Operation Market Garden: A Firestorm Campaign

Hi Guys!

We have definitely been slacking on our blog posts of late. Oh well, such is life sometimes. My apologies but lets move on to the Market Garden Campaign that has been set to start up next weekend and run for four weeks after that.

 

The rules are as follows:

Operation Market Garden Campaign

Vocabulary:

  • Commanding Officer (Co): Each individual Player who is going to be playing in the campaign
  • Allied General: Player who is in charge of Allied troop movements (both strategic {players armies} and reinforcements {firestorm forces}
  • German General: Same as above but for German forces
  • Turn: a set of games in the five turn event

o    1st turn is one day long

o    2nd -4th turns are one week in length

  • Strategic Map: Map of Operation Market Garden along with firestorm troop locations and side, (Allied or German) control markers
  • Ace: It is your command team for the purpose of the campaign

 

Turns:

  • The first turn will take place on March 7th at Imaginary Wars with a remote office in Kelowna

o    This will begin at 9am and will likely only go for two rounds.

  • The following four turns will be one week long each, beginning on Monday at 12:00am and going until Sunday at 11:59pm. If the attack is not completed in the allotted time then there is assumed to be some sort of disruption with communications or espionage that caused the orders to be delayed for one reason or another. In other words the attack doesn’t happen and the initiative order is lost.

 

List Construction:

  • All lists must be from Market Garden or Bridge by Bridge

o    Players must always use the same list briefing for the entirety of the campaign. However, they may change the composition of that list from battle to battle.

o    Their Co will receive bonus skills for playing a game each week.

  • Canadian forces are not allowed for the allies, but no other restriction applies.

o    However, Guards and 11th armoured forces may upgrade up to 2 squadrons of their Universal carrier platoons with wasp carriers for 25 points per carrier patrol in order to better equip themselves for assaulting German fortified positions.

  • No attack aircraft may be chosen by either side during list construction

o    This does not include AOP’s which can still be selected

 

Point Limits:

  • This will be based on the week and have a range of allowed point limits. The attacking commanding Officer (campaign player) will be the one to decide the point limit within the threshold, which both players will have to create lists adhering to. (this will not include firestorm troops as those are bonus troops that the General will assign to key locations.
  • The point limit threshold that the aggressing player must choose between is based on the week and the weekly thresholds are as follows:

o    Week 1: 1200-1500 point limits

o    Week 2: 1400-1650 point limits

o    Week 3: 1400-1650 point limits

o    Week 4: 1650-1780 point limits

o    Week 5: 1780-1900 point limits

 

 Table Set Up or Terrain Requirements:

  • Every table must include an impassible river that has a minimum of 1 crossing for every 1.5 feet of river rounded up

 

Strategic General:

  • Both the Allied and the German side will have a General in charge of dividing up the attacks they were given based on the initiative phase (See Initiative)

o    What this means is that each General will be responsible for assigning specific Commanding Officers to attack in specific places. They will then be met by a defensive Commanding Officer who is also assigned by the opposing General.

o    The following steps outline how this takes place:

      1.  Each General announces the sectors that they are launching attacks into (based again on Initiative)
      2.  The defending general will then assign a specific commander to each sector needing defense and will announce only the type of company (Fortified, Infantry, Mechanized, Armoured)
      3.  The attacking General now assigns a specific commanding officer to attack each region.
      4.  The players that were assigned now play a game (availability should be thought of when assigning commanding officers to locations)
      5.  Players submit results to myself, Bradford, via email (bstretton@momentumtutoring.ca) or in person if on a Friday that I am present so that I can update the strategic map.
  • If the General cannot for some reason perform their duties then they are to appoint a second in command who can act in their stead for the day, week, or rest of the campaign.

 

Initiative:

  • Each Game Turn will have a total of 12 (though this is subject to change based on numbers) of games that are played.
  • In order to Determine who will have the initiative to declare attacks there will be 12 dice rolled and those from 3-6 will be attacks where the Allied forces have the initiative and those from 1-2 will be attacks that the German forces have the initiative.
  • Having the initiative means:

o    For each Initiative order that a side has the corresponding General may declare an attack from one of their controlled territories to an adjoining enemy controlled territory. In the case that both sides declare attacks into or out of the same territory then a simple roll off will decide who organized their attack faster.

