Battle for Normandy Escalation Campaign

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1 Battle for Normandy Escalation Campaign Summary: The campaign will run for six weeks. Three stages 2 weeks long each. Stage 1: 900 Points Stage 2: 1200 Points Stage 3: 1500 Points You must select an army list from one of the above sourcebooks and stay with the list throughout the campaign. (There are a few exceptions noted in the briefing.) You may change the army composition from week to week but, must run the same list during each week. Before Stage 2 and again before Stage 3 you may select a new army list from the same nationality at the cost of 10 victory points (team & individual points). You do not need team permission to switch lists. Army lists must come from the following source books: Earth & Steel Turning Tide D minus 1 Bloody Omaha Villers - Bocage Monty s Meatgrinder Cobra Festung Europe Fortress Europe Official Battlefront PDF s (please submit to organizer) The campaign is designed to approximate some of the progression of battle in Normandy but, is not intended to recreate historically the fight in Normandy. Some of the fighting forces in the sourcebooks did not see action until late into the battle for Normandy and the breakout. They are permitted none the less. The generally lower starting points, followed by an escalation of points, scenario specific missions, and themed terrain should help to give a player a flavor of miniature war gaming in Normandy. Entry Fee: $10. Anyone who contributes an additional $10 for the purpose of adding terrain to the club s collection will receive 5 bonus victory points. Roads, Buildings, a small bridge, and materials are high on the list of needs.

2 Players: 6-12 players. (Half Allied and half German preferred, unbalanced by one player will be ok.) Schedule: The campaign will run for 6 weeks with three 2 week long stages. Each week there is an assigned mission designed to loosely follow the progression of battle in Normandy. Additional missions are available to play after the assigned mission. Due to some of the restraints of available space and terrain feel free to play either week's missions during a particular stage. Each stage ends with the start of the next. Stage 1 Week 1: September 7 Stage 1 Week 2: September 14 Stage 2 Week 3: September 21 Stage 2 Week 4: September 28 Stage 3 Week 5: October 5 Stage 3 Week 6: October 12 End of Campaign: October 19 Winners Announced & Prizes Given! Prizes: Prize support will be from Battlefront and half of the entrance fees. The other half of entrance fees will go toward supplies for terrain required to run the campaign (roads, bocage, buildings, etc.) All participants that play at least one game at each stage (3 total) will be given a choice of one of the nine new infantry aces models (expertly painted after the campaign ends). The player with the highest victory points total will get first choice of aces and so on. The winning team (Axis or Allies) will be refunded their entrance fee. One prize will be given to the best general on each team. (Best Allied general & Best Axis General) Best generals will be determined via 50% player rankings by their opponents and 50% by individual victory points achieved. One prize will be given for best overall Army. This will be voted on by the typical tournament criteria (painting, unit history (not required), sportsmanship, etc.). It s totally subjective, pick your favorite, pick your own, pick a winner! There may be bonus prizes for players who help organize the campaign, build terrain, help set up and take down, etc. Scoring: Use standard scoring from the rules book (page 149 from mini-rules book). Submit your game results to the game organizer. The team with the most victory points wins the campaign. You

3 may play any number of games you can arrange at each points level. Submit all game results to the campaign organizer but, it is the player s responsibility to keep track of their individual victory points. The organizer will tally individual results, as a courtesy to the players, and report the team results, as a duty, at the end of each stage. Choosing a Mission: Play the assigned mission for the week of the campaign. If there is not enough terrain, play the other week mission in that stage. Each participant should endeavor to have one fight in the bocage and one city fight. You may continue to play missions and scenarios from previous stages if you wish, but you must play at least one game in a new stage before a game in previous stage earns victory points. When going back to play a game in a previous stage you may play the current points level if you wish providing your opponent is agreeable to the match up (e.g. A week 1 mission at 1200 points). Time: Time limits are recommended but are not absolute. Before each game begins agree with your opponent whether the time limit will be firm or if you want to go longer. (Or all night - get crazy!) If the players forget to establish a limit or cannot agree then, the recommended limit is firm. Recommend times are ample but are subject to change by the organizer (bocage, city fights, & fortifications may require adjustment). Conflicts: Two judges will be recruited among the players. Any conflict with the campaign or FOW rules interpretation can be ruled on by one of the judges if the players cannot agree. Whatever is decided for that game stands. If you don t agree you may appeal to the other judge but only when the two judges agree would a ruling be overturned. Player Judges who have conflicts cannot rule on their own conflicts. Player judges may not appeal rulings. Here is our chance to be great sportspersons and friends! Work things out amicably, have fun, and advance the game play. Don t have to make a bog check. Bocage: Any scenario with Bocage players are allowed to use the Guns Across the Volga rules [Page 64 Das Book] to deploy artillery platoons. When setting up narrow roads with bocage on either side, leave enough space for a transport vehicle and an infantry team to set on the table side by side. For game purposes all teams will be considered to be at the bocage on either side and can see and be seen through it. Vehicles will still not be able to pass each other without going into the bocage and making a skill check; even though it appears there is room for 2 vehicles. This is purely to facilitate dismounting infantry from transports. Infantry can be side by side but both teams will be at the hedge on both sides. City Fights: Any scenario designated as a City Fight players are allowed to use the Guns Across the Volga rules [Page 64 Das Book] to deploy artillery platoons.

