campaign xiv firestorm normandy

6
Campaign XIV Firestorm Normandy Campaign Manual 1. Version 3. Change log: Version 2: Added strategic targets in chapter 13 Bonus areas Added FS units Added points value for areas on FS map Arrow placement clarified a little Version 3: Added details regarding FS units Adding that the general can swap initiative cards between two commanders immediately after they are drawn. Adding that unit's coming to the rescue are bringing with them losses from own battle.

Upload: others

Post on 29-Dec-2021

11 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Campaign XIV Firestorm Normandy

Campaign XIV

Firestorm Normandy

Campaign Manual 1. Version 3.

Change log:Version 2:Added strategic targets in chapter 13 Bonus areasAdded FS unitsAdded points value for areas on FS mapArrow placement clarified a littleVersion 3:Added details regarding FS unitsAdding that the general can swap initiative cards between two commanders immediately after they are drawn.Adding that unit's coming to the rescue are bringing with them losses from own battle.

Page 2: Campaign XIV Firestorm Normandy

1.Intro: Campaign 14 will be using a simplified version of the Firestorm Campaign System. If you know Firestorm Lorraine, downloadable from BF’s site, you’ll have an idea of how it works.In short: you place an attack arrow on a map from one of your territories (zone’s) into an enemy territory. If available you can add a nearby unit (Firestorm unit) on the map to your force as an extra unit/units.An enemy commander will defend his territory and you’ll be fighting a FoW mission.After the battle you either advance into the conquered territory or stay in your starting territory, and you roll to see if the participating firestorm unit survived.Quick statements:There will be a general on each side deciding the strategy and tactics. -There will be a Firestorm map of the battle area divided up into zones. Each zone will either be controlled by the Axis or Allied side. Some zones have a point value. The point value of zones, shown in the zone, is added to the controlling side.-Each Round players will draw an initiative card, the higher the number, the higher the initiative. -The player with the highest initiative chooses a Zone currently controlled by their side and place an attacking arrow from that Zone into an adjacent enemy Zone and ad’s firestorm units.-The player with the next highest initiative does the same and so on, until all attack arrows are placed on the map-Then the remaining players, in initiative order, choose where to defend and ad’s firestorm units.-Umpire will assign a table and disclose any campaign effects for the current round.-The attacker rolls a scenario- Attacker and Defender are NOT determined by the normal scenario Rules. For example Auto attack, Auto defend rules donot apply. The Attacker and Defender are determined by the FIRESTORM Initiative.- Once the Battle has been concluded both players immediately return to the umpire to report their results and update the Firestorm Campaign map. -If the Attacking player wins then the Defending Zone is captured and marked as belonging to the Attacking players side. If the Attacking player Lost then he stays in the zone he attacked from.-Any Firestorm units participating in the combat are rolled to see if they are destroyed per the standard Firestorm rule- Other rules will include supply, Air Support, reinforcements, poor weather and more.

2.Teams: 2.1 Teams -The teams consist of : 12 players on Allied side. And 12 players on Axis side.-The teams must consist only of troops from Normandy. Germans from Axis on one side and UK and US on the other side.-Lists are made from Atlantik wall and Overlord and applicable PDF’s-Each team appoints a General (Allied and Axis)

2.2 The General -The general is responsible for the strategy and tactics and use of firestorm units.-In case of disagreement in the team, The General has the final word and is responsible for his Commander's being gentlemen and not late in the game etc. -The General of the team is also responsible for placing the "FireStorm units" coming from reinforcement, when there is a choice.-The team can be allocated chit and event cards as well as managing allocated air support dice.

3.Armylist: You’re gaming with an armylist with point values of max 1500 with no air support in the list.

3.1 Restrictions Army MUST be legal for Atlantik wall and Overlord and applicable PDF’s. The army must not include air support.UK: no variations.US: no variationsAxis: no variations

Wysiwyg Light (those who know us know our position, otherwise ask) may NOT be confusing

If you really want to field a unit that’s not in the book’s. Make a list with point suggestion and historical reference and get it approved by the umpires before the deadline for armylist reporting.

Page 3: Campaign XIV Firestorm Normandy

4. Program: Friday 19:30. Arrival (we're expecting to be there at 17.00), check-in and organizing yourself. 20:00 Briefing on the tables.20.15 to 23:15. 1st round (Generals briefing is expected to be premade by e-mail and so on).23:15 Socializing

Saturday 07:30 Breakfast 08:15 Briefing by your general08:30 to 12 2nd round12 to 13 lunch including briefing by your general. 13 to 16:30 3rd round 16:30 to 16:45 briefing by your general.16.45 to 17:00 Voting for the painting competition.17.00 start 4th round 18 to 19 dinner19 to 21:30 4th round continued22:00 to 22.30 winner, prizes and goodbye.

6. Game turn: Pre-game by your general:Make strategic moves with FS units already on the map, axis first (Tanks/Tank hunters move 2 fields, others 1 field)Bring in reinforcements on map and place new units, axis first.Move units from repair pool to reinforcement pool

Commanders:Draw initiative cards . The general may swap initiative cards between two of his commander's.Arrow placement in initiative orderAdding FS units (max 2 units)Defender places FS unitsUmpire allocates tableRoll scenario/missionPlay chit in sequence where noted on chit cardFight scenario/missionRoll to destroy FS units, Go to Umpire Firestorm map, advance/retreat winner/loser. Place destroyed in repair pool, move surviving FS units and mark zones as conquered. Go “To the rescue” if you want to or deliver FS models back to the umpire table. If you go to therescue, your unit has the strength, losses and status they had when your.

