Battle of Britain

Battle of Britain
Junkers 88 Returning To France With Escort

Monday, December 6, 2010

January 8, 2011 Game Details

JANUARY 8, 2011 GAME
THE ARMOUR BATTLE OUT IN THE DESERT

WHEN FORMING BATTLE GROUPS
Use November 1940.
Add +50% movement. This automatically adds +50 to weapon ranges.
But it won't increase command distance +50%. Do that on your own.

Check: "Ignore random points modifier."

Don't Check: "Ignore Battlegroup selection rules." (Keeps us historical)
Don't Check: "Ignore point limits." Unless you have an odd amount of points left over for a Battle Group. For example, 855 pts.
Don't Check: "Convert to inches." (Stay metric)
-----
OPTIONAL RULES (See p. 134)
Defensive Smoke
Auto Suppression but not applicable to AFVs (House Rule)
AFV Smoke
Final Defensive Fire
Reduced Artillery Fire-Zones (For us this means the normal size as printed in the rules not increased by our former +50%.
-----
HOUSE RULES:
Turn 1 first command throws will all succeed. Second throw deduct -1 as usual.
No command failures moving back and forth from Back to Main Table.
All COs upgraded +1 free. For example, CO8 becomes a CO9.
All HQs upgraded +1 free. For example, HQ7 becomes a HQ8.
Upgrades do not apply to observers.

Each Battle Group may have two free scout or armoured cars.
Each Battle Group may have one free air observer with vehicle free.
COs and HQs have free vehicles.
-----
Italian II Motor Corps (Todd CinC)

1. 3,266 pts.
2. Form 1-2 Battle Groups.
-----
7th Armoured Division (Bill CinC)
1. 2,855 pts.
2. Form 1-2 Battle Groups.
3. One free fighter aircraft per Battle Group.
4. Hasty Works allowed.
5. One command failure DO OVER per Battle Group.
6. BKCII author now gives a Saving Throw for Rolls Royce ACs. Throw a 6 to save.
-----
AND..........................!!!!!!!!!!!!!!!!!!!!!!
If ---- we have enough players, we'll also do the attack on the British works on the seacoast.
To be decided later.

Thursday, October 21, 2010

Next Game Idea?

Next Game Idea? Comments Welcome.

Divide the MAIN TABLE into two battlefields with a mostly impassable escarpment separating the two. There were apparently ways to go up and down the escarpment. We might consider having trails going up/down on back tables. Each battlefield will fight independent of the other. So if one battlefield is doing Turn 3 and the other is on Turn 5, that's okay, even if somebody finds a way up/down the escarpment on a back table. Any time warps in turns being played at that point will be ignored.


North Battlefield:
Seacoast Plain 6' wide, field works or box, coastal road and tiny village port of Maaten Baggush. (4th Indian Div.) (I Italian Corps)

ESCARPMENT (It is 500' tall)

South Battlefield:
Desert 15-18' wide, palm trees, undulating terrain and a building here or there. (7th Armoured Div.) (II Italian Motor Corps)
----------

And before this game, have several test sessions on weeknights to assault field works so we all learn the rules better for same.
----------

Tuesday, September 14, 2010

Tenth Army Attacks Mersa Matruh Box in November 1940

Changes in Bold Red below effective 14 September. Scroll down.

GAME DATE  =  SATURDAY OCTOBER 9, 2010
 Come back from time to time for changes.
----------
Optional Rules  (See p. 134)
Defensive Smoke
Auto Suppression but not applicable to AFVs (House Rule)
AFV Smoke
Final Defensive Fire
Reduced Artillery Fire-Zones (For us this means the normal size as printed in the rules not increased by our usual +50%.
House Rule: Off table artillery must be represented by a model.
----------
Please Bring For Todd:
Jim H.
18 stands of Polish Infantry to be used as Italians.
12 various kinds of trucks. 

