A. Administrative
1.
Campaign Materials – The campaign map, rules, Intelligence Briefings not
covered in Afrika, and Mission
Briefings not covered in the FoW V2 rulebook are posted on the Battle Barn Web
Site (http://battlebarn.webs.com/) at
the Links, Sites and Files page.
2.
Map
(a)
Zones are
indicated by both the red circle locations (significant towns/cities) and the
blue shaded hexes (Commonwealth brigade boxes).
(b)
Movement may be
made along any track (dotted black lines) or road (solid black lines) that link the various zones from one zone to
another zone.
(i)
The solid black
line is the major transport network (Via Balbia) and forces moving along this
route suffer no attrition.
(ii) The dotted black lines are various tracks that make
up a secondary transport network and forces moving along these routes may
suffer attrition due to lack of fuel, maintenance, break-down, etc.
(c)
The dark brown
line around Tobruk indicates the fortifications around the city. This line may
not be crossed by any Axis forces while Tobruk is in supply.
(d)
Magenta lines
along hex sides represent minefields established by the Commonwealth.
3.
Campaign Game Objectives
(a)
Axis objective is
to force the surrender of Tobruk by
cutting Commonwealth supply lines.
On any turn that Axis forces in supply either end the turn occupying the
hexes marked A
and B
or control zones that cut off Commonwealth supply from the hexes marked A or
B,
the game ends in an Axis strategic victory.
(b)
Allied objective
is to hold the Gazala line and maintain
Tobruk. If no Axis force has cut off Commonwealth forces from supply at the
end of 12 turns of play, the game ends in an Allied strategic victory.
(c)
If neither side
is able to meet the victory conditions above at the end of 12 turns, the total
number of VP held by the two sides is compared and side with the higher total
wins a tactical victory.
4.
Starting Forces & Deployment
(a)
Players may
start with any force that is listed in
the Afrika Intelligence Handbook and
the
Intelligence Handbook for the Mid-War Free French (January 1942- June 1943)
Intelligence Briefing.
(b)
Axis forces may
start as follows:
(i)
Any Italian
forces may start at the hex marked “1”
near Gazala, or at Segnali Rotunda.
(ii)
Any German
forces may start at Segnali Rotunda or at Bir Hacheim.
(c)
Commonwealth
forces are considered to be deployed at any other zones (towns/cities and
brigade boxes) at start.
5.
Campaign Length – The campaign consists of 12 game turns, each equivalent to 2 – 3 days of
actual time, beginning with 27 May 1942 and ending at the completion of the 21
July 1942 turn.
|
Turn 1 |
Turn 2 |
Turn 3 |
Turn 4 |
Turn 5 |
Turn 6 |
Turn 7 |
Turn 8 |
Turn 9 |
Turn 10 |
Turn 11 |
Turn 12 |
|
Jun 27, 28, 29 |
Jun 30, Jul 1 |
Jul 2,3 |
Jul 4,5 |
Jul 6,7 |
Jul 8,9 |
Jul 10,11 |
Jul 12,13 |
Jul 14,15 |
Jul 16,17 |
Jul 18,19 |
Jul 20,21 |
B. Organization
1.
For each
player on a side (Axis or Allied), a company, not to exceed 2500 points per the
approved lists ,may be fielded. Different companies may be used but not for the
same game.
2.
Earning Victory Points
(a)
Accumulating VP
through combat
(i)
Each force earns
VP IAW the standard rules based on combat losses (pg 195, FoW rulebook).
(ii) VP earned by combat are retained by the alliance
(Axis or Commonwealth) whose force earned the VP.
C.
Campaign Turn Sequence
1.
Players
determine supply status and actions for their forces.
2.
Players
compare actions and determine when and where a battle occurs.
3.
Players determine
the
4.
Replace
& Reorganize (See Section F. below).
5.
Repeat steps
1 thru 4 for the next turn.
D. Movement
1.
All movement
is from one zone to an adjacent zone connected via a route (track or road).
2.
All Axis movement
along any route must be toward their Campaign Objective. Forces may not move
back toward their starting zones except as a result of combat.
(a) All forces move at a rate of 1 zone per turn, i.e. an
Axis force may move from a zone if occupies along any track or road to an
adjacent zone. Movement stops at the first zone not controlled by the moving
side.
(b) For the first 2 turns in the game, Commonwealth
forces do not move. Commonwealth forces are considered to be present at each
zone (town/city and brigade box).
(c) After Turn 2, Commonwealth forces may start at Tobruk
or any brigade box still controlled by the Commonwealth.
3.
As forces
move along a route, they may suffer attrition due to breakdowns, storms,
becoming lost, etc. The rate of attrition reflects the relative difficulty of
moving along the route.
(a) All attrition
losses are recovered during the Replace, Reorganize and Re-Assign forces
portion of each turn.
(b) The force must roll for each minefield hexside
crossed during the move.
(c) Losses due to movement and/or mines is cumulative.
|
Movement Attrition |
D6 Die
Roll |
|||||
|
1 |
2 |
3 |
4 |
5 |
6 |
|
|
Along
Tracks |
Drop 1 support unit |
Drop 1 weapons unit |
No impact |
|||
|
Cross
Minefield |
Drop 1 support unit |
Drop 1 weapons unit |
Drop 1 combat unit |
No impact |
||
E. Combat
1.