Post-game by your general: Place up to 2 FS units from the map in reinforcement pool

Firestorm units placement Destroyed FS units are placed in the repair pool after the game.Before game, units in reinforcement pool are put on table before new units.FS units are placed by umpire or general

Arrow placement:You can both attack out of a zone/territory while the zone is attacked by an enemy (could leave you cut off), but not from the area you are attacking, that is arrows don't cross in opposite directions and two arrows can't attack from one area into the same target area. A maximum of four arrows can involve the same zone/territory

Adding FS units:You can add FS-units from the zones in either end of the arrow.

Missions Normal (D6 roll):1 Dust up 2 pincer 3 hasty attack4 break through 5 counter attack 6 Sabotage

Cut off/Out of supply (cut off unit is defender):1-2 Surrounded 3-4 Fighting withdrawal5-6 Cauldron

Page 4: Campaign XIV Firestorm Normandy

Cut off / out of supply If you are cut off , that is, you cannot draw a line backwards through the zones to the home line without all of them being blocked by enemy controlled zones , you roll a D6 on the table below immediately, and suffer the effect until relieved.1 or 2. Morale reduced. (reduce morale one step, Reluctant pass motivation on roll of 6) 3. Limited petrol. All motorised vehicles must make a D6 roll of 2+ to move, only applies in movement phase-not assault. 4. Limited ammo. All teams reduce their ROF by 1. (this means that a ROF 1 weapon moving and firing will need to add +2 to hit). 5. No effect 6. Fight to the Death (Raise morale one step, Fearless pass motivation on roll of 2+)

To the rescue A fellow commander in a zone next to you having finished his game while you’re still fighting can enter as reserves on your table with one combat platoon or one FS-unit. You can get help from more than one fellow commander.

Firestorm Map The umpire table will maintain a situation map of the Campaign, this map is available to the all

Table for destroying FS units:Your victory Points Score needed to Destroy enemy FS unit

6 4+5 5+

3 or 4 62 or less No Roll

8.Defences: There can be allocated Defences.

9.Chits: Some of these Chits are given to the General:-Spearhead deployment for one unit-storm trooper move (roll for it) pregame start for all your units-Turn the arrow around, defender is now attacker-redeploy a unit before recce movement-abort one enemy air attack or artillery bombardment-re-roll something once (may re-re-roll)

12 Point score For territories on FS map and conquered FS-units

13 Extra Events: Bonus areas: On some tables Strategic Targets will be marked, this could be a Mansion, a large building a power plant or the like.They can add points to the side (Axis/Allies) holding it at the end of the battle on that table in a gaming block. Only infantry/man-pack teams can hold it, by having teams in it. If both sides have teams in it, the side with most teams in it holds it. Meaning you could lose the battle but hold the Strategic Target. Pinned infantry can hold it.

Firestorm units:US AXIS1 x TD platoon ( 4 x M10 3”, CV p277) 1 x King tiger (CV, p93)1 x 4th armoured sherman platoon (3 x M4 Sherman, CV p233) 2 x Panther (CV, p104)1 x Mech inf platoon (HQ+2Sq No HT,CV p240) 3 x Pz IV (CV, p103) 3 x JagdPanzer IV / Stug (CV, p126/p39)UK 1 x 12SS platoon (HQ+PF+3 x Sq,FV p197)1 x Crocodile platoon (3 x Croc, CT p157) 1 x PzLehr Plt (HQ+PF+2xSq No-HT,CV p108)1 x 7th armoured tank platoon (3 xCr 1xFf, RV p81) 1 x 88mm FlaK36 ( CV, p129)1 x infantry platoon(HQ+3Sq,RV p144) 1 x 88mm FlaK36 (CV, p129)

3 x Air support packages 1 air support package

Page 5: Campaign XIV Firestorm Normandy

14 Terrain: See terrain description in MRB Bold are deviations from the Rule Book (RB). BPC = bullet proof cover

Coconut mats (Area terrain, standing crop): Visibility: Conceals everything that is in it, or is shot at, or seen over itPassability: Slow going

Scrub / wine yards (area terrain) : Visibility: ConcealmentPassability: Diff going (bog test)

Hedges, fence, wall: Visibility: concealment when shooting over unless you are up againstPassability: fences: slow going, Walls/stone dyke’s (BPC), Hedges: Diff going (bog test).

Individual trees and tree linesVisibility: concealment if line drawn over basePassabilitet: Diff going (bog test)

Haystacks Concealment to all units in base contact with them and having the haystack between shooter and target.

Houses / Buildings: All houses are single room for every floor, but each floor is its own building on top of the lower. BPC.Concealment: inside= concealmentPassability: Very Diff going (skill test)

Ruins and rubble: Visibility: concealment to infantry, man pack and gun teams in ruin and BPC.Passabilitet: Very Diff going (skill test) for fully tracked, impassable to others. This applies only within the ruin

Bomb craters: Bullet Proof Cover Visibility: concealment to infantry, Man-packed (can hold 1 x Medium Base) Passability: Very diff going

Hill’s: Visibility: TLOS but see also hull-downPassability: cross country (slow going) hill, some places are marked with stones or rocks (gray). These places are diff going (bog test) or may be brown rock (impassable). Hull Down: Teams placed up the side of the hill are hull down so they get concealment but can still shoot and see teams directly on the other side.

River:Very diff going, fords are difficult (bog check)

Bocage:All roads and tracks with bocage on both sides are narrow-lanes, that is they are only as wide as a vehicle (MRB 59) note: we will not overdo the bocage theme.

Page 6: Campaign XIV Firestorm Normandy

16 Campaign overview Map (points value for objectives to come, all tables are 6”x4” maybe one double centerpiece)