for 2 to 12 playersthe one day campaign . file 090305 . september 1939 – may 1941 . for 2 to 12...

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The One Day Campaign File 090305 September 1939 – May 1941 For 2 to 12 Players

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The One Day Campaign File 090305

September 1939 – May 1941

For 2 to 12 Players

The One Day Campaign

The Campaign was devised to be played on a single full day upon a time limit, but without fixed round numbers or game length. Each player can play as many games as he is willing and able during the period of the Campaign. Each player must have two armies, one Ally and one Axis; as the proposed forces are quite small picking up and assembling two combat groups should not pose a problem. Up to 12 players can play simultaneously in the 6 game Grids presented in this set; yet having spare tables can be useful to allow starting a new game without having to wait for a vacant table.

Combat Group Assembly

It is recommended that all options are set by the beginning of the Campaign, except that cavalry can be used interchangeably. Units that can be chosen to Reece are indicated as (rec); only one unit may be chosen to Reece in each Grid, picked up from those available. Note: during this period Axis-Ally alignment did not carry exactly the same meaning as latter, so classifying some nations on one side or the other side is recognizably arbitrary. Units are split into Classes to easy setting of the correct forces for each tactical situation.

Axis

Germany 2x HQ Class 1 1x FIF Coy 1x MIF Coy (1 platoon may mount as cavalry) (rec) 1x MMG or MTR or 37mm A/T Class 2 3x Pz I A or B (rec) Class 3 3x Pz II b-c OR (2x Pz II A-C + 1x MMG) (rec) 3x Pz III E or Pz 35/38(t) Class 4 2x Pz IV B-D

German Staff Car (assembled from a Metal Troops model) with a Panzer III E in the background (Dragon kit) 1/144th scale

Front cover: German Pak 36/37 (1/144 Popy kit) and crew (Minifigs) facing a Char B1 bis (1/144 Yoidolle resin kit)

Japan 2x HQ Class 1 3x FIF Coy 4x MMG 5x MTR Class 3 3x Type 41 75mm gun 3x Type 95 Ha-Go or 3x Type 98 Chi-Ro OR 2x Type 97 Chi-Ha

Type 95 Ha-Go (1/144; Pro-Hobby)

Italy 2x HQ Class 1 2x FIF Coy 2x MMG 2x MTR Class 2 3x L.3/35 (CV 35) (rec) Class 3 3x 47/32 M45 A/T 3x M.11/39 or L.6/40 Class 4 2x M.13/40

M13/40 (1/144; Pro-Hobby)

Finland 2x HQ Class 1 3x FIF Coy 3x MMG 3x MTR 3x 37mm Bofors A/T or 25mm A/T (f) Class 3 3x Vickers 6-T (Bofors) Infantry on skis (Pendraken) Equipment update Vickers 6-T (Bofors gun) (37L37) 1/1 1,0 3 2/tk LF; LS 39/- Bofors 37mm (37L37) - 1,0 3 tow LT 39/-

Ally

Poland

2x HQ Class 1 2x FIF Coy 1x MIF OR Cavalry platoon 3x MMG 3x MTR Class 2 TK-3 (rec) (OR Class 3 TK-S) Class 3 3x 37mm A/T or 20mm A/T (Motorized) 3x TK-S (OR Class 2 TK-3) 3x 7-TP or Vickers 6-T E

TKS tanquette (1/144; Pro-Hobby)

Equipment update (corrected) Vickers 6-T E (37L45) 1/1 1,0 2 2/tk LF; LS 39/- TK-3 (mg) 1/1 1,0 - 2/tk LT 39/- TK-S (20L74) 1/1 1,0 2 2/tk LF; LT 39/-

Great Britain

2x HQ Class 1 2x MIF Coy 3x MMG or MTR Class 2 1x AIF platoon w/ 1 MMG Carrier attached (rec) OR 3x A/C w/mg (rec) Class 3 3x Lt Tank w/HMG (rec) 3x A9-10 Cruiser or Matilda I w/HMG Class 4 2x Matilda II or CS A9-10 Cruiser OR 3x A9-10-13 Cruiser

Cruiser Tank Mk I; “A9” (1/144; Wargames South: WGS)

