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Combat Mission: Fall Of The 3rd Reich - it's a tourney, not a campaign

Been cooking this up over this week in consultation with @Gunner (who will be assisting with admin and school prefect duties ;) ) -- it may have a fancy-looking map, but it's a TOURNEY, not a campaign!

Fall Of The 3rd Reich is a tournament for TEN players (all need to have all the CMBN and CMFI modules and CMRT -- Fire & Rubble might be added in if it comes out in time)

The concept is simple: each player is assigned (or picks if he has a preference) an ALLIED ARMY TRACK to fight his way into the Reich, via a series of small QB's, to be the first to reach their objective square ahead any of their rival Allied armies.

There are FOUR Soviet , FOUR American and TWO British Army/Army Group tracks.
(several of these are multi-national, and have Canadians and Commonwealth and possibly Free French forces available)

A Tactical/Major/Total Victory will capture a square and allow an advance to the next square in the next round -- any result below that and you stand still and have to refight for control of the square.

It will take FIVE clear victories to get to your final objective.

Fall 3rd Reich 10 player sample.jpg
(map with sample play - Soviet SOUTHERN FRONT being counter-attacked by Germans) -- the Star counters indicate ownership of a square, Tank counters indicate squares being fought over)
NOTE: the names on the squares are there just for flavour as geographical area way stations -- I could've numbered them as well -- thought this way was more interesting)

BATTLES will alternate between Meeting Engagement and Probe QB battles -- all on small maps with 30 turns.

Each turn the GM's will issue a fresh CBMN, CMRT and CMFI QB map to use in that round by armies in that respective sector.
So each round, all CMBN players will use the same map, all CMRT players use the same map and so forth.

BUT WHO WILL YOU BE PLAYING AGAINST?

I'm glad you asked.

Every round, each of the players is also assigned a battle to play as an AXIS commander against one of their rival Allied commanders -- to slow their advance into the Reich and stop them hogging all the glory!

That means, each round players will be playing TWO battles -- one as Allies to advance on their track -- and one as Axis to stymy one of their rivals.

AXIS COUNTER-ATTACKS!
From Round 2 onwards, the Germans will launch ONE counter-attack against the furthest advanced track (or a randomly drawn GM choice if there are several tracks in the lead)
If the Axis attack is successful, the Allied player will get knocked back one square.
If the Axis attack fails, the Allied player holds on to that square and can advance again in the next round.

No track can be counter-attacked in consecutive turns, so next turn a different track will be counter-attacked.

The Axis counter-attack will use the same map as the other battles on that track (in case of a Probe, just with reversed set up)

WINNER is the player that reaches and captures their objective square first is the winner -- we might have several players share the winners' podium in this one.

SIGN-UPS
That's it in a nutshell -- will post more detailed RULES and make a formal call for sign-ups probably on the weekend -- please: only dedicated players with good, quick turn rates and capacity to play TWO simultaneous QB's need apply. We are likely looking at 4 weeks per round maximum.


We'll keep it as flexible as possible -- if players drop out, a reserve player can take up their track and lead it to victory (or even take temporary command if a player has to drop out for a while due to RL issues)

(Below the at start map set up... with the first squares under attack )

Fall 3rd Reich 10 player setup.jpg
 
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