Bill P.
18 stands of Fucilleri Infantry being painted by Jim H. 
9 Italian trucks

Chuck L.
(?) stands of Italian Infantry.
----------
ORDERS FOR TENTH ARMY
Todd:
1. Attack the 4th Indian Box at Mersa Matruh.
2. You move first in every turn in November.
~~
TENTH ARMY ORBAT
CinC = Todd.
Chuck L., Dan E. and Morgan E.
I Corps: 8,000 pts. will assault the Mersa Matruh box.
II Motor Corps: 3,266 pts. in reserve west and southwest of Mersa Matruh.
III Corps: ?? pts. rear echelon from Sidi Baranni back to Benghazi.
~~~
I CORPS AT MERSA MATRUH
1. Form 3-4 Battle Groups from 8,000 pts.
2. All officers upgraded +1 for free. (Not observers)
3. Each Battle Group has one Forward Air Controller with vehicle free but not a free fighter aircraft because you can buy them on the website army builder.
4. Turn 1 first command throws will all succeed. Second throw deduct -1 as usual.
5. No command failures moving from Back Table onto Main Table.
6. When forming Battlegroups:
        November 1940.
        Add +50% movement. This will automatically add +50 to weapon ranges.
        Check (Select)
          "Ignore random points modifier."
          Increase command distance +50% on your own. The website won't do this.
          Leave these options alone: (Don't check them.)
              "Ignore Battlegroup selection rules." (Stay historical)
              "Ignore point limits."
              "Ignore convert to inches." (Stay metric)
~~~
II MOTOR CORPS NEAR MERSA MATRUH
1. In reserve and on the flank with 3,266 pts. (2-3 Battle Groups)
2. Will not be active in Mersa Matruh Game.
3. If for some reason we do a second Mersa Matruh Game, perhaps II Motor Corps would be involved.
4. All officers upgraded +1 for free. (not observers)
5. Each Battle Group has one Forward Air Controller with vehicle free but not a free fighter aircraft because you can buy them on the website army builder.
6. Each Battle Group has two armoured cars free.
----------
----------
ORDERS FOR WESTERN DESERT FORCE
~~
ORBAT
CinC = Bill
2inC = Jim
~~
4th INDIAN DIVISION AT MERSA MATRUH:
CinC = Jim:
4,000 pts. within Mersa Matruh Box.
Up to 25% of the 4,000 may be used for fixed defenses.
Form 2-3 Battle Groups
Build a three-sided box for 4th Indian.
All 1940 officers upgraded +1 for free. (not observers)
Each Battle Group has two command failure Do Overs.
Each Battle Group has one fighter aricraft and observer with vehicle free.
When forming Battlegroups:
        November 1940.
        Add +50% movement. This will automatically add +50 to weapon ranges.
        Check (Select)
          "Ignore the random points modifier."
          Increase command distance +50% on your own. The website won't do this.
          Leave these options alone: (Don't check them.)
              "Ignore Battlegroup selection rules." (Stay historical)
              "Ignore point limits."
              "Ignore convert to inches." (Stay metric)
~~
7th ARMOURED DIVISION NEAR MERSA MATRUH
CinC = Bill
2,855 pts.
Two Battle Groups.
All 1940 officers upgraded +1 for free. (not observers)
Each Battle Group has two command failure Do Overs.
Each Battle Group has one fighter aricraft and observer with vehicle free.
Each Battle Group has two armoured cars free.
In reserve east and southeast of Mersa Matruh.
Will not be active in Mersa Matruh Game.
If for some reason we do a second Mersa Matruh Game, perhaps 7th Armoured would be involved.
----------
Bill's Remarks:
In almost fifteen games there has been insufficient motion. Though command failures simulate history in BKCII well enough, as a game, too many command failures are a "game" negative. All of us have been grumbly about this and I want us to have more fun. This is why all CO and HQ officers are upgraded +1 for free. (Not observers)

One national modifier is allowed for the well-trained 1940 Commonwealth crop of officers. Each Battle Group is allowed two command failure Do Overs. This also helps a bit with being outnumbered 8,000 to 4,000 in pts.

At the last campaign game a consensus arose that the optional rule, "automatic suppression" should not apply to AFVs. Let's try this.

I have a bias about artillery. Too much of it ruins games. I don't want this turning into WWI combat being unable to maneuver.
----------

