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<  Flames of War  ~  Firestorm: North Africa Regel/Oversiktstråd

InnleggSkrevet: Lør Sep 03, 2011 1:19 am
ThornInnlegg: 925Registrert: Tor Feb 26, 2009 11:37 am
Firestorm - North Africa

Velkommen til Firestorm: North Africa kampanjen. Dette blir første stor-skala FoW kampanje i Norge. Denne kampanjen er åpen for alle som vil være med. Alt du trenger er en hær og en motstander, lokasjon har ingenting å si. Bruk dette forumet til å skaffe deg motstandere og avtale slag. Har du ikke FoW miniatyrer, men ønsker å prøve, så er mulighetene gode for dette også, si ifra på forumet, så får du demo-game og du vil få mulighet til å bli med på kampanjespill. Mange av deltakerne har utlånshærer og er villige til å lære opp nye spillere.

Meld din interesse i denne tråden: viewtopic.php?f=90&t=7939&view=unread#unread eller send en PM til din general hvis du ønsker å bli med på å avgjøre krigen i Nord-Afrika slik at generalene kan gi deg dine ordre. Se under for generaler og kommandører

Allied Commanders:
General Montgomery - Michael F
Commanders:
Leadbelcher - British
GregerogRian - US
Geira - Australians
Tom Rune - British

Axis Commanders:
Field Marshal Rommel - Illumini
Johnny English - Vichy French
Erlends - DAK
Ulsund - Italians
Andreas - DAK
Xadhoom - DAK
(knutbg - italians)

Alle som er meldt opp her vil få PM fra generalen sin med overordnede strategiske planer. Det er opp til deg selv om du vil følge dem eller om du vil følge din egen plan.

November 11th, 1942 – May 13th, 1943

On the 11th of November, the Vichy French forces in Algeria have surrendered to the allies. British and American Forces are moving from Alger towards the Tunisian border, where axis troops are scrambling to take control of the country and establish defensive lines. In the east, the DAK is in full retreat from the British 8th army after the defeat at El Alemein, and the 8th army is readying itself for an assault on the axis forces trying to cover the retreat of the DAK near Bardia.

Link to firestorm campaign rules: http://www.flamesofwar.com/hobby.aspx?art_id=1652

Campaign Rules:

Report your status commander: It is vital that every commander is well informed of the general situation, the position of friendly and enemy forces. As such, it is obligatory to deliver an AAR (after action report) after each game played. This will help generate interest in the campaign, and will make the experience more rewarding for all involved and any spectators. It is enough with one report for each battle. (Only one person needs to do an AAR, discuss who has time/wants to. Winner has to do it if you don't reach an agreement. Battles don't count without an AAR) Extra credit/recognition for some pictures ;) Put these reports in the campaign progress thread.

Number of campaign rounds: 7 (1ish ingame month each turn, ie: November 11th 1942 – May 13th 1943)

Length of campaign rounds: 2 weeks

Summary of Firestorm Campaign rules:
Link to full rules: http://www.flamesofwar.com/hobby.aspx?art_id=1652
Short version:
1: Find opponent
2: Roll initiative
3: Winner chooses where to attack from and to
4: Choose if either of you want to use Firestorm Units that are located in the affected provinces
5: Play game - 1500pts/decide size of battle with your opponent
6: Check if FS units survive battle (further down this page)
7: If attacker won, he captures the province
7b: Make exploitation move if possible (further down this page)
8: If defender won, the attack has failed and there is no change in provinces
9: Write and post AAR in report thread.

Initiative roll: Allies get initiative on round 1, and +1 in round 2, allies win draws

Capturing Provinces: You can only capture provinces if you have won the initiative roll for the battle.

Gentlemen's Agreement: The desert war was a gentlemanly campaign, where the opponents had great respect for the other side. Agreements such as "tea time" and prisoner exchanges were relatively common even though the fighting was hard. This is also important in our campaign, always be fair, always make sure your opponent enjoys himself and don't be an ass :D

Supply Depots: For an area to be in supply it must be possible to connect it to a Supply Depot through friendly controlled areas, adjacent to each other. Consequences of being out of supply is a -2 modifer to the battle result score. Supply Depots are marked on the campaign map.