 

Attacks and Troop Allocation:

  • Once an attack has been declared and the Co’s have been assigned then the aggressing player (the one with initiative) will declare a point limit within the weekly point threshold.
  • The General of each side will then assign any firestorm troops if he has not already done so
  • Both players now make a list to the set point limit
  • Players play a game!

o    Attacker and Defender will be determined as usual and NOT come from the initiative holder

o    This represents one side declaring an attack but it may be the opposing side who has seized the initiative with a decisive counter attack

 

Aftermath:

  • Once a game has been fought both players receive experience for their Co for use on the Infantry or Tank aces skill tracks.
  • A single email will be sent to Bradford so that the result of the battle can be recorded.
  • As soon as players receive enough experience for a new skill they will be given it in the next game they play.
  • At the end of each game turn any player who played a game will automatically receive 3 experience points just for participating in that weeks turn.
  • Information on promotions from experience is in the Infantry and Tank Ace charts provided by the event organizer:

 

Experience:

  • +1 XP for playing a game (This is for EVERY game you play for the campaign that week)
  • +1 XP for your Ace surviving the game intact (this includes passing warrior saves)
  • +1 XP for winning the game
  • +1 XP for Destroying at least one enemy platoon
  • +2 XP for Every five tank kills your Tank Ace gets (this is cumulative over multiple games)*Only available to Tank Aces
  • +2 XP for every third game that your Infantry Ace either controls or contests an objective at the end of the game. (this is cumulative over multiple games)*Only available to Infantry Aces
  • At the end of each campaign turn any player who played a game will automatically receive  experience points just for participating in that weeks turn.

 

Promotions:

  • This is a bonus skill that you get every 7 XP that your Ace accumulates.
  • An Infantry team Ace may only select Ace skills from the Infantry Ace tables
  • A Tank team Ace may only select Ace skills from the Tank Ace tables
  • All Ace’s have access to level 1 skills at any time.
  • Level 2 and level 3 skills are only accessible if the pre-requisite is met (pre-requisites are labeled right after the name of the skill)
  • Ace of Ace skills will only take effect in the final week of the campaign.

 Ace Tables Below

 Infantry Ace Tables:

 

Leadership level 1:

  1. You Missed Me:
  • Your opponent must re-roll successful results to destroy your infantry ace using the warrior infantry team casualties rule.
  1. I’m Already Here!
  • Unlike normal teams, your infantry ace may take and contest objectives within 6″, instead of the usual 4″.
  1.  Oi, You There!
  • Your Infantry Ace’s Command Distance is increased by 2″.

 

Tactics level 1:

  1. Nine Fingers:
  • Your Infantry Ace is now a Pioneer team with tank assault 3. This is in addition to another other weapons he is armed with.
  1. Recon Scout:
  • Your Infantry Ace may use the Eyes and Ears rule as though he were a Recce team.
  1. I Need Mortar Support:
  • Once per game, your Infantry Ace may spot for an artillery bombardment from a battery of six off-board medium mortars. These mortars have the range and field of fire to hit anything on the table.
  • Your Infantry Ace does not suffer the normal +1 to range in for using your Company Commander.
  • If your Ace fails to range in this bombardment he may not try again for the remainder of the game.
  • The mortars have AT2, Firepower 6+ and are rated as Veterans.

 

Combat level 1:

  1. Crack Shot:
  • Your Infantry Ace may re-roll one of his failed rolls to hit when shooting normally or in defensive fire.
  1. Heavy Assault:
  • Your Infantry Ace may re-roll his failed skill checks to hit in assault combat.
  1. Weapons Upgrade:
  • Before shooting with your Infantry Ace you may choose which weapon he will use. Your Infantry Ace may shoot as an assault rifle team, an MG team, or an Anti-tank team (The AT weapon is an infantry team with range 8″, ROF 1, AT 10, Firepower 5+ and Tank Assault 4). Your ace may choose a different weapon each time he shoots.

 

 Leadership level 2:

  1. Deception: {Prerequisite “You Missed Me!”}
  • At the start of the game when you would normally deploy Independent teams, you may re-deploy one of your combat or weapons platoons on the table anywhere within your deployment area.
  1. Stick it to Em!: {Prerequisite “I’m Already Here!”}
  • In the starting step, when your Ace joins a platoon that is pinned down, that platoon automatically rallies from being pinned down.
  1. It’s Only Mud!: {Prerequisite “Oi, You There!”}
  • When your Infantry Ace joins a platoon, it may move at the double through rough terrain.

