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Race for Berlin Campaign Rules

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Race for Berlin Campaign Rules

Postby Game Empire Chuck » Sun Oct 16, 2011 5:36 pm

Hey Gang,
Ok, I found the Race for Berlin Campaign Rules, and they are set out below. Please review them and let me know if you have any questions. I'm thinking we start this the first Monday of November, with a Total War battle some Saturday before that. What say you?
Chuck

FLAMES OF WAR
RACE FOR BERLIN
STRATEGIC SITUATION
It is mid-June 1944. In Northwest Europe the Americans, British and Canadians have landed at
Normandy, France, and have established a beachhead. In Italy the Americans have just broken
through the Gustav Line and captured Rome. In the East the Russians have almost completely
pushed the Germans back across the Russian border. The beginning of the end of the Third Reich
is at hand.

Despite the showings of unity among the Allied leaders, there is tremendous political maneuvering
going on behind the scenes. Each of the major allied nations have their own secret agenda for the
disposition of Europe at the end of this great conflict:

Soviet Russia:
The Russians, under Stalin, have no intention of returning any of the territory they can seize by
the end of the war. They have paid dearly with the blood of their brave comrades for the crimes
of the Nazi Reich, and they believe they need to establish a buffer zone between the Decadent
West and the home of International Communism. The Russians deeply resent the delays by
America and Britain in establishing a second front in Europe. Their goal is to advance as far as
the German capital city of Berlin and beyond. They are prepared to fight their so-called allies if
necessary in order to achieve their strategic objectives.

Great Britain and the Commonwealth Nations:
It is no secret that Churchill dreams of reestablishing the British Empire to its former glory.
Having been the last nation to stand against Nazi tyranny in Europe, Churchill is determined to
manipulate the post-war division of Europe and the world to maximize British influence. He
believes that domination and control of the German state is of paramount importance to achieving
this goal. British control of Berlin at the end of the war will put Great Britain in a position to
dictate the future of Europe.

The United States:
Roosevelt sees America as the Beacon of Democracy and the world's best hope for establishing
democratic principles among all nations. In his view, the United States did not spill so much
American blood in Europe to free it from Nazi tyranny simply to allow Europe to come under the
tyranny of Russian Communism or British Imperialism. Roosevelt recognizes, as does Stalin and
Churchill, that whoever controls Berlin at the end of the war will control Europe for decades to
come. He believes it is imperative that American forces be the first to seize Berlin so that
America can be in a position to keep Russian and British forces in check. Only by doing this will
true democracy have a chance to bloom in Europe.

Germany:
Hitler's dream of a Thousand Year Nazi Reich is in great danger. The Italians have surrendered,
leaving Germany to face the combined might of the Allies by themselves. German forces have
been forced into defensive postures on all fronts and the Wehrmacht, the SS and the Luftwaffe are
all pressed to their limits. Hitler believes that their only hope is in the development of "Wonder
Weapons" that will change the balance of power in their favor. German scientists are working
feverishly to develop weapons like the atomic bomb, an intercontinental version of the V-2 which
will be able to hit New York City (the "New Yorker"), and various jet aircraft including massed
produced ME-262 jet fighters. Hitler's goal is to stall the Allies on all fronts for as long as
possible to allow final development of these Wonder Weapons.

The German High Command does not share Hitler's dreams and has always been reluctant to
pursue his goals of expansion, particularly the invasion of Russia. They believe that Hitler has
taken Germany down a path of self-destruction. Although there have been efforts to assassinate
Hitler, none of them have been successful. But as the threat of Allied forces crossing the German
border becomes very real, the High Command is beginning to believe that the fall of Berlin will
mean the complete destruction of Germany. There is a growing sentiment that Berlin must not
fall into enemy hands no matter the cost. Under the right circumstances they will move to arrest
or assassinate Hitler. But Hitler's popularity with the German people remains high, and the time is
not yet right for such bold action.

