GJS'44 Campaign Main Thread - Final June 16th 1944 Tournamen

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GottaLove88s
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GJS'44 Campaign Main Thread - Final June 16th 1944 Tournamen

Post by GottaLove88s » Fri Nov 02, 2012 3:53 pm

QUICK JUMP LINKS ->

To latest Strategic Campaign Map -> viewtopic.php?f=87&t=38844&start=40#p364142
To Brummbar's interactive Strat Map -> http://www.brummbar44.com/BattleAcademy/gjs_2012.php
To Recon flights over current maps -> viewtopic.php?f=87&t=39073#p365581

To latest Order of Battle for both sides (MS Excel) -> http://bit.ly/BA88gjs44oob
To Commanders' Orders and Battles for June 7th -> viewtopic.php?f=87&t=38844&start=460#p368652
To How to Download the GJS'44 Battle Maps -> viewtopic.php?f=87&t=39073#p365578
To Idjester's cool youtube vid explaining how to load & play -> http://www.youtube.com/watch?v=BvykITr5F1k

To the Rules & Regs -> viewtopic.php?f=87&t=38844&p=363656#p363656
To example of dissolution penalty -> viewtopic.php?f=87&t=38844&p=373301#p373301


CURRENT TEAMS (at 12th Mar 2013)

German High Kommandant: Lt Col CaveHobbit [GMT+1]
Lt Gen Mlazar [GMT-5]
Lt Col Morge4 [GMT-5]
Maj Honour79 [GMT+1]

R&R: Lt Col Mowby [GMT-5]

Strategic Allied Commander: JonCourcuera [GMT+1]
Maj Gen Jcb989 [GMT-5]
Lt Col Hidde [GMT+1?]
Maj CoreySr [GMT-5?]
Maj MKBoy1313 [GMT?]

R&R: Lt Col K9mike [GMT-6], Lt Col iProp [GMT-6], Col Random27 [GMT+1]

1st Games Master (GM): GottaLove88s [GMT+8]
2nd GM: Volunteers welcome?? You'll quickly learn how to make/edit maps and run your own campaign ;-)
3rd GM: Volunteers welcome??


Please sign up to reserves if you're interested. We'll add new players into teams as we go along, ideally having 2-4 players per side at any time. So nobody needs to feel pressured to rush games if you get too busy with real life.

This campaign will go much faster/smoother if we can share the workload. Don't worry about impartiality guys. I'll stay as a non-playing GM, until everyone gets the hang of this.

If we can persuade one or two extra GMs to join us, it will be good for our sanity (and marriages ;-))... 2nd & 3rd GMs can play as well as moderate. So don't be shy!


WHAT IT'S ALL ABOUT AND HOW TO JOIN...

Fellow Officers,

6 to 8 guys (or girls) are sought for a new "manyplayer" Normandy campaign called GJS'44.

GJS'44 plays out as many Battle Academy multiplayer games, each taking place over 25 daily turns from June 6th to June 30th. As the Allies, you have to secure your beach heads, to bring in your armour to take inland objectives. As the Germans, you must repel the invaders, holding your key objectives.

The Allies can call down devastating naval artillery into coastal sectors and Typhoon airstrikes inland, weather permitting. The Germans have limited air support, so long as they hold Carpiquet airfield, but they command strong panzer divisions, if they choose to commit them.

You have the freedom to replay your own version of history... As the Allies, you can choose your landing sectors and where to unleash your airborne troops... Will you race forwards with your Shermans brigades? Or steadily advance in a mixed infantry & armoured line?... As the Germans, you decide where to deploy your weaker "Ost" brigades (think volksgrenadiers) and where to hide your elite SS... Will you gamble all on keeping the Allies off the beaches? Or fight a war of attrition to hold onto your inland objectives?

GJS'44 is loosely based on Granfali's excellent GJS campaign (see Dev History below). We have added and changed some things that we believe will improve on "GJS original" but players will need to be committed (try to complete your 20 turn games within 1-2 weeks) and open-minded (GJS works, but it needed some tweaking along the way; GJS'44 will be the same; keep posting your feedback and as a team we'll make it better).

