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.
----------
No comments:
Post a Comment