The following sections prepare players for using this guide's scenarios in a campaign setting.
CAMPAIGN SCENARIO SET UP
Campaign scenarios are set up just like any other TOI scenario, but with the following two additional requirements:
Both players place their set of Campaign Command cards beside their Initiative card. These cards are placed with the Recruit (blank) side face up.
In addition, during each scenario's set up, each player should place two command tokens on each of their Campaign Command cards.
CAMPAIGN PLAY
Scenarios presented in this particular campaign format are played like regular scenarios with the following two exceptions:
- First, for the duration of the campaign, players use the nations they selected when they started the campaign.
- Second, between each scenario there is a Campaign Phase, which requires each player to adjust the resources available to their units based upon their performance in the previous scenario, then allows players to buy additional resources for their forces in the next scenario.
Campaign Phase
After completing a given scenario, both players enter the Campaign Phase and use the following process:
1. Record end-of-scenario statistics and Campaign Victory Points (CVP) earned.
On a separate sheet of paper, players must record several details regarding their performance. First, record how much command each player has of each type at the end of the scenario (ammunition, supply, morale). Next, record who held initiative at the end of the scenario. Finally, calculate how many CVP each player earned during the scenario by adding together CVP awards for command, initiative, and scenario performance.
2. Identify adjustments to the next scenario's set up.
Winning a scenario often only provides CVP for a player. However, judicious use of command allows a player to purchase various advantages in the next scenario. When players wish to continue the campaign, they should consult the Campaign Phase Table on the back of this Campaign Rules Guide to see what additional benefits and/or penalties apply during set up in the next scenario based upon their performance in the previous scenario.
3. Purchase additional resources.
Players may spend command to purchase additional starting cards as well as entire card decks, and/or additional units, and possibly better starting positions for use in the next scenario. These costs are listed in the Resource Acquisitions Table on the back of this Campaign Rules Guide. Unless otherwise noted, these newly purchased resources last for the subsequent scenario only.
4. Continue playing.
Finally, after each player has spent their command as dictated by the Camp'aign Phase Table, players continue with the next scenario of the campaign.
Players should also note that other elements of a scenario, such as cards remaining in one's HQ or figures remaining on the map, are irrelevant when proceeding from one scenario to the next. At the end of a scenario, all cards are returned to the appropriate decks and all units and tokens are removed from the board. Because of this, players do not leave a game set up between scenarios.
Campaign Phase Table
Command | Ammunition | Morale | Supply |
0-2 | Reduce your ammunition command to 0 during setup. Place an unarmed restriction in one of your squads. | Reduce your morale command to 0 during setup. Reduce your number of starting elite infantry by 2. Replace the removed elite infantry with regular infantry (if able). | Reduce your supply command to 0 during set up. Place a starving restriction in one of your squads. |
3-5 | Remove two ammunition command. Remaining command may be spent on the Resource Acquisitions Table. Unspent command is lost. |
Remove two morale command. Remaining command may be spent on the Resource Acquisitions Table. Unspent command is lost. |
Remove two supply command. Remaining command may be spent on the Resource Acquisitions Table. Unspent command is lost. |
6-9 | Remove two regular infantry from your starting forces and replace with an MG Crew, Mortar Crew, or two elites. Then remove two ammunition command. Remaining command may be spent on the Resource Acquisitions Table. Unspent command is lost. |
One of your divisions may use the advanced set up hexes in addition to its normal set up hexes. Then remove two morale cornmand. Remaining command may be spent on the Resource Acquisitions Table. Unspent command is lost. |
Choose an objective and increase its value by 1. Then remove two supply command. Remaining command may be spent on the Resource Acquisitions Table. Unspent command is lost. |
10+ | You may reduce your ammunition command by half (round down) to gain +1 CVP. Gain any effects based on your new command total. If a CVP is not gained, the player gains the 6-9 effect above. |
You may reduce your morale command by half (round down) to gain y +olu. CVP. new Gain any effects based on your new command total. If a CVP is not gained, the player gains the 6-9 effect above. |
You may reduce your supply cornmand by half (round down) to gain +1 CVP. Gain any effects based on your new command total. If a CVP is not gained, the player gains the 6-9 effect above. |
Resource Acquisitions Table
Cost | Resource Gained |
Any: 1 | Choose one Campaign Command card to permenantly flip to its Veteran (text) side. The chosen card must match the type of command used for this ability. |
Morale: 1 | One advanced set up hex. |
Supply: 1 | One squad base. |
Ammunition: 2 | One heavy weapons figure. |
Supply: 2 | Two regular infantry or one elite. |
Morale: 2 | One officer. |
Ammunition: 2 | Flamethrower, Engineer, Antitank specialization or remove unarmed restriction. |
1 of each category + 1 wild | T-70 or Panzer III |
2 of each category | T-34 or StuG III |
Any: 2 | Starting Card (up to 3) |
Any: 3 | Unlock one Artillery deck or your nation's Urban Warfare Deck (it is possible to do both of these by paying twice) |
Penalty for Losing a Scenario
During the campaign, the player who scored the most CVP during a scenario is considered to have won the scenario. The losing player (the player who scored the least amount of CVP during that scenario) must immediately lose one command of each type (ammunition, morale, and supply). Alternatively, the loser may choose to lose two command from the same type, but the type is chosen by their opponent (the winner of the scenario).