 

Tactics level 2:

  1. We’ll Fight Them Here: {Prerequisite “Nine Fingers”}
  • Your Infantry Ace may join one of your combat or weapons platoons and re-roll a failed roll to dig in.
  1. Keep Your Head Down: {Prerequisite “Recon Scout”}
  • When your Infantry Ace joins one of your combat or weapons platoons, it may use the cautious movement rule.
  1. Dig ‘Em Out!: {Prerequisite “I Need Mortar Support”}
  • Once per game, your Infantry Ace may Spot for an artillery bombardment from an off-board battery of four 105mm howitzers. These howitzers have the range and field of fire to hit anything on the table.
  • Your Infantry Ace does not suffer the normal +1 to range in for using your Company Commander.
  • If your Ace fails to range in this bombardment he may not try again for the remainder of the game.
  • The mortars have AT4, Firepower 4+ and are rated as Veterans.

 

Combat level 2:

  1. Pour It On Boys!: {Prerequisite “Crack Shot”}
  • When your Infantry Ace joins one of your combat or weapons platoons, the platoon may re-roll failed rolls to hit when shooting at targets greater than 16″ away.
  1. Hit ‘Em Hard: {Prerequisite “Heavy Assault”}
  • When your Infantry Ace joins one of your combat or weapons platoons that launches an assault, the first hit on the platoon does not count towards pinning down the platoon.
  1. We Can Use That!: {Prerequisite “Weapons Upgrade”}
  • If your combat or weapons platoons win an assault during which you destroy an enemy gun team or capture a vehicle that is bailed out or bogged down, you may attempt to commandeer the enemy team.
  • Roll a die for each Gun team or Bailed out or bogged down vehicle destroyed in the assault step to see if your troops can make use of the enemy equipment.
  • On a result of 4+ you may commandeer the gun team or vehicle and it is now under your control. Remove an Infantry team from the assaulting platoon and replace it with the commandeered team. A commandeered team becomes an independent team.
  • On any other roll, the gun or tank is too far gone and cannot be commandeered.

 

 Leadership level 3:

  1. Send Them In!: {Prerequisite “Deception”}
  • Once each turn you may re-roll one die rolled to receive reserves for your force.
  1. Unshakeable: {Prerequisite “Stick it to ‘Em!”}
  • Your combat and weapons platoons fight to the last and may re-roll any failed platoon morale checks.
  • Your Infantry Ace may re-roll company morale checks.
  1. Quick Step: {Prerequisite “It’s Only Mud”}
  • Infantry teams in your combat and weapons platoons move 8″ instead of the normal 6″ .

 

Tactics level 3:

  1. Burn ‘Em Out: {Prerequisite “We’ll Fight Them Here”}
  • At the start of the game before deployment, you may replace one non-pioneer infantry team in each combat platoon with a flame-thrower team.
  1. Spear Point: {Prerequisite “Keep Your Head Down”}
  • At the start of the game before deployment, you may place one platoon not held in reserve in immediate ambush.
  1. Bring Order to Chaos: {Prerequisite “Dig ‘Em Out!”}
  • Once per game, your Infantry Ace may Spot for an artillery bombardment from an off-board battery of four 155mm howitzers. These howitzers have the range and field of fire to hit anything on the table.
  • Your Infantry Ace does not suffer the normal +1 to range in for using your Company Commander.
  • If your Ace fails to range in this bombardment he may not try again for the remainder of the game.
  • The mortars have AT5, Firepower 2+ and are rated as Veterans.

 

Combat level 3:

  1. Interlocking Fire: {Prerequisite “Pour It On, Boys!”}
  • Dug in teams may shoot over any other team in a foxhole or trench team, even if they are firing as well.
  1. Get In There!: {Prerequisite “Hit ‘Em Hard”}
  • If one of your combat and weapons platoons has becomes pinned down by defensive fire, immediately take a motivation test, If successful, you may attempt to launch the same assault once again. If this assault is pinned down, this platoon cannot attempt a third time.
  1. Teller Mine Stash: {Prerequisite “We Can Use That!”}
  • At the start of the game before deployment, you may decide to either deploy one minefield or equip one of your combat platoons with teller mines, giving each team tank assault 5.

Ace of Ace Abilities:

(Only available when the event organizer specifies)

 

Leadership Ace of Ace:

  1. Commander: {Prerequisite “Send Them In!”}
  • When you place an objective in your opponent’s deployment area or in No Man’s Land, you may place it up to 4″ closer to your table edge.
  1. Hero: {Prerequisite “Unshakable”}
  • Any of your combat or weapons platoons in line of sight of your Infantry Ace may re-roll any failed motivation tests.
  1. Major Lightning: {Prerequisite “Quick Step”}
  • Any of your combat and weapons platoons with a command team may attempt to move again at the start of the shooting step instead of shooting.
  • Roll a skill test for each platoon:If successful, the platoon may move another 4″, otherwise the platoon cannot move this step.
  • Whether a platoon fails or succeeds to move, it may not shoot.
  • All of the normal rules apply for this movement. Platoons cannot make this move if they are pinned down or moved at the double. Bogged down or bailed out vehicles cannot make this extra move.

