This is a fictitious WW2 campaign for Berlin set in April
1945. It is a simple map-based system,
with the aim of bring as many players together as possible to play games in a
specific historic context, and to give an overall theme and connection between
games rather than one off outings. Players
can play up to two games each campaign turn (4 weeks), or none at all if time
is against them – although each should aim for at least one game a turn. Players can choose at the beginning to be
part of the Russian side, German side, or the Allies (British, Yanks, French
etc) side. Player defection from one
side to another during the campaign is acceptable with prior approval from the
campaign organiser; you may even be allowed to take your troops! Be warned that it may prove costly in
territory losses to the side they are joining.
It is even possible to declare yourself independent and carve out your
own block of Berlin!
The Campaign Map &
Territories
- The map the campaign is fought over is split into territories, each with specific terrain in (e.g. forest, town, farm land). Each territory is worth a set number of victory points (noted on the map), and each side adds together their territories to get their overall points total. The side with the most victory points at the end of the campaign is the winner. Note: some territories may be secretly worth more to one side than the others.
- There will be three ‘factions’ to begin with; the Russians (and their Eastern allies), the Allied Armies (British, American etc), and the Germans.
- Players chose which faction they will join at the start of the campaign, and which army they will be part of (e.g. Romanian, Heer, SS, Luftwaffe, Russian Guards etc). Finally they will pick a company to use throughout the campaign (e.g. Tankovy Company, or Tank Destroyer Company) out of ANY late war book. Any results (victories or defeats) in games will affect the factions territory holding.
- Factions gain and loose territories by players fighting battles:
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Winning Territories:
- The players involved firstly roll off to decide who will pick the location of the battle, with players who won their last campaign battle getting a +1 to their 1D6 roll as they look to keep up their momentum. Re-roll draws.
- The winner of the roll off places a pin in one of the losers territories which must be adjacent to any friendly territory.
- The loser then places a pin in one of the winners territories, which must be adjacent to the territory which the winner had chosen.
- The winner of the battle keeps/wins both territories. In the case of a draw the status quo is maintained and nobody loses or gains any territory.
- Remember to update the map (remove any losing pins) and update the organiser.
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- For multiplayer games the same rules should be followed, but each side should stake as many territories as there are players on the largest side if possible (e.g. a games with 4 players vs 3 players would see 4 territories a side marked as available for the winner). These territories must be adjacent to at least one other.
- Cut off territories – if a territory is cut-off (not adjacent to any other friendly territories) then it is under siege. If it has not been relieved by being joined up by another friendly (not cut off) territory within 2 weeks then it is automatically captured by the enemy.
Playing a campaign
game:
- Players organise their own opponents and size of games – any scale or scenario goes.
- Games should be between players who are participating in the campaign.
- Having rolled off to find where the battle will take place (see Winning Territories box above) the players should attempt to set up the scenery on the battlefield to look like the territory that the winning player chose (e.g. cityscape, or forest, or hilly).
- A scenario is randomly rolled for (no just putting armies down and shooting, its boring!), and the side defending or attacking is decided in the usual way.
The Campaign Turn:
- The battle for Berlin lasted four days, in our campaign each day is represented by a campaign turn, so there is of course 4 campaign turns in total.
- In real terms each campaign turn lasts 4 weeks.
- In a campaign turn players can play up to two games against other players in the campaign, with the exception being that they can only play each opponent once per turn.
Campaign Timetable:
Campaign Turn 1 - 4th December - 8th January
Campaign Turn 2 – 15th January - 5th February
Campaign Turn 3 – 12th February - 5th March
Campaign Turn 4 – 12th March - 2nd April
Picking Your Company
& Casualties:
It’s impossible to fight a war without taking losses, and
with enemies at all sides they come thick and fast in the battle for
Berlin.
- Flames of War companies, in the same way as previous campaigns, lose platoons which are wiped out in games, including core combat platoons, are no longer available for subsequent games. Unlike previous campaigns players CANNOT buy back platoons, HQ is not going to send more men!