Reinforcement Centres: Unlike Firestorm-Bagration, reinforcements are not deployed in the Supply Depot areas, but in a different kind of area instead, the so-called Reinforcement Centres.

Fortified Positions: Several fortified positions exist in the desert. These fortified positions are harder to take by assault. The defender gets +1 to the result of any defensive battle fought in these provinces and can choose to either play a fortification scenario ("Trench Fight" s 219 or "The Big Push" s 220) or place defenses like he had an engineer supply vehicle in his force.

Malta: After the very costly airborne invasion of Crete, Hitler became skeptical to large airborne operations. As a result, the planned invasion of Malta has been cancelled, giving the allies a base of operations right in the middle of axis supply lines. As such, allied planes can harass axis reinforcements. Allies can use Malta as an airbase, from which they can strike the entire coastline of the Tripoli map. Axis can only ship in 3 reinforcements each turn.

Coastal Infrastructure: Unlike Firestorm-Bagration, railways play no role in strategic movement. Land Firestorm Troops only can move from their actual location to an adjacent area. Aircraft Firestorm Troops have no restriction to movement. However, along the coast, the infrastructure is better, with roads like Mussolini's Via Balba coastal highway. These highways allows for rapid movement of supplies and troops. Firestorm troops can move three tiles along coastal tiles.

Exploitation Moves: The war in the desert moved quickly back and forth. The hard desert in Libya was excellent for swift movement of troops and sweeping tank battles. When a battle is won, the winner may be eligible to make an exploitation move.

An exploitation move is a move into an adjacent enemy area to the newly conquered one, allowing you to take another province without a battle. This area cannot contain any enemy firestorm troops and you cannot exploit into Strategic (VP) Locations or Fortified Positions.

To get an exploitation move, you must:
Have won initiative for the round and won the battle 5-2 or better

Casablanca to Algiers: During Operation Torch, allied forces took control of Vichy French territory from Casablanca to Algiers. Pushing the allies out of Casablanca is not a strategic possibility for the axis forces. This means that the allies can always attack Babor from off-map Algiers.

Hard Desert: The desert in Libya is mostly hard-packed sand and stone, which makes wheeled movement easy. Any battle fought in Libya treat cross-country terrain as road.

Deep Desert: Away from the coast, the deserts of north africa have little infrastructure. You are not allowed to place more than one Firestorm Unit in any province that is not bordering the coast. Elite FS units are too heavy for the poor infrastructure in the interior, and can not be used in non-coastal provinces. Coastal provinces have space for up to 4 FS units.

Firestorm Units: If you don’t have the models for the firestorm unit, you can exchange it for another platoon of the same type and equal or lower cost. (Tank for tank, infantry for infantry etc)

Firestorm (FS) units will be moved by the generals in the strategic fase, but you can move a FS unit you used in an attack to the province you attacked. If you lost a battle in a province with a FS unit, you can withdraw the FS unit to an adjacent province before the enemy makes his exploitation move.

Firestorm units can only be used offensively in a single battle each turn. Firestorm units in a province being attacked can be used multiple times each turn.

Air Support Firestorm Units:
Air Support FS units can be used in a battle provided that they are within 5 provinces of the battle. Air support units can only be moved by generals. Air support can only be moved between air bases (supply depots)

Air Support FS units can be used two times each turn, but both offensive and defensive actions count towards this limit.

Destroying Firestorm Units:
Roll to destroy opponent's Firestorm units:
Your Victory Points:
6 (or more!) 4+
5 5+
3 or 4 6
2 or less NA
Firestorm units in provinces that have no line of supply from a supply depot or friendly reinforcement area which are destroyed are destroyed permanently and will never re-enter battle and will give the opponent additional victory points.

Firestorm units that have no spaces to retreat to are destroyed permanently and will never re-enter battle and gives the opponent additional victory points.

VP Locations: There are 100VP scattered through the map. The locations are the following:
Major Strategic Objectives:Tunis (15), Tarabull (15), Benghazi (10), Tobruk (10), El Iskandariya (10),
Minor Strategic Objectives: Babor (5), Bizerte (5), Kasserine (5), Gabes (5), Mistrata (5), As Sidra (5), Al Mukhayli (5), El Alemein (5)
In addition, you get 5 VPs for destroying a firestorm unit by encirclement and 10 VPs for destroying the enemy Elite Firestorm Unit by encirclement.