4 Fortifications: Whenever fortifications are used as part of the Scenario rules use the Field Fortifications list from Earth & Steel (P.40). When using fortifications in an army build, with your allotted points, you are required to follow the intelligence briefing for required selections and you may not use the bonus points to fulfill required selections. When fortifications are used as part of the Scenario rules attacking Allied pioneer teams (not mounted in vehicles) may be deployed 4 further forward than usual, but not be within 4 of any defending team. (Das Book Page 39) The Campaign Highlights: Stage 1 Week 1: German counterattack of the allied landings. Week 2: Allied resumption of attack inland through the bocage country and consolidation of beachhead. Stage 2 Week 3: Bloody fight through the bocage and continuation of advance inland. Week 4: City Fight approximating the Battle for Cherbourg or Battle for Villers-Bocage. Stage 3 Week 5: Breaking through the bocage and the Battles for Caen (July 19) & Saint-Lo (July 18) Week 6: Operation Goodwind, Cobra, and the breakout of Normandy. Conclusion Stage (Optional Total War, not scored)

5 Stage 1 A Tenuous Foothold (900 Points) Following the bloody battles for the beaches of Normandy the German war machine makes a desperate attempt to throw the allied invasion force back into the ocean. The Germans suffer withering fire from combined allied artillery and air power whilst the Allies fight without their full complement of reserves and support weapons. Week 1 Assigned Mission: (900 points) Trench Fight Terrain: Open grazing lands divided by hedges and tree lines interspersed with small copses of woods and isolated farms or small villages (do not use destroyed buildings or bocage). Clear lines of sight should be kept to a maximum of 24. Each table should have at least 2 square feet of area terrain to represent cratered fields from bombings (difficult going, concealment for infantry, and bulletproof cover). Use a 4 x6 Table. Time: 2.5 hours Scenario Rules: No Preliminary Bombardment; Fortifications substituted as below. Allies: Choice of Artillery Battery or Limited Air Power. For US Players the artillery battery consists of 4 confident trained 105mm howitzers (AT4 FP4+) & staff team with a carbine observer team (on table). For British Players the artillery battery consists of 4 confident trained OQF 25 pdr s (AT4 FP5+) & staff team with an observer rifle team & carrier (on table). Players must use Air Support from their respective country but may select any available aircraft. Players wishing to use Priority air must expend points from their army and select the artillery battery for their bonus. Players may add any additional artillery platoons their intelligence briefing allows. The off table artillery battery will not count toward a prerequisite to getting heavy batteries. (i.e. follow all army list rules for artillery. The off table battery is a bonus above and beyond anything allowable in an army list.) Axis: Additional 150 pts of field fortifications. Week 1 Supplemental Missions (900 Points): Free-For-All, Encounter, Hit The Beach (Das Book p.35) (Supplemental Mission rules TBD) Use Terrain & Time Rules from Trench Fight Assigned Mission. No bonus Artillery or Fortifications.

