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139 Firestorm OMG - City One Bridge

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This Map is part of an attempt to provide ToI-scenarios to use as battleground for FoW Firestorm Campaign Operation Martket Garden Roughly spoken : FoW Firestorm Campaign provides a Game Setup to resolve the outcome of the campaign by playing a number of battles with different objectives and terrain. There are rules for setting up FoW Tabletops-Scenarios to resolve the battles and rules to resolve the battles by a simple dice throw.
Firestorm however does not depend on the way You play the battles which gives the opportunity to use it as a campaign system for ToI.
ToI itself provides an adoptable system to play battles on a more tactical (Skirmish) Level which fits as neetly into Firestorm as FoW Tabletop itself.

According to the overall situation of the campaign there are several preconditions and requirements for the setup for each battle i.e:
1. The objective of the battle is to gain control over an area currently occupied by the opponent (due to the character of the historical market garden campaign, mostly street sections with bridges)
2. There are several Terrain Types (Town, Open, Woodland, ...) which have an effect on the efficiency of the different troop types participating in the battle (Details in Fow Firestorm)
3. Every battle has an attacking and a defending side. Wether Allied or Axis is Attacker or Defender varies from battle to battle. During the campaign it is possible that the control of areas will change and that more than one battle is fought in the same area with attacker and defender sides changing from Allied to Axis and vice versa.
4. The campaign may also provide certain additional troops of different Troop types specific for the battle (so called Firestorm Troops). However there can be battles without such additional troops. Consequently the recommended Setup for each FoW Battle within a campaign is a balanced basic setup for the troops of defender and attacker with no predefined troop types or numbers plus the assigned Firestorm Troops on each side.
5. The outcome of a battle has of course an effect on the ongoing campaign:
First of all: There is the possibility of a draw which has the effect that ownership of the contested area does not change.
Second: The losing side of any battle has to withdraw (regardless of being attacker or defender) More precisely : The attacking troops always start their attack from an area adjacent to the area which is attacked and occupied by the opponent.
If attacker wins the defender withdraws from the attacked area and the attacker advances thus gaining control over the attacked area.
If defender wins, the attacker has to withdraw from the area he started the attack from and the defender not only succeeds in defending his area but also gains new ground.
6. The additional Firestorm troops are part of the campaign game and may be lost in a battle. The outcome of a battle determines the propability to lose these troops in the campaign game. We have four different outcomes, which we could name: Draw, minor victory, normal victory, major victory.

Use as Scenario for Firestorm TOI Campaign Market Garden This one can be used for city terrain with one bridge as main objective.

 

  American German
Division 1

5 Squad Bases
- 14 Regular Infantry
- 2 Officer
- 1 Mortar Crew
- 1 Machine Gun Crew

1 M3A1 Half Track

5 Squad Bases
- 14 Regular Infantry
- 2 Officer
- 1 Mortar Crew
- 1 Machine Gun Crew
Division 2

3 Squad Bases
- 11 Regular Infantry
- 1 Officer

3 Squad Bases
- 11 Regular Infantry
- 1 Officer
Special Deploy

Considered as attacker choose one specialization token per division.

Considered as defender choose one specialisation token for each division.
Strategy Decks Command 1 Ground Support 1
Starting Strategy Cards 2 2
Operations Cards - -
Deployment Zone first 4 hexes on allied side. 4 hexes on german side.
Starting Initiative Initiative Token  
Objective
  • Allied minor victory: Control of all victory points in sections 1A, 9A, 11A (nomans land) and control of own command objectives at the end of any round > round 5
  • Allied normal victory: Control of own command objectives, all victory points in nomans land, control of at least one german command objective at the end of any round > round 5
  • Allied major victory: Control of victory point on bridge section 4A at the end of any round (immediate victory) or control of all command (own or german) objectives on allied side of river and no german units on allied side of river
  • German minor victory: Control of all victory points and control of own command objectives at the end of any round > round 5
  • German normal victory: Control of own command objectives, all victory points , control of at least one allied command objective at the end of any round > round 5
  • German major victory: Control of all victory points, control of all command (own or german) objectives and no allied units out of allied deployment zone
  • Draw: All other outcomes at the end of round 8 or per agreement between players after round 6 or 7
Rounds 6 / 8
Actions per turn 3 3
Reinforcements According to available FoW Firestorm Troops.
Special Rules
  • Squads with antitank token are equipped with HE munition Extra Firepower of 3 at range 3 when shooting at squads in buildings.
  • Defending Player chooses two obstacles and one entrenchement and places them at game setup anywhere on map.
Terrain Features All Hills are considered as rough ground level.

 

Tags: American Army, German Army, Complexity: High

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