Game Rules - Start Here

Artkin

FGM Colour Sergeant
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Welcome,

This campaign is an Army level assault on a Stalingrad mockup map. The date is from September 13th-30th 1942. There will be 2 turns per day.

Two teams battle on a master campaign map. The map is then further broken down into smaller squares. This creates two different layers to the campaign - operational and tactical.
Each team has a commander who assigns his formations of troops to his officers (The rest of the players).

The Commander's job:
Move formations across the map.
Plan ahead and think strategically.
Handle any administrative work that may arise in the campaign.
CAN pick troops and play as well! I encourage them to pick Division and Corps level assets

The officers' job:
Play and have fun!
Destroy the enemy!
Preserve your troops!
Earn a reputation!


Players will have to study the area on and around the grid which their troops are positioned. They are responsible for positioning their troops within their grid, fighting, and holding the line. If one player fails, the team could fall apart as the fault is exploited.
There is importance in keeping your troops alive so they can fight another day. There is plenty of room on the master map for retreating or maneuver.


Geccos, Movement and Negotiation

Geccos is the program of choice for managing all of the troops in this game. It is a lightweight software which allows you to move pieces on a map digitally. Similar to if you had a physical map, and icons made of paper. And you shifted them around the map with your finger. That's as advanced as it gets. However, it fits the bill perfect for this game. I don't know where it originates. @Nathangun had recommended this utility to me.

There will be three Geccos maps. 1 for each team, which shows their own troop locations. Then there will be a third map which only the GM (Me) will have access to. I will keep track of all the unit locations, and their movements.
Each map will be updated every operational turn.


There will be 3 types of battle, Attack/Defense, Meet, and Contested Battle.

For Attack/Defense from 1 edge, defender will have 50% of the map.
-If attacker is attacking from 2 edges at once, then the defender will have 50% of the map along both edges. (Forming a 1/4th square on the opposite side from the attacker)
-If attacked from 3 edges, defender will have 33% of the map's edge which extends perpendicular halfway into the map. (Forming a 1/6th square against the center of the the edge)
-If attacked from 4 edges, defender will be given a square in the center of the map. (Forming a 1/9th square in the center of the map)

For the Meet and Attack - setup zones should be 5 tiles (40m) along the entire edge of the map from where the troops came.

For a Contested Battle the forces setup zones are drawn from their front lines previously, giving roughly 100m dead ground between the two.


For movement on the operational map, troops can only move 1 tile. The new tile must be touching the one you were just on.
-Troops can only retreat to friendly owned territory. If surrounded on 4 sides they must wait to be relieved.
-There will be 3 one tile exit zones per edge of the tactical map which are connected to friendly UNCONTESTED operational map tiles.
20 Minutes into your battle before exiting is allowed.
-The limit for troops on a grid is 2 battalions of infantry per side. You can choose from the following:
2 infantry battalions, or 1 infantry battalion + supporting companies.
-Armor is limited, keep it around 50 tanks per side at the max. That's 5 full Soviet tank companies (Which is 1 Soviet tank regiment), or 2 German tank companies.


-Battles are 1:00, or 60 turns.
-One battle per grid per turn but two turns per day: Battles can be initiated from 00:00-11:00 for Turn 1, and 12:00-23:00 for Turn 2 (You can choose what light you want to fight with)

IMPORTANT: If a meeting engagement occurs on the same map, then both smaller maps will be combined into a larger map. If a meeting engagement occurs across two different maps (FR Feirabend and CMCW Pilzergel) then whoever attacks earlier (00:00 - 11:00 or 12:00-23:00) will attack, stopping the meeting engagement. If they are the same time, a dice will be rolled with the higher number winning.


Artillery and Air Support

-Off-map artillery must be placed/announced (But not publically) on the Operational map to be used. One grid per turn per artillery formation.
-Off map artillery will lose one level of supply in the editor per use, until at the lowest, where it will remain for the rest of the campaign.
-No prefiring for defenders, on meets, or in contested battles.
-Off map artillery can only be used with the formations they come with.*
Regimental artillery can only be used to support thay regiment. Divisional artillery can only support that division.**
*Army or Corps level artillery is OK to use anywhere.
**Review the MASTERTOE in editor if confused
-Planes will be set to a 10 minute reinforcement, also no planes before 06:00.
-5 Aircraft max per side per battle.


Casualties

-They will be accounted for! I will go through every squad lost and adjust as accurately as possible
-Vehicles will be M-Killed (Mission killed) if they lose a gun, or are red on any component except tracks.
-Vehicles that have broken tracks or are bogged can be saved if the player is able to secure the grid for that turn. If it is contested, the vehicle can remain there with the dysfunction.


Special/Random Rules

-No area targeting for vehicles. This is ONLY allowed if your singular vehicle had a spot on the target team during the replay. IF the team was moving, you may target where you thought the team was heading. 60 Seconds limit for area targeting. After the turn you must cease firing.
-Defenders will be allowed 30 foxholes per map, and 10 mines of any flavor can be added with every engineer company (Removed when engineer company moves).
-Troops will be set to Conscript, Extreme motivation, and +2 leadership for realism especially in house to house fighting situations. Green troops are just too good compared to conscripts in this regard.





Responsibility of the players
Show up and play!!!!!
 
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How will this work in CMRT, as the timeframes available are only 1944/45?
I developed a 1942 TOE. The main difference in formations was usually only an extra regiment per division, and usually an extra battalion per regiment so slapped on. In the case of panzer divisions, they had 3 panzer battalions instead of 2 in their regiments, and also 6 motorized/mechanized battalions as opposed to 4 found in the 1944 toe.
In terms of kit, it can be done pretty well. Germans may have a little too many MG42's for the individual infantry squads, but you're able to set HMGs to MG34. Not much changed. The germans have access to all sorts of panzer III and just started rolling out IV.
I supplement KV tanks with IS-1 tanks, but if that's too much of a bummer then I don't have to include them
 
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shouldnt we use the kohlenkau? Stalingrad mod pack for this? think he's modded units, buildings, vehicles specially for that campaign to use within CMRT (in case you werent aware of it)
 
shouldnt we use the kohlenkau? Stalingrad mod pack for this? think he's modded units, buildings, vehicles specially for that campaign to use within CMRT (in case you werent aware of it)
That can be optional since it will only affect the player using the mods. I'm not sure how the mods will affect the countryside leading up to the city itself (I imagine towns would look pretty weird). I was really looking forward to Phil's KV-1 model, but that never came to fruition. It would have served great as a replacement for the IS-1 that we have in the game already. So since that did not release, and also at the request of a player, I did not include KV-1s (Though they did serve heavily along this axis of fighting)
 
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