VP Matrix: The amount of VP each side has at the end of the last round shows the strategic situation in Africa in mid-May 1943. The historic result was a crushing allied strategic victory

95VP = Crushing Strategic Victory
75VP = Major Strategic Victory
60VP = Minor Strategic Victory

Blue on Blue actions: Sometimes, you might end up with an opponent that is on the same team as you. In this case, default to the following table to see who switches side:
1. Non-theatre forces (russians, finns, romanians etc)
2. French forces
3. Roll a dice, lowest score changes sides

FS troops cannot be used by either side in blue on blue matches, and you cannot capture a Major Strategic or fortified location in such a match.

Remember that this is a gentleman's game. Play to the best of your ability even if you play for the other side.

Non-theatre Forces: You must choose your list from the North Africa book: North Africa or Tunisia sections if you have the models for it. Otherwise, you can use any official midwar list.

If you don't have the possibility to make a midwar list, you can play a late- or early-war game against an opponent and still have the result count, but these battles can never take a major strategic or fortified province.

Remember that the gentleman's agreement includes list choices.

Mission Generator: Obviously, the best result is if the players agree on a mission, but sometimes you can't agree or you would prefer some uncertainty/randomness. In these cases, use the following table:

2d6 add for both sides:
Infantry Company +0
Mechanized Company +1
Tank Company +2

2-5 Cauldron (p207)
6 Screening Action*
7 Envelopment*
8 Free for all
9 Encounter
10 Hasty Attack*
11 No Retreat*
12 Fighting Withdrawal (205)
13 Breakthrough (p206)
14-16 Roadblock (p208)

Envelopment: http://www.flamesofwar.com/Default.aspx ... _cat_id=32
Screening Action: http://www.flamesofwar.com/Default.aspx ... _cat_id=32
Hasty Attack: http://www.flamesofwar.com/Default.aspx ... _cat_id=32
No Retreat: http://www.flamesofwar.com/Default.aspx ... _cat_id=31



_________________
You're all a bunch of WAAC power-gaming rules lawyers. 'Tournament Gamers'? Might as well put "Hitler Youth" at the end of it.

You and your power-builds sicken me.

- This post brought to you by the Casual Gamer Mafia - Our way is the only way!
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InnleggSkrevet: Lør Sep 03, 2011 1:22 am
ThornInnlegg: 925Registrert: Tor Feb 26, 2009 11:37 am
TURN 0 MAPS
- høyre klikk, vis bilde for større versjon

Bilde

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_________________
You're all a bunch of WAAC power-gaming rules lawyers. 'Tournament Gamers'? Might as well put "Hitler Youth" at the end of it.

You and your power-builds sicken me.

- This post brought to you by the Casual Gamer Mafia - Our way is the only way!
Avlogget Profil
InnleggSkrevet: Lør Sep 03, 2011 1:23 am
ThornInnlegg: 925Registrert: Tor Feb 26, 2009 11:37 am
FIRESTORM UNITS


ALLIED -

Bilde


AXIS -


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_________________
You're all a bunch of WAAC power-gaming rules lawyers. 'Tournament Gamers'? Might as well put "Hitler Youth" at the end of it.

You and your power-builds sicken me.

- This post brought to you by the Casual Gamer Mafia - Our way is the only way!
Avlogget Profil
InnleggSkrevet: Man Sep 19, 2011 11:25 am
ThornInnlegg: 925Registrert: Tor Feb 26, 2009 11:37 am
End of Turn 1 Maps

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_________________
You're all a bunch of WAAC power-gaming rules lawyers. 'Tournament Gamers'? Might as well put "Hitler Youth" at the end of it.

You and your power-builds sicken me.

- This post brought to you by the Casual Gamer Mafia - Our way is the only way!
Avlogget Profil
InnleggSkrevet: Ons Okt 19, 2011 11:40 am
ThornInnlegg: 925Registrert: Tor Feb 26, 2009 11:37 am
End of Turn 2 Maps

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Bilde
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_________________
You're all a bunch of WAAC power-gaming rules lawyers. 'Tournament Gamers'? Might as well put "Hitler Youth" at the end of it.

You and your power-builds sicken me.

- This post brought to you by the Casual Gamer Mafia - Our way is the only way!
Avlogget Profil

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