If you'd like to join GJS'44, please reply to this post with:

1. your name (and a private email address)
2. your platform (we'll try to make this available to iPad players running BA 2.0.6 or 2.0.7, as well as PC or Mac)
3. your preference for Allied or German (if any)
4. your preference for tanks or infantry (if any)
5. if you'd be willing to play as Strategic Allied Command, or German High Command
6. if you can be a Games Master (GM, we'll need 2-3 of us who have the skills to setup maps and games; it's easy if you have basic IT skills and we'll show you the rest)

Further details coming soon...

Dev History:

A few of us have had the enormous pleasure of playing Granfali's inspired Gold-Juno-Sword (GJS) "manyplayer" campaign... where Granfali has cleverly adapted maps and unit balances from Close Combat to bring strategic play to Battle Academy... So far only six of us have been able to enjoy it, and we've all madly contributed to adding cool features borrowed from the best of BA, including dual-side MP deploy, wide area deployment at the start, smokey mortars, walking mortars, swapping places between adjacent units, etc...

GJS continues and is highly recommended, but I'd like to bring GJS'44 to more of the BA fraternity. Sign up if you dare! ;-)
Last edited by GottaLove88s on Wed Jul 24, 2013 6:22 am, edited 98 times in total.
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347

Brummbar44
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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by Brummbar44 » Fri Nov 02, 2012 5:07 pm

Sounds Cool! I'm in please...

1. Mac (mac@brummbar44.com)
2. Mac
3. n/p
4. n/p
5. Not sure, what does it involve? Further, there is a reference to Close Combat, is that required to play?
6. Possibly...just getting into making scenarios now that I can.

GottaLove88s
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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by GottaLove88s » Fri Nov 02, 2012 9:47 pm

Thanks Brummbar, you're in! More details soon...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347

GottaLove88s
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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by GottaLove88s » Fri Nov 02, 2012 9:52 pm

To give you a feel for the campaign, here's a link to the current Gold-Juno-Sword mod (GJS 4.4) for Close Combat -> http://hosted.wargamer.com/CloseCombatGJS/Map.htm

Scroll down to watch the "Normandy Campaign Map" for awhile and you'll see the actual progress of the Allied invasion in red, as the days count up from June 6th onwards...

Our GJS action area is shown in the yellow box in the centre of the map... In reality, the town of Bayeux was taken quickly, on 8th June. The city of Caen was a D-Day objective for the Brit 3rd Infantry Division, but counterattacks by the German 21st Panzer Division, and rapid reinforcement and fortification, denied its capture until 20th July.

Can you do better?

GJS'44 is designed to use some of the pre-existing strategic maps from GJS 4.4 but it runs wholly with Battle Academy and doesn't need Close Combat to play.
Last edited by GottaLove88s on Sat Nov 03, 2012 7:46 am, edited 1 time in total.
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347

k9mike
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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by k9mike » Fri Nov 02, 2012 10:07 pm

I am going to join you Jon...Sign me up...;)
Am looking forward to a fresh start and see how this transpires with from the beginning with the new changes.
Mike

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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by morge4 » Sat Nov 03, 2012 1:22 am

I'm in!

Enric has some nice new effects in his new Fortified Line. Engineers with smoke and armor with smoke...something to consider. :)

k9mike
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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by k9mike » Sat Nov 03, 2012 1:47 am

Maybe the "Track Hit" to...:)

GottaLove88s
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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by GottaLove88s » Sat Nov 03, 2012 8:02 am

morge4 wrote:I'm in!

Enric has some nice new effects in his new Fortified Line. Engineers with smoke and armor with smoke...something to consider. :)
Hey Al, Yup you're in. Thanks for joining. :-)

It will be helpful to have some "old hands" to help new lads figure out what the heck is going on.

