Have been doing some thinking while working on Normandy Campaign and battling Cargol in the first version of Island War I've been wondering if I should expand this into a relatively simple and fun 2 or 3 player-a-side fictional campaign.
The Island is split between two warring states, the Western Republic (Allies) and the Eastern Empire (Axis).
For battles we will use CMAK -- all battles will be 1000 pts Combined Arms ME battles, Random Kit pick, random maps and weather, random division type, standard rarity, small maps, 20 turns fixed -- all battles set in Dec 1944.
In forest, town and city hexes terrain-specific maps will be set.
Two types of division: Mech Inf and Armour/Panzer.
All units have only one strength level and are destroyed after everything higher than a Minor Defeat (in this case they retreat 1 hex)
In case of a DRAW status quo is retained.
Armour/Panzer Divisions attack with a 10% points bonus and a Armour Force Mix.
There is also Air Support, Artillery Support and Multi-hex attacks available.
STACKING: no stacking is allowed -- only ONE Division per hex allowed. (support counters do not count for stacking purposes)
Units can be rebuilt and or new units using Production Points (PP) which are produced by your towns and capital city.
Every turn each town produces 1 PP, the capital city 3 PP for the side that controls it -- so capturing enemy cities is very important.
Captured cities' PP's are deducted from their previous owner's production total, but are NOT added to the other side's PP total.
If a Town is RECAPTURED, it's PP's come back into production in NEXT TURN after capture.
At full strength, each side will produce 7 PP's per turn -- each side starts the campaign with a stock of 8 PP's
PP costs:
Attack: 1
Armour/Panzer Div: 2
Inf Div: 1
Arty Support: 1
Air Support: 1
Army HQ: 1
Sea Transport of Div: 2
At Start Forces:
Both sides start with 6 Inf Divisions, 1 Armoured/Panzer Div, 1 Arty Support counter, 1 Air Support counter
Movement
All units have 3 Movement Points (MP) per turn.
Movement allowances:
Clear Hex: 1 MP
Road: 0.5 MP
Forest: 2 MP
Town, Cities: 1 MP
Sea: Impassable
ZONES OF CONTROL
All units have a Zone of Control (ZOC) extending into the 6 surrounding hexes -- any enemy unit advancing into a zone of control has to stop right there.
HEX CONTROL
A hex is deemed to be under the control of whatever side last had a unit positioned in it or passed through it.
Campaign will be TURN-based with each side taking turns to move and attack.
Sequence of Play:
1. NEWLY BUILT or REBUILT UNITS bought last TURN are placed on the map - not allowed to be placed in any hex in enemy ZOC or hex out of supply and are not allowed to move or take psrt in any attacks this turn.
(exception: NEW units may be placed in a Town or City hex which is in an enemy ZOC)
2. MOVEMENT PHASE - all eligible units may be moved to the limit of their 3 MP allowance. (CUT OFF units may not move)
3. ATTACK PHASE - attacks can be launched at the cost of 1 PP per attack.
Arty and Air support can be assigned one per type per attack if available.
A supporting attack by another friendly Div can be assigned which will add a 10% bonus to the attacking side.
(support units can only be added to attacking Divisions)
4. AIR BATTLE resolution - if the defender has any air units available, they are comitted to air defense one at a time and a higher die roll decides if the attacker's air support is shot down (the air unit with the lower die roll is destroyed)
5. BATTLES PHASE - the CM battle is set up and resolved.
6. POST-BATTLE PHASE - The unit suffering a higher defeat than a Minor Defeat is destroyed.
If a unit suffers a Minor Defeat, it is forced to retreat 1 hex - the WINNER may occupy the vacated hex.
7. CUT OFF UNITS - any friendly units ending the turn CUT OFF and not in a city is destroyed.
8. UNIT BUILDING PHASE - player builds NEW DIVISIONS, SUPPORT UNITS or REBUILD destroyed units to deployed next turn.
NEXT PLAYER's TURN
VICTORY CONDITIONS:
The side which captures the ENEMY CAPITAL wins!
PLAYERS
Each side will have one CO in command -- battles will be assigned by the CO on an ad-hoc basis to players who are available.
The idea would be to have fast players involved in this -- the CO's can also take control of CM battles if so wished.
