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campaign 41

Posted: Mon Feb 18, 2008 3:58 am
by ormagas
ready to start version 3.3 standard 41 campaign with some house rules, either side.

RE: campaign 41

Posted: Sat Feb 23, 2008 12:45 pm
by private_g
Done. Just send me Your first turn as Germans (I prefer Russians).
(my new e-mail: grzegorzordyniec@wp.pl)
 
Rules:
 
 

[font="times new roman"]An Axis Korps/Soviet Army can only change its parent HQ before being special supplied.[/font]
[font="times new roman"]No HQ may launch more than two missions of the same type per turn after July 1st, 1941. To start from June 22nd, 1941, no single enemy hex (i.e., unit, HQ, city) can be air attacked more than three times per turn. As the rule refers to “hex”, this includes Interdiction, Airfield, and Strategic bombing attacks.[/font]
[font="times new roman"]To plot full five hexes of their movement allowance, an Axis Panzer Korps/Soviet Tank Army MUST be composed of at least two mobile (i.e., Panzer, Tank, Motorized, Mechanized, Panzergrenadier, or Cavalry divisions) for EVERY ONE non-mobile (i.e., Infantry/Rifle) division. Otherwise they can plot only 2 hexes as if they were an Infantry Corps/Army.[/font]
[font="times new roman"]All Soviet HQs placed within 3 hexes of eastern edge of map are considered to be “beyond the Urals” and may not be attacked by Axis player air missions, such as airfield attacks. However, Soviet air groups within such HQs must be put in Training (TR) mode and cannot fight. This rule no longer applies whenever an Axis combat unit comes within 10 hexes of such HQs.[/font]
[font="times new roman"]No Hungarian, Rumanian, and Finnish units can be sent to West or Italian fronts HQs. Italian units cannot be sent to West front HQ, but can be sent to Italian front HQ.[/font]
[font="times new roman"]Finnish units cannot attack the city hex immediately north of Leningrad, Leningrad itself, and its supply hex (hex 41,6). Soviet player is required to garrison Leningrad AT LEAST with 3 infantry divisions, even if Finland may not attack the city. If the Germans capture Leningrad, Finnish forces are allowed to enter Soviet territory and engage in combat but they must remain on or above horizontal line 12 (12th parallel) and no further than vertical row 48.[/font]
[font="times new roman"]No change in production is allowed for both players.[/font]
[font="times new roman"]If a Korps/Army plots into a swamp or mountain hex, it must end its advance. Under snow or blizzard weather, swamps are frozen and are considered clear terrain. No restriction applies to tactical movement (Alt + V) for swamps and mountains.[/font]
[font="times new roman"]A HQ must retreat, if possible, if an enemy combat unit comes adjacent to it. No HQ can be used on front line or to defend key points, such as city or rail hexes.[/font]
[font="times new roman"]No player can engage its aircraft in false airlift missions in order to gain experience.[/font]
[font="times new roman"]Each turn must be saved ONLY after Combat Phase. Saving a turn after Orders Phases causes an increase of supply, rail conversion, readiness and production.[/font]
[font="times new roman"]A unit may be air supplied only ONCE per turn.[/font]
[font="times new roman"]A unit beginning its turn in enemy territory, and supplied by air, may only try and move back to friendly lines and cannot advance any further into enemy territory.[/font]
[font="times new roman"]Usage of naval transportation is limited to 3 divisions maximum, and destination must be a port.[/font][/ol]