- This can leave some companies decimated, but help is at hand – players can choose to disband their damaged company at the end of any campaign turn and choose an entirely new company, effectively dragging groups of men and whole platoons together into a semblance of order by sheer force of will!
- A new company must be from the same army as the disbanded company, e.g. Heer, Russian Guards, British.
- There is a price to pay however – if a player disbands his company then the enemy will take advantage of the vacuum. A randomly chosen enemy faction with at least one territory on their borders gets to choose a territory to take over and this immediately becomes their territory.
The Faction Commanding
Officer:
- Each side will have an overall General in command; dictating (or at least trying to dictate) strategy, and handing out re-enforcements.
- It is the Generals job to give direction to his commanders which territory he wants capturing, and to plan out a grand strategy to win the war. The commanders can then choose whether or not to follow.
- More directly the General can give out two re-enforcing platoons per campaign turn to different players. The two nominated players may include an additional platoon worth up to 10% of their armies points cost for each game they play in that campaign turn, and this may be any platoon available to their faction even if it is not normally included in the company list they are using – e.g. A Panzer Kompanie playing a 2,000pt game can pick a grenadier 8cm mortar platoon worth up too 200pts. (Note: This is NOT an extra 10% for the army, it is an extra platoon worth UP TO 10% of the armies points cost). Should this extra platoon be wiped out in a battle then it is lost for the rest of the campaign turn.
Winning the Campaign:
At the conclusion of the final campaign turn the faction with
the most Victory Points is the victor.
Because each faction can have a wildly different number of players (for
example if the SS decide they hate the wimpy Werhmacht and declare themselves
independent) the totals are worked out by dividing the total victory points of
all territories a faction controls by the number of players in that
faction. For example a faction with 20
territorial VP’s and 5 players would have a total of 4 victory points, and so
be defeated by a faction with 20 territorial victory points and 4 players (who
would have 5 victory points). Clearly
they didn’t make their numbers count!
Territories are worth
the following Victory Points each:
Open ground (including rivers/bodies of water) – 1pt
Forest/woods – 2pts
Urban Areas – 4pts
Airports – 6pts
Reichstag and its four surrounding territories on the secondary
map – 8pts each
As mentioned before
some territories will be worth more to some factions than others. Keeping this secret from the enemy would be
wise.
Designers Notes:
Any WW2 system can be
used to play games in the campaign, as long as there is a result at the
end. For example although I expect
Flames of War to be the main rules set Bolt Action, Rapid Fire, or any other
relevant set could be used by participants with approval from the (high
flexible) organiser.
It’s a bad year to be a German
Lets face
it, 1945 isn’t a good year to join the German army, or indeed to speak with a
German accent. And April 1945 is pretty
much as bad as it gets. The Germans may
start with the most territory, but they face an uphill battle with the
Luftwaffe out of commission, and fuel supplies patchy as best. All German players should use the following
rules:
Luftwaffe – By April 1945 Goering has
successfully managed to decimate the remainder of the German air force with
ill-judged big wing actions against the Russians, with the last few aircraft
even having to resort to suicide missions against Russian bridges over the Oder
River. No German player may take air support, there simply is nothing left.
Fuel – German has lost most of her fuel
supplies, vehicles are having to be abandoned by the roadside and blown up
simply because they are unable to move to retreat in the face of overwhelming
allied pressure. The German player must roll 1D6 for each German platoon that contains
vehicles at the start of their turn (including any in reserve). On the roll of a 1 no vehicle in that platoon
can move as it has temporarily run out of fuel.
This lasts until the beginning of the starting step of the next German
turn. Out of fuel vehicles count as
being bogged down with the exception that they may shoot their weapons (so yes
to shooting and defensive fire, no to assaulting, moving, stormtroopering etc).
Airports – The air ports surrounding Berlin are
key to any forces looking to keep their air force in operation. If
their side controls any air port(s) at the beginning of a campaign turn then
the Commanding Officer may delegate out a FREE Limited Air Support at one
player to use for that campaign turn. If
the air port(s) are lost then this is immediately cancelled. Note: this is available for the Germans
too.
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