Campaign XIII. More Meat for the Meat Grinder. Campaign Manual 1. Version6.

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1 Campaign XIII More Meat for the Meat Grinder Campaign Manual 1. Version6.

2 Contents EP = Entry / Exit point = The place where you are arriving / leaving a table from BF = Battlefield = table 1.Intro: Campaign XIII is a Real time FoW campaign.. That is; to play continuously, interrupted only by meals and sleep. In short, it is about playing a lot of Flames of War, but only troops who were in Italy (Cassino, Dogs and Devils and Fortress Europe Books + PDF s), and it s all happening in real time. You play either the Axis or Allies side as a team. That means maybe you should "just" hold out a little longer for the reinforcements to come, or you may have to slow down the enemy or take one of his units out to make it easier for your allies. Maybe you are fighting alone against 1 or 2 enemies or vice versa, it is about territory and points measured in a different way. 2.Teams: 2.1 Teams The teams consist of : 15 players on Allied side. And 15 players on Axis side. The teams must consist only of troops from Italy that is, Germans and Italians from Axis on one side and UK, Italians and US on the other side, lists are made from Cassino, Dogs and Devils and Fortress Europe Books + PDF s. And yes there can be Italian forces on either side. Each team appoints a General (Allied and Axis) 2.2 The General 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 Defence / fortifications and the "FireStorm units" the team can be allocated, he also handles the event cards as well as managing allocated air support dice. It is also the General's job to coordinate attacks and defence of various battlefields and define the overall strategy of the first drive (starting location and tasks for the various Commander's). 3.Armylist: You re gaming with an army of max 1500 points points reinforcement, the reinforcement must be chosen from the same army list as your core force. The reinforcement can be a new platoon or extra units added to one of your existing platoons. Your army list must come from Cassino, Dogs and Devils or Fortress Europe Books + PDF s. Do NOT buy planes in your army but otherwise anything goes. Your army must also have a HQ-staff objective (an objective on a large base) 3.1 Restrictions and opportunities Army MUST be legal for The Cassino, Dogs and Devils and Fortress Europe (Italy section where it applies) Books + PDF s. The army must not include air support. UK/Canadian: In the Fortress Europe book the army lists must be taken from the Italy section. Canadian forces uses the Assault troops (And not Bulldog) and Woodsmen special rules in addition to other British Special rules. Canadian forces are Confident Veteran (Veterans from Sicily and Mainland Italy) Italy: Compagnia Paracadutisti from North Africa p108. Paracadutisti platoons comes with Panzerknacker at base cost. Armour choices include P40 standard tank or Semovente 75/34 from MWM, the base point cost in MWM include AA-MG and Improvised armour for both. Axis Allies are taken from the Cassino or Dogs and Devils book heavy artillery can be taken. Allied Allies are taken from the Cassino book New Zealand and 8 th Army support choices, medium artillery can be taken. Heavy anti aircraft platoon is US heavy p90. US: Armoured company can be taken from Fortress Europe Italy section. Rangers can be taken from Turning the tide (TtT) page 186, Corps support must be taken from Cassino US fifth army support: instead of DD-Tanks you can choose Tank platoon/p82 or tank destroyer platoon/p83. Instead of boat secion you can choose armoured rifle platoon/p83 or US rifle platoon/984. Instead of assault engineer combat platoon you can choose combat engineer platoon/p84. Other choises are the same but chosen from Cassino and you can choose Naval bombardment from TtT You can choose Field artillery battery (155mm) instead of naval bombardment or chemical mortar. US parachute rifle company can be taken from Turning the tide p144

3 Corps support must be taken from Cassino US fifth army support: Instead of Glider rifle platoon you can choose armoured rifle platoon/p83 or US rifle platoon/984. Instead of Glider engineer combat platoon you can choose combat engineer platoon/p84. Other choises are the same but chosen from Cassino, choices with airborne- or glider- or parachute- cannot be taken Axis: Panzerkompanie can be taken from Fortress Europe, no Puma's, Tiger II's or Luchs. As per the rules, Cassino Panther s are always in reserve and the last to arrive (number of dice as per the turn). Wysiwyg Light (those who know us know our position, otherwise ask) may NOT be confusing