6 Week 2 Assigned Mission: (900 Points) No Retreat Terrain: Rolling farmlands in dense bocage interspersed with isolated farms and small villages. Use a 4 x4 table and do not place bocage in the first 12 of the attacker s table edge. Roll a Die for Roads: 1 Large Road 2-3 Small Road 4-6 No Roads Time: 3.0 hours Scenario Rules: None (use Bocage rules) Week 2 Supplemental Missions: Free-For-All Encounter Cauldron Use Terrain, Time, & Scenario Rules from No Retreat Assigned Mission

7 Stage 2 One more Village (1200 points) The allies have secured the landings at the coast and repelled the German counterattack. The allies take to the offensive and push inland to secure the beachhead and consolidate their gains. The fighting is marked by tough fighting through the bocage country and assaults into French villages and towns of various sizes. The Battle of Villers-Bocage and the fight for Cherbourg marked significant points in the Normandy campaign. Allied Commando and Assault Companies may select a new Infantry Company army list, if desired. There is no victory point penalty for reorganizing into a new infantry company. German Festungskompanies and Bodenstandig Grenadierkompanies may select a new Infantry Company army list, if desired. There is no victory point penalty for reorganizing into a new infantry company. One German player per team running a Tank company may elect to switch to another Tank company list with no victory point penalty. Week 3 Assigned Mission (1200 Points) Hasty Assault Terrain: Dense bocage interspersed with small woods, isolated farms, homes, and small villages. Roll a Die for Roads: 1 Large Road 2-3 Small Road 4-6 No Roads Time: 3.5 Hours Scenario Rules: Bocage Rules including Defenders reserves arrive on a roll of 6. Allied: Bonus off table Artillery Battery. For US Players the artillery battery consists of 4 confident trained 105mm howitzers (AT4 FP4+) & staff team with a carbine observer team (on table). For British Players the artillery battery consists of 4 confident trained OQF 25 pdr s (AT4 FP5+) & staff team with an observer rifle team (on table). Axis: Field Fortifications 150pts. Week 3 Supplemental Missions Encounter & No Retreat Use Terrain & Time Rules from Hasty Assault assigned Mission. No Bonus Artillery or Field Fortifications.

8 Week 4 Assigned Mission (1200 Points): Not One Step Back (No Sewers) Terrain: Use 4 x3 table densely packed with buildings and row houses. Group all buildings together and remaining spaces with tree lined avenues and treed courtyards. Time: 3.5 Hours Scenario Rules: Street Fighting rules (Das Book p.60) Week 3 Supplemental Missions Encounter & Cauldron Use Terrain & Time Rules from Not One Step Back assigned Mission.

9 Stage 3 On to Paris The final stages of the battle for Normandy are represented by continued attacks and counterattacks through the bocage, the battles for Caen and Saint-Lo, and finally Operation Goodwind and Cobra forcing a breakout into greater France. Week 5 Assigned Mission (1500 points): Fighting Withdrawal Terrain: 1-2 Bocage 3 City Fight 4-6 Open Country Boards that are determined to be Open Country are rural landscapes with a mixture of normal hedges and pockets of larger fields with bocage. Scattered farms and small villages are present along with small streams, copses of woods, low rolling hills, and abundant cropland. Time: 4 hours Scenario Rules: None Week 5 Supplemental Missions (roll a die) 1-2 Free for All (roll a die 1 Bocage, 2 City Fight, 3-6 Open Country) 3-4 Encounter (roll a die 1 Bocage, 2 City Fight, 3-6 Open Country) 5-6 No Retreat (roll a die 1-3 Bocage, 4-6 City Fight)

10 Week 6 Assigned Mission (1500 points): The Big Push Terrain: 4 x6 Tables. Open country of rural landscapes with a mixture of normal hedges and pockets of larger fields with bocage. Scattered farms and small villages (intact or destroyed) are present along with small streams, copses of woods, low rolling hills, and abundant cropland. Each table should have at least 2 square feet of area terrain to represent cratered areas from bombings (difficult going, concealment for infantry, and bulletproof cover). At least one road should lead from the attacker s deployment zone into the defenders objective zone. Time: 3.5 Hours Scenario Rules: No Preliminary Bombardment; Fortifications substituted as below. Allies: Allied players receive a bonus Strategic Bombardment on the first turn (Page 28 Dog s & Devils). Allies also receive bonus limited air power. Axis: 200 pts. of Field Fortifications Week 6 Supplemental Missions Free for All, Encounter, No Retreat Use Terrain & Time Rules from The Big Push assigned Mission. No bonus fortifications, air power, or bombardments.

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