So, I adapted this map from a WW2 strategic board game called Hitler's Reich to possible resuscitate a QB campaign we played here at FGM last in 2010 using CM1 -- it's kinda an abstracted way of playing a lot of WW2 at once using QB's
@Bootie @Badger73
Here's the map with counters and markers added:
The basic idea is the players issue a challenge to attack into enemy controlled region using QB's using CMRT, CMFI and CMBN.
CMRT is obviously used to playing the East Front battles, CMFI for the Med, North Africa, Middle East, Balkans, Spain etc.
CMBN for the Western Front once the Allies are successful with Overlord.
(Minor powers such as Vichy, Yugoslavia, Turkey and Spain (and possibly partisans) are played using Italians.
The basic battles are SMALL or MEDIUM probes of between 30 and 45 turns max (which settings are negotiated between the players -- hopefully in good spirit and befitting the terrain of the region-- idea is to have fun with this) -- which will be modified with certain criteria.
The battles begin in mid 1941 with Axis on the advance -- on eve of Barbarossa, invasion of Yugoslavia, Greece and desert war.
The CM battle result determines the outcome:
A Total or Major Attacker Victory captures a region
Tactical or Minor Victory, Draw or Minor Defeat means the region is contested and Meeting Engagement battle is fought after that to determine who controls it (this might take a few battles)
Major Attk Defeat means defender retains control of region
Total Attk defeat means defender retains control of region and defender gets the opportunity to counter-attack at favourable odds
Let me run through a few concept with the counters on the map:
Lighter national counters are basic control counters and basic, standard battles.
Darker counters represent "Initiative Counters" which means that the attacker in this sector has the offensive initiative and cannot be attacked (except from another initiative region) -- and battle from an iniative counter is also upgraded from a PROBE to an ATTACK, so gains extra QB points. If the attack fails to capture the attacked region, the initiative counter is removed and the favored status is removed.
If the region attacked is on with a Total or Major Victory, the initiative counter moves along into the new region as the offensive rolls along.
Each side has some special ability markers that a player may claim and use in his battle challange if available at that point:
AXIS:
1. The Axis have THREE BLITZKRIEG marker (which represents a specially planned offensive) -- the Stuka marker currently placed in Poland -- this allows for two regions to be attacked from one region and all attacks are upgraded one step -- so a Probe becomes an Attack, a Attack becomes an Assault. (and a few other specs like being allowed to use heavy artillery) These can only be used one at a time and are discarded once used. A new one can only be used, once the battles using the current Blitzkrieg marker are completed.
2. The Axis have one Heavy Panzer marker (see Romania) -- in most QB settings (there will be a proper chart for that), Germans are limited with their use of Panthers, Tigers & King Tigers -- unless this marker is used. This then gives the German player a 10% bonus and freedom to use any of the "big cats" in his battles. (Heavy Panzer or Blitzkrieg counters can not be used in North Africa if MALTA is under Allied control)
3. Airborne Assaults (see Malta) -- Axis are allowed to use this marker to perform TWO airborne assaults on either Crete, Malta or Cyprus. (there will be limitations, like range, and special maps will be provided for those battles)
Note: if the first Airborne Attack fails, Hitler will veto a second.
WESTERN ALLIES
1. AMPHIBIOUS LANDINGS: The Western Allies are the only side that can perform Amphibious Landings (see off Normandy) -- they can do ONE at a time in either the Mediterranean or the Atlantic .
An amphibious landing will always be deemed successful, but triggers a BEACHHEAD BATTLE, where the Axis forces try and through the invaders back into the sea, with a 10% bonus for the defenders and the ability to use Naval artillery.
Mediterranean landings are limited by control of Gibraltar, Malta and Suez (there will be chart explaining that)
2. BREAKOUT -- (see tank counter next to London) -- once the ALLIES take control of the region they have landed by scoring a Total or Major Victory, they can launch a BREAKOUT -- this works in the same way as the Axis BLITZKRIEG marker, and is discarded once used.
SOVIET UNION
1. Soviets have one GUARDS SHOCK ARMY counter -- (tank counter next to Moscow) -- this represents the major planned, Red Army offensives and works the same way as the Axis Blitzkrieg counter, but can only attack on region at a time.
