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140 Firestorm OMG - Open Ground

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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.

This scenario is a first draft of an open ground terrain scenario containing a major road as primary obejctive with balanced forces, the Allies attacking and Axis defending.

 

  American German
Division 1

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

1x Flamethrower

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

1x AntiTank

Division 2

3 Squad Bases
- 11 Regular Infantry
- 1 Officer

1x Medic

3 Squad Bases
- 11 Regular Infantry
- 1 Officer

1x AntiTank

Strategy Decks Command 1 Ground Support 1
Starting Strategy Cards 2 2
Operations Cards - -
Deployment Zone First four hex rows 6B, 5B , 2B. First four hex rows 1A, 3A, 11B.
Starting Initiative Initiative Token  
Objective

Allied Player (Attacker) wins if

  1. at the end of any one round he has control of the hex containing victory point marker on 3A or at the end of final round he has control of his HQ (green objective on 2B) all 4 blue objectives and opponents HQ (red objective marker on 1A) In both cases -> major victory
  2. at the end of final round he has control of his HQ (green objective on 2B) all 4 blue objectives and there are no axis troops on the Tiles 2B, 5B , 6B (Attackers Area) and 7B, 8A, 10A (no mans land) --> normal victory
  3. at the end of final round he has control of his HQ and at least 3 blue objectives --> minor victory

All other outcomes at the end of final round result in a draw.

Axis Player (Defender) wins if :

  1. at the end of final round he has control of his HQ (red objective marker on 1A) and the opponents HQ (green objective on 2B) --> major victory
  2. at the end of final round he has control of his HQ, all 4 blue objectives and there are no allied troops on the Tiles 1A, 3A , 11B (Defenders Area) and 7B, 8A, 10A (no mans land) --> normal victory
  3. at the end of final round he has control of his HQ and at least 3 blue objectives --> minor victory.

All other outcomes at the end of final round result in a draw.

Rounds 6 / 8
Actions per turn 3 3
Reinforcements - -
Special Rules
  • To Gain control of the blue 2point objective on 10A a player has to enter both wood hexes, after entering the second hex the first must remain free from enemy units to gain control.
    Control is lost immediately after an enemy unit enters one of the wood hexes.
  • Squads with antitank token are equipped with HE munition Extra Firepower of 3 at range 3 when shooting at squads in buildings.

 

Tags: American Army, German Army, Complexity: High, Rounds, Rounds, Boards

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