The year is 1942 and the fight for North Africa has reached
a critical junction with both sides taking the offensive. The Allies have opted
to attack along the coastal route whilst
the DAK have taken to the interior in a flanking manoeuvre.
Each turn will consist of either one day action or one night
action being taken by each side. So most turns will consist of two battles, one
being chose by each side. Commando raids always happen at night and VFV actions
can either be in the day or night time.
The aim is for each force to reach and capture the opposing
town before the other side takes their town. Towns can only be taken by
advancing your main force into the town square but this advance can be
supported by commando raids to weaken the enemies fighting strength.
No more than 2 commando raids can be launched in a row
before you need to make a VFV attack.
Commando targets
Name |
Effect |
Rebuilt? |
Minefield |
A thick belt
of mines is present on the battlefield to hinder any advance. |
N |
A/T Gun |
A free A/T
gun can be placed on the battlefield by the defender for VFV battles. |
N |
Airfield/Artillery
Battery |
Gives a free
artillery / plane barrage at the start of a VFV battle. |
Y |
Barracks |
Allows you to
assign reinforcements to either your defensive POI or your VFV forces.
Captured commando’s are held at the barracks if one is available. |
Y |
Fuel Dump |
Fuel and ammo
is vital for your forces to fight effectively. Whilst the dump is destroyed
you gain an addition Burn in any shoot/fight action in VFV and vehicles
cannot go L in a move step. |
Y |
You can spend a turns action to rebuild a destroyed
infrastructure item rather than attacking.
Experience & Recovery
VFV:
Recruit’s become Regular after one battle.
Regular’s become Elite after three battles.
Divisional units can never gain / lose experience levels.
Unit’s stationed in reserve regain 1 man per day with no
loss of experience.
Men in the reserve platoon can be used to fill out the ranks
of the fighting platoon but if they are of lower quality than the unit they are
joining the unit drops one experience level.
Defending armies never gain experience and never track
losses, they start as Regular each battle with the normal complement of men
(unless bolstered by reserves from the Barracks).
0200
One commando that survived a battle (even if wounded or
captured) may retain a Veteran card they have been assigned. A commando may
never have more than one card assigned.
After action roll for dead/disabled commando’s
1 |
Miraculous
escape, add the soldier straight back to your roster. |
2-4 |
Limping in,
the soldier escaped but must recover from his wounds. Add back to roster but
he must sit out one day’s actions. |
4-7 |
Captured,
place in the enemies Barracks. If the barracks is not available then count as
lost as he is sent straight back to HQ. |
8 |
He’s dead
Jim, send a letter back home as the soldier has made the ultimate sacrifice. |
Barracks
Each barracks has eight men who can each be assigned each
turn to either:
1). An attacking / defending VFV
force where they fill up the grey infantry slots and do not impact the units
experience rating.
2). Assigned as extra guards to a
commando raid target.
You can change this each turn and divide them amongst
multiple VFV forces / commando targets.
Airfield/Artillery Battery
Resources are limited so you must choose each turn if you are assigning these to either your attacking or defending army.
VFV battles
When you make your force selection you can choose to swap
units from the main platoon with those in the reserve platoon. Men can also be
moved from reserve sections to top up losses in heavy/special weapon teams,
these teams can also be placed in reserve to regain losses as described above.
0200 battles
You must choose your commando team from the men available on
your commando roster.
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