Random hints and tips from the GM

Concord

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Just a reminder guys, that although your CO has final say on the strategic orders, part of the fun of these campaigns is group discussions.

If you want to illustrate an idea or two, you are welcome to download the campaign map and counters here.
You can open it in a graphics program like Photoshop, or you can download the free equivalent Gimp, here.
 

Concord

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To win the campaign, you must take the large towns (there are 7 of them)...or destroy your enemy.

Historically, the Soviets were tasked with expanding their bridgehead over the Vistula River.
The Axis orders were to contain them, and push them back to the river.
 

Concord

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For an infantry company to be in contact with its battalion, it must be within 2 hexes of another unit from the battalion.
 

Concord

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Hello Good Men,

I just wanted to outline a few thoughts about the campaign, to facilitate strategic discussions on both sides' secret forums.

Each side takes turns moving. Soviet turns will always be odd numbers (because they move first), and Axis will always be even.

Although the goal of the campaign is the capture of the 7 major towns, the conflict will probably be decided by combat.

Each turn, you will need to consider both offense and defense.
When it's your turn, you will have the initiative to move and attack.
But you will also have to consider what the enemy might do during their turn, and try and prepare and mitigate.

With fog of war in action (visibility 2 hexes, 3 for recon), there is the possibility (especially with really big, extended moves) of running headlong into previously unsighted enemies.
If you make big moves, you should probably try and allow for this.
Possible solutions would be to move battalions 'in formation' rather than in column (potentially causing a backed-up traffic jam), or use recon sneakily to get a view on things first.
Remember that although recon can see 3 hexes, any unit or battalion can be used this way (visibility 2 hexes).

Another thing to consider is how you will array your forces.
If they are too bunched up it could cause problems (like lack of manoeuvre room, or units being unable to retreat).
If they are too spread out, they may be in danger of being cut off from their parent unit - or even cut off from supplies.

You might want to keep your armoured battalions together, or spread the companies out a bit.
Remember that companies within your infantry battalions need to stay within 2 hexes of each other to get bonuses like battalion artillery and taking in survivors.
 
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Concord

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Just clarifying some things about movement with FOW.

The new 'move to contact' rule':
- Is optional.
- Can be applied to any type of unit.
- Must declare if a unit is using it.
- Causes the unit to immediately halt when a new enemy unit is spotted (new to the unit moving).

A unit who is moving without 'move to contact' mode declared will attempt to fulfill it's movement orders regardless of enemy presence.

If movement orders are given to a unit which might be affected by enemy presence (known or unknown) I will ask the CO to provide the specific hex-by-hex path taken by the unit.
 
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Concord

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The yellow blobs on CMRT maps are the 'occupy' objectives (they can be switched off and on when playing).
They don't necessarily need to be used though.

For instance, an attacker could (even deliberately) fight and damage a defender and not take the map.
The only consequence being that they would not take the hex.
Or they might inflict enough damage to cause the defender to disband, in which case they would take the hex anyway.
 

Concord

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Remember that the only off-map artillery allowed in the battles are C.O. assigned battalion artillery.

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
 

Concord

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Insight into armoured company purchasing

The 'armoured' companies are actually a mix of armour and infantry (this was partly to balance the scenarios).
100% / 1500 pts / 1000 pts means at 100% strength you have 1500 points to buy from Armoured Only, and 1000 points to buy from Armoured Infantry.
So 'armoured' companies are actually a total of 2500 points.

The armoured component is a bit limited in scope, but needs to be done like this.
Even if it means you get wasted points, the armoured part of the purchases must stick to the Armour Only section.
This rule was copied from Rico's and Nathangun's campaign ideas, but with my addition of zero rarity only, it is much more restrictive.
In hindsight, it's actually a bit of a flaw in the design, but we'll stick to it anyway.

The armoured infantry is more flexible in purchasing.
However, the 'minimum 50% on core company' rule applies to them on their own - you can't include the armour spend in this.
To clarify, if you have 1000 points to spend on the armoured infantry, 500 points minimum must be spent on the armoured infantry company,
and you can spend the other 500 points on specialist teams.
 
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Concord

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Just a note about maps in the campaign.

We (Panzer_Kraut and I) gathered every map we could find on the internet (scenarios, campaigns, stock, player-mades), and I cropped all of them to about 1km x 1km.
This is because map creation for campaigns is THE most work-intensive aspect by far.

There was a map in this turn's battles that I had to go into and make modifications to make it as balanced and fair as possible.
Even this takes considerable time!

Regardless though, we are limited by what's available, so there may be several battles along the way that use maps which are less than perfect.
It is unfortunately something we will have to put up with, although I will continue to make some modifications to help.
In particular I try and avoid forces being able to pummel each other from turn one, but this is not always possible, so be wary of your setup and check lines of sight.

Although we'd all like a variety of maps which are perfect, you could always look at it from a military sim point of view...
You as company / battalion commander must preview the ground and allow for unfavourable terrain as much as possible and adapt.

You may come across an unexpected stream, or ridgeline, or marshland, or hundreds of kilometers of open farmland or plains.
The terrain on the campaign map is only a rough guide, showing what is predominately present in the hex (which, by the way, is why armour can move through woods hexes).
We may also see several repeats of maps being used in different hexes and different battles.

By the way, if you come across any awesome maps made this year (or late last year) or are into making maps yourself,
then by all means alert me to it and we can throw it into the mix we have to chose from!
 
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I suggest that upon conclusion of the tournament that each sides private forums are opened up to all, I'm sure people would find interest in the DARs, even if they are after the fact.
 

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Just a note about maps in the campaign.

We (Panzer_Kraut and I) gathered every map we could find on the internet (scenarios, campaigns, stock, player-mades), and I cropped all of them to about 1km x 1km.
This is because map creation for campaigns is THE most work-intensive aspect by far.

There was a map in this turn's battles that I had to go into and make modifications to make it as balanced and fair as possible.
Even this takes considerable time!

Regardless though, we are limited by what's available, so there may be several battles along the way that use maps which are less than perfect.
It is unfortunately something we will have to put up with, although I will continue to make some modifications to help.
In particular I try and avoid forces being able to pummel each other from turn one, but this is not always possible, so be wary of your setup and check lines of sight.

Although we'd all like a variety of maps which are perfect, you could always look at it from a military sim point of view...
You as company / battalion commander must preview the ground and allow for unfavourable terrain as much as possible and adapt.

You may come across an unexpected stream, or ridgeline, or marshland, or hundreds of kilometers of open farmland or plains.
The terrain on the campaign map is only a rough guide, showing what is predominately present in the hex (which, by the way, is why armour can move through woods hexes).
We may also see several repeats of maps being used in different hexes and different battles.

By the way, if you come across any awesome maps made this year (or late last year) or are into making maps yourself,
then by all means alert me to it and we can throw it into the mix we have to chose from!
Terrain is neutral. The person who uses it to their advantage gains an ally.
 
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