Can you explain how the engineer smoke and armour smoke works? Sounds interesting...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347

GottaLove88s
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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by GottaLove88s » Sat Nov 03, 2012 8:03 am

k9mike wrote:Maybe the "Track Hit" to...:)
Ditto Mike. Pls explain how Track Hit works. Can you post a link to the code?
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347

k9mike
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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by k9mike » Sat Nov 03, 2012 8:34 am

GottaLove88s wrote:
k9mike wrote:Maybe the "Track Hit" to...:)
Ditto Mike. Pls explain how Track Hit works. Can you post a link to the code?
It is here in this thread....
viewtopic.php?f=104&t=20847
Morg might have the file, he and jcb989 were one of the last ones to post comments on this thread and he stated he had it.
there are alot of things that Merr was working on that may still be out there...these are things that porbably should already be in the game already...But..
So how many people do we have on board now Jon?? When do you think we will be ready to get under way??
Not sure if I really want to keep going with the other Campaign or not. It seems to be dead and not sure what kind of progression we would make on it now...
Besides...that will be alot of work to try and play and manage two sets of Campaigns at one time...

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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by GottaLove88s » Sat Nov 03, 2012 8:56 am

GJS'44 - THE RULES & REGS
[this is still a work in progress... :mrgreen: ]

1. Introduction

Welcome... GJS'44 combines two games in one... A classic, strategic board wargame, where Battle Groups (BGs) are instructed to attack or move between neighbouring sectors... and the resulting tactical combats between the units of those battle groups when they encounter enemy forces (using Slitherine's Battle Academy game engine).

Victors win control over sectors on a Strategic Campaign Map. Losers must withdraw, and under certain circumstances may even become temporarily dissolved from the campaign, suffering heavy penalties...

The Campaign takes place over 25 daily turns, from June 6th-30th, 1944.

For newbie players, don't panic. It's all a lot simpler than it looks. The Games Masters (GMs), plus the Strategic Allied Commander & German High Commander, will manage the background stuff, so all you have to do is follow the campaign download instructions and just play your battles.

Be warned, unlike regular BA, sometimes it might smarter to lose a game on VP flags, but inflict losses on your enemy while preserving your own troops. Units lost in battle don't come back during the campaign.

2. Strategic Campaign Map

2.1 The strategic phase is played out on the Strategic Campaign Map (Strat Map) below. The Strat Map is composed of 49 sectors, 17 major sectors (with capitalised names) and 32 minor sectors. Battle Groups (BGs) are placed into a sector of the Strat Map and can move into, or attack, neighbouring sectors.

Image

2.11 For the purpose of scoring, major sectors are valued at 4 points, and minor sectors at 1 point each. The starting scores are Germans: 100, Allies: nil.
2.2 Some sector battle maps may be made available to teams via their commanders, to assist in order planning. These are provided as "aerial recon" ahead of time, ie. as a rough guide, with a caution that actual VP flags, buildings or terrain features might change in the battle map.

3. Strategic Deployment Phase

3.1 Before each strategic turn, that day's Games Master (GM) will post a weather forecast indicating Clear (airstrikes are possible) or Cloudy (no airstrikes) for the coming five days.

3.2 BGs become available to Commanders on the dates shown in the Allied and German Order of Battle.

Allied Order of Battle
Image

German Order of Battle
Image

3.3 The Allied Commander may choose to land new Allied BGs on any of the landing beaches, ie. Gold, Juno, Courseulles, Sword or Ouistreham.
3.31 The Allies may land up to two BGs onto each of the landing beaches, but battles will be resolved as two MP games versus the Germans, one after the other. The five landing beaches are the only sectors which may hold more than one Allied BG.
3.32 Certain Allied commandos (marked with an asterisk * on the Allied Order of Battle) may be parachuted into any sector of the map. If the target sector is already occupied by an enemy BG, the commandos will attack to gain control. If the commandos do not win this battle, they must withdraw to a neighbouring sector under friendly control. If no such sector exists, the commando BG will be dissolved. However, if the landing sector is unoccupied, the commando BG will take the sector and rest.

3.4 At the start of the campaign, on June 6th, the German Commander may deploy his available units into any of the major sectors (capitalised names).
3.41 For all turns from June 7th onwards, the German Commander may place new units into Vimont (southeast) or Villers Bocage (southwest) sectors. These are the only sectors which may hold more than one German BG.

3.5 Commanders may choose to hold BGs in reserve, even though they have become available. These BGs will remain available "off map" until they are deployed.