Note that this command loss occurs before determining any bonus effects or CVP gained from the scenario due to command totals.
Initiative at the End of a Scenario
Holding initiative during the last Game Round of a scenario gives the following bonuses depending on whether the player won or lost the scenario. Note that in the event that each player has the same number of CVP at the end of the scenario, the player who has the initiative at the end of the Status Phase is the winner.
- If the player who held the initiative at the end of the Status Phase won the scenario, he gains an additional +1 CVP.
- If the player who had initiative at the end of the Status Phase lost the scenario, he does not gain a CVP bonus from holding initiative at the end of the scenario. However, he does not suffer the command loss penalty that normally is imposed on the loser.
Using the Campaign Phase Table
After each scenario, players use the Campaign Phase Table (see page 15) to determine additional results of the scenario's outcome to their side.
The first column shows possible amounts of command that may be retained after a scenario. For each different command type, a player should find the appropriate amount and cross-reference the command type currently being evaluated. The results indicate what effects the player must apply to their side prior to the next scenario.
For example. James ends the first scenario with six supply command. Following the 6-9 row over to the Supply column, he sees that he must increase the value of a command objective by t. addition, he lowers their supply command by two from six to four: Since he has four supply command left, he may spend them on the Resource Acquisitions Table prior to the next scenario.
Resource Acquisitions Table
After determining the results of the Campaign Phase Table, a player may spend surplus command points to provide additional resources to their side for the next scenario. The Resource Acquisitions Table is used as follows:
- All purchases occur in the Campaign Phase, with the player who has initiative for the next scenario making purchases first.
- Flipping a Command card to its Veteran (text) side is a permanent purchase, lasting for the rest of the campaign scenarios.
- To purchase additional figures, a player must first purchase a base for those figures to go into.
- If all four holes of the newly purchased base(s) cannot be filled by newly purchased units. a player may not purchase the base(s) nor the tigure(s).
- If purchasing multiple bases, a player must alternate colors, buying one for division 1, then one for division 2.
- A player may not purchase additional armor for a division that does not start the next scenario with armor.
- A player may only buy up to three additional starting cards from available decks in addition to the starting cards he receives normally.
- Players should put together their starting divisions according to the scenario set up instructions prior to purchasing any new units.
- If the siG 33b Operations card is in effect for the next scenario, the German player may not purchase any StuG Ms.
Advanced Deployment Hexes
Beginning with the second scenario "Order no. 227," players have the option to activate advanced deployment hexes. Advanced deployment hexes are marked with the deployment icon shown to the right.
When activated, advanced deployment hexes work like normal deployment hexes. However, each hex may only be used by one division or the other. Because of this, a player may purchase the same hex twice in order to place units from both divisions in the same advanced deployment hex.
Force Limits
Players may only use the Soviet and German units from this Stalingrad expansion and the TOI core game.
Measure of Campaign Success
Immediately after the Status Phase of the fourth scenario, the campaign comes to a close. To determine who has won the campaign, players add together the CVP earned from each scenario. The player with the highest CVP value wins the campaign. If the result is a tie, the Soviet player wins, as he has successfully stopped the German advances.
The most accurate evaluation of player performance is to play through the campaign twice, switching sides between campaigns. In this case, CVP is totaled from all eight scenarios. A tie is broken by the player who scored the most CVP as a Soviet player. If still tied, the player who won the most scenarios as the Soviet player is victorious.