Supply for Combat
(a)
Forces that are
moving to seize a sector must be “in supply”. A force is considered in supply
if:
(i)
Axis forces can
trace an unbroken, controlled line of zones and routes back to Segnali Rotunda
or the hex marked “1” near Gazala.
(ii)
Allied forces
can trace an unbroken, controlled line of zones and routes back to the hexes marked “A” or “B”.
(iii)
Any Commonwealth
company in a brigade box is considered to be “in supply” while occupying the brigade
box hexes.
(iv)
Any German company
at Bir Hacheim is in supply during Turn 1.
(v)
Note that all
minefields are Commonwealth and cut supply for Axis forces until an Axis force
breaches the minefield by moving through it. Once breached the minefield is no
longer effective in cutting supply
(b)
Any force that
is not in supply:
(i)
May defend a
sector but may not advance to attack a sector,
(ii)
Subtracts 1 from
each die roll for determining movement attrition, and
(iii)
May not refit or
reorganize.
2.
Fortifications
(a)
Only forces that
are stationary may employ fortifications.
(b)
Forces may employ fortifications as follows:
(i)
Any force that
has remained in place for a 1 turn may emplace Basic Fortifications (Pg 217,
FoW rulebook).
(ii)
Any force that
has been in place for 1 turn and is out of supply may emplace Limited
Fortifications (Pg 218, FoW rulebook).
(iii)
Any Commonwealth
force within a brigade box my emplace Basic Fortifications and Additional
Fortifications (Pg 217, FoW rulebook).
3.
Force Selection
(a) At each occasion that two enemy forces attempt to
occupy the same zone (town/city or brigade box hex) combat results.
(b) Only a single company (NTE 2500 points) may occupy a
zone at any time.
(c) Players may field more than one type of company, but
only 1 company may be used in any combat.
(d) For each side, the type of company for the combat
will be randomly chosen by simple lottery from the list of types that the
players field.
Ex.
Player A has an Armored company, an
Infantry Company and an Airborne company that he can use. Player B has a
Mechanized company and a reconnaissance company that he can use. The types are
placed in containers and 1 type for each player is picked at random. These are
the forces that will be used for the particular combat event.
4.
(a)
Combat
(i)
(ii)
Each player
rolls a D6 and the die results are cross-referenced to select a mission.
(iii)
The side with
the higher number of VP may alter the mission selection by moving the selection
1 row up or down within a column.
(iv)
Any side may
expend 1 VP and alter the mission selection by moving the selection 1 column
left or right within a row.
(v)
No more than 1
adjustment may be made by a side.
|
|
High VP Side Die Roll |
||
|
1 - 3 |
4 - 6 |
||
|
Low VP Side Die Roll |
1 |
Free for All |
Probing Attack |
|
2 |
Hold the Line |
Trench Fight |
|
|
3 |
Envelopment |
Breakthrough |
|
|
4 |
Big Push |
Recon in Force |
|
|
5 |
Counter Attack |
Delaying Action |
|
|
6 |
Fighting Withdrawl |
Encounter |
|
(b)
(i)
Missions in bold
are found the Mission Special Rules section (p. 196) of the FoW rulebook.
(ii)
Other Missions
are found at the Battle Barn Web Site (http://battlebarn.webs.com/)
at the Links, Sites and Files page
(iii)
If the selected
mission is Encounter and both combat
forces are armored companies, play the Armored
Encounter mission.
(iv)
If the selected
mission is Free For All or Encounter and the attacking combat
force is a Recon company, the attacking player may elect to play the Scout mission.
(v)
In any mission
using the Defensive Battle rule, if the attacking combat force is a Recon
company the attacking player may elect to play the Recon mission.
5.
Terrain for Combat - Terrain for each combat will be determined IAW the
Desert Terrain Chart (pg 247, FoW rulebook).
6.
Combat Results
(a)
Game play will
determine the outcome of combat IAW the FoW rulebook and any special rules per
the applicable army lists. Based on game outcome, player forces will advance to
seize the zone, hold or retreat.
(b)
The forces
involved will earn VP IAW the standard rules based on combat losses (pg 195,
FoW rulebook) or mission specific VP award conditions. These VP will be retained by side whose
forces earned the VP.
F.
Replace, Reorganize, Refit and
Re-Assign Forces
1.
Supply - In
order to reorganize or refit, a force must be in supply.
2.
Order of Precedence - Any replacement or reorganization must ensure that:
(a) the combat platoons of a unit must meet the minimum number required for the
force IAW the Intel Briefing Lists, and
(b) the combat platoons of a unit must be brought up to
minimum strength levels required for the force IAW the Intel Briefings List
before any Weapons or Support platoons may be replaced or reorganized.
3.
Replacement
(a)
Replacements
refer to the replacement of casualties based on the applicable list for the
type of force and do not require the allocation of VP (Pg 239, FoW rulebook ).
(b)
Players may add
or remove one squad or section from each platoon in their force IAW the
applicable list.
(c)
Players may
remove any or all Support Platoons within their force and replace them with new
Support platoons IAW the applicable list.
(d)
Players may
change the level of air support IAW the applicable list.
4.
Reorganization
(a)
Reorganization
refers to allocating VP to alter the makeup of the Combat or Weapons platoons
of their force based on the applicable list (Pg 239, FoW rulebook ).
(b)
Players must
allocate 5 VP in order to reorganize a force.
(c)
All forces must
be valid per the applicable lists and within the established points limit.