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Red Thunder Campaign: Battle for Rikonovo II (work in progress)

Throwing my hat into the ring on this if you still need players once this goes live.
 
Testing went well -- starting set up and flow of reinforcement just about sorted out. Simultaneous movement/attack orders and full FOW should work well.

Here some sample unit counters:
Unit counter samples.jpg

All infantry and recon units are reinforced company-sized units, all able to breakdown into THREES. ... so three main platoons -- and all support weapons (if they have them) also come in threes: 3x HMG's, 3x ATG's, 3x mortars etc.

I do a headcount of all standard OOB's (there are a few German improvised groups and units with unique OOB's) and if at end of battle a unit's casualty counts crosses the 1/3rd line, you lose 1 strength point etc ... for every strength point lost, the unit loses a platoon, support gun, HMG and so forth. Once down to ONE strength point, a unit is destroyed after losing 50% of the remaining force.

With units like Mech and Pz Recon units and PzGren (Arm) the armoured vehicles are also counted and the loss percentages of personnel and vehicles combined.

With tank and assault gun and artillery units, the number of tanks and guns is tracked (which is easy to do -- the player holding the battlefield at end of battle, will get a die roll to decide which damaged/immobilised/abandoned tanks are recovered.

Most units will be mechanised (as it's PZ Kampfgruppe vs advancing Soviet Tanks spearheads) ... but there are also a few foot sloggers ... Mech/Mot units can also leave their vehicles behind to enter dense woods/marshes.

Now, to find time to finalise and type up rules...
 
I would like to be included in some capacity - either side is fine.
 
Still in progress ... bust with family Easter stuff this weekend ... and collapsing with exhaustion after stressful work week ... and just keeping the Field of Glory campaign and battle vs @Nelson1812 ticking over.

The reinforcement flow system seems to be working ok, got most of the OOB head counts sorted for AAR casualty assessments and counter strength point losses, the FOW map for each side is being prepped ... need to just nail down final first draft of the rules.
 
Still in progress ... bust with family Easter stuff this weekend ... and collapsing with exhaustion after stressful work week ... and just keeping the Field of Glory campaign and battle vs @Nelson1812 ticking over.

The reinforcement flow system seems to be working ok, got most of the OOB head counts sorted for AAR casualty assessments and counter strength point losses, the FOW map for each side is being prepped ... need to just nail down final first draft of the rules.

Happy Easter, Rico! Great thanks for your efforts to provide us a campaign.
 
A quick word on how casualties will be handled for Infantry units in this campaign:

As an example, will use a Russian SMG Company from a Guards Tank Brigade (more or less as will appear in the battles)

Unit counter sample SMG coy.jpg The three black blocks indicate the strength level of the unit -- 3 blocks full, 2 blocks two-thirds and 1 block one-third. (the white number on right in black circle is the movement rate and it is a mechanised unit)

The FULL STRENGTH unit consists of:
1x SMG Company (Mot)
HQ
3x SMG platoons
AT rifle squad with HQ + 3x ATR teams
Attached:
3x Heavy MG's
3x 57mm AtT guns
3x medium mortar teams

The full strength headcount: 141 men

If the unit loses 47+ (47 or more) casualties, it loses 1 strength point
If it loses 94+ casualties, it loses 2 strength points
If it loses 118+ casualties, it is eliminated.

At TWO strength points, the unit looks like this:

1x SMG Company (Mot)
HQ
2x SMG platoons
AT rifle squdd with HQ + 2x ATR teams
Attached:
2x Heavy MG's
2x 57mm AtT guns
2x medium mortar teams

The HQ's are always reconstituted.

So TWO SP headcount is: 95 men

If the unit then loses 48+ casualties, it loses 1 strength point
If it loses 72+ casualties, it is eliminated.

At ONE strength points, the unit looks like this:

1x SMG Company (Mot)
HQ
1x SMG platoons
AT rifle squdd with HQ + 1x ATR teams
Attached:
1x Heavy MG's
1x 57mm AtT guns
1x medium mortar teams

Headcount: 49 men

25+ casualties will eliminate it.

So this is basically a rounding off/up of overall casualties suffered by a formation without going into detailed bean counting of each MG, ATG, mortar and somehow having to keep track of it on counters and/or the map.

PS: Trucks and crews are disregarded for casualty count purposes, even if they might get involved in a ME battle, but mostly are sent to rear once enemy contact is made.


More later on how casualties are handled with mixed mechanised units, ie: that have infantry and combat vehicle assets like armoured PzGren companies or armoured recon units.

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Tank and assault gun units are quite simple.

Unit counter samples panzer.jpg Unit counter samples tank.jpg

The number next to the NATO unit type symbol is the number of vehicles in the unit (all units will be restricted to one type of vehicle).

After every battle, we track individual tanks and SP guns lost -- the winner of a battle that holds a region will get a die roll to see how many friendly damaged/abandoned vehicles can be recovered (not too many within the scope of this campaign covering only a few days)


NOTE on rebuilding units and replacements:

Within the scope of this campaign covering a few days of fluid battle situation, there aren't any replacements fed in -- units fight with what they have as they arrive.
If a unit is destroyed or damaged it cannot be rebuilt. The German units are being hastily fed in from their rail heads and the Russians advancing as fast as possible ...

Only units being built will be German Alarm Companies hastily being made up of kampfgruppen of stragglers netted in by the Kommando Rikonovo HQ from retreating troops, and sent out to plug gaps in the front.
 
If there would be still a spot open, I would like to join in as well.

(someone has to be the noob :))
 
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