I would like to take part as there is no FOW -- and by now I should be trusted to be completely impartial when setting up the CM battles

The Island is split between two warring states, the Western Republic (Allies) and the Eastern Empire (Axis).
For battles we will use CMAK -- all battles will be 1000 pts Combined Arms ME battles, Random Kit pick, random maps and weather, random division type, standard rarity, small maps, 20 turns fixed -- all battles set in Dec 1944.
In forest, town and city hexes terrain-specific maps will be set.
Two types of division: Mech Inf and Armour/Panzer.
All units have only one strength level and are destroyed after everything higher than a Minor Defeat (in this case they retreat 1 hex)
In case of a DRAW status quo is retained.
Armour/Panzer Divisions attack with a 10% points bonus and a Armour Force Mix.
There is also Air Support, Artillery Support and Multi-hex attacks available.
STACKING: no stacking is allowed -- only ONE Division per hex allowed. (support counters do not count for stacking purposes)
Units can be rebuilt and or new units using Production Points (PP) which are produced by your towns and capital city.
Every turn each town produces 1 PP, the capital city 3 PP for the side that controls it -- so capturing enemy cities is very important.
Captured cities' PP's are deducted from their previous owner's production total, but are NOT added to the other side's PP total.
If a Town is RECAPTURED, it's PP's come back into production in NEXT TURN after capture.
At full strength, each side will produce 7 PP's per turn -- each side starts the campaign with a stock of 8 PP's
PP costs:
Attack: 1
Armour/Panzer Div: 2
Inf Div: 1
Arty Support: 1
Air Support: 1
Army HQ: 1
Sea Transport of Div: 2
At Start Forces:
Both sides start with 6 Inf Divisions, 1 Armoured/Panzer Div, 1 Arty Support counter, 1 Air Support counter
Movement
All units have 3 Movement Points (MP) per turn.
Movement allowances:
Clear Hex: 1 MP
Road: 0.5 MP
Forest: 2 MP
Town, Cities: 1 MP
Sea: Impassable
ZONES OF CONTROL
All units have a Zone of Control (ZOC) extending into the 6 surrounding hexes -- any enemy unit advancing into a zone of control has to stop right there.
HEX CONTROL
A hex is deemed to be under the control of whatever side last had a unit positioned in it or passed through it.
Campaign will be TURN-based with each side taking turns to move and attack.
Sequence of Play:
1. NEWLY BUILT or REBUILT UNITS bought last TURN are placed on the map - not allowed to be placed in any hex in enemy ZOC or hex out of supply and are not allowed to move or take psrt in any attacks this turn.
(exception: NEW units may be placed in a Town or City hex which is in an enemy ZOC)
2. MOVEMENT PHASE - all eligible units may be moved to the limit of their 3 MP allowance. (CUT OFF units may not move)
3. ATTACK PHASE - attacks can be launched at the cost of 1 PP per attack.
Arty and Air support can be assigned one per type per attack if available.
A supporting attack by another friendly Div can be assigned which will add a 10% bonus to the attacking side.
(support units can only be added to attacking Divisions)
4. AIR BATTLE resolution - if the defender has any air units available, they are comitted to air defense one at a time and a higher die roll decides if the attacker's air support is shot down (the air unit with the lower die roll is destroyed)
5. BATTLES PHASE - the CM battle is set up and resolved.
6. POST-BATTLE PHASE - The unit suffering a higher defeat than a Minor Defeat is destroyed.
If a unit suffers a Minor Defeat, it is forced to retreat 1 hex - the WINNER may occupy the vacated hex.
7. CUT OFF UNITS - any friendly units ending the turn CUT OFF and not in a city is destroyed.
8. UNIT BUILDING PHASE - player builds NEW DIVISIONS, SUPPORT UNITS or REBUILD destroyed units to deployed next turn.
NEXT PLAYER's TURN
VICTORY CONDITIONS:
The side which captures the ENEMY CAPITAL wins!
PLAYERS
Each side will have one CO in command -- battles will be assigned by the CO on an ad-hoc basis to players who are available.
The idea would be to have fast players involved in this -- the CO's can also take control of CM battles if so wished.
I would like to take part as there is no FOW -- and by now I should be trusted to be completely impartial when setting up the CM battles