BB RULES

Concord

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Brigade Battles Rules


Map


Each hex represents about 1km.

Turns

One side writes its orders, moves and attacks, then the other side does the same.

Battles

Battles are fought in CMRT on maps approximately 1km in size. 45 turns per battle. Difficulty will be set to 'Elite'.
Maps for each hex will be selected by GM. Once a battle has been fought, the hex will retain that same map if subsequent battles are fought there.
The defender will start roughly in the middle. The attacking companies will have setup zones at the edges.
The edges will roughly correspond to where the unit is entering from on the campaign map. One victory location in the middle.

Campaign Victory

To win the campaign, a side must capture all of the large towns on the map, or one side capitulates due to battle losses or untenable strategic situation.
Ownership of large towns goes to the side which last moved into or through it.

Movement

Each unit has set Movement Points: Infantry 4 MP, Armoured 7 MP
MP cost for all units: clear 1, town 1, woods 2, road 1 (2+1)

For every 2 hexes traveled along a continuous adjoining road, you gain an additional road hex MP 'for free'.
Only roads entered from another connected road hexside count.
+1MP to enter a hex that is adjacent to enemy unit(s).

Supply


To be in supply, a unit must be able to trace a path (any) to their board edge (unblocked by enemy units).
A unit out of supply will have ammo restrictions starting the turn after they are cut off, until they are in supply again.
A unit’s supply status is assessed at the end of each turn (so if enemy units move around but ends a turn blocking the route again, the unit remains out of supply).

Weather

Weather for each battle will be determined by the GM. No severe weather.

Units

Each side starts with a brigade. Each counter represents one company.
HQ units, artillery units and support units are abstracted and not shown on the map.
Each company unit has a parent battalion and parent regiment listed on it.

Units may not stack. Friendly units may move through a hex with another friendly unit, but may not end their move stacked.
Any unit that ends their movement phase next to an enemy unit may attack that unit.
Up to 2 units may attack into a hex (but only 1 may occupy it if the battle is won).

Fog Of War

FOW is in effect, and all units have a visibility of 2 hexes (2km).

Reconnaissance Companies
Each side has 3 companies of infantry recon as part of their OOB.
These units have the same strength points as infantry units, but they have the following differences:
They have a MP allowance of 7, like armour.
They cannot receive artillery support.
They have a visibility range of 3 hexes (3km).
Soviets must use Rifle Battalion 44 (Motorized) and Axis must use Fusilier Battalion.
NO heavy weapons are allowed, except for a maximum of 3 x HMG and 3 x medium mortars.

Move To Contact Orders
Units that are ordered to move to contact will follow their set path until they spot a new enemy unit, at which time they halt movement for the turn.

Infantry battalion groups

If an infantry company unit is further than 2 hexes away from another unit from its battalion, it is considered to be detached from their battalion, and cannot accept benefits from its battalion (see survivors and also battalion artillery).
This rule does not apply to armored companies.

Artillery

These are the ONLY off-map artillery allowed in the campaign - no others may be purchased.
NO pre-planned artillery missions are allowed. No TRP's allowed.

Each battalion has off-map artillery it can use every turn. The artillery can be assigned to one company, specified by the side’s CO when battles are being allocated.
An infantry company must be in contact with its battalion (within 2 hexes) to use off-map artillery (this restriction does not apply to armoured units).
These artillery units are purchased after all normal company purchases are done in the selection screen, and must always be regular experience.

Russians use: Mortar Platoon Medium (3 x 82mm) + 1 Forward Observer Team
Germans use: Mortar Section Medium (2 x 81mm) + 1 Forward Observer Team

Company destruction and survivors

The maximum strength any company can have is 100%.
A unit which falls below 50% strength is considered disbanded.

If that unit is within 2 hexes of other units in its battalion, and the path to them is clear of enemy units (at the end of the current turn),
those other companies may receive a percentage strength boost of 10%, which is applied at the end of the current turn.

The disbanded unit must have at least 10% strength left to supply 1 other company, and at least 20% strength to supply 2 companies (with 10% each).

If one of the companies eligible for the boost is itself disbanded that same turn, the boost is not applied to them,
although the third company of the battalion would be eligible for boosts from both of the disbanded companies at 10% each company.

If a unit is forced to retreat but cannot due to no empty adjacent hexes being available (and therefore disbanded),
any adjacent companies from the same battalion could receive the 10% boost.