Tuesday, July 27, 2010

Old Orders For Everyone

Concepts and Rules Exceptions:
1. This is a what if campaign; Tenth Army attacking the Mersa Matruh region.
2. While Tenth Army rolls forward, others will be building works in the rear in the Sidi Barrani region.
3. Check Osprey's Operation Compass book for inspiration and actual equipment.
4. Date: October 1940. Maximum two games.
5. Afterwards it will be November 1940 allowing a maximum of two games.
6. Tenth Army moves first in October and November1940 games.
7. Commonwealth moves first in December 1940 games.
8. We will collectively collaborate to determine next games.
9. When forming Battlegroups:
          Use the month we are doing; October 1940 for now.
          Add +50% movement. This will automatically add +50 to weapon ranges.
          Check/Select "Ignore the random points modifier."
          Increase command distance +50% on your own. The website won't do this.
          Leave these options alone:  (Don't check them.)
               "Ignore Battlegroup selection rules." (We will stay historical)
               "Ignore point limits."
               "Ignore convert to inches." (We will stay metric)
10. Free Stuff:
          Each Battlegroup has one Forward Air Observer free
          Each Battlegroup has one fighter aircraft free.
          For each armoured car bought, add two more free; maximum = four for free.
          COs, HQs, FAOs. and FACs have vehicles for free.
11. House rules for actual tabletop elevations and actual line of sight as these relate to the actual height of miniatures. Use a laser pointer if needed with an agreeable/companionable benefit of the doubt going to the defense.
12. Optional Rules To Be Used. See p. 134:
          Defensive Smoke
          Auto Suppression
          AFV Smoke
          Final Defensive Fire
          Reduced Artillery Fire-Zones             
-------------
Jim  And Bill:
1. Form 7th Armoured Div. (Two Battlegroups; one for Jim and one for Bill)
2. Todd chose to attack 7th Armoured and not Mersa Matruh. This battle will be out in the desert far from Mersa Matruh using terrain undulations, palm trees and a building here and there. There is no map for this at this time. Sides will be widely separated apart.
4. Jim:
    You have 1,500 purchase points.
    One HQ may increase its command value +1 free. E.G. CV8 becomes a CV9.
    Your Battlegroup may have one command failure "do over" per game.
     You have one Forward Air Observer free
     You have one fighter aircraft free.
     For each armoured car bought, add two more free; maximum = four for free.
     COs, HQs, FAOs. and FACs have vehicles for free.
5. Bill:
    Same as Jim above.
6. On Turn 1, throw 1D6 per Battlegroup and add 1. This is the turn 7th Armoured may start moving. Example: 1D6 throw = 3+1 = 4. 7th Armoured may move on Turn 4. Throw separately for each Battlegroup.
--------------------
Todd:
1. Your Tenth Army 2nd. Corps is attacking 7th Armoured out in the desert.
2. 2nd. Corps has:
    4,500 pts. Form 2-3 battlegroups.
    Each Battlegroup has one Forward Air Observer free
    Each Battlegroup has one fighter aircraft free.
    For each armoured car bought, add two more free; maximum = four for free.
   COs, HQs, FAOs. and FACs have vehicles for free.
3. Chuck L. and John B. are subordinate commanders. Others are welcome.
--------------------
IF IN GAME #1
TENTH ARMY 2nd CORPS ATTACKS 7th ARMOURED AND WINS
1. 7th. Armoured survivors retreat eastwards recovering 25% of lost points.
2. 4th Indian must decide to stay in works at Mersa Matruh  or  retreat eastwards.
3. If 7th and 4th both retreat, next battle will be near Bagoush or El Alamein.
4. If 4th stays at Mersa Matruh, next game Tenth Army attacks Mersa Matruh Box.
5. Tenth Army 2nd. Corps recovers 50% of lost points.
--------------------
CAMPAIGN TRACKIF IN GAME #1
TENTH ARMY 2nd CORPS ATTACKS 7th ARMOURED AND LOSES
1. Tenth Army 2nd Corps retreats westwards recovering 25% of lost points.
2. Tenth Army 2nd. Corps may retreat to friendly forces at Mersa Matruh or....
3. All Italian forces (1st and 2nd. Corps) retreat to enclaves at Sidi Barrani.
4. Next game will be at Mersa Matruh or Sidi Barrani depending on where Tenth Army is.
5. 7th. Armoured recovers 50% of lost points.
--------------------
Your Input Please:
1. Your ideas, critiques, etc. etc. are wanted. Anything wrong/grievous?
2. Slow the pace here, if you please because, “The single biggest problem in communication is the illusion that it has taken place.” —George Bernard Shaw
--------------------

Wednesday, June 16, 2010

Maletti Battlegroup Heads For Egypt

The post below predates above post(s) - just for atmosphere.
Date: September 1940
Location: Libya Near The Northwest Border Of Egypt
Situation: Portions Of The Maletti Motorized Battlegroup Head For The Border
The head of the column. Note red flash within the scrub bushes.

The frontier wire is just up ahead.

A 7th Armoured Division armoured car observes the Malettis.
-------------------------------------------------------------------------------------------------------