CHUCK'S CAMPAIGN COMMENTARY
The Race For Berlin has been designed to create a format for generating a series of linked Flames
of War games that is primarily focused on generating a story and a lot of fun. This is not a
simulation, and much historical accuracy has been disregarded accordingly. It is also not a
tournament. Players should focus on making sure that their opponent is having fun. To some
extent, Chuck will game master the campaign, making up rules as we go in order to respond to
unforseen circumstances. If any of the players has any ideas to improve the campaign, please tell
Chuck and he will consider putting it into the game. Also, if any of the players wants to do
something "edgy" or which may be construed as pushing the rules, either of this campaign or the
FoW rule book, please discuss it with Chuck in advance to avoid any unpleasantness at the
gaming table.

For campaign purposes, each player represents the commander of an Army Group. As such,
players can pick any force to build a list for any game as long as the list is within the player's
declared nationality. For example, an American player can build any list that is American. Players
are not limited to any single list during the campaign.

Finally, each game represents a key moment in a much larger offensive - some small action that
proved to be critical to the success or failure of a much larger battle. There are some scenario
special rules set out below that were designed with this intent in mind.

CAMPAIGN RULES
Start Date: November 7, 2011 at 6:00 pm.
Place: Game Empire Pasadena (all campaign games must be played here).
Period: The campaign covers the period July 1944 through August 1945. All armies must be
built for Late War (Early or Mid War can be used if both players agree).

Forces: Players can declare that they are Allied, Axis, or both. If declaring as an Ally, players
may select one of the following nationalities: American, British, Canadian, or Russian.

Playing Games: The campaign commences during July 1944. Each week in real time, on
Mondays at 6pm, we will advance the campaign calendar one month. Each Allied player will be assigned to a front, which is a line of attack into Berlin. Allied players may play one attack scenario per week (i.e. they may play one game where they are attempting to advance against Berlin). If the
Allied player wins, his marker is moved one space closer to Berlin. If the German player wins, the
Allied player does not advance. Allied players cannot be pushed back unless the Germans have
launched a Counter Offensive as described below. Any Axis player may defend against any Allied
attack.

Games can be played at any time, not just Monday nights. If an Allied player declares an attack,
any Axis player can oppose him. If no Axis player is available to oppose the Allied attack, then
any Allied player may oppose him (consider this a "Patton's Dream" scenario, or a fight between
forces that don't ever realize that they are fighting another Allied army). Ideally, Axis players will
always be available to oppose Allied attacks.

Scenarios: Army lists must be at least 1,500 points, and preferably 1,750 points. If players do
not designate a different number of points, it will be assumed the game is 1,750 points. Games
can be any size above 1,500.

Players generate scenarios randomly after lists have been drafted and the players are both at Game
Empire and ready to play. Roll a D10 and use the following table to determine the scenario:

1 Free-For-All
2-4 Encounter
5-7 No Retreat
8 Fighting Withdrawal
9-10 Breakthrough

The German can elect to re-roll the scenario, but must accept the second result if he does so.
The scenario special rules will determine who is the attacker and defender for the scenario. Unit
special rules, like the U.S. 2nd Armored Division always attacks rule, will override the scenario
rules as normal.

All games are win or lose. There are no levels of victory. Draws are deemed German wins.
Weather: The months of November 1944 through March 1945 are winter months. No air power
can be purchased by either side during this period. Also, for all games happening during this
period, before each game the players roll a D6 to determine if the field is covered in mud or snow.
On a 4-6, the battlefield is covered in mud or snow, and the entire table is considered Difficult
Ground, except for roads which are considered to be cross-country.

German Counter-Offensive: One time during the campaign, Chuck as game master, will announce a general Counter-Offensive. They may declare the Counter-Offensive during any one campaign turn occurring during December 1944 through February 1945. During the campaign turn of the Counter-Offensive, the Axis players are the attackers for all scenarios, regardless of scenario special rules (they may still re-roll the scenario as provided above). Also, if the Germans win, they regain territory along that particular line-of-attack. However, they may not take control of any of the Allied start points.

Fortress Cities: The following cities are deemed to be German Fortress Cities:
Bremen
Cologne
Frankfurt
Prague
Danzig
Warsaw
Krakow
Berlin Outskirts
Central Berlin
Fortress Cities represent main German defensive lines of fortification. In these locations the
Germans can build forces using the Festungskompanie. In addition, the Germans can use the Fortifications rules from Bloody Omaha.