4 4. Program: Friday 19:00. Arrival (we're expecting to be there at 17.00), check-in and socializing. There are scheduled demo / intro game: Isandlwana (Zulu wars) using The sword and the flame rules. Saturday 07:30 Breakfast 08:15 Briefing 09 to 13 block1 13 to 14 lunch 14 to 18 block 2 18 to 19 dinner 19 to 23 blok3 Sunday 0730 Breakfast 08:30 to 12:30 block 4 12:30 voting / points 13 prizes and goodbye. You play non stop for periods of 4 hours in the blocks, representing 16 hours of Flames of War, but do not worry there will quite naturally in our real time system be periods where you can go out and smoke, pee, etc. while you are travelling from one battlefield to another In return, we recommend you NOT go out and smoke/pee during the games themselves, if necessary you MUST try to get a possibly vacant team mate to take over, or at least hasten MUCH. General game play: You plan your moves on a map and informs the umpire table, who will give you an arrival time. If you get into contact on arrival or on the way you will randomly draw a gaming table at the umpire's table and be told against whom the battle takes place. There are no scenarios but you have one objective, which can force you to start your turn with a company morale check, if it is contested by the enemy. If other commanders moves towards your table, they will arrive as reserves if the battle is on-going, deploying at the side of the table they enter. 5.Recovering and army size: Recovering of the army is done by pulling "back" to an empty battlefield, or remain alone at a table, alone means you're the only commander at that table. Recovery happens instantaneously. Your army size is 1500 points or 1500 points points reinforcement when you are fighting on your home field. The reinforcements are only on the field when you are. 6. Movement and Deployment: The order to go from field to field When you want to move you plan your move on the map and goes to the umpire table with your request. Example: you have finished a battle and are at B2 (Cassino) with a fellow commander. As he need to recover his army you have to leave so he can be alone at the table and recover. You decide to move south to D3 and turn East to D4 to attack in the side of US company that is giving one of your allies a hard time. The umpire informs you that you will arrive in 30 minutes. After 20 minutes the umpire informs that you have stumbled into an allied unit that had the same plan and you are now in contact on D3. At the umpire table you randomly draw an available table and gets its number. You goes to the table, and as the allied player started his movement first he is defender and you are attacker. The umpire informs you of which table edges you will deploy. After the battle you goes to the umpire table and tells the result and request your next move. You can plan moves everywhere, but expect to stumble into contact when you closes in on the enemy. Should two armies from the same side want to go from the same field to the same target field they cannot take the same route, though they arrives at the same field. You can plan encirclements and two pronged attacks, but remember that most plans don t survive contact with the enemy. You MUST address the umpire s table, every time you want to move from one field to another. So you get an arrival time and when the arrival time is up, you go to the umpire table and announce arrival, you get to know if the field is empty or who your opponent is. That means it has some "Fog-of-war" regarding where the enemy is. You have to have your army ready to put on the table in reserve phase if there is already a game going on the table. A table can only hold 3 commanders, max 2 from the same faction, so if the table is full you can t start the movement towards the table Travel time It takes up to 30 minutes to travel from one field to another, time can be dependent on the field you are travelling to. If you, during a game miss a company morale test, you fall back to the Home line immediately on a field of your choice, if you

5 pass your company morale test, you can choose, at will, to drop back to another field towards your home line immediately, in both cases; if battles are taking place at target fields, you enter as reserves. Travel is instantly. Table type Tables will be classed as their basic movement eg a slow-going table will have tha basic passability of slow going or worse, so basic terrain will be slow going, a wood on a slow going table will still be difficult. And standing crops will be slow going and give concealment. On a very difficult table, the wood's will be very difficult as that is the standard passability. Roads will be unaffected. And there can be exceptions in the case of special terrain objects. The tables are distributed like this: 4 x normal tables (as per the MRB) 3 x Diff tables 4 x Slow going tables 2 x Rocky terrain ( -4 to vehicle movement, and -2 to storm trooper/avanti move) 2 x Very Difficult tables 3 x Special tables

