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1.0 Overview: Phase Where Surviving Battle Group Units
1.0 Overview: Phase Where Surviving Battle Group Units
0 Overview
These rules allow you to play a
campaign game encompassing 10 battles.
Each battle consists of a variable
number of turns (6 11) with randomly
chosen maps. The results of one battle will
impact ones forces in future battles. Pyrric
victory may cost you the campaign. Also
since you do not know what type of terrain
you will be fighting in next, it is advisable to
build and maintain a balanced force.
The campaign starts by each player
choosing units from a Standard Forcepool.
These units form his Battle Group. Units in
the Battle Group that are not destroyed in
battle are available for the next battle.
Between battles there is a Regroup
Phase where surviving Battle Group units
are augmented and and reinforcements are
added from the Forcepool. Victory in a
battle causes superior commanders to smile
upon you, resulting in additional units
becoming available in the Forcepool from
which to choose.
Each battle is won or lost depending on
the net gain/loss of cities and resource areas
as compared to the players starting situation
in that battle. Victory Points (VPs) are
calculated after every battle. At the end of
the campaign, VPs from all the battles are
summed to determine the campaign game
winner!
1 CV = Green
2 CV = Seasoned
3 CV = Veteran
4 CV = Crack
CV losses do not always relate to loss of men
and equipment; rather, loss of CV may also
represent loss of moral, unit cohesion,
communications, will to fight, etc. A Green
unit is much easier to destroy than a Crack
unit. Not because the Crack unit possesses
better equipment or more men and material,
but because the Green unit lacks the unit
cohesion, skill, and moral to remain combat
effective under fire.
4.2 Maps
Maps are randomly chosen for the
battle. Roll 3d6 sequentially and consult the
2-map random generator chart. Example:
rolling a 4, 1, and 6 would select map 9 for
the Axis player and map 13 for the Allied
player.
Next, roll 1d8 and consult the map
layout chart. If the maps do not fit together
according to the chart, re-roll until they
match up (land with land, sea with sea).
3.3 Marines
Instead of moving, MA units may
attempt to emplace Mulberries by rolling one
die less than or equal to its current CV. This
may only be done after all other units have
completed movement. A successful die roll
allows a Mulberry to be placed in the MA
units hex. The MA unit may make one
attempt per movement phase.
Justification
All same type units are equivalent in
size; because, CV does not relate to the
size of the unit; but rather the quality
of the unit. Therefore, a 1 CV carrier
can hold the same number of planes as
a 4 CV carrier and a 1 CV fighter has
the same number of planes as a 4 CV
fighter etc. A 4 CV EN unit is much
more skilled at repairing bridges than a
1 CV EN unit. Losing CV to build or
repair is not workable because there is
no production during the battle.
3.4 Supply, Cities, & Production
The RS and SU units are not used.
There is no Production during the
battle.
Cities cannot fire.
Units trace supply to the edge of their
map opposite where the maps are
joined. Cities do not function as
supply sources.
Justification
At this scale, Cities are large towns and
do not posses defensive forces or the
capacity to supply combat units.
Production during battle is irrelavant
for this time scale.
Table 1.
Naval
SS
CA
DD
Army
MA
IN
EN
Table 2
1d6 <= to Number Ends
Turn Immediately
1
2
3
4
5
Battle Ends, Go to Regroup
Phase
Table 3
Forcepools
+1
+2
+3
Std.
+4
FA
DB
MB
CV
HB
EFA
TB
SS
CA
MK
AR
BB
DD
MA
EAR
IN
MT
AB
AY
EN
EFA = Elite Fighter; EAR = Elite Armor
Example: winning the previous battle by
+2VPs, allows the victor to pick from the
Std., +1, and +2 Forcepools. The loser may
only pick from the Std. Forcepool.
5.5 Special Reinforcement Group
If one players VPs is greater than the
others by 9 or more, the player with fewer
VPs may call for a one time Special
Reinforcement Group in the Regroup Phase,
which is in addition to the reinforcements
received in 5.4. If this is done, the other
player receives 4 VPs. Roll 1d6 and consult
Table 4.
1d6
result
1
2
3
4
5
6
Table 4
Cross Index the die-roll with
the units. Add one 2 CV unit
of each type to your BG.
AB
AR
HB
EFA
AB
AR
AY
EFA
CV
AR
BB
EFA
AB
AR
HB
EAR
AB
AR
AY
EAR
CV
AR
BB
EAR
Table 5
Victory Level
Draw
Minor
Substantial
Major
Decisive
Smashing !!!
TPs
1/1
2
3
5
7
10
10
11
12
13
14
15
16
344
424
451 514
154 215
345
425
452 515
216
346
426
453 516
351
431
454 521
264 325
352
432
455 522
326
353
433
456 523
412 435
436
532 545
546
111
112
133
113
134 155
114
115
243
116
244 265
121
332
355
10
122
356 413
11
123
12
124
465
336
466 533
13
14
125
15
126
615
16
131
616 643
642 665
666
Roll of 1
A
Roll of 2
B
Roll of 3
A
Roll of 4
B
Roll of 5
A
A
Allied
Axis
Allied
Axis
Allied
Axis
Allied
Axis
Allied
Axis
B
Roll of 6
B
A
Allied
Allied
A
Roll of 7
A
B
Axis
Roll of 8
B
B
Axis
Allied
B
Axis
A