Update on this ... RL has stabilised a bit after all the recent curve balls ... so back at this campaign.
Fictional campaign -- Italy August/Sept 1944 German delaying action by various units versus advancing Allied (South African & Canadian) mechanised spearheads.
Below pretty much final version of the campaign map. Each sector has a dedicated CM map assigned to it -- still a bit of work there: maps have been selected but some adaptation work still needs to be done.
The set up is theoretical for play testing -- Germans can set up anywhere west of the Allied arrival zones ... Allies can chose their arrival zones, as long as the South African units are adjacent.
Initial German blocking force:
1x slightly depleted Fallschirmjager Btn with support units
1x Company of a Gebirgsjager Btn (rest of the companies still on route)
German reinforcements:
Rest of Gebirgsjager Btn
1x PzGr Btn
3x pltns of Pz IV's
3x pltns of StuG's
1x Nebelwerfer battery
Allied force:
South Africans:
1x Coy of Natal Mounted Rifles (armoured recon)
Kimberly Regt (1x Motor Infantry Btn on halftracks)
Cape Town Highlanders (1x Lorried Infantry Btn)
elements: Pretoria Regt (3x tank platoons)
elements: 11th Anti Tank Regt (2x Tank Destroyer pltns)
1x battery 6th Field Artilley (SP guns)
Canadians:
Perth Regiment (1x Lorried Infantry Btn)
elements: Calgary Horse (equivalent 6x tank platoons)
Each Btn HQ has attached for fire support either 105mm or 25 pounder arty troop/battery which can fire over range of two zones.
Looks like a lot of units, but once they are on the map and start evaporating as battle csualties kick in (for instance, any Allied company units at 1/3 strength is considered combat ineffective and will no longer be able to attack)
Explanation of unit counters and what they represent here:
ORDERS will be issued simultaeniously by CO's of both sides and played out by the GM (me)
I will post more detailed rules hopefully over the weekend.