Retreat

A defending company may elect to retreat before the commencement of a battle only if there is an empty hex adjacent to it, and it is in supply.
The defending unit takes 10% damage to their strength percentage during the retreat (rounded down to the nearest 10).
The attacker may select one attacking company to occupy the vacated hex (optional).

A defending company may be forced to retreat, if they lose the center objective on the map by the end of the battle.
If there are no empty adjacent hexes to retreat to, the retreating company is considered disbanded (see also Company destruction and survivors).

Calling off an attack

An attacker may call off an attack (if for example things go wrong and attacking is no longer desired) then the procedure is as follows.
The GM and opposing commander are informed.
The very next available PBEM turns, both players must select the Ceasefire option in the game.
Battle losses are calculated as usual from the AAR screen and posted.

Digging in

If a company does not attack during its turn, it is considered dug in (regardless of whether it moves or not).
Being dug in allows the purchase of 3 lots of foxholes from the fortifications section (30 foxholes).
This purchase must be made at the end of the CMRT purchase process (once companies have been purchased).

Air support

Will be uncommon, and by GM decree only. If a side does get fighter support, it will be strafing only.



QUICK BATTLE NOTES

Purchase rules


- ONLY buy from the groups listed below.

- You can also buy from Specialist Teams or Single Vehicles lists, but at least 50% of your points must be spent on the core company.

- ONLY buy units with zero rarity.

- ALL purchased units must be Regular experience level. Max Motivation: High. Max Leadership: +1

- Do not exceed the point allotment you have been given for each company (which is based on the unit type and current strength – see tables below).

Infantry units

NOTES:
Russians must buy from Rifle Battalion 43 or 44. All rarity zero. Only on map mortars.
Germans must buy from Grenadier Battalion 44. All rarity zero. Only on map mortars.

100% / 1000 pts
90% / 900 pts
80% / 800 pts
70% / 700 pts
60% / 600 pts
50% / 500 pts

Armoured units: Armoured points / Motorized infantry points

NOTES:
Russians must buy from Tank Battalion (Medium). Rarity zero. Only T34-76 M1942 (Late) or T34-85 M1944 (Early).
If AG, must buy Assault Gun Regiment (Medium). Rarity zero. Only SU-85 (Late).
Rifle Battalion 44 Motorized. Rarity zero.

Germans must buy from Panzer Battalion 44 (Early). Rarity zero. Only Pz IV H (Late).
If AG, must buy from Sturmgeschutz Brigade 44 (31 StuG). Rarity zero. Only StuG III (Mid).
Panzergrenadier Battalion 44A Motorized. Rarity zero.

100% / 1500 pts / 1000 pts
90% / 1350 pts / 900 pts
80% / 1200 pts / 800 pts
70% / 1050 pts / 700 pts
60% / 900 pts / 600 pts
50% / 750 pts / 500 pts

Purchase procedure for multiple companies

Spend the points allotted for your first company. Rename the top unit with your counter’s Rgt/Bn/Co number.
Spend points on the next company, making sure not to exceed their purchase points. Rename the first unit in the new company. Repeat for each company.

On occasion, you may have a ‘free’ unit or small group to add to your attack/defence (GM awarded).
If this is the case, only add the free stuff after you have made all your normal purchases.

GM additions

From time to time, (for my own entertainment - and yours!) I as GM will allocate additional 'free' units to a side, to add to the narrative and to balance battles a little.

They are considered to be either random occurrences, or regimental/brigade level assets that are temporarily attached to your group.
They will often be 'flavour' units that players would not usually buy, but on occasion you may receive something worthwhile that may give you a slight edge.

When these additions are available, I will tell you in your battle briefing.
You must do the purchases for your company(s) first before adding these, so that you may monitor your points expenditure accurately first.
They may then be attached to any of your purchased units.

It will more commonly be granted to a defending company that is outnumbered, but will also sometimes be granted to an attacker.
Examples include teams, infantry, support weapons, heavy weapons, light vehicles and air support.



Calculating battle losses

Battles are fought all the way to the ending AAR screen in CMRT. Each player views the details and calculates the losses as follows:

On the CM AAR screen, it shows:
Men OK
Men Killed
Men Wounded
Men Missing

From the AAR screen:

Total participants
Calculate the total number of men that took part on a particular side,
by adding Men OK, Men Killed, Men Wounded, and Men Missing.
Record the total participants for the side.

Total survivors
Record the number of Men OK.

Percentage remaining/lost
Number of Men OK {divided by} total number of men that fought, {multiplied} by 100.
This gives you the percentage that survived the battle for a given side.
100 {minus} that number is the percentage of damage that was inflicted.