Berlin: Berlin must be captured twice. There will be special rules and scenarios for the Berlin
battles. It is entirely possible that multiple players will reach Berlin at the same time. The player
that kills Hitler will be the ultimate winner of the campaign.

Special Characters: Each army list may only contain one Special Character. If a Special
Character becomes a casualty during a game, that Special Character may be temporarily injured or
killed for that player (i.e. the same Special Character can still be used by other players). Once the
Special Character has been deemed a casualty, roll a D6 and consult the table below:
1-2 Slight Injury - The Special Character quickly recovers and is immediately
available for the next battle.
3-5 Serious Injury - The Special Character needs to recuperate in the local
military hospital. He is not available for one game.
6 Serious Injury or Death - The Special Character has been rendered unable
to continue fighting.

Rules Disputes: It is inevitable that players will have good faith disputes or questions regarding
these campaign rules, FoW rules, or lines of sight. Any other campaign player can resolve
questions of line-of-sight. Chuck and Joseph are judges for questions regarding the FoW rules.
Only Chuck can resolve questions regarding these campaign rules.

Winning the Campaign: The Campaign ends when one of the following objectives is fulfilled:

Allied Victory: The Allied commanders are convinced that the general whose forces kill Hitler will be immortalized in history. The Allied player that kills Hitler is declared
the winner of the Race For Berlin Campaign. It may turn out that multiple players reach Berlin at
the same time, and that a Berlin Mega-Battle will have to be fought to take Hitler's Bunker. In
that game, it is no holds barred. The Allied forces involved are so focused on taking the Bunker
that they will attack any force standing in their way - be it Axis or Allies.

German Victory: The Germans win by holding Berlin and Hitler's Bunker until the end
of August 1945. If they can hold out that long, America uses atomic bombs on Hiroshima and
Nagasaki. Japan surrenders. America then declares that unless Germany immediately and
unconditionally surrenders, America will use atomic weapons on Germany. Hitler refuses to
capitulate, and the moment for the German High Command has arrived. They assassinate Hitler.
Admiral Doenitz of the Kriegsmarine is then appointed head of the German government. He
successfully negotiates a peaceful cease fire with all of the Allies. The Allies allow Germany to
retain control of its pre-war territories, and Berlin never falls under Allied control.
"The more complex the mind, the greater the need for the simplicity of play."
Captain Kirk - "Shore Leave"

Check out my gaming blog at http://theinsightfulgamer.wordpress.com
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Re: Race for Berlin Campaign Rules

Postby alonsop » Tue Oct 18, 2011 7:00 am

Sounds good Chuck!
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Re: Race for Berlin Campaign Rules

Postby BruceBoyer » Thu Oct 20, 2011 6:59 pm

Clarify 'Special character" is a 'FOW Warrior"? This replaces the FOW Warrior casualty rule.
Are players 'signing up'?
I will sign up as Soviet.
Are we playing with off-board artillery 'across-the Volga'?
Is the list 'pre-set' for that week, or does it get to change based on 'other factors' as the game is set up?
Terrain set-up? How handled so that folks do not build tables to match their force's attributes ergoI am playing Soviet rifle, no artillery, so hows about lots of woods and swamp? Just trying to head off challenges.
Does a German Player defend against any Allied player?
If an Allied player misses a week, they miss a month turn; if the German misses, is it not an incentive for them to miss?
If one had to do an allied vs allied, then it's a guaranteed Allied advance, only question is which Allied advances, correct?
Overall I think the idea is great. Do we have enough German players?
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Re: Race for Berlin Campaign Rules

Postby Game Empire Chuck » Mon Oct 24, 2011 9:01 am

Clarify 'Special character" is a 'FOW Warrior"? This replaces the FOW Warrior casualty rule.
Special Character is a named Character from an army list book, like Rommel. It does not change the FoW Warrior rules.

Are players 'signing up'? I will sign up as Soviet.
We start signing up tonight. You and I are Soviets. I am also playing Germans.

