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A&AM "Close Combat" Campaign Rules
1 year ago  ::  Dec 18, 2008 - 6:43AM #1
frogczar
Posts: 162
Date Joined: 04/14/04
Well, I offered these rules to WotC to produce as a "featured article" but they never replied to me about it so I thought I would just post them here. Enjoy!

“Close Combat” Axis and Allies Miniatures Campaign System - v.07
By Peter Franke
Additional Playtesting and Revision by Zach Kraus

The object of this campaign system is to follow a roster of units or a player’s “force” from year to year or day to day throughout the war similar to the campaign system used in the computer game Close Combat. A campaign consists of a series of “operations” and each operation consists of a series of several individual games or “days”. Generally, an operation is to be played using the “100-point-game” advanced A&AM rules for each game with some additional rules specified below. It is also recommended that players also use the Expanded Axis and Allies rules. Depending on the success of a force during the campaign or operation, the player will be rewarded with “campaign points” for victory. At the conclusion of the campaign or operation, players will compare campaign points and whoever has the most (or meets a particular goal) will be the winner.

Setup
Choose a theater of the war to play in and determine the two opposing factions based on the operation description. When playing a campaign, one side will be Axis and the other Allies; their forces may consist of units from multiple nations.

Players get 75 points to build their initial “core” force and unit roster. It must follow the restrictions of year, faction and any optional expanded or special rules as specified by the operation description. A player may not add obstacles to their core roster.

A player’s roster may contain no more than 15 units. Units destroyed during a battle are removed from the roster and units that survive continue on through the operation and campaign (they may even grow in abilities using the optional experience system). Each operation will indicate unit restrictions and/or additional points available to adjust a player’s build based on supply levels during the war.

Operation Rules
Each operation specifies which side is the attacker or defender, how long the operation’s length is in games (or days) and how many defender options the defender may choose for each new game/day. Additionally, the operation will have a small description of what the overall historical objectives for both sides were and any special rules or unit restrictions that are in effect.

Defender Options
Each operation will indicate how many options the defender will receive for the duration of the operation. Listed below are the options the Defender may select at the beginning of each game (borrowed and modified from the Axis and Allies Miniatures Online Campaign). The defender makes these choices and then players determine which map will be used in the game before making any changes to their roster using points from “Operation Resources”.

1. Select Map Configuration (large map configurations from the expanded rulebook must be mutually agreed upon)
2. Move the objective up to 2 hexes any direction into a hex that features terrain that provides cover
3. Choose map edge
4. Change/rotate a single map
5. Add up to 6 points worth of obstacles and/or traps (no more than 5 total obstacles or traps) to their roster. These obstacles and traps do not count towards the roster’s 15 unit limit. These obstacles are not permanently added to the defender’s roster and are used only for this scenario.
6. Place a terrain tile anywhere on the map.

Operation Resources
At the beginning of an operation, each player receives additional points to buy new units and/or replacements for his or her core force. These additional points are based on the historical level of supplies available to a particular faction during that era of the war. These points go into a “supply pool” that can be adjusted by adding points from “retired” units or any other special operation rules. Players may spend these points on new units or replacements before each new scenario begins and adjust their roster accordingly. Additional units may not exceed the 15 slot roster nor may a roster ever exceed 110 points in total units. Players may add obstacles to their roster using these points but these obstacles will be lost at the end of the game/day regardless of victory. Each new game/day in the operation will generate more supply points based on the current rank of supplies available.

There are 3 ranks of supplies available for a force during an operation.
Rank 0 – Poor - 15 points
Rank 1 – Good - 25 points
Rank 2 – Excellent - 35 points

Banking Supplies
Unspent points in the supply pool may be carried over or “banked” for use in the next game/day in the operation. A player’s banked supply pool may never be larger than 25 points. Any excess points that could be banked beyond 25 will be lost/redistributed to other theoretical armies on the front. When playing a campaign, supplies may be banked between operations as well.

Retired Units
Players may also “retire a unit” by removing it from their roster. Retired units add half of their value (round up) into the supply pool. Platoons that are retired must retire all units in the platoon, and the retired value is equal half the platoon’s original cost multiplied by the fraction of how many units the platoon has remaining. For example, if a platoon has only 2 remaining units of the original 5 and it is retired, the retired value will be half the platoon’s original cost multiplied by 2/5 and then rounded up. Any units lost from a platoon may not be replaced using the platoon’s adjusted cost, they must be purchased and added to the roster separately.

Lengthening Supply Lines
Players may lose or gain additional resources based on far they advance or retreat due to their success or failure in the operation. When a player is victorious (gains a campaign point) two games/days in a row, they must downgrade their supply rank by one (to a minimum of 0). When a player looses two games/days in a row, they may upgrade their supply rank by one (to a maximum of 2). This represents an advancing force stretching its supply lines and a retreating force moving closer to its source of supplies and being allocated more resources due to need. These changes are only in effect for the duration of a single operation. A new operation resets the supply levels to the specified rank (when playing a campaign).

