Checklists and References

Concord

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Hello Good Men,

I will be adding bits and pieces to this thread to make the game easier to play.

Do not make any posts here please.

reading map.jpg
 
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Concord

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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 hex side count.

Artillery (battalion and regiment)

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

Each regiment 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 Heavy (2 x 120mm) + 1 Forward Observer Team
Germans use: Mortar Section Heavy (2 x 120mm) + 1 Forward Observer Team

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).
 

Concord

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QUICK BATTLE NOTES

Purchase rules


- ONLY buy from the groups listed below. You can also buy from Specialist Teams or Single Vehicles lists.

- 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.
 
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Concord

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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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You must be able to:
- Check the campaign forum regularly (and have email notifications for new threads in this section turned on).
- When you are assigned a battle, you must try to keep up the pace of PBEM game turns to at least once a day (within reason - real life takes priority obviously).
- If you will be away longer than a few days, inform your fellow players (and be prepared for someone to possibly take over your battle).
- When you start a battle, you will need to make regular updates (every few turns) on the forums regarding how the battle is progressing and any interesting developments.
Regular text reporting is the minimum. The occasional accompanying picture (or even video) will be appreciated by your fellow team mates (and me!).
- After each battle, you and your opponent will be required to work out percentage of damage for your side (using simple calculations) and report the results.
 
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Concord

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If we all adopt the same terminology, it will make discussions and orders easy.
The way to refer to a unit will be to simply state the nationality (German or Russian) and then the unit number (eg. German 1-2-1 is attacking Russian 2-2-3).
 

Concord

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Unit list (each side) for writing orders

1st Infantry Regiment

1-1-1
1-1-2
1-1-3

1-2-1
1-2-2
1-2-3

1-3-1
1-3-2
1-3-3

2nd Infantry Regiment

2-1-1
2-1-2
2-1-3

2-2-1
2-2-2
2-2-3

2-3-1
2-3-2
2-3-3

3rd Armoured Regiment

3-1-1
3-1-2
3-1-3

3-2-1
3-2-2
3-2-3

3-3-1
3-3-2
3-3-3
 

Concord

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Things to remember when doing battles

Gentlemen. The smooth-running of this campaign will depend on every member doing their part for the war effort!
If you don't, you will be sent to the eastern front. Oh, wait... :shocknaz:

In particular, the selection and set-up process for battles:

- Please consult the purchasing rules above when selecting your forces.
- Check that you are buying within the points limit for each company.
- Check that you are buying only allowed units / experience / motivation.

If major errors are made, the battle results may be adjusted by the GM. :poop:

If you have multiple companies present, when it comes time for the set up of your forces on the battle map,
ensure that each company is within its designated set-up zone (these will be labelled on the battle map).
If you rename the lead unit for each company to the name on the counter as instructed, it will make it easier to track.

Any 'free' GM allocated extras should be added at the end of your purchase process, so that you can more easily keep track of points spent on each company.

And finally, please post regular updates on your specific battle thread created within your side's secret forum.
This keeps your CO and fellow players up to date. Text is fine, but the occasional screenshot is even cooler.
It is also highly entertaining - and my main source of joy as the GM. :sneaky:
 

Concord

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GM checklist for maps scenario editor:

Remove existing setup zones and add new ones
Remove existing victory locations and add new one
Remove existing units and reinforcements
Remove existing landmarks and add new ones
Set friendly map edges
Set date, time, weather, ground conditions
Remove existing mission title, text and images
Remove existing terrain objectives and AI plans
 
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