Equipment update (enhanced for the campaign) Cruiser Mk I - A9 (40L52/2pdr) 1/1 1,0 5 2/tk LF outside LT area 40/4 Cruiser Mk ICS (95L20) 1/1 1,0 6 2/tk 40/4 Cruiser Mk IICS (95L20) 3/2 1,0 6 1/tk 40/4

Soviet Union

2x HQ Class 1 2x FIF Coy (1 platoon may mount as cavalry) 1x MMG or MTR Class 2 3x T-26A (31) or T-27 (rec) OR (Class 1 2x MTR + 3x MMG) Class 3 3x T-26 (33 or 39) or T-40 (rec) or BA-6 (rec) OR 3x 45mm A/T M1937 3x T-26 (33 or 39) or BT-5/7 3x BT-5/7

T26 model 33 (1/144; Pro-Hobby)

Equipment update (T-26A corrected) T-26A (twin turret) (2xmg) 1/1 1,5 - 2/tk LS 39/- T-27 (mg) 1/0 1,0 - 2/tk LT 39/-

France 2x HQ Class 1 2x FIF Coy 2x MMG 1x MTR 1x 25mm A/T Class 2 3x FT-31or AMR 33/35 ZT 1 (rec) (OR Class 3; 2x Panhard A/C (rec)) Class 3 3x Hotchkiss H35 or H39 w/SA18 gun OR 2x H35 or H39 w/SA38 gun (composite unit allowed w/2x SA18 and 1x SA38 gun, all either H35 or 39) 2x Panhard A/C (rec) (OR Class 2 FT-31/AMR)

Class 4 2x Somua S35 or Char B1 bis

Hotchkiss H39 with 37mm SA18 gun (1/144; repainted Pro-Hobby)

Equipment update FT-31 Renault (FT-17) (mg) 2/1 1,0 - 1/tk UR 39/- AMR 33 Renault (mg) 1/1 1,0 - 2/tk 39/- AMR 35 ZT 1 (Avis 1) (mg) 1/1 1,0 - 2/tk 39/-

Scenarios

General guidelines: After an Axis/Ally allegiance has been attributed the North or South baselines will be randomly assigned. Infantry support weapons (SW) may be used along with any deployed platoon. Using SW as separate units is possible by deploying 3 of the same kind; such units do count towards the total unit’s where applicable. HQ deploy anywhere, are never hidden and cannot take objectives. Objectives: Objectives are taken by moving over one flag hex. Red Flag objectives cannot be retaken, other objectives can. Full points are awarded by moving one platoon into the flag hex; otherwise all objectives award 1 point only. It is possible to take objectives with an AFV and then latter get the full value by bringing one platoon in.

Objective Points Value: Red Flag: 1 pt Orange Flag: 2 pts Yellow Flag: 3 pts Green Flag: 3/5 pts – the Green objective is worth 5 pts when there are no enemy on adjacent hexes. Blue Flag: 3/5 pts – as Green, but can only be taken on the last turn. End game: A game will end when a number of turns have elapsed or when one side gets 10 points or above (T5). A game is won by the player with the higher total points; a game winner is awarded an extra 3 pts. Special Rules: One Soviet Coy may use ‘combined arms’ assault (12.4). French infantry may not deploy in the same hex as AFV (ARM). Orders to move the FT-31 (UR) cost one higher but no DR will be required; march is on a fixed DRv of ‘3’. All Japanese infantry may assault as elite. Finish infantry may reroll any march DR once on difficult terrain; PN 1. Variant Rules used:

Variant rule nº 5: Tied INI (improve 2.2) When INI results are tied a higher priority GHQ, or then other HQ, may chose whether to go first or last. “Priority” includes priority in taking shifts (2.2) and rating (2.5).

Variant rule nº 6: Reece (improve 13.4) On a successful DR a Reece unit may reveal one nominated hex contents at N range; this is instead of firing.

Table 1

Encounter Maximum Game Length: 8 turns. Troops: 1x HQ (fine) Two Coy plus any 3 units Class 1 to 3. Deployment: One Coy on the baseline or the next row; any other units on the baseline.

