NEW CAMPAIGN SYSTEM RULES (Draft for Test)
CONCEPT
This is a TURN-BASED campaign system where each side takes turns to move and launch attack.
The basic fighting unit is the DIVISION - there are two types: Mechanised Divisions and Non-Mechanised (Foot Infantry) Divisions.
There are also CORPS HQ's which house the medium and heavy artillery support units and provide supply to the DIVISIONS.
Contained within each DIVISION are COMBAT UNITS -- these are the building blocks which make up the fighting power of division.
A
DIVISION may contain a maximum total of
6 COMBAT UNITS
These may only include a maximum of:
3x Infantry Companies
3x Tank, StuG, Light Tank, SP Guns or Armoured Cars
A division may not include: Med or Hvy Artillery or Hvy Mortars
If a DIVISION contains only support combat units it cannot defend itself and is overrun and destroyed by an attacker simply advancing into its hex.
A
CORPS HQ may also contain a maximum of
6 COMBAT UNITS.
The same limits apply as to Divisions and in addition may contain Med or Hvy Artillery or Hvy Mortars to a limit of 6 UNITS.
PURCHASING COMBAT UNITS & PRODUCTION POINTS
Combat Units can be purchased in the NEW UNIT PURCHASE phase of each side's tunr.
They are initially placed in the ARMY HQ box and then can be transferred to DIVISIONS or CORPS during the REINFORCEMENT PHASE.
Each Village and TOWN on the map has a RED PRODUCTION POINTS (PP) number next to it.
At the start of each TURN, the number of PP's available are added up and this is the number available to spend on purchasing new COMBAT UNITS at the end of the turn.
If a side loses a TOWN or VILLAGE, these PP's are lost until the location is recaptured.
The enemy does not gain extra PP points from capturing enemy towns -- they are just deducted from the side losing it.
(See UNIT CHART for availability and cost)
BUILDING NEW DIVISIONS & CORPS HQ's
To build a new division and Corps HQ's from scratch costs PP's.
Infantry Div: 2
Mechanised: 3
CORPS HQ: 2
Newly built divisions or Corps HQ's need to be initially placed on your CAPITAL CITY or an adjacent hex
CASUALTIES
The RED NUMBERS listed with INFANTRY UNITS indicate the manpower casualties that that specific unit must
suffer in any given battle, for the unit element to be eliminated from the Kampfgruppe/Battlegroup counter.
If the casualties in a battle are lower, then the unit reverts to full strength for the next battle.
Vehicle and gun elements need to suffer 1 more than half their platoon or battery strength to be eliminated.
ie: a 5 vehicle pltn is removed if it suffers 3 or more casualties, a 3 gun battery is removed if it suffers 2 casualties.
In case of a victorious side holding the battlefield, ABANDONED vehicles are not counted towards the vehicle
loss tally.
TURN SEQUENCE
1. REINFORCEMENT PHASE
a. Units are transferred from ARMY HQ to DIVISIONS or CORPS HQ's.
b. Divisions being reinforced are not allowed to move or attack in that turn, but may defend against attack during the next turn.
c. New DIVISIONS or CORPS HQ's may be built. They must be placed in a hex adjacent to the ARMY HQ and not in an enemy ZOC.
d. DIVISIONS may be assigned or transferred to command control of CORPS HQ.
2. MOVEMENT PHASE
All units eligible to move may move to the maximimum of their movement allowance (limited by ZOC and SUPPLY conditions)
3. ATTACK ORDERS PHASE
a. Attacker designates attacks and assigns OFFENSIVE ARTILLERY SUPPORT and/or OFFENSIVE AIR SUPPORT.
b. Defender assigns DEFENSIVE ASTILLERY SUPPORT and/or DEFENSIVE AIR SUPPORT.
4. BATTLE RESOLUTION PHASE
CM battles are set sup and played out (See: BATTLES )
5. RETREAT & ADVANCE AFTER COMBAT PHASE
Defeated defending divisions retreat ONE hex and attackers advance into vacated hex.
6. PURSUIT BATTLES PHASE
a. Eligible attacking DIVISIONS may now engage in pursuit battles (See: PURSUIT BATTLES)
b. Pursuit Battles are set up and resolved in CM.
c. Defeated defending divisions retreat ONE hex and attackers advance into vacated hex.
7. NEW UNIT PURCHASE PHASE
New units can now be purchased and are placed in the ARMY HQ box and are available for transfer to DIVISIONS or CORPS HQ's in the next turn.
MOVEMENT COSTS
2 pts for INFANTRY DIVISIONS and CORPS HQ's
3 pts for MECHANISED DIVISIONS
1 pt per hex in CLEAR terrain hex
2 pts per FOREST hex
0.5 pts per ROAD hex if moving along direction of road, otherwise other terrain
STACKING
Only ONE division may occupy a hex at any one time.