Soviets can only use T-43/85's and JS heavy tanks with this counter (but that can be debated) -- these are not discarded, but can be re-used in a new region (not the one just captured) after each battle is completed.
2. FORTIFIED REGION -- at any time, the Russians may declare one of either Leningrad, Moscow or Stalingrad a "fortified region" -- this downgrades the enemy attack by one step or -10% if a PROBE and allows the defender to use heavy artilley.
Some battle examples on map:
1. Russians attack into Romania from Crimea:
Russians have an initiative marker, the Germans have a Heavy Panzer marker.
Russian Attack (Attk -10%) - Germans allowed to use "Big Cats"
Other specs negotiated between players (thinking of keeping weather and ground conditions at random)
2. Germans Attack from Poland into Minsk and Baltics
Germans have an initiative marker and a Blitzkrieg marker
Both battles (two separate QB's): German Assaults, allowed to use heavy artillery, no big cats -- Russians: no heavy arty, no T-34/85 or JS heavy tanks
3. Bessarabia (contested region)
Meeting engagement battle (settings negotiated betwen players)
4. Allies attack Lybia from Tobruk
Allied Probe using CMFI (preferably a suitable map -- there are a few Tunisia CMFI maps around) -- no big cats for Axis, no heavy arty either side.
So this would be basically run by the players themselves who sign up to play either Axis or Allies, issuing challenges and setting up QB's -- I would handle the rolling map updates and clarify rules. (and also partake in the fun as a battle commander)
The map would be updated as and when battles are completed and new challenges issued, slower battles will just carry on while other, new ones start up -- all happening simultaneously, but the intent is to keep battles ticking over speedily, hence a 30 - 45 turn limitiation and keeping it to medium battles.
Challenges would be first-come-first served basis (could use someone to help me keep track of them) -- there shouldn't be more than max a dozen or so battles happening at once?
So THAT's the concept -- will it fly?
Suggestions welcome -- especially to keep things simpler!
Oh, and VICTORY conditions -- ALLIES: capture Berlin ... AXIS, not sure yet -- capture all the Soviet supply cities and especially Moscow ...
@Bootie @Badger73
Here's the map with counters and markers added:

The basic idea is the players issue a challenge to attack into enemy controlled region using QB's using CMRT, CMFI and CMBN.
CMRT is obviously used to playing the East Front battles, CMFI for the Med, North Africa, Middle East, Balkans, Spain etc.
CMBN for the Western Front once the Allies are successful with Overlord.
(Minor powers such as Vichy, Yugoslavia, Turkey and Spain (and possibly partisans) are played using Italians.
The basic battles are SMALL or MEDIUM probes of between 30 and 45 turns max (which settings are negotiated between the players -- hopefully in good spirit and befitting the terrain of the region-- idea is to have fun with this) -- which will be modified with certain criteria.
The battles begin in mid 1941 with Axis on the advance -- on eve of Barbarossa, invasion of Yugoslavia, Greece and desert war.
The CM battle result determines the outcome:
A Total or Major Attacker Victory captures a region
Tactical or Minor Victory, Draw or Minor Defeat means the region is contested and Meeting Engagement battle is fought after that to determine who controls it (this might take a few battles)
Major Attk Defeat means defender retains control of region
Total Attk defeat means defender retains control of region and defender gets the opportunity to counter-attack at favourable odds
Let me run through a few concept with the counters on the map:
Lighter national counters are basic control counters and basic, standard battles.
Darker counters represent "Initiative Counters" which means that the attacker in this sector has the offensive initiative and cannot be attacked (except from another initiative region) -- and battle from an iniative counter is also upgraded from a PROBE to an ATTACK, so gains extra QB points. If the attack fails to capture the attacked region, the initiative counter is removed and the favored status is removed.
If the region attacked is on with a Total or Major Victory, the initiative counter moves along into the new region as the offensive rolls along.