Victory Conditions
A simple majority of earned campaign points for the operation means victory. Once victory has been achieved, the operation is over and no more games/days are played from the operation. For example, if players were to play a 5 game/day operation, a player must win 3 of the 5 games, earning 3 campaign points to be the victor of the operation. Some operations will specify different victory conditions to better reflect the historical objectives of the two sides involved.

Retreat
Any time during their turn, a player may concede a game and retreat. If a friendly unit is farther than 2 hexes away from an opposing unit, it may escape to fight another day and is retained on a player’s roster. Any units may also successfully escape by exiting (moving) off of a player’s original map edge at any time. If a player wishes to concede and retreat and a disrupted or non-disrupted friendly unit is within 2 hexes of a non-disrupted enemy unit, that friendly unit surrenders, is captured and removed from that player’s roster. Disrupted enemy units cannot capture friendly units who are within two hexes who wish to retreat.

When a game ends due to a player meeting the standard victory conditions (control of the objective or leading in points), all defeated enemy units may escape/retreat regardless of position and disruption.

Spoils of War (optional)
Heavy equipment and armor that have been captured due to surrender may be used by the capturing force. This includes any Anti-Tank Guns, Machine-Guns, Mortars, Artillery, Anti-Aircraft Guns and Vehicles. These units may be added to the victorious player’s roster at no cost in supply points if he or she chooses. The captured units still count against roster size and point limit. Any captured units that are not added to the roster immediately following the game they were captured are lost.

Additionally, victorious players may wish to try and “salvage” any destroyed enemy heavy equipment from the battlefield at the end of a game. To try and salvage a destroyed unit of the type above, roll a d6 for each unit: If the result is a 6, the equipment is salvageable and the player may add the unit to his or her roster. Any other result means the equipment is to badly damaged to be of any use. Any destroyed vehicles that have been salvaged must begin the next game with a damaged counter to reflect the poor repair they have gotten by the salvaging player’s force. Any games following the first after they have been salvaged, they may be used as normal without a damaged counter.

Captured enemy units lose all “crew” special abilities and/or earned special abilities through the experience system. These include abilities such as “crack shot”, “seasoned crew” or “improved indirect fire”. Replace any “improved” special abilities with standard ones on these captured units. For example, the allies have captured an Elite Panzer IV Ausf. D. The allied player may use the captured Axis unit but may not use it’s “crack shot” special ability during play as this was a capability associated with the captured vehicle’s former crew.

Campaign – Unit Replacements
During a campaign consisting of linked operations, at the beginning of a new operation, players may be issued unit replacements to fill out their depleted roster. A player’s roster which has less than 75 points of total units, receives additional points to spend on "replacements" equal to the difference. For example a player has completed a previous operation and is left with 33 points worth of total units. That player receives 42 points to spend on replacements to fill out his or her roster before the next operation begins. The 15 unit limit still applies.

Unit Experience (Optional)
Players may keep track of the successes of individual units so that they grow in experience and ability. For each enemy unit a soldier, vehicle or aircraft destroys: award that unit with 1 experience point. For each game that a unit participates in, they also earn 1 experience point. Units earn new abilities based on the total experience they gain during a campaign. Units who gain experience must be labeled or named for the duration of the campaign. When playing, use a small scrap of paper or counter to indicate which unit is which. If using the expanded rules platoons, keep track of each individual unit in the platoon separately.

Unit Experience Total (XP) ------ Special Abilities
5 XP ------ 1
10 XP ------ 2
20 XP ------ 3

Soldiers and Artillery, Vehicles and Aircraft all earn different abilities. When a unit earns enough experience to gain a new ability, the charts below should be consulted and the new ability recorded next to the unit on the player’s force roster. The special abilities listed below are the same as the pre-existing special ability on various A&AM cards (players will need to reference these cards for the unit abilities). Units may not possess the same ability twice (with the exception of Initiative increases for commanders) and must re-roll duplicate abilities. Units can only gain new abilities between games during an operation.

Soldier/Artillery Special Abilities ------Die roll (d6)
1 - Covering Fire
2 - Endurance
3 - Lead the Way
4 - Steely Resolve
5 - Vast Experience
6 - Crack Shot

Vehicle Special Abilities ------ Die roll (d6)
1 - Battlefield Awareness
2 - Awareness
3 - Overrun
4 - Seasoned Crew
5 - Veteran Crew
6 - Crack Shot

Aircraft Special Abilities ------ Die roll (d6)
(1-2) - Agility
(3-4) - Steady Firing
(5-6) - Ace

Commander Special Abilities ------ Die roll (d6)
1 - Pinpointer
2 - Improved Accuracy
3 - Tenacity
4 - Prepared Defense
5 - Add +1 to Initiative bonus total
6 - Exert Will


Example Operation
Operation Barbarossa – Invasion of the Soviet Union
Year: 1941
Attacker: Germany
Defender: USSR
Length: 5 games (days)
Defender Options: 0
Operation Resources
Germany – Rank 2 (Excellent)
Soviet Union – Rank 0 (Poor)

Description:
Germany has invaded the Soviet Union by launching a surprise attack.

Special Rules:
To win the operation, Germany must advance quickly by winning and gaining four campaign points. The soviets win by gaining only two campaign points and thus slowing the German advance. If the Soviets succeed in winning the operation, the Allied player will be rewarded with an additional point if they are playing the Eastern Front campaign.

Due to the poor preparations of the Soviets and the surprise of the German attack, the defending player’s roster may not contain the T-34/76.

Soviet player may also use the following units: any Polish unit, 40mm Bofors L60 and any British AT guns.

German player may also use the following units: any Romanians or Hungarians.

Suggested Maps: Any 1 – 8 “base set” and “expanded rules” (Starter Set + Axis and Allies Expanded Rules) or 11 – 16 “Eastern Front” map configuration.

----

Here's a link to my thread featuring the entire North African campaign operations.

http://forums.gleemax.com/showthread.php?t=1126168

Here's a link to my thread featuring the entire Eastern Front campaign operations.

http://forums.gleemax.com/showthread.php?t=1135358

(appended for Grenzewolf)
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1 year ago  ::  Dec 18, 2008 - 7:21AM #2
frogczar
Posts: 162
Date Joined: 04/14/04
Here's the campaign roster sheet for use with the rules. Message me if you'd like a higher quality version of the roster.

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1 year ago  ::  Dec 18, 2008 - 5:40PM #3
Frantic82
Posts: 53
Date Joined: 07/18/08
Wow ! This is great. Very well thought out. Im definitely gonna give this a whirl. I'll let you know how it works for us.
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1 year ago  ::  Dec 18, 2008 - 11:38PM #4
AH_boersma8
Posts: 898
Date Joined: 03/03/06
  • King Tiger
I wish WoTC would come up with more things like these. We played Grenzewolf's Tannenberg scenario the other day and e.g. the fortification/ pillbox rules and the changed airphase work much better than the official rules.

Anyway, it's just plain fun to try sth different from time to time....
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1 year ago  ::  Dec 19, 2008 - 6:31AM #5
frogczar
Posts: 162
Date Joined: 04/14/04
Thanks guys! Dora9 and I enjoyed this campaign system a lot.

Here's a link to my thread featuring the entire North African campaign operations.

http://forums.gleemax.com/showthread.php?t=1126168

I'm hoping to make one for the Eastern Front as well.

-Frog
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1 year ago  ::  Dec 19, 2008 - 7:48AM #6
Grenzewolf
Posts: 642
Date Joined: 02/19/07
This looks to be an excellent way for my son and I to run an on going campaign for quick games when we are not doing scenarios.

He likes to build his own forces and like his old man, develops an afinity for individual minis that do well in battles.

Thanks for the work you put into this.
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1 year ago  ::  Dec 19, 2008 - 8:53AM #7
AH_Dora9
Posts: 53
Date Joined: 03/14/07
Thanks guys. Frogzar and I put a lot of time into design and testing and it is nice to see that others are interested in trying it out. The addition of combat exp. for surviving units is really fun! It also results in the player feeling more personally invested in those units. You will find that when you end up with a unit that has gained abilities (or a unit that stands to gain abilities if it survives) via experience you will actually be concerned with the survival of that unit as much as winning the battle. The fact that you carry over the same units from one battle to the next means that Pyrrhic victories are highly undesirable and with the supply lines rule (like in Close Comba)t, retreating under the right circumstances can be a great tactical move to set up a counter offensive. We look forward to your feedback and suggestions.
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1 year ago  ::  Jan 10, 2009 - 11:40AM #8
Frantic82
Posts: 53
Date Joined: 07/18/08
We are about to get started on our first run of this. We are doing the Barbarossa example. I was wondering, if you have the rest of the soviet campaign if you could post that up also. We are definitely interested in playing the whole thing through. We will let you know how the first one goes once we get through it. Thanks again for posting this !
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1 year ago  ::  Jan 11, 2009 - 10:31AM #9
AH_Dora9
Posts: 53
Date Joined: 03/14/07
Hello-
I am glad to hear that you are going to give it a try.  I have designed full campaigns for North Africa and the Pacific but I have not yet made an East front campaign.  Frogzar and I have been talking about it for a while but we haven't finished it.  We were kicking around the idea of creating  "Army Group Centre" and  "Army Group South" campaigns.  Here is a rough and prelimenary version for you to try.  Keep in mind this has not been play tested yet.  We found that when we were testing the NA campaigns we had to tweek things for many operations to keep balance.  I wold love any feedback you have from your games.  Also I recomend that you use small adhesive labels to mark the individual units of your force so that you can easily track them for gaining exp points.  Have Fun!!!