 

Tactics Ace of Ace:

  1. Vendetta: {Prerequisite “Burn ‘Em Out!”}
  • Your combat and weapons platoons are rated tank assault 3 and may re-roll failed motivation checks to assault or counterattack tank teams.
  1. Reconnaissance Man: {Prerequisite “Spear Point”}
  • At the beginning of the game after deployment, your non-reconnaissance combat and weapons platoons may make reconnaissance deployment moves even if they are not reconnaissance platoons.
  1. God Of War: {Prerequisite “Bring Order to Chaos”}
  • Bombardments from “I Need Mortar Support”, “Dig ‘Em Out”, and “Bring Order to Chaos” use a double wide template and may re-roll misses.

 

Combat Ace of Ace:

  1. Master of Defence: {Prerequisite “Interlocking Fire”}
  • When not pinned down, your combat and weapons platoons may re-roll all failed rolls to hit in defensive fire during an assault.
  1. Assault Monster: {Prerequisite “Get In There!”}
  • While your Infantry Ace is attached to one of your combat or weapons platoons, your opponent must re-roll all successful hits on that platoon in defensive fire during an assault.
  1. Scavenger: {Prerequisite “Teller Mine Stash”}
  • See Infantry Aces rules on website or in Cassino book. (in other words no way I am typing all that out!)

 

Jack of All Trades:

  1. Jack of All Trades: {Prerequisite “any 4 level 1 and level 2 abilities”}
  • When your Ace selects this Ace of Aces ability, he may immediately choose one additional level 1, level 2 or level 3 ability, When choosing this final ability you may ignore any Prerequisites.

 

 Tank Ace Tables:

 

Command level 1:

  1. Forged By Fire:
  • Your Ace may re-roll any failed attempts to remount his own or any other bailed out tank that is within 8″ of yours Ace’s tank.
  1. Just Needs a Few Tweaks:
  • Your Ace’s Normal movement is increased by an additional 4″.
  1. Cloak of Darkness:
  • You may hold your Ace and one other tank team from one of your HQ, combat, or weapons platoons in immediate ambush.

 

Support level 1:

  1. The Element of Surprise:
  • Once per game, at the start of any of your turns, you may make an instant ambush of two bazooka teams (range 8″, ROF 1, AT 10, FP 5+).
  • These teams follow the normal ambush rules. Teams must be deployed within 4″ of each other. Immediately after the shooting step, these teams are removed from play.
  1. Engineer Training:
  • All of the tanks from your HQ and Combat platoons count as both recovery vehicles and Mine Flail tanks.
  1. New Radios:
  • Your Co and 2iC can spot for artillery without suffering the usual +1.

 

Specialist level 1:

  1. Prior Experience:
  • Your Ace may re-roll one failed to hit roll during each shooting step.
  1. Number Cruncher:
  • The Range of your Ace’s main gun is increased by 4″.
  1. Make it Work:
  • Your Ace’s tank is now equipped with wide tracks.

 

 Command level 2:

  1. Shielded By Courage: {Prerequisite “Forged by Fire”}
  • If your Ace moves directly toward an enemy team that it can see when it ends its movement, its front armour is increased by 1 until the beginning of your next starting step.
  1. Location, Location, Location: {Prerequisite “Just Needs a Few Tweaks”}
  • Your Ace, and any tank or platoon he joins, may attempt to move rather than shoot. Rolls a skill test for your Ace.
  • If he succeeds then your Ace and any tank team or platoon he has joined may move an additional 4″, otherwise the teams remain where they are.
  • Whether or not the test is successful, your Ace and any tank team or platoon he has joined may not shoot in the shooting step.
  1. Brightest Before the Dawn: {Prerequisite “Cloak of Darkness”}
  • You may choose to fight the battle at Dawn or in the Fog.
  • Your Ace may always see 24″ at night or in the Fog.

 

Support level 2:

  1. Did You Expect … This?: {Prerequisite “The Element of Surprise”}
  • Once per game, at the start of any of your turns, you may make an instant ambush of two medium anti-tank guns (Range 24″, ROF 3, AT 10, FP 4+).
  • These teams follow the normal ambush rules. Teams must be deployed within 4″ of each other. Immediately after the shooting step, these teams are removed from Play.
  1. We’ve Got A Bridge For That!: {Prerequisite “Engineer Training”}
  • At the start of the game you may mount an assault bridge on any or all of  your tanks from your HQ and combat platoons to a maximum of one per platoon.
  1. Radio Cache Found: {Prerequisite “New Radio’s”}
  • Your Platoon command teams may spot for artillery bombardments.