6 Arrive at a battle If you arrive at a field where there already is a battle going on, (there is at least 2 armies, one from each faction on the field), the new army arrive as reserves with some modification. This means that the arriving army can get all recce units and independent teams on the table automatically in the next Reinforcement phase (when you would put the reserves on the table) in the game. For all remaining units roll a dice and if 5 + is it on the table, if the unit do not come in as reserves, then in the subsequent reserve steps roll 2 dice for each unit in the next Reinforcement Phase, 3 dice for each unit in the next and so on. Immobile units arriving must be placed at the edge of the table, if they don't have a towing vehicle. Fortifications in your army list Fortifications in your army list is placed as per the rules, even by attacker. If you arrive at an on going battle, obstacles can only be deployed in your deployment zone. Arrival Zone You arrive at the table on the side you arrive from. This means that armies can arrive from different directions. You cannot block your side with units, if the deployment zone is full and an enemy arrives here, the arriving commander deploys his army up to a normal move in on the table, however, more than 2 "from those occupying the entry line. If it s still not possible, he arrives in the assault phase with an assault and the assaulted defender gets no defensive fire. Deployment zone Deployment zone for each table is the entire table's width and 8 "/ 20cm in on the table, in the case of the attacker or if you arrive at an ongoing battle. The Defender, who is first on the table has 16 "/ 40cm in on the table and the entire table's width. In the case of deploying on the short and long table edge, you must have a minimum range to the enemy: >16 for vehicles and >10 for other units. These ranges only apply at deployment for start battle. HQ-Staff objective HQ-staff objective must be placed at the same time as the first unit is placed. If an allied is already deployed on the table, the HQ-staff objective must be placed more than 16 from his objective. If the enemy contests your HQ-staff objective, and you don't. You must start you turn by making a company morale check. No man s land Snipers consider their half the table no-man s land Start Battles Start battles are defined by either one or more armies arriving at a table occupied by one or more enemy armies. The defender chooses to either: 1. Deploy all of his army first in prepared positions, and the attacker having the first turn and meeting engagement rule. Or 2. Alternate placing platoons, starting with the attacker and rolling a dice for who starts. In both cases if Recon move, defender starts (only in case of first turn in start battle) Cut off If you are cut off from home base, that is, you cannot draw a line to the side or backwards through the tables to the home line without all of them are blocked by enemies (enemies that occupy tables uncontested) or tables with battles occurring, you roll a D6 on the table below and suffer the effect until relieved. This takes place immediately when cut off. 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+) Withdrawing Immobile units may withdraw even if they do not have a towing vehicle if they are within the deployment zone Bailed out is conquered. Notify umpire table as withdrawing is a move on the map. Situation Map The umpire table will maintain a situation map of the Campaign, this map is available only to umpires. The two factions may maintain their own situation map as they advance and meet the enemy.

7 7. Air Support: Each Team has access to air support. Number of dice Every team has air support in the form of token cards, as a pool that can be distributed among the players, they are given to a player by his general, when a player moves to a field, or are alone at a field. They can be returned to the general when leaving a field or when alone at a fielde (so players can only give or receive air support token cards from their general) Who controls the aircraft The player who has been awarded the token cards from his general control his aircraft If more than one player from a team (axis/allied) with token cards is present at a table, their tokens are pooled together when you roll for air support. What kind of aircraft You roll a D6 and refer to the aircraft type table. If both UK and US units are present, they choose which table before the roll. D6 roll Axis 1 AOP 2 or 3 Stuka D 4 or 5 Stuka G 6 Me Bf 109 E D6 roll UK US 1 AOP AOP 2-4 Kittty Hawk P40 Warhawk 5-6 Spitfire P47 Thunderbolt Any aircraft can proxy the type rolled. 8.Defences: There can be allocated Defences. 9.Special things: Pioneers / Supply trucks Pioneers can use supply trucks to place Barbed wire and / or mine fields if they are on a table before an attacking enemy. Pioneer Platoons with supply trucks can also try to place mine fields and barbed wire sections during a battle. They may not have moved, nor the supply truck who must be in command with the platoon. They place obstacles so the minefield touches the supply vehicle, or 2 of 3 barbed wire sections touches the supply vehicle, the third barbed wire section touches one of the other barbed wire entanglements, but can otherwise be placed in any desired direction, but it may not be laid over other teams or impassable terrain. Obstacles are placed in the shooting phase instead of the pionier platoon's shooting. Pioneers who have placed obstacles counts as having moved (in terms of cover and GtG.) They can only place the normal number of mine fields / barbed wire sections. Bridging / demolition There will be bridges over obstacles. Pioneer Platoon s can try to blow up bridges or make bridging attempt at a destroyed bridge. Destroy a bridge: (See page225 MRB gapping AT obstacles)did not move, The team must be square up against the abutment or within 4 "of an abutment, They must pass 6 skill checks in the shooting phase to destroy it. Bridging: Pioneer Platoon can try to build Bridge at a destroyed bridge if there is a supply truck within command distance. The team must be square up against the abutment or within 4 "of an abutment, They must pass 6 skill checks in the shooting phase to erect a bridge over the obstacle. If the opponent made skill tests and misses one, you can remove his skill test by passing one yourself with your own pionier platoon. The bridge can carry anything. There is room for vehicles as the actual width of the model bridge. The bridge will be established if there are no units on the table (by the Municipal road authorities).

