Thought it's time to get back into some CM campaign stuff again after a lengthy hiatus -- thought some Fire & Rubble CMRT winter action in order.
It's a FICTIONAL campaign, using small or tiny QB's to resolve the combats (rules VERY similar to my Battle of Capracotta Campaign vs @Paleolithic Monk in 2020: https://www.thefewgoodmen.com/thefgmforum/threads/the-battle-of-capracotta-cmfi-qb-campaign.30928/) on a zone-based operational map. Very simple and easy rules.
The setting is late East Prussia, January 1945. The Red Army's winter offensive to capture Koenigsberg is in full swing.
Around the the small town of Heilsberg, a key road and railroad junction on the Hegel river, a motley collection German Kampfgruppen try and fight a delaying action against the Red Army mechanised spearheads pushing hard towards the Baltic coast and Koenigsberg.
Their job is to keep the evacuation road and railway through Schippenbeil towards Allenstein open for retreating German troops, and hold Heilsberg for as long as possible, against Russian troops coming in from all directions.
The campaign will have simultaneous movement and fog of war and there will be specific rules & limitations applied to specific QB battles. (like on use of SMG troops, heavy arty and big cats etc)
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
Attack into a neighbouring zone: 1 MP
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 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 Minot Victory also loses a "strength pip."
Units in a batte that ends in a DRAW also both lose a "strength pip."
If it 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.
All QB's will have the setting Mixed Forces: so it'll be infantry/armoured infantry or whatever armour support you want to throw in the mix in QB selection.
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)
I'm off to watch the rugby match against Wales -- more details later or on Sunday.
It's a FICTIONAL campaign, using small or tiny QB's to resolve the combats (rules VERY similar to my Battle of Capracotta Campaign vs @Paleolithic Monk in 2020: https://www.thefewgoodmen.com/thefgmforum/threads/the-battle-of-capracotta-cmfi-qb-campaign.30928/) on a zone-based operational map. Very simple and easy rules.
The setting is late East Prussia, January 1945. The Red Army's winter offensive to capture Koenigsberg is in full swing.
Around the the small town of Heilsberg, a key road and railroad junction on the Hegel river, a motley collection German Kampfgruppen try and fight a delaying action against the Red Army mechanised spearheads pushing hard towards the Baltic coast and Koenigsberg.
Their job is to keep the evacuation road and railway through Schippenbeil towards Allenstein open for retreating German troops, and hold Heilsberg for as long as possible, against Russian troops coming in from all directions.
The campaign will have simultaneous movement and fog of war and there will be specific rules & limitations applied to specific QB battles. (like on use of SMG troops, heavy arty and big cats etc)
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
Attack into a neighbouring zone: 1 MP
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 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 Minot Victory also loses a "strength pip."
Units in a batte that ends in a DRAW also both lose a "strength pip."
If it 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.
All QB's will have the setting Mixed Forces: so it'll be infantry/armoured infantry or whatever armour support you want to throw in the mix in QB selection.
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)
I'm off to watch the rugby match against Wales -- more details later or on Sunday.
Last edited: