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Junior Member

Posts: 27
May 2004
Campaign system from Close Combat Mon, 14 June 2004 20:53
I started posting this in a previous thread on campaigns, but it became so long that I thought it was better to start a new thread.

I have an idea for a campaign game. One could use excactly the same system as in Close Combat IV and V. The map is divided into regions. Each region can hold one battle group (I think it is a battalion or regiment) from each side. Each battle group has a list of units. Between all the tactical combats each sides move their battle groups. If both sides occupy the same region after movement, a battle will be fought on the battle map associated to that region. In Close Combat each combat lasts for a specified time, and if both sides still have units on the battle map, they will both stay in the region until the next round. Each round the players can use a maximum of 15 units in each region/battle group. In M44 it would be better to use something like elitesix' system, suggested in the thread 'Panzer General '44', and say that each player is allowed to deploy something like 60 points worth of units from the battle group. Close combat also has rules for fire support (air, naval, artillery) and supply.

Here are some things to work out: If both sides occupy the same region with one battle group each (one side could be designated as defender or it could be a meeting engagement), how do you deploy forces from the battle groups, and how many? One battle group could consist of something like 20 infantry, 10 tanks and 6 artillery. Also, if one side started in the region (and is therefore the defender), it might be allowed to lay out some wire and build sandbag postions. How many cards do each player receive (I would suggest 6 to the attacker, 4 to the defender)? What happens when one side loses the battle? It should probably depend on by how much that player loses. If the score is 6-5 both should stay in the region, and be able to deploy fresh units from the battle group on the next round. If one side loses 0-6 it should be forced to retreat or disband (in Close Combat battle groups that are completely pushed off the battle map are forced to disband, and reform in the rear). How are losses after the battle computed. The way I see it, units that lose their last figure are not completely lost, they are so demoralized they are routed (that could be why there's no reduction in the amount of dice they roll). Anyway, I think losses should be computed from how many figures you've lost, not how many units you've lost. Otherwise all units that is reduced to 1 figure would always run away, both to avoid losing the unit, and to avoid giving away a point. Finally, the battle maps have to be worked out.

There are some advantages to this system. The idea of using battle groups as a pool, and let each player only deploy a certain amount of units, makes sure that you don't get any tactical battles where one side outnumbers the other 10 to 1. The battle group could outnumber the opponent's battle group by 10 to 1, however, and the side with the larger battle group can stay longer in the region (unless it is pushed off the battle map and forced to disband, of course).
Junior Member

Posts: 10
June 2004
Re:Campaign system from Close Combat Wed, 16 June 2004 01:52
I think I would prefer the system in close combats I-III, which just has a forking scenario system.

The map system is nice, but I think takes a lot more complexity than the earlier close combat systems and thus I'm not sure it's worth the effort.

Junior Member

Posts: 27
May 2004
Re:Campaign system from Close Combat Wed, 16 June 2004 10:31
Way ahead of you, dude! Very Happy Here are the rules already, although they are not excactly the same as Close Combat (the battlefields and the edges between them still have to be worked out, of course, along with the battle groups and starting positions, but one could use some of the battlefields that come with the game):

A map is divided into nodes with edges between them. Each node can hold one battle group. Each battle group consists of a list of units, typically something like 20 infantry, 10 armor and 6 artillery. A node is controlled by the player who was last to occupy it alone, or by the player who started with control of it. Each node has a battlefield associated with it (M44 hexagonal map). Each edge into the node is connected to one of the sides (north or south) of the battlefield.

Each round each battle group can receive an order to move along one edge, stay where it is or voluntarily retreat to the rear. All orders are written down and announced simultaneously. Then each player rolls one die. Highest result wins, and the player specified in the campaign wins ties. The winner has the initiative this round.

First, battle groups retreating to the rear are taken off the map. Battle groups that are attacked by enemy battle groups that are not attacked themselves, have their moves cancelled. If there are still battle groups that are attacked while being ordered to move, the player without the initiative must cancel all moves by battle groups that are attacked. Now both players can move their battle groups. First move battle groups that are moving towards empty or enemy-occupied nodes. Then move battle groups that are moving towards nodes that started with friendly battle groups in them. It is now allowed to switch places, or to move in a circle, but if a move can’t be resolved because the node is blocked by a non-moving battle group the move is cancelled. After all moves are completed, battle groups that were ordered to retreat to the rear do so, using the rules for retreat described below (remember where they retreated from).

If, at any time, several battle groups from the same side are moving towards the same node (and all have been allowed to move), the controlling player chooses which one to move.

After all moves are resolved some nodes may be occupied by a battle group from each player. There will then be a battle on the battlefield associated with the node. The player who had a battle group in the node at the beginning of the round, even if it was a different one, is the defender. The attacker starts on the side connected to the edge he/she moved along. The defender starts on the other side. If no side occupied the node at the beginning of the round, it is a meeting engagement. If both battle groups approach the battlefield from the same side, the player with the initiative moves first, and starts on the opposite side.

Then battles are fought one after another, the player with the initiative chooses in which order. Each side can deploy 60 points worth of units from the battle group. Infantry units cost 3, special forces 5, artillery 6, armor 8 and elite armor 11 (taken from the thread on Intermediate Memoir ’44 by elitesix). The defender can use some 10 of the points for obstacles/sandbags (1 point each), but only if the battle group was not ordered to move. The figures that come with the game limits the number of units that can be deployed. The defender deploys his forces within 4 hexes from his side, the attacker within 2 hexes. In a meeting engagement both sides deploy within 3 hexes. The defender places all obstacles except sandbags first. Then he/she deploys one unit, and then the players alternate placing units, until all units are deployed. Sandbags are placed together with the unit the are protecting. In a meeting engagement the player without the initiative deploys first. The attacker starts with 6 cards and moves first, the defender starts with 4 cards. In a meeting engagement both players start with 5 cards, and the player with the initiative moves first. All battles are played to 6 medals.

After the battle, the losing side must retreat. If the battle group moved into the node this round, it must retreat along the edge it came from, otherwise it must withdraw along an edge connected to its side of the battlefield, preferably towards an empty node, and never towards an enemy node. If the node on the other end of the edge the battle group retreats by is occupied, it must retreat through this node along the shortest route possible towards an unoccupied friendly node. The node can’t be adjacent to an enemy battle group. If it is not possible to find an unoccupied friendly node, the battle group is removed from the game.

After each battle count how many figures (figures, not units) of different types a battle group lost (special forces and infantry count as different types, as do armor and elite armor). For each 10 figures lost, one unit is lost of that type. If there is a remainder, roll a 10-sided die (0 counts as 10). If the number rolled is less than or equal to the remainder, an additional unit is lost.

If the system works, one could add rules for supply (how should a unit that is out-of-supply be punished) and reinforcements/replacements.

This system is meant to be simple, so that one can focus on the battles. I would like some feedback if everything is not clear. Smile
Junior Member

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Posts: 12
December 2012
Re:Campaign system from Close Combat Wed, 26 March 2014 15:25

I used to be a huge fan of Close Combat. I played CCC5 and CC3 so many times... Sadly they don't run in the new Windows OS.

It would be great to use the CC5 map system to play a campaign with M44. As you said, we could use some M44 scenarios already designed.

Next step, put all those rules and the CC5-M44 map on a pdf file, all explained. It would be a nice project to share with the M44 community, here and in other forums as BGG.

Bon courage !

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