remagen obviously….

In this campaign you command your company as it fights its way either to safety on the banks of the Rhine, or to prevent the enemy escaping retribution and a good kicking and shorten the war.  Just as in the actual event your forces will be limited, and casualties could be heavy so you will need to preserve your troops lives – plus nobody wants to die this late on surely?


The Mechanics: Technical Time

This is a short campaign, covering a scant 4 rounds of play where each player and their army is only required to play one battle a round – with a month counting as a round.  This is similar to the Bloodbowl tournament where each player only has to play one game a month so that FOW doesn’t dominate existence, and players are not pressured to get games in. 
  • Games are to be played up to a total of 1750pts, although it is not compulsory to take this many, and if one side wishes to conserve their men by taking fewer points that’s fine, as long as they don’t exceed the 1750pt maximum.
  • Matchups will be drawn randomly for the first round, and then based on players standing from the second onwards.  For example the Axis player with the highest points total (total of the league if you will) will face the Allied player with the highest total, then 2nd against 2nd and so on.  You may only play each opponent once, so you will get to play 4 different armies.
  • Games will be played using the scenarios from the book, players should roll to pick a random one from the below table of the more balanced ones:

1]. Free For All (pg276)
2]. Encounter (pg277)
3]. Fighting Withdrawal (pg283)
4]. Dust Up (pg278)
5]. No Retreat (pg279)
6]. Break Through (pg286)

  • Players will gain victory points for each game they play following the rules for this in the FOW rulebook (e.g. 5-2 in the victors favour, if the victor only lost 1 platoon).  At the end of the campaign the player with the most victory points is the winner, while the side (Axis/Allies) with the most combined victory points is the winning side (divided by the number of players) – should your personal campaign be going terribly rest assured you can still cut the hamstrings of the opposition and win your side the overall victory!  A draw will of course mean I will have to come up with some sort of nasty bridge-related scenario to decide a winner….Don’t draw, I haven’t a bridge.
  • After each battle both players should send me their result, let me know which option box (if any) they have lost or purchased back, update their own copy of their army list with any lost/purchased boxes, and finally send me the % of their army that they lost during the battle.  So if they started with 1750pts, and lost units totalling 950pts then they have lost 54% (round up) of their army.
  • On the eventuality that two players end up on the same number of points then the deciding factor will be the overall loss % of each player (see above) – heavy losses will weight you down, lighter losses will help, the player with a lower loss % will finish higher.  The exception to this will be the top spot.  If two players are tied for 1st place then they have to play one last Playoff game, with the winner getting 1 victory point which will take them top.


Schedule:

Better have one of these – below are each round, and the date by which games in that round should have been played.  If a player is unable to complete a game for whatever reason, or concedes part the way in then they automatically lose 6-1.
Round 1 – to be played by the 6th November.
Round 2 – to be played by the 4th December.
Round 3 – to be played by the 1st January.

Round 4 – to the played by the 5th February.


Choosing your army:

Each player must choose a legal late war company at the start of the campaign (e.g. a Panzer Kompanie, or an American Rifle Company) and they will use that specific company for every game. This should be from a late war Western Front list if at all possible, more closer to the right period the better, but if (like me) you’ve only got Grey Wolf then don’t worry, your force will still fit in.  No Russians etc please!
  • Each player should make 2 photo-copies of their force organisation chart, one for themselves and one for the tournament organiser (Rick); if a platoon they are using is wiped out during a game then that option box on the chart is no longer available to them for the rest of the campaign – if your 88’s are destroyed in game one you’ve lost them and clearly the high command haven’t the reserves, or the faith in your ability, to send you any more or anything similar!
  • The photo-copy is necessary so your opponent can witness you sadly crossing that option out at the end of the battle.  Core options (the compulsory choice ones – HQ etc) are always renewable, and can be changed in their consistency each game (e.g. you can choose to have your HQ armed with panzerfausts one week, and just rifles the next).
  • This rule means players have to think carefully about what they are taking, and whether they want to risk their troops in the next game, hence the choice of playing with up to 1750pts.  Players can purchase options which have been lost back by using victory points – 2 victory points which they have previously earned can be sacrificed to regain an option.
  • No special warrior characters are allowed – Patton is too scary.
  • Clarification – platoons that split into multiple patrols (e.g. German heavy panzerspah) are only wiped out if all teams from all patrols are destroyed.
  • Players should be very clear on what is a support option and what is a combat option if the same option can appear in both – for example being able to field Panzer IV platoons in both. 



The two sides, multiple games & dropping out:

This system requires at least 4 players to be on each side, and also allows for there to be an uneven balance in the numbers of players, for example if there are 5 Germans and only 4 Allied players then the allies will have got their months game in before one of the Germans can.  In this case an Allied player can play a second game using their army option available at the start of that month, but they do not gain any additional victory points, only the Germans gain points or suffer casualties for the game.

If a player has to drop out for whatever reason, or is unable to fulfil the 4 games, then they are unable to win the campaign regardless of how many VP’s they have already accrued.  Their side keeps the points towards overall allied/axis victory however.


Starting the Campaign & Scoring:

The campaign will start in October, and each players choice of company should be in by the first Thursday (3rd October). 

I will keep score and players should report their results to me, along with which platoons they have lost, at the end of their game.  I’ll post monthly results and points totals as they come in.


Edited & Updated 23/9/13