Applying losses
If there was only one company in the battle:
Enter (into a calculator) the percentage strength of a unit before the battle started, and then subtract the percentage of damage that was inflicted, to see the remaining percentage strength.
Round up or down to closest ten (if 5, round up).
For example: Unit starts with 70% strength. It took 20% losses (calculated from the AAR screen).
In a calculator, enter 70, then {minus}, then 20, then the percent button.
This comes to 56, which is rounded up to the nearest ten, which is 60.

The unit's new strength is 60%.

If there were multiple units that took part:
Use the percentage lost overall from the AAR screen calculations.
Apply this percentage loss to each unit individually.
For example: 3 of your units took part in the battle. They started as 80%, 70% and 60% strength.
The AAR screen calculations show that a grand total of 40% losses were taken.
80 - 40% = 48, rounded to 50. New battle strength = 50%
70 - 40% = 42, rounded to 40. New battle strength = 40%

60 - 40% = 36, rounded to 40. New battle strength = 40%

Please post your battle results at the end of your battle DAR (During Action Report) thread, like this:

Unit (Reg/Bn/Co)

Men Total (OK+KIA+WIA+MIA)
Men OK number

Survivor percentage
(Number of Men OK {divided by} total number of men that fought, {multiplied} by 100)
Battle damage (100 (minus} Survivor percentage)

Starting unit strength (pre-battle percentage number)
New unit strength (starting percentage number {minus} battle damage percentage number, then percent button. Then round to closest ten. 5 is rounded up)

This is a critical part of the campaign process.
It will save me mucho time as GM. Many hands, light work.
It's actually a surprisingly simple AAR process, but I had to be detailed with the description for maximum clarity.

I will then update the new battle strength for each unit on the master list thread.
 
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Concord

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Hello Good Men. Here are the rules of play.

Discussion welcome...although I can't promise that all suggestions will be adopted. :sneaky:

@Rico @Nathangun I'd like you guys to cast your experienced eyes over these please.
Might need some fine tuning.

One thing I'd like to draw your attention to is that I have changed the points for armored unit's infantry down to the same as normal infantry (no halftracks).
 

Panzerknacker

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So it means we basically will only see t34 76's and Pz IV's, aswell as Su 85's and Stug's?
 

Concord

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So it means we basically will only see t34 76's and Pz IV's, aswell as Su 85's and Stug's?
Yes. I am only allowing rarity zero infantry, equipment, guns and vehicles.
I have been itching to make a campaign that features only the everyday stuff that would have been present.

In my brief research into this operation, there were a wide array of unusual vehicles (including lend-lease Mk-IX Valentines!)...but there was only handfuls of each of them.
Whereas there were hundreds of the vehicles listed above in the purchase rules.

I am strongly considering allowing T34-85's, as they were also fairly common in this operation, and are also zero rarity in CMRT. I welcome opinions about this.

I am also considering adding some SU-76's and Marders by way of random GM additions.
Every so often, as GM (for my own entertainment as well as others!) I will be adding small (free) attachments to a side for their battles.
They may be infantry support, or a small detachment of partisans, or an AT gun or two. This will usually take place when the defender is considerably outnumbered.
It may also occur when an attacking side may need a little boost to make things more balanced.

By the way, Marders are not zero rarity in CMRT, but it may be the sole exception in this campaign, as they were mentioned several times while reading about the operation.

Interesting side note: in the third stage of the operation as the Russians continued to push, they were halted by one of the first appearances of the King Tiger II...20 of them!!
The front stabilized until 7 January 1945, when the Vistula–Oder Offensive started.
 

Rico

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Couple of quick comments on first reading:

1. Zones of Control — do units exert a zone of control (ZOC) into neighboring hexes that enemy units can enter but not move through - ie: if a unit comes into contact with an enemy unit they must stop movement.

2. Road movement cost: benefit of road movement only applies only in direction of the road, otherwise cost of other terrain in hex applies.

I think you can have a select Russian Guards tank unit that can have T-34/85 ... although they were pretty much standard kit at this time.
 

Concord

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Thanks @Rico grateful for your input.

1. After consideration, I decided to go without ZOC.
There were 2 reasons: eliminating them removed another thing to think about for GM and players. The second reason was that I doubt that a single company (even armored) could exert much 'control' beyond a kilometer.

2. Yes indeed. I am assuming that most of the Few Good Men will have some knowledge of boardgames, but maybe I should make that rule clearer.

Yeah, I am leaning towards letting T34-85's be available. Particularly because they are zero rarity.
 