Eastern Front Campaign

Defense level:
0=meeting engagement
1=2 choices
2=3 choices
3=5 choices

1941
(German units available for Axis player)
(USSR available for Allied) 

Operation I: Barbarossa
Opening Invasion
Allied defense level 1
Duration: 5 games
Allied supply: 1
Axis supply: 2

Operation II: Smolensk
Soviet 16th and 20th Armies destroyed
Allied defense level 0
Duration 3 games
Allied supply: 0
Axis supply: 2

Operation III: Operation “Silver Fox” (FI units available)
German and Finnish forces drive north of Leningrad
Allied defense level 1
Duration 3 games
Allied supply: 1
Axis supply: 2

Operation IV: Typhoon
The push for Moscow begins
Allied defense level 2
Duration 5 games
Allied supply: 2
Axis supply: 2

Operation V: Moscow
The first large Soviet counter-offensive
Axis defense level 0
Duration 5 games
Allied supply: 2
Axis supply: 0



1942
Operation VI: Rzhev-Vyazama Offensive
The first Soviet Offensive ends in disaster
Axis defense level 1
Duration 5 games
Allied supply: 1
Axis supply: 1


Operation VII: Operation Blau
(Romanian, Hungarian and Italian units available)
The drive for the Caucuses has begun!
Allied defense level 0
Duration 7 games
Allied supply: 0
Axis supply: 2

Operation VIII: Stalingrad pt I
(The Germans drive to the Volga)
Allied defense level 2
Duration 5 games
Allied supply: 2
Axis supply: 1

Operation IX: Operation Uranus
Soviet attack encircles the 6th Army in Stalingrad
Axis defense level 1
Duration 3 games
Allied supply: 2
Axis supply: 0

Operation X: Operation Winter Storm
Manstien’s attempt to save the 6th Army
Allied defense level 0
Duration 3 games
Allied supply: 0
Axis supply: 2






1943

Operation XI: Stalingrad pt 2
Rattenkrieg (special rule: Axis units cannot retreat)
Axis defense level 1
Duration 3 games
Allied supply: 2
Axis supply: 0

Operation XII: The third battle for Kharkov
Manstien’s brilliance costs the Soviets 52 divisions!
Allied defense level 0
Duration 5 games
Allied supply: 0
Axis supply: 2

Operation XIII: Kursk
Hitler’s stomach turns over as the largest clash of armor in history occurs
Allied defense level 3
Duration 5 games
Allied supply: 2
Axis supply: 2

1944
Operation XIV: Korsun
The Germans Break out but loose nearly 6 divisions
Axis defense level 1
Duration 5 games
Allied supply: 2
Axis supply: 0

Operation XV: Jassy-Kisninev
Romania changes sides
Special rules:
1. Romanian units not allowed for Axis after this operation
2. Romanian units are allowed for Allied after this operation
Axis defense level 2
Duration 5 games
Allied supply: 2
Axis supply: 1






Operation XVI: Battle of the Baltic
The end for Finland
Special rules:
1. Finnish units not allowed for Axis after this operation
Axis defense level 1
Duration 5 games
Allied supply: 2
Axis supply: 1

Operation XVII: Battle of Budapest
The end for the Huns
Axis defense level 2
Duration 5 games
Allied supply: 2
Axis supply: 1


1945

Operation XVIII: The Vistula
The Soviets drive into Poland
Special rules:
1. Polish units allowed for Allies after this operation
Axis defense level 1
Duration 5 games
Allied supply: 2
Axis supply: 1

Operation XIX: Lake Balaton (Unternehmen Frühlingserwachen)
The last German offensive on the Eastern Front
Allied defense level 1
Duration 5 games
Allied supply: 2
Axis supply: 2

Operation XX: Seelow
The Soviet drive on Berlin proves costly
Axis defense level 2
Duration 3 games
Allied supply: 1
Axis supply: 2





Operation XX: Battle for Berlin
The end of the Reichstag
Axis defense level 3
Duration 5 games
Allied supply: 2
Axis supply: 1
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1 year ago  ::  Jan 11, 2009 - 10:34AM #10
AH_Dora9
Posts: 53
Date Joined: 03/14/07
Also, it may be unclear but I meant to have Ro, Hu and Itl units to be available after Operation Blau (you can use them starting in '41 if you whish). I also forgot to denote that Italian units are unavailable starting in 1943.
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