Each side has some special ability markers that a player may claim and use in his battle challange if available at that point:
AXIS:
1. The Axis have THREE BLITZKRIEG marker (which represents a specially planned offensive) -- the Stuka marker currently placed in Poland -- this allows for two regions to be attacked from one region and all attacks are upgraded one step -- so a Probe becomes an Attack, a Attack becomes an Assault. (and a few other specs like being allowed to use heavy artillery) These can only be used one at a time and are discarded once used. A new one can only be used, once the battles using the current Blitzkrieg marker are completed.
2. The Axis have one Heavy Panzer marker (see Romania) -- in most QB settings (there will be a proper chart for that), Germans are limited with their use of Panthers, Tigers & King Tigers -- unless this marker is used. This then gives the German player a 10% bonus and freedom to use any of the "big cats" in his battles. (Heavy Panzer or Blitzkrieg counters can not be used in North Africa if MALTA is under Allied control)
3. Airborne Assaults (see Malta) -- Axis are allowed to use this marker to perform TWO airborne assaults on either Crete, Malta or Cyprus. (there will be limitations, like range, and special maps will be provided for those battles)
Note: if the first Airborne Attack fails, Hitler will veto a second.
WESTERN ALLIES
1. AMPHIBIOUS LANDINGS: The Western Allies are the only side that can perform Amphibious Landings (see off Normandy) -- they can do ONE at a time in either the Mediterranean or the Atlantic .
An amphibious landing will always be deemed successful, but triggers a BEACHHEAD BATTLE, where the Axis forces try and through the invaders back into the sea, with a 10% bonus for the defenders and the ability to use Naval artillery.
Mediterranean landings are limited by control of Gibraltar, Malta and Suez (there will be chart explaining that)
2. BREAKOUT -- (see tank counter next to London) -- once the ALLIES take control of the region they have landed by scoring a Total or Major Victory, they can launch a BREAKOUT -- this works in the same way as the Axis BLITZKRIEG marker, and is discarded once used.
SOVIET UNION
1. Soviets have one GUARDS SHOCK ARMY counter -- (tank counter next to Moscow) -- this represents the major planned, Red Army offensives and works the same way as the Axis Blitzkrieg counter, but can only attack on region at a time.
Soviets can only use T-43/85's and JS heavy tanks with this counter (but that can be debated) -- these are not discarded, but can be re-used in a new region (not the one just captured) after each battle is completed.
2. FORTIFIED REGION -- at any time, the Russians may declare one of either Leningrad, Moscow or Stalingrad a "fortified region" -- this downgrades the enemy attack by one step or -10% if a PROBE and allows the defender to use heavy artilley.
Some battle examples on map:
1. Russians attack into Romania from Crimea:
Russians have an initiative marker, the Germans have a Heavy Panzer marker.
Russian Attack (Attk -10%) - Germans allowed to use "Big Cats"
Other specs negotiated between players (thinking of keeping weather and ground conditions at random)
2. Germans Attack from Poland into Minsk and Baltics
Germans have an initiative marker and a Blitzkrieg marker
Both battles (two separate QB's): German Assaults, allowed to use heavy artillery, no big cats -- Russians: no heavy arty, no T-34/85 or JS heavy tanks
3. Bessarabia (contested region)
Meeting engagement battle (settings negotiated betwen players)
4. Allies attack Lybia from Tobruk
Allied Probe using CMFI (preferably a suitable map -- there are a few Tunisia CMFI maps around) -- no big cats for Axis, no heavy arty either side.
So this would be basically run by the players themselves who sign up to play either Axis or Allies, issuing challenges and setting up QB's -- I would handle the rolling map updates and clarify rules. (and also partake in the fun as a battle commander)
The map would be updated as and when battles are completed and new challenges issued, slower battles will just carry on while other, new ones start up -- all happening simultaneously, but the intent is to keep battles ticking over speedily, hence a 30 - 45 turn limitiation and keeping it to medium battles.
Challenges would be first-come-first served basis (could use someone to help me keep track of them) -- there shouldn't be more than max a dozen or so battles happening at once?
So THAT's the concept -- will it fly?
Suggestions welcome -- especially to keep things simpler!
Oh, and VICTORY conditions -- ALLIES: capture Berlin ... AXIS, not sure yet -- capture all the Soviet supply cities and especially Moscow ...