4. Strategic Movement Phase

4.1 For the Allies, landing on a beach usually ends that BGs movement. Parachuting into a sector always ends movement. The arriving BG will fight the defender if the sector is occupied, or will take the sector if it is empty.
4.11 However, if the Allies enjoy the Resupply bonus (see 6.31), then their landing BGs will use up one move in arriving, and may then use any remaining moves. This simulates the logistics benefits from the Mulberry Harbours.
4.12 For the Germans, new BGs arriving into Vimont or Villers Bocage always use up one of their moves, but may still use any remaining moves.

4.2 BGs are described as Armour, Mixed/Mechanised or Infantry in their Order of Battle.
4.21 Armour and Mixed/Mechanised BGs get 2 moves per turn on the Strat Map. Infantry get 1 move per turn on the Strat Map.
4.22 Certain strategic objectives modify the number of moves available, eg. the holder of Caen gets +1 strategic move for all of his BGs, due to his control over the road networks surrounding the city.

4.3 A BG that moves into a sector occupied by an enemy unit that is defending (ie. did not issue a move order) will fight an Attack vs Fortified Defence (AFD).
4.31 A BG that moves into a sector which an enemy BG is passing through or departing will fight an Attack vs Surprised Defence (ASD).
4.32 A BG that moves into a sector on the same day as an enemy BG will fight a Meeting Engagement (ME) battle.

4.33 Relief or Swaps. During the strategic movement phase, a BG may relieve or swap sectors with a friendly BG, by moving into that sector and then permitting the occupant to exit. For a swap/relief to be successful, both the entry and the exit movements must be completed before an enemy attacks. If the swap/relief is successful, subsequent attacks will take place as an Attack vs a Fortified Defence (AFD), as if the newcomer had already been in position. However, if an enemy attacks before the new force can enter, the current occupant will face an Attack vs Surprised Defence (ASD). If an enemy attacks after the new force has entered but before the current occupant has departed, the new entrant will face a Meeting Engagement (ME).
4.34 Vigilance. If a commando BG lands in a sector that has either successfully completed a relief/swap movement, or where an enemy BG has arrived that turn but before the commando, the resulting battle will be an ME rather than an ASD. To be effective, vigilance requires high prioritisation, tying up multiple BGs and therefore comes at the cost of lowering the priority of orders for other BGs.
4.35 Passthrough. During the strategic movement phase, a BG may travel through the sector of a friendly BG, consuming moves in the normal way. However, it must end its movement in another sector. No sector may hold more than one BG from the same team at the end of the turn, except for the landing beaches (upto 2 Allies permitted), Vimont and Villers-Bocage (where there is no limit for the Germans).

4.4 An attacking BG can only fight one attacking battle per day. It will follow its movement route until its first battle, and will then stop, losing any subsequent moves. However, if an attacker's final sector is subsequently attacked it may become a defender.
4.41 If an attacker is itself attacked before its own attack is executed, it becomes a defender and its offensive is cancelled.
4.42 Defending BGs must fight all of their attackers.

4.5 If more than one BG attacks the same enemy sector, the first attacker will attack. If the first attacker is victorious, it will take the target sector and other attack orders on the same sector are cancelled. However, if the first attacker loses, the second attacker will attack, etc.
4.51 BGs may issue an "attack but do not move to" order, where they will attack a neighbouring sector but will return to their current sector.
4.52 If a BG obeying an "attack but do not move to" order is victorious, it still wins control of the target sector for its team, and its enemy must still withdraw in retreat.
4.53 "Attack but do not move to" orders consume one move.
4.54 Through 4.5 or 4.51, multiple front attacks become possible.

4.6 An understrength BG may move into the sector of another understrength BG of the same team, to consolidate their force pools, if the combined number of units does not exceed 32.
4.61 A Commander may choose to merge two BGs whose combined strength exceeds 32 units. However, he must inform the GM which 32 units he wishes to retain in the combined BG's unit pool. It is the Commander's responsibility to confirm that the GM has received this selection. If the GM does not receive such a selection, the GM will choose which 32 units are retained. Excess units are lost for the remainder of the campaign.
4.62 A newly merged BG takes the identity of the BG that contributed the most units during its last combination. Merging with a "better" BG may be advantageous because certain BGs, for example Brit commandos and some German SS brigades, enjoy extra fighting bonuses every turn.
4.63 Merging consumes all of the remaining moves of both BGs for that turn.

