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Considering starting a WW2 campaign

Been juggling life's responsibilities. I will hopefully be able to advance this more, soonish.

Updated list of FGM members interested.

Rico
mcmortison
Bulletpoint
rocketman
GDog
fabishd
Panzer_Freak
Nathangun
Gnarly
PhilM
DoubleD
Meat Grinder
MeatEtr
Panzerknacker
sspoom
Spjut
Coopes
Swank
Panzer_Kraut
Vatutin85
 
Making headway with the maps.

@Panzer_Kraut thanks again for your help.
Just checking - were you pretty thorough in your searches for maps?
It looks like you have indeed scoured the web for sources, but I'm just confirming that there's no need for me to go searching as well.

@Mad Mike thanks for your info regarding extracting the maps from campaigns.
Can you give me a brief overview of how it works? Is it a stand-alone program?
Does it allow you to extract campaign maps and use them as quick-battle maps?

I've been through the list of maps Panzer_Kraut kindly provided.
Many were not usable for various reasons (some of the vanilla ones were quite poorly designed),
but I have had great success with the larger player made ones provided...often been able to make 2-6 1km maps from each!

I'm keen to see if we can squeeze a few more maps out of existing campaign scenarios.
@Panzer_Kraut have you ever used Mad Mike's extractor?
 
@Mad Mike thanks for your info regarding extracting the maps from campaigns.
Can you give me a brief overview of how it works? Is it a stand-alone program?
Does it allow you to extract campaign maps and use them as quick-battle maps?

The tool extracts the scenarios from the campaign. Once you run it you end up with a directory with the scenarios in it. As for using them in a QB they would be just as easy to use in a QB as any other scenario - as it need some work to be good to play vs the AI.
 
Making headway with the maps.

@Panzer_Kraut thanks again for your help.
Just checking - were you pretty thorough in your searches for maps?
It looks like you have indeed scoured the web for sources, but I'm just confirming that there's no need for me to go searching as well.

@Mad Mike thanks for your info regarding extracting the maps from campaigns.
Can you give me a brief overview of how it works? Is it a stand-alone program?
Does it allow you to extract campaign maps and use them as quick-battle maps?

I've been through the list of maps Panzer_Kraut kindly provided.
Many were not usable for various reasons (some of the vanilla ones were quite poorly designed),
but I have had great success with the larger player made ones provided...often been able to make 2-6 1km maps from each!

I'm keen to see if we can squeeze a few more maps out of existing campaign scenarios.
@Panzer_Kraut have you ever used Mad Mike's extractor?

@Concord

Sorry for the late reply. No worries on helping, I'm always ready to help. And Yeah, no need for internet searches, I've gone to every corner and grab everything available.
As for the campaign map extractions, I haven't tried it. But Ill try it and we can see what I get.
 
Wow good job @Panzer_Kraut .

If there's any task you can't handle right now I would also throw myself into the ring and try to help where I can. @Concord

Im really looking forward to this campaign! :cheerso::)
 
@Panzerknacker thanks buddy!
The main tasks are almost complete. However...
If anyone wants to make a map, or has one they have been working on, the more the better.
The only requirement is 1km x 1km or slightly larger (1200m is good), and no major rivers or big hills/mountains.
In addition, it is wise to consider that when the map is used, the defender needs at least a little cover...as does the attacker (and they may attack from any or all sides of the map).

@Nathangun Bullseye. :) Your rules set will be the foundation of this campaign system, with a few minor changes.
 
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Calling FGM Major General @Rico, do you read, over?
Are you still willing to make us a map and counters for this campaign?

@Panzer_Kraut has gathered every CMRT map on the face of the earth (and some from beyond), and I have clipped them all to suitable size (about 1km x 1km or slightly larger).
Each hex on the map will also represent approximately 1km.

Here is my report Sir!

'Open' x 46 maps
Maps in this category have a lot of open ground, but they also contain many features such as scattered trees, clumps of forest, streams, ponds, farms and villages.
They will be used to fight battles in 'open' hexes. They will probably be used several times for different hexes, but there are enough to avoid too much repetition.

'Town' x 24 maps
These are maps that predominantly feature towns. 7 of them I categorized as 'huge', so we could have 17 minor size town hexes and 7 major town hexes maybe.

'Woods' x 22 maps
Largely wooded terrain. Once again, these can be re-used for more than one battle, in different woods hexes on the strategic map.

Rivers:
There will be no major rivers used in the campaign, so none on the strategic map.

Roads:
Although the strategic map might show a road going through a hex from east to west for example, the battle map will not necessarily reflect this.
It may for instance have roads from all directions, or north to south. We can rationalize this by saying that the strategic map roads only show
general road direction, while locally they twist and turn to the terrain. The real reason is of course, that it is too much work to match them all. :)

Counters:
There may be some minor adjustments to force composition before the campaign starts.
The naming of them could be generic (1st/2nd/3rd Company, of the 1st/2nd/3rd Battalion, of the 1st/2nd/3rd Regiment).
But we may be able to sneak some flavor in there somehow. At the moment, we have infantry companies and armoured companies,
but I am considering adding mechanized, motorized, engineers and reconnaissance groups. Depends.
I will not be using HQ or artillery units, as they will be...abstracted. Less work.

Size of strategic map:
The image below shows a size that may be suitable. I have placed the brigade units on the map to see how they might sit on a map that size.
Of course, in the actual campaign, no one can say how they might advance across the map, but this may help in estimating a good size.

16608

By the way, I'm considering calling the campaign Brigade Battles.
 
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Ahh, also true, but, you can zoom the map in allot. You should get away with using it as a company level map, I think.....
 
Yep, can give you a hand with map and counters (might need a bit of time, work might be quite busy next 6 - 8 weeks.) based on my Rikonov campaign counters.

A few things to think about before map design can start and also counters:

Scale of the map hexes (more or less) to give you an idea of distances and movement rates.
(the CM maps don't have correspond to full size of the hex.

Also a time scale in terms of what each TURN on the map represents -- various options, you can break each day down into DAWN, MORNING, MIDDAY, AFTERNOON, DUSK, NIGHT turns (hours of darkness would be quite short in Europe in summer June -July-August period)
BM battles also also only represent a snap shot of the time played out on the strategic map (any CM battles longer than 45 turns will slow the campaign down so much in real time turn around, players will just drift off and lose interest)

Most importantly, is a strategic narrative to hang the whole thing on, with clearly defined objectives for both sides. (and time limits, to avoid it being open ended)

ie: Battle of Bulge (large scale as @Nathangun had it) -- German surprise attack breaks through thin Allied lines and Allies try to slow down and stop Germans with arriving reserves

Some options for campaign:

1. Russian break through of static German front. (this'll need ample supply of entrenchments for defenders) and will probably involve a whole bunch of assault battles)

2. Russians have broken through (off map to the East) and are exploiting with Mechanised forces -- German mobile reserves arrive to plug the gap in operational meeting engagement

3. Same as above ... but Germans have established a holding line (not well fortified, so less entrenchments) , Russian mobile attack forces arrive and try to punch through to maintain operational momentum

4. Russians have advanced and captured a vital objective (town, bridge, etc) and hastily thrown-in German Panzer reserves with local blocking force launch a counter-attack


Also the forces... just lining up on each side a number of generic infantry companies with the odd tank support is not particularly interesting, especially on a map of the sample scale above -- you could go with a lot smaller map ... nobody's going to go very far if it's all just foot sloggers.

There is a the variety of types of units on both sides: assault guns, SP AT guns, rocket artillery, air support?

If it's QB's ... are there limitations on kit players can buy ... will it be Panthers and T-34/85's all the time?
 
@Rico @mcmortison @Bulletpoint @rocketman @GDog @fabishd @Panzer_Freak @Nathangun @Gnarly @PhilM @DoubleD @Meat Grinder @MeatEtr @Panzerknacker @sspoom @Spjut @Coopes @Swank @Panzer_Kraut @Vatutin85


Campaign format

I may put a story to this, but I'm thinking a simple meeting engagement of two brigades, with elimination being the goal.
Historically I imagine there would have been such clashes, where the goal was to eliminate or reduce combat effectiveness of the enemy, locally.
It could be part of a larger situation or plan. It could be that a German 'fire brigade' has been sent to destroy a Russian breakout for instance.
Interesting to note - this will be fought over a front at least 20km wide. There would probably be another brigade fighting on each flank of this campaign...which is a division!

I could assign 'victory points' to objectives, but I'm not really keen on that. I think it will add complexity and isn't required.
I'm visualising the map to be 7 major towns and 17 minor towns connected by road networks and with patches of woods.
The 'value' of the various towns will be in their intrinsic defensive structures, and the road hubs that will likely be there.

The combat could evolve as a series of small fights, larger attacks, defensive formations, flanking maneuvers...that will be up to the players and commanders.
We will be using Fog Of War, with perhaps a two-hex range in visibility. This allows for the element of the unknown and for surprise.

My job (and/or any GM who might help me out perhaps) will be moving the counters on the map (as per the orders) using Photoshop,
while maintaining FOW for both sides. I will have a master map with no FOW, and will save a version of the map for each side
that only shows the enemy units within visibility range.

In addition, I will be selecting battle maps for fights, and painting in set-up zones for each company.
I will need to keep a list of what maps have been used in each numbered battle-hex, so that there is continuity if another battle takes place there later.


Campaign Setting

While I am tempted to do an icy, snowy campaign, I think it will have to be a spring/summer operation.
The reason is purely practical - having crops and overgrown fields means I don't have to modify any maps to avoid a turkey shoot on turn one.
Some of the maps are fairly open in places, and concealment can still be provided by the vegetation as compared to winter.

Not sure about the date yet, but I want to keep the units regular and common. I think the vast majority of both armies were regulars, with commonly available equipment.
I think that scenarios with elite troops and rare vehicles have been way overdone. I want this to be more about the majority, the everyday. There will be no rare beasts.


Battles

I plan to have the battles maybe 40 minutes long. This allows for some maneuvers and planning in the battle, rather than a mad race against the clock.
The battles will be fought all the way to end screen. If a side surrenders, they do it in game (probably as a 'cease fire'). Both players will see the results, every time.

The players will need to do the bean counting after each battle - total headcount vs. casualties.
This means that getting medics to your men will actually make a difference to the damage result for your companies.

Getting each player to count their losses shares the workload and enables the campaign to continue.
Having the end screen and battlefield visible at the end provides transparency, and players can double-check each others' calculations for accuracy.
Players will need to post the results of the battles on an open section of the forum, with the final unit strength of the companies that fought.
This master list will be referenced by commanders while planning turns, and the GM(s) while setting up battles.


Looking ahead

If this format works, it could be repeated. A different strategy map, or the same one.
If another theater was used, the map gathering and clipping process would have to be repeated, but that is possible too.

What do you guys think? Okay so far?
Soon I will present the nitty-gritty of the rules, which will be as simple and straight-forward as possible.
 
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