Are we playing with off-board artillery 'across-the Volga'?
Yes.

Is the list 'pre-set' for that week, or does it get to change based on 'other factors' as the game is set up?
In the beginning, games are played just like we have now. Players agree to a point limit, build lists, roll for scenario twice with German player picking between the two (this is the only difference), then roll for attacker if required. Later scenarios may be different once a player gets close to Berlin.


Terrain set-up? How handled so that folks do not build tables to match their force's attributes ergoI am playing Soviet rifle, no artillery, so hows about lots of woods and swamp? Just trying to head off challenges.
Again, our usual practices apply. Both players have to agree on what the table looks like before they roll scenario. If players can't agree, then have a third person set up the table.

Does a German Player defend against any Allied player?
Yes.

If an Allied player misses a week, they miss a month turn; if the German misses, is it not an incentive for them to miss?
Good question. I will deal with this as it occurs. The last time we ran this, we had more German players. Part of the fun of this campaign is players get to play as axis and allies. I'm hoping some of you start building German lists so that Joseph and I aren't the only ones. We need more Germans.


If one had to do an allied vs allied, then it's a guaranteed Allied advance, only question is which Allied advances, correct?
Correct. Hopefully, this won't happen too often.

Overall I think the idea is great. Do we have enough German players?
I don't know yet. If Lou can get his stuff on the table, and if Dave starts playing more, then I think yes. There are a number of players from our old group still lurking out there, and I'm hoping to lure them back. And we will be recruiting new players as well.

Chuck
"The more complex the mind, the greater the need for the simplicity of play."
Captain Kirk - "Shore Leave"

Check out my gaming blog at http://theinsightfulgamer.wordpress.com
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Re: Race for Berlin Campaign Rules

Postby QuietGargoyle » Sun Oct 30, 2011 3:33 pm

Hello!

Frank told me about this campaign and Bruce recommended that I register and sign up. I am relatively new to LA and most of my FOW stuff is still up in Canada, but I do have enough Soviets to play!

I am living in Hollywood / La Feliz and working downtown now so Pasadena isn't too far. What time will we try to get the games started by?

Christian Sorensen
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Re: Race for Berlin Campaign Rules

Postby Game Empire Chuck » Wed Nov 02, 2011 12:43 pm

Welcome Christian,
Our gang starts showing up about 5:00 pm on Monday evenings, although Alonso is usually here by about 3 pm. Also, you can usually use this forum to get a game arranged for any other time of the week. Campaign games do not have to be played on Mondays. I look forward to gaming with you.
Chuck
"The more complex the mind, the greater the need for the simplicity of play."
Captain Kirk - "Shore Leave"

Check out my gaming blog at http://theinsightfulgamer.wordpress.com
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Re: Race for Berlin Campaign Rules

Postby BruceBoyer » Wed Nov 02, 2011 5:59 pm

IS RFBERLIN STARTING IN NOV? OR IS IT 1000 POINT GAMES?
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Re: Race for Berlin Campaign Rules

Postby Game Empire Chuck » Thu Nov 03, 2011 8:21 am

Good question. I would like to do both. What do you think about allowing 1,000 games as counting for Race for Berlin?
"The more complex the mind, the greater the need for the simplicity of play."
Captain Kirk - "Shore Leave"

Check out my gaming blog at http://theinsightfulgamer.wordpress.com
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Re: Race for Berlin Campaign Rules

Postby BruceBoyer » Thu Feb 23, 2012 6:58 pm

As this will now likely encompass V3 rules, clarify.
Scenario generation will be different?
My son wants to run the free-Polish forces, I assume that is an acceptable Allied AG?
Do you have a means for integrating those ITs of Nicks? Maybe play un-reconstructed Fascists with German Support? Or Poss run as Reconstructed ITs and run with US/UK support?

Lookin for response as to who is lookin to start this up.
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Re: Race for Berlin Campaign Rules

Postby jackinthegrn » Thu Feb 23, 2012 10:44 pm

I'd like to sign up as Soviet as well. Also, can we play Cossacks on either side? Capt. Lapinsky :D
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