8 Anzio Annie The Axis players gets support from the large caliber railway gun Anzio Annie. The gun delivers a barrage twice every game block. It ranges in by choosing a one feet square on a table. The tables are 6 x 4. Inform the umpire table who'll start the fire procedure and count down. Units in the square are hit on 5+ on D6 with a AP 6 FP 1 hit. If enemy bombers are approaching, an ongoing fire mission will be aborted and the gun will be moved back in the tunnel (top armor 3). Crew are Confident. If a battle takes place on the field containing Anzio Annie or the field is occupied by the enemy, no fire missions take place. US bomber command The Allied players gets support from US bomber command. They deliver a sortie twice every game block. The monastery cannot be targeted. If they go for Anzio Annie, both sorties is allocated for this, and they announce which field will be targeted. They target by choosing a one feet square on a table. The tables are 6 x 4. Inform the umpire table who'll start the takeoff and count down. Units in the square are hit on 5+ on D6 with a AP 6 FP 1 hit. The bombers take off from Foggia, If a battle takes place on the field or the field is occupied by the enemy, no bomber missions are available. HQ-staff objective Is an objective placed in own deployment zone. When an enemy unit contests the HQ-staff team objective, the same way he would contest an objective, and is uncontested, you start you turn by taking a company morale check. US FDC If two US players are on the same table, the can share the FDC. That is, they can pool their assets into one FDC 10. Rout: If you get wiped out or miss your company morale check, you pull out of the game and "fly" directly back to the home line at a field of your choice. Or if you manage the company morale check and want to, you fly one field back towards the home line or back to the home line. 11.CiC and Morale As per the rule book. If the enemy contest your HQ-staff team, you start your turn by taking a company morale check. 12 Point score The idea is to gain control of the Gustav line, which is equivalent to throwing the enemy from the field. Points are awarded for breaking the enemy commanders. You get an additional point for breaking him on his home line, after which you fly home to your own home line. 13 Extra Events: Bonus areas: Foggia: when you hold Foggia, your general has an extra air support dice. Port works as scenery, but can be activated as bonus area. Bonus units: Special OPS: TBD Firestorm units": various units can be allocated access during the campaign.

9 14 Terrain: See terrain description in MRB Bold are deviations from the Rule Book (RB). BPC = bullet proof cover All roads and tracks are narrow-lanes, that is they are only as wide as a vehicle and a vehicle that turns will enter the surrounding terrain (MRP 59 note: there is no bocage on tables). There will be several tables where all terrain outside of road and tracks are slow going or worse. Coconut mats (Area terrain, standing crop): Visibility: Conceals everything that is in it or is shot at over it Passability: Slow going Scrub / wine yards (area terrain) : Visibility: Concealment Passability: Diff going (bog test) Hedges, fence, wall: Visibility: concealment when shooting over unless you are up against Passability: fences: slow going, Hedges, Walls (BPC): Diff going (bog test). Rocky terrain: Visibility: normal Passability: all vehicles have -4 to movement and -2 to storm trooper/avanti move. No on the double moves. Otherwise as per the MRB Open woods (area terrain) from Mediterranean: Visibility: Completely hides: infantry, Man-packed (like the wood but 12 " instead of 6") Conceals: tanks, heavy, vehicles and other Passability: Diff going (bog test) Note that Bombardment can be done from inside and near open woods Individual trees and tree lines Visibility: concealment if line drawn over base Passabilitet: 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. Concealment: inside= concealment Passability: 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-down Passability: 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)

10 A1 A3 E1 D1 C1 B1 A2 A4 A6 A5 B2 C2 D2 E2 B3 C3 D3 E3 B4 C4 D4 E4 B5 C5 D5 E5 C6 B6 D6 E6 CASSINO NAPLES GAETA ORTONA ANZIO TERMOLI FOGGIA A8 A10 A11 A12 A9 A7 B7 C7 D7 E7 B8 C8 D8 E8 B9 C9 D9 E9 B10 C10 D10 E10 B11 C11 D11 E11 B12 C12 E12 CAMPOBASSO FRASCATI D12

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