Basic rule concepts. These are a work in progress, play testers input will be valuable.
Turn Sequence
Dawn -
Combat Service Support (Supply Maintenance / Reinforcements / casualty recovery / vehicle maintenance & recovery / C&C test).
Afternoon
Dusk
Night
The Campaign will begin on day 1 afternoon so the campaign clock will show the following.
I will tweak this graphic later, just a working concept.
Combat Service Support
At the start of each dawn turn or the end of each night turn, supply, maintenance and medical operations are determined.
This will be known as Combat Service Support.
It is considered these operations were carried out at night under the cover of darkness.
Troops returning to their units and supplies been brought up to the forward units and immobile tanks been whisked away without risk of been spotted and harassed by the enemy.
Reinforcements
Scheduled reinforcements will arrive at allocated Hexes as the campaign dicates.
Casualty Recovery / vehicle maintenance & recovery
Each HQ has basic field medical facilities to return lightly injured troops to their units. Panzer and mechanised HQ's have a vehicle recovery team.
Vehicle Maintenance & Recovery
If a Mech unit of any type loses a vehicle or tank in previous day, it may try to recover the lost tank if it has control of the ground from which the tank was abandoned or damaged (immobile).
It is assumed that the recovery team evacuated the stricken vehicle during the hours of darkness.
During the dawn turn of each day (except day 1) each side may determine if immobile or damaged tanks, trucks, jeeps and HT's are repaired.
The HQ unit must not have moved in the night turn.
Note: If any of the abandoned crew members of tanks were killed or there is no 'spare crew' (crews that abandoned a tank that was subsequently destroyed) the tank will be UNABLE to be crewed.
Abandoned ATG's.
Same as tanks with the exception they don't need to repaired, either they were destroyed in battle or they weren't.
Abandoned crew of a destroyed ATG may crew a tank for simplistic sake.
Medical recovery and Casualties
When a unit, most likely a Infantry Company (Inf Coy) suffers casualties in a battle or from several battles the day before, 25% of the WIA from those battles will be returned to the Company in the Dawn turn.
However, the unit
must not have moved in the the Night Turn and
must trace a line of supply to the Bn HQ.
The HQ unit must not have moved in the night turn.
Most units represent 400 (battalion), 200 (company) and 50 (platoon) men for casualties purposes, so 25% is returned to the unit the next day.
Units that suffer casualties will suffer leadership and motivation penalties, depending on losses.
Supply
Units belonging to a HQ at is Pinned / Disrupted are considered Out of Supply.
Units must trace a path no more than 4 hexes
overland to their parent HQ to be in supply.
Overland Supply
The overland supply path may be up to four hexes long. It may traverse all types of terrain including streams with the following restrictions, it may not enter an enemy Zone of Control (ZOC) and may not go over rivers only via a bridge, it may go over streams.
The following rule could be used for a bigger campaign.
A Bn HQ must be able to trace a supply to a Regiment HQ 12 hexes away
by road.
A regiment HQ must trace a unlimited path
by road, to a Division / Brigade HQ.
"Don't shoot all your guns a once."
It won't be possible during the Dawn - Dusk turns to "bring up ammo' to the forward troops to ammo levels will drop from battle to battle throughout the day so it is something to be aware of.
To negate this, a supply truck can be brought up during battle.
I have (for the most part) made tables for squads, tanks and ATG's of the ammo count of each category.
ZOC or Zone of Control.
Each unit has a zone of control, infantry units have a radius of one hex.
Tanks and ATG guns like the 88mm have a two hex radius. (not sure about this one, depends on how it works in the campaign).
Units and Movement.
The movement allowance won't be crucial in this campaign as each turn is in reality around 6 hours long and the campaign map is so small that counting out movement points is redundant.
So what will be needed is a route march for each unit will take, so basically a arrow traced through a line hexes, but bare in mind a unit traveling by road will arrive quicker than a unit traveling through fields deep in snow and this might affect the arrival times of units onto the battlefield.
Vehicles can't travel through wooded areas except by road or track.
In real world infantry field manuals an infantry unit can march 5 - 6 km per hour along a road, 2 km over broken/ wooded ground.
Now if I was to make a bigger campaign I'd go into more detail, but I do like the uncertainty that can come about when a unit is ordered to move and the orders flow down the chain of command and as the unit then as to readies itself and forms up into marching formation.
So in essence the movement will be abstracted.
CM Battle results
- Results as seen for the attacking player, in case of a meeting engagement, a coin toss will determine which side is the attacker.
The last turn in each battle is NEVER played, the GM will play the last battle and post the results.
Total Victory
The defending unit(s) retreats uo to 3 hexes and becomes broken. The unit takes a -2 leadership loss.
The victorious unit holds the hex.
Major Victory
The defender retreats 2 hexes and becomes disrupted, -1 Leadership loss.
Tactical Victory
The defender retreats one hex.
Draw
Both sides are considered still engaged and the hex is contested.
Tactical Defeat
The attack is repulsed and the attacking unit move back one hex.
Major Defeat
The attacking unit retreats one hex and is disrupted. -1 Leadership loss.
Total defeat
The attacking unit retreats two hexes and becomes Broken, -2 Leadership loss.
The GM will finalise CM battles casualties and his word is final.
Units with +1, +2, -1, -2 etc.. Leadership represent other soft factors for simplistic sake.
Leadership | Motivation | Fitness |
---|
-2 | Poor | Weakened |
-1 | Low | Unfit |
0 | Normal | Fit |
+1 | High | Fit |
+2 | Extreme | Fit |
| | |
Some units, like SS units start off with fanatic and their rating is adjusted accordingly.
Digging in, entrenchment and improved positions.
Units not in combat or in an enemy ZOC may dig in or improve positions.
Entrenching - Any company (if at full strength and in supply) of either side that entrenches it's position enters the CM battle with the following:
10 Foxholes
2 Barbed wire
3 Mixed mines
Engineer units can build more substantial fortifications.
GAME TURN | Engineer Platoon | Engineer Company |
---|
1 | 5 Foxholes | 10 Foxholes |
| 2 trenches | 6 Trenches |
| 3 Barbed wire | 5 Barbed Wire |
| 1 AP Mines | 6 Sandbag walls |
| 1 AT Mines | 3 AP & AT Mines |
| | 3 Mixed Mines |
| | |
2 | 10 Foxholes | 20 Foxholes |
| 4 Trenches | 10 Sandbag walls |
| 5 Barbed wire | 10 Barbed wire |
| 5 Mixed Mines | 10 Trenches |
| | 5 AP Mines |
| | 5 AT Mines |
| | 10 Mixed Mines |
Note that these levels are subject to change, if units are not at full strength the GM will adjust numbers accordingly, and the GM word is final.
Artillery
Each artillery Battalion has 3 batteries, each battery has a Forward Observer. These observers are then assigned to units.
Battalion HQ's have mortar batteries, before a CM battle is built, the battle commander may request from his team leader for mortar support. They get the whole battery or a single mortar.
The artillery has the same supply rules, but get a daytime resupply as well.