This is a fictional, fast-moving and fun (hopefully) fictional campaign set in the December 1944 Battle of the Bulge, using CMFB Quick Battles to resolve the battles.
Setting is the small town of St. Clervaux, a key choke point along the Axis advance to Bastogne. The main American frontline has been breached and several German armoured Kampfgruppen are approaching along three roads converging on St. Clervaux. The local US commander has only a few thrown-together straggler groups, combat engineers and maybe a cavalry squadron to throw into the line to try and slow down the Axis advance, until proper reinforcement of armoured infantry and infantry battle groups arrive to hopefully stop the Axis advance.
This will require 3 - 4 players per side -- with one overall CO each side issuing orders on the campaign map, and 3 or so battle command players for the CM battles. (CO's can handle CM battles as well, if they so wish)
Orders (movement and attack) are issued by both CO's and sent to me by PM -- I will play them out and post the result on the campaign map and then provide maps and parameters for the CMFB QB's.
Rules are dead simple (based on my mini campaign played against @Paleolithic Monk in 2020)
RULES
Stacking is one unit per zone only. Only one attack per zone.
A neighbouring friendly unit may "support" an attack, and that will result in the Probe battle being upgraded to an Attack.
Movement
All units have 3 Movement Points (MP) per turn
MP costs:
Movement from one zone to next along road: 1 MP
Movement from one zone to next cross country (dotted lines): 3 MP
(infantry ONLY in the MUDDY weather turns)
Attack into a neighbouring zone: 1 MP
BATTLES
Battles are either TINY or SMALL Quick Battles.
Battles ending in Draws or Minor victory/losses result in a "contested zone" -- which results in a follow-up ME battle in the same zone in the next turn.
A Total, Major or Tactical defeat forces the defeated unit to retreat from the zone (if it cannot do so, it is removed from the map)
A unit that has been forced to retreat due to a battle result, cannot attack again in the following turn (it can defend and move as per normal)
A unit that suffers a Total, Major or Tactical defeat, loses a "strength pip" on the counters (full strength units start with 3)
An attacking unit winning with a Minor Victory also loses a "strength pip."
Units in a battle that ends in a DRAW also both lose a "strength pip."
Attacking units that lose a "strength pip" in a battle, use 1 MP to reorganize/regroup after the battle before resuming any advance.
If a unit loses two battles and is reduced to 1 "strength pip" it can no longer attack but only defend ... if it loses another battle, the counter is removed from the map.
Pips don't reflect purchase strength -- the purchase points remain standard in the QB set ups (whatever you get for a tiny/small ME or Probe battle) -- the pips just reflect the unit's staying power in terms of combat effectiveness and ability to attack. (within the scale of this: a few days of battle, no getting replacements -- you fight with what you have)
For defenders: no time for prepared defences ... so only fortifications allowed are foxholes, sandbag walls and possibly barbed wire barriers.
We're staying away from night battles (the game just doesn't model them very well with the absence of flares)
WEATHER: Weather starts with fog and mud in the opening rounds and switches to snowy conditions as the turns progress (decided by GM die roll)
REINFORCEMENTS: There is also a random element in the arrival of reinforcements for the US side, and follow-up units.
----------------------------------------------------------
I have to head out for the rest of the afternoon -- more details (like Victory conditions etc) when I return this evening (my time)
Let me know below if you are interested in playing (and on which side) ... and any other questions.
Looking for a group of fast, diligent players who'll be able to have fun and enhance the experience with lots of screenshots etc.
Setting is the small town of St. Clervaux, a key choke point along the Axis advance to Bastogne. The main American frontline has been breached and several German armoured Kampfgruppen are approaching along three roads converging on St. Clervaux. The local US commander has only a few thrown-together straggler groups, combat engineers and maybe a cavalry squadron to throw into the line to try and slow down the Axis advance, until proper reinforcement of armoured infantry and infantry battle groups arrive to hopefully stop the Axis advance.
This will require 3 - 4 players per side -- with one overall CO each side issuing orders on the campaign map, and 3 or so battle command players for the CM battles. (CO's can handle CM battles as well, if they so wish)
Orders (movement and attack) are issued by both CO's and sent to me by PM -- I will play them out and post the result on the campaign map and then provide maps and parameters for the CMFB QB's.
Rules are dead simple (based on my mini campaign played against @Paleolithic Monk in 2020)
The Battle of Capracotta - CMFI QB campaign
Kicking this off -- one-on-one CMFI fictional campaign set in July 1944... with me as the AXIS and @Paleolithic Monk as the ALLIES. I look in my orders and then @Paleolithic Monk issues his and I play them out simultaneously. All battles will be played as Tiny/Small Quick Battles -- either...
www.thefewgoodmen.com
RULES
Stacking is one unit per zone only. Only one attack per zone.
A neighbouring friendly unit may "support" an attack, and that will result in the Probe battle being upgraded to an Attack.
Movement
All units have 3 Movement Points (MP) per turn
MP costs:
Movement from one zone to next along road: 1 MP
Movement from one zone to next cross country (dotted lines): 3 MP
(infantry ONLY in the MUDDY weather turns)
Attack into a neighbouring zone: 1 MP
BATTLES
Battles are either TINY or SMALL Quick Battles.
Battles ending in Draws or Minor victory/losses result in a "contested zone" -- which results in a follow-up ME battle in the same zone in the next turn.
A Total, Major or Tactical defeat forces the defeated unit to retreat from the zone (if it cannot do so, it is removed from the map)
A unit that has been forced to retreat due to a battle result, cannot attack again in the following turn (it can defend and move as per normal)
A unit that suffers a Total, Major or Tactical defeat, loses a "strength pip" on the counters (full strength units start with 3)
An attacking unit winning with a Minor Victory also loses a "strength pip."
Units in a battle that ends in a DRAW also both lose a "strength pip."
Attacking units that lose a "strength pip" in a battle, use 1 MP to reorganize/regroup after the battle before resuming any advance.
If a unit loses two battles and is reduced to 1 "strength pip" it can no longer attack but only defend ... if it loses another battle, the counter is removed from the map.
Pips don't reflect purchase strength -- the purchase points remain standard in the QB set ups (whatever you get for a tiny/small ME or Probe battle) -- the pips just reflect the unit's staying power in terms of combat effectiveness and ability to attack. (within the scale of this: a few days of battle, no getting replacements -- you fight with what you have)
For defenders: no time for prepared defences ... so only fortifications allowed are foxholes, sandbag walls and possibly barbed wire barriers.
We're staying away from night battles (the game just doesn't model them very well with the absence of flares)
WEATHER: Weather starts with fog and mud in the opening rounds and switches to snowy conditions as the turns progress (decided by GM die roll)
REINFORCEMENTS: There is also a random element in the arrival of reinforcements for the US side, and follow-up units.
----------------------------------------------------------
I have to head out for the rest of the afternoon -- more details (like Victory conditions etc) when I return this evening (my time)
Let me know below if you are interested in playing (and on which side) ... and any other questions.
Looking for a group of fast, diligent players who'll be able to have fun and enhance the experience with lots of screenshots etc.