Concord

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Just added this to the rules :devilish:

GM additions

From time to time, (for my own entertainment - and yours!) I as GM will allocate additional 'free' units to a side, to add to the narrative and to balance battles a little.

They are considered to be either random occurrences, or regimental/brigade level assets that are temporarily attached to your group.
They will often be 'flavour' units that players would not usually buy, but on occasion you may receive something worthwhile that may give you a slight edge.

When these additions are available, I will tell you in your battle briefing.
You must do the purchases for your company(s) first before adding these, so that you may monitor your points expenditure accurately first.
They may then be attached to any of your purchased units.

It will more commonly be granted to a defending company that is outnumbered, but will also sometimes be granted to an attacker.
Examples include teams, infantry, support weapons, heavy weapons and light vehicles.
 

Concord

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Um, SHHHH @Rico ! It's one long everlasting day of war! ;)

Dunno. I wasn't going to track it closely.
If pressed, I guess after each side does their move/attacks is a half day, so 4 turns per day.
 

Rico

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Um, SHHHH @Rico ! It's one long everlasting day of war! ;)

Dunno. I wasn't going to track it closely.
If pressed, I guess after each side does their move/attacks is a half day, so 4 turns per day.
It's just that how are TIME OF DAY of the CMRT battle determined ... maybe attacker choice?

Not being a fan of dawn, dusk or night battles myself... usually a pain in the a**.
 

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Hi Concord, please forgive me if any of these questions sound silly.

Under "Units" you say each side starts with a brigade.
Does a brigade consist of 4 battalions?

Is there a command structure for each side such as GM - Brigade Co - Battalion Co - Company Co kind of thing?
 

Concord

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Hiya @Gunner - no worries, ask away.

This thread shows the entire forces for both sides. Each counter is a company.
I've always been fascinated by the scale of WW2. Getting a mental picture of such a vast conflict is staggering.
If we had another 2 campaigns like this one running at the same time, it would be the size of a division.

The only command structure simulated (beyond company and platoon level in battle), is the rules regarding battalions (in the rules sections Infantry battalions, and Artillery).
The reason I didn't go further than this was complexity.

I even toyed with the idea of battalions needing to stay cohesive and in contact with others in their regiment to receive regimental assets like heavy artillery.
But there is going to be enough for commanders to keep track of as is, and regimental artillery is going to be too heavy handed for such small battles I think (eg. 4 tubes of 105mm).
I have sought to include some regimental assets by the addition of my 'GM additions' rule, where I will occasionally add some units 'attached' to the main force.
 
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Rico

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The order of battle here is I guess pretty speculative/thoeretical.

An entire Heer Panzer Division usually only had 6 maneuver battalions (plus the Recon Btn) ... two regiment with 4 PzGren battalions between them (if they were lucky one of these was half-track mounted), one Panzer Regiment with two battalions -- (in this period quite a few Panzer Divisions had only ONE panzer battalion as one was away in Germany being refitted with Panthers)

Waffen SS Panzer Divisions could field 6 PzGren Battalions.

I think the option of the odd 120mm mortar platoon/section to offer some more OOMPF! should be considered.
 

Concord

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Indeed it is.
Historically they seem to vary wildly, from my layman's research over the years.
I settled on a generic rule of thumb for it:

3 platoons = company
3 companies = battalion
3 battalions = regiment
3 regiments = brigade

The armoured companies in this campaign are not historically accurate either. :sneaky:

Okay, will think about the 120's.
 

Panzerknacker

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Ive got one question.

Why arent we allowed to support defending units with other units adjacent to that unit, but must not be adjacent to any enemy unit?

Cheers
 

Concord

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Sorry Panzerknacker, but I'm not sure I entirely understand the question.

If I understand the first part of your question correctly, the answer is that it would become way too complex if units adjacent to the defending unit could join in as well.
As for the second part, I'm not sure what you mean. If you try and reword it, I will try to answer.
 

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I mean only units that are not already engaged or being adjacent to enemy units can join a battle.
 

Concord

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Each side takes turns in the campaign. When it is your turn, you can move and attack. The other team only defends.
After you move, you choose which of your units that are adjacent to an enemy will attack it. Each unit may only make one attack per turn.
All units attacking into a single hex will be added to the CMRT battle.
 

Concord

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After thinking some more about your question, I think you are asking if other friendly units that are next to a company being attacked could help them in their battle. Like, contributing a platoon or even all of them.
If this is what you mean - it is a fine idea and would be fun to do, but the complexity it would add to the process of buying for battles and working out casualties would be a nightmare. :)
 
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