Table 2

Jungle Hell Maximum Game Length: 6 turns. Troops: 2x HQ; if French or Soviet 1 average and 1 fine; all others fine. All Class 1 and a single unit Class 2, if any. Deployment: One Coy on the baseline or the next row; any other units on the baseline. Notes: 1. The centre hill hex is level 2 (13.10). 2. The swamp hexes are fordable by WD units only.

Table 3

Attack-Defence

Maximum Game Length: 8 turns. Troops: North (defender): 1x HQ (fine); two FIF Coy (MIF dismount) with maximum 3 SW in all; one unit Class 1 to 3. South (attacker): 2x HQ (fine); all units; one unit may be designated as elite (2.9). Deployment: North deployment: 1x HQ (fine); one FIF Coy (MIF dismount) in ambush at will (10). Reinforcements: one Class 1-3 unit may deploy on the baseline starting on the 2nd turn. South deployment: deploy first 2x HQ (fine); one full Coy plus one extra unit Class 1-2 on the South baseline or the next row; one Coy on the baseline. Reinforcements: any 3 units may roll to arrive on the baseline from the 1st turn. Notes: 1. One unit may be chosen as Reece. 2. Ambush may not be set on objective hexes or over the enemy deployment area.

Table 4

Intelligence Maximum Game Length: 6 turns. Troops: 2x HQ; if French or Soviet 1 average and 1 fine; all others fine. Two Coy plus any three extra units. Deployment: One Coy and any one Class 2 AFV on the baseline or the next row; second Coy on the baseline. Reinforcements: any 3 units may roll to arrive on each baseline from the 1st turn; on a side hex DRv -1. Notes: 1. One unit may be chosen as Reece.

Table 5

Armour Clash Maximum Game Length: 7 turns. Troops: 2x HQ; if French or Soviet 1 average and 1 fine; all others fine. Any 8 units. Deployment: Three units on the baseline. Reinforcements: any 2 units may roll to arrive on each baseline from the 1st turn; on a side hex DRv -1; on the opposing baseline DRv -2.

Table 6 Ambush

Maximum Game Length: 8 turns. Troops: North: 2x HQ (fine); two FIF Coy (MIF may dismount); one Class 1-3 unit. South: 2x HQ (fine); all units. Deployment: North: Two FIF Coy in planned ambush ; two dug-in positions may be set. Reinforcements: one Class 1-3 unit may enter on the baseline from the 3rd turn. South: deploy first One Coy and any one Class 2 AFV on the baseline or the next row; second Coy on the baseline. Reinforcements: any one unit may roll to arrive on the baseline from the 1st turn. Notes: 1. One unit may be chosen as Reece. 2. Ambush may not be set on objective hexes or over the enemy deployment area.

Ambush Map

(Table 6)

Guidelines for Smooth Campaigning

The following procedures are suggested to assign players to tables. General restrictions: A. One player cannot play the same opponent unless he has played all other players before. B. One player cannot play twice in the same table with the same side. C. Axis versus Axis and Allied versus Allied games are not allowed. Basic Procedures 1. Randomly pick up one player (A). 2. Randomize the player for a table (1-6) allegiance (Axis-Allies) and side (North-South). 3. Randomly pick up his pair (B) that will automatically take the opposing allegiance and side. 4. Proceed until all players have a seat. From 2 game and on: 5. Randomize a player (A) that will swap allegiance in relation to the previous game. 6. Assign this player a table he has not played in yet (this can be any free table). Note: in order to speed up the Campaign players that have completed a round can start another game as soon as the next table frees and a suitable opponent is available. 7. Randomly pick up one player (B) from the pool of those he has not met before (if any) and who have not played in the same table on the opposing side. Note: on a limited number of players there will be several runs of repeated opponents, what it important is to ensure that each player does not play one opponent more than others. 8. Player B will be automatically assigned the opposing allegiance and side. Winning the Campaign Each scenario has 15 Campaign points to be conquered in the form of objectives. In each game players will win Campaign points that add up until the last game is played or a time limit is reached. A game is won by capturing more objective points than the opponent; on a won game 3 extra Campaign points will be awarded. The higher final total will win. The more the games played the higher the possibility to accumulate points.

“Only Movement Brings Victory”