4.64 Brigade Re-organisation. A Commander may exchange up to 16 units between two adjacent BGs, to a maximum of 8 units in both directions. This will consume one move from both BGs.
4.65 Each BG may only carry out one Brigade Re-organisation per campaign day, however, either or both of the BGs involved in a Brigade Re-organisation may subsequently merge, ending the turn for that BG.
4.66 A BG that does not move, but that receives units as a result of a Brigade Re-organisation or a Merge, continues to defend its sector, and would be considered a fortified defender if it is attacked.

4.7 The Orne River and Caen Canal, flowing south to north from Orne Bridge to Ouistreham, may only be crossed (by BGs or supplies) at Orne Bridge, Caen and Pegasus Bridge.
4.71 Consequently, Carpiquet and Eterville do not connect with Borguebus or Maltot, which are considered the other side of the River Orne. For the same reason, Orne Bridge connects with Vimont, Maltot or Hill 112, but not with Eterville.
4.72 Caen and Pegasus Bridge connect with all of their neighbouring sectors.

5. Communicating Moves

5.1 Once Commanders have received the 5-day weather forecast, they may email (or PM) the day's GM with their orders.

5.2 These orders should be listed by priority, indicating 1st, 2nd, 3rd, etc...
5.21 Commanders should also include the BA forum nickname of the players assigned to each BG
5.22 Example Allied Orders for June 8th
1st. 8/3 (KingT) moves to Hermanville
2nd. 5al/6 (K9mike) defends Pegasus Bridge [technically this is unnecessary because any BG that does not move is considered to be actively defending]
3rd. 69/50 (Random27) moves to Bois de Bavent via Pegasus Bridge [69/50 is an armour unit with 2 moves, so the Commander is making a second move and must indicate the route taken]
4th. 6al/6 (Morge4) parachutes into Hillman Battery
5th. 231/50 (Gortwillsaveus) lands on Sword
6th. 27/3 (Leci) lands on Sword [upto two Allied BGs may land on the same beach. If there is a battle, they will be played sequentially]
Note above that 5/6AB is already defending Pegasus Bridge, but 69/50 will pass through it. This is permitted. In this example, if there is enemy contact, 5/6AB would fight in Pegasus Bridge and 69/50 would fight in Bois de Bavent, or in its current sector if it is caught there before it can begin its move.

5.3 The GM will resolve orders with a dice throw to determine which side goes first, and will then take eg. Allied 1st move, German 1st move, Allied 2nd move, German 2nd move, etc...
5.31 The order does not matter if opposing BGs arrive in the same sector on the same day. This will always be fought as a Meeting Engagement.
5.32 However, the order does matter if one BG hopes to attack an enemy BG before it can escape or rapidly pass through territory.
5.33 Each BG may only be involved in one battle per day. This will always be the first battle that the BG encounters.

5.4 The GM will post the consolidated moves onto this forum thread.
5.41 Commanders may make changes to their emailed orders, by sending a new email or PM to the day's GM. It is each Commander's responsibility to confirm that the GM has received any modifications.
5.42 Once the GM has posted on this thread that he has combined both sides' moves, all orders for that turn are final.
5.43 The GM will then post an updated Strat Map to show each BGs new position and the battles for that day.
5.44 Commanders and players should email (or PM) the GM of any suspected errors immediately, to enable any corrections to be made.

6. Allocation of Bonuses

6.1 Both sides may access bonuses which will become available to players during battles using the Battle Academy game engine.

6.2 All German battles will always enjoy the Promote bonus.
6.21 Allies can win the Promote bonus by taking any two sectors of Bayeux, Bretteville, Lebisey Woods or Bois de Bavent. Once earned, this cannot be lost.