A divisions may stack with a friendly Corps HQ.
No more than ONE Corps HQ at a time may not occupy a hex.
ZONES OF CONTROL
All divisions exert a Zone of Control (ZOC) into the surrounding 6 hexes.
An enemy unit entering that ZOC must immediately stop and can no longer move in that turn.
Corps HQ do not exert ZOC's unless they contain COMBAT UNITS.
If they contain no combat units, they can be overrun and destroyed by an enemy division by it simply entering its hex, and carrying on moving normally afterwards.
A division may not move directly from one enemy ZOC hex into another, but must disengage by first entering a friendly hex.
COMBAT
Combat is voluntary and the attacker can use any friendly division that ends its movement phase adjacent to an enemy division to launch an attack.
He is also free to assign any available CORPS artillery assets and/or any available Air Support assets to support the attack.
The artillery assets can come from the divisions parent Corps HQ or any adjacent Corps HQ within range of the enemy division being attacked.
Corps Artllery assets have a range of 3 HEXES.
The attacker may combine any number of divisons into the attacking force, as long as they are adjacent to the enemy division.
If a division joining in an attack, is adjacent to a different enemy unit, it may only join in the attack if that enemy unit is attacked by another division in the same turn.
After the Attacker has completed his attack orders, the Defender may assign CORPS artllery assets that are in range and/or air support assets to support the defending divisions.
ONLY Artilllery Assets from a division's parent Corps HQ are allowed to be assigned for defensive artillery support.
ATTACKS AGAINST CORPS HQ's
If a Corps HQ contains combat units, then it will defend itself with these attached units.
It will also have on strength 1 Inf Btn HQ, 1x Reg Rifle Pltn representing the Corps HQ troops themselves.
The CM battle will be set up on a map with the CORPS HQ units having restricted setup zones, usually close to roads and villages/towns.
Corps HQ's can also be DUG IN. (see DIGGING IN)
COMBAT MISSION BATTLES
The individual CM battles are now set up using OOB's based on the combat units contained in the Divisions and assigned artillery and air support.
BATTLE TYPES
Attack against division
NOT DUG IN: PROBE, 22 turns
Attack against division
DUG IN: ATTACK, 25 turns (foxholes, 3x daisychain AT minefields per Infantry Company, 1x TRP's per arty spotter)
Attack against division
FORTIFIED: ASSAULT, 30 turns (foxholes, 3x trenches per Infantry Company, 1x MG bunker per Coy, 1x TRP per spotter, 2x AP and 2x AT and 2x barbed wire per Infantry Company) -- NOT APPLICABLE FOR PLAYTEST
PURSUIT ATTACK: MEETING ENGAGEMENT, 20 turns
DIGGING IN
For a division to DIG IN, it has to remain stationary for ONE TURN and launch no attacks during that turn.
At the end of that TURN, it is considered DUG IN and the hex marked as such.
FORTIFYING A HEX -- (NOT APPLICABLE FOR PLAYTEST)
To fortify a hex, a division must remain stationary for one turn and first DIG IN.
Then it must be assigned a minimum of ONE Engineer/Pionier platoon and spend THREE more turns stationary AND not under attack from enemy divisions, for the Hex to be deemed FORTIFIED. If the divison has to fight off an enemy attack during a turn, the FORTIFIED status of the hex is delayed by another turn.
BATTLE RESULTS
DRAW: Divisions stay in their respective hexes, but absorb and casualties taken.
ATTACKER DEFEAT: Any level of Attacker Defeat results in the attacking division remaining in its hex, casualties are taken.
DEFENDER DEFEAT: Any level of Defeat results in defending division retreating ONE hex, casualties are taken.
RETREATS AFTER COMBAT
Defeated divisions must retreat ONE hex after combat.
This retreat must end in an empty hex.
If a retreat ends in a hex already occupied by a friendly division, it must continue retreating until it finds an empty hex or one with a Corps HQ (divisions may stack with Corps HQ)
A division can retreat into a hex containing an enemy ZOC.
PURSUIT BATTLES
If a defending unit retreats from a battle with a Mechanised/Armoured division, the attacker has the option of launching a PURSUIT ATTACK.
This happens on a die roll of 1 - 3 for Veteran divisions, and 1 - 4 for Crack divisions.
The battle is then set up as a 20 Turn ME battle, with neither side allowed Corps Artillery or Air Support -- just organic divisional mortar units allowed.
MECHANISED DIVISIONS
For a division to qualify as a MECHANISED division and benefit from the faster movement rate and Pursuit Battles, ALL it's Infantry combat units must be Motorised or Armoured Infantry.
It is assumed that AT, AA and Arty units have their own truck transport.
MULTI-UNIT BATTLES
Below a chart setting out how the CM Battle setup zones will be arranged for MULTI-UNIT attacks.