 

Specialist level 2:

  1. Spray and Pray: {Prerequisite “Prior Experience”}
  • Your Ace may move and shoot with full RoF.
  1. Easy Math: {Prerequisite “Number Cruncher”}
  • Your Ace may Ignore Concealment when shooting at an enemy team.
  1. Resourceful: {Prerequisite “Make it Work”}
  • As long as your Ace has not moved more than 6″, it is always concealed, even it is in the open.

 

Command level 3:

  1. Inspiring Commander: {Prerequisite “Shielded By Courage”}
  • If your Ace Destroy an enemy team, all of your tanks within line of sight of your Ace may re-roll up to one failed to hit roll during the same shooting step.
  1. Punch It!: {Prerequisite “Location, Location, Location”}
  • Your Ace and any platoon he has joined may attempt to push their tanks’ engines to the red line. Roll a die for each tank:
  • On a result of 4+ the tank ma move an additional 4″, otherwise the tanks engine becomes burnt out and the tank becomes bogged down.
  1. Night Rider: {Prerequisite “Brightest Before the Dawn”}
  • Tank teams from your combat platoons may move at normal speed while moving at night or in the fog, and may also move at the double.

 

Support level 3:

  1. Hit And Run: {Prerequisite “Did You Expect … This?”}
  • Once per game, at the start of any of your turns, you may make an instant ambush of two heavy anti-tank guns (Range 32″, ROF 2, AT 13, FP 3+).
  • These teams follow the normal ambush rules. Teams must be deployed within 4″ of each other. Immediately after the shooting step, these teams are removed from Play.
  1. Ain’t Nothin’ But A Thing: {Prerequisite “We’ve Got A Bridge For That”}
  • Any tank team from your HQ and combat platoons automatically pass skill checks to free themselves from being bogged down.
  • In addition, tank teams from your HQ and combat platoons automatically pass motivation tests to cross minefields.
  1. Extended Antenna: {Prerequisite “Radio Cache Found”}
  • All teams in your HQ, Combat, and Weapons platoons may spot for artillery with no penalty to your ranging in attempt.

 

Specialist level 3:

  1. Lend A Hand: {Prerequisite “Spray And Pray”}
  • If your Ace has not moved in the Movement step, it receives +1 to its Rate of Fire.
  1. Time To Think: {Prerequisite “Easy Math”}
  • If your Ace has not moved in the movement step, it may re-roll all failed to hit rolls during the shooting step.
  1. I Know A Guy Who Knows A Guy: {Prerequisite “Resourceful”}
  • The front and side armour rating of your Ace’s tank are increased by +1.

 

Ace of Ace Abilities:

(Only available when the event organizer specifies)

 

Command Ace of Ace:

  1. Birth Of The Legend: {Prerequisite “Inspiring Commander”}
  • Your Ace may re-roll failed armoured saves and receives +1 armour to all armour values.
  1. Speed Demon: {Prerequisite “Punch It!”}
  • Your Ace may move up to twice his normal movement. This move does not count as having moved at the double,  your ace may still shoot this turn but may not move at the double.
  1. Night Owl: {Prerequisite “Night Rider”}
  • Your HQ, combat and weapons platoons may roll two dice and choose the best result when rolling to determine the distance they can see at night or in the fog.

 

Support Ace of Ace:

  1. Bushwhacked!: {Prerequisite “Hit And Run”}
  • You may use the “element of surprise”, “Did You Expect … This”, and “Hit And Run” abilities twice per game rather than the usual once.
  1. Engineer Company: {Prerequisite “Ain’t Nothin’ But A Thing”}
  • Your Ace may place up to three minefields or two anti-tank obstacles anywhere within No-Man’s land or your deployment area during the time you would normally place fortifications.
  1. Drop the Hammer: {Prerequisite “Extended Antennae”}
  • When any friendly artillery battery fires it counts as having an additional 4 guns in the battery.

 

Specialist Ace of Ace:

  1. Teamwork: {Prerequisite “Lend A Hand”}
  • Your tank Ace’s Rate of Fire is increased by +1.
  1. Problem Solver: {Prerequisite “Time To Think”}
  • The Range of your Ace’s main gun is increased by a further +4″. In addition your Ace may re-roll failed firepower tests.
  1. Custom Ammo: {Prerequisite “I Know A Guy Who Knows A Guy”}
  • The main guns Anti-tank rating of your Ace’s tank is increased by +2.

 

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