Introduction
This
is a generic "ladder campaign" for Chain of Command that features an
attacking force seeking to breakthrough to a strategically important town to
relieve allied units trapped there. There is an option for fighting within the
town to supplement the main action should there be sufficient players.
Campaign moves
The
main action starts at the "Probe" point with RED
attacking. You then follow the flow-chart depending on the battle outcomes
fighting battles as you go. The terrain will be different for each battle AFTER
the first two.
Casualties
After
the game some casualties may recover:· All those wounded will recover.
· 50% of those killed are dead.
· 25% of those killed miss 1 game.
· 25% of those killed are available for the next game.
If
you feel you are too weak to fight then you may cede victory but the enemy
gains +3VP.
Victory Points
· Win scenario = +3 VP
· Each jump-off captured = +1
· Each whole squad lost = -1
· Each 10 men lost = -½ (Green troops do not count as they are easily replaced)
Multiplayer
Supplement
Sometimes
on club-nights it's easier to run a single large-game, rather than two smaller
ones as a better way of keeping everyone involved. So the following additions
are used.
1. Most of the battles are fought using the relief column, with 1-in-4 games being the FIBUA.
2. For the relief column:
·
We play with two platoons a-side, using the
rules for multiple platoons in the "Large Chain of Command" supplement
published on the games website. Essentially you have separate activation dice
and morale on an 8" table with an additional patrol marker and jump-off.· The Axis forces are Elite and the Soviets are Regular.
3.
For the FIBUA games:
·
We play with 2 x 2/3 sized platoons (so 1&1/3
platoons) acting as a single large platoon.· Force morale is average and there are 7 shared activation dice
· You receive a 25% bonus on reinforcements
· The table is 6"
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