6.3 All German battles will always enjoy the Resupply bonus so long as that BG is not considered "out of supply".
6.31 Allies can earn the Resupply bonus by taking and holding Gold, Juno and Sword beaches. This bonus can be lost if they lose any of these beaches, but it can be won back.

6.4 Germans will receive +2 Fw190G-2 fighter-bomber bonuses if they hold Carpiquet airfield. Once lost, this cannot be won back.
6.41 Allies will always receive +2 Typhoon ground attack bonuses every turn.
6.42 Neither side can use its aircraft during cloudy weather.

6.5 Germans will receive +1 Artillery bonus for each of Merville/Franceville, Hillman Battery, Cagny and Hill 112 held.
6.51 Allies will receive +1 Artillery bonus for each of Gold, Juno, Sword and Ouistreham held.
6.52 Allies will always receive +2 Naval Artillery bonuses. This artillery can fire up to two rows deep into Normandy, reaching the Vaux sur Aure to Ranville line.

6.6 Germans and Allies may nominate up to two BGs, per turn, to receive an additional Medic bonus.
6.61 Germans and Allies may nominate up to two BGs, per turn, to receive an additional Rally bonus.
6.62 Certain elite BGs, marked in red on the Orders of Battle, will always receive both Medic & Rally bonuses.

6.7 Commanders should communicate their allocation of bonuses at the end of their Orders
6.71 Bonuses are assigned to BGs, not to sectors. If there are two BGs fighting in a single sector, they receive bonuses independently. However, if one BG fights more than once in the same sector, it will receive the bonus for all of its battles during that turn.
6.72 Example Allied Orders for June 8th, including Bonuses

Bonuses
8/3 nil
5al/6 Typhoon
69/50 Medic + Rally
6al/6 Naval Arty
231/50 Typhoon + Naval Arty + Medic
27/3 Rally


6.8 The day's GM will report the allocation of bonuses to both sides in the updated Strat Map (see 5.41 ).

7. Battles

7.1 Battles are played out using the Battle Academy game engine (currently v2.0.6).

7.2 Players will be able to select up to 20 units from any of the forces available to them in their BG's unit pool. Because BA force selection only permits both sides to choose the same number of units, GM's will "fix" the extra units if one side receives more than the other, eg. 5 units for the defender in a AFD.
7.21 If a player lacks confidence in his chances of surviving a coming battle, and has a safe neighbouring sector controlled by his side to withdraw to, he is not obliged to select the max.20-25 units for that battle. He may instead choose a smaller ambushing force of eg. 2x paras, 1x flamey, 1x 17pdr, and hide them somewhere in hope of inflicting damage on the enemy. Any non-assigned units will safely withdraw with the rest of his BG pool when he loses. The risk is that he must hold at least one flag at the end of the battle to avoid dissolution (two flags for Allies on landing beaches)...
7.22 Multifront battles - X vs 1 - When one BG faces attacks from multiple directions (or Germans facing two Allied BGs landing on the same beach), the defender will face his 1st attacker (decided by attacker's move priorities), and play that game... If the defender loses, he will withdraw, or is dissolved as normal... However, if the defender wins, any battle losses are removed from his BG unit pool, and he will then face his 2nd attacker with a reduced force selection.
7.23 Multifront battles - X vs Y - When one BG defends against attacks from multiple directions, but it is reinforced by a second BG (eg. Allies on landing beaches, or Germans in Vimont or Villers-Bocage), the 1st attacker will fight the original defender, the 2nd attacker will fight the 1st reinforcer, a 3rd attacker would fight a 2nd reinforcer or the original defender if there are no further reinforcements, etc.
7.24 Multifront battles - When defenders face multiple attackers, the starting VP flags for the second and subsequent games will be allocated to replicate the closing situation of the previous battle. However, deployment zones will be consistent with each attacker's direction of approach, which may be different for each battle.

7.3 Every map will show five victory point (VP) flags.
7.31 Flags will be labelled showing their location name and VP points value, typically two 5pts flags, two 3 pts flags, and one 1pt flag per battle map.
7.32 A Richcat compass showing N, E, S & W will be displayed in the approximate corner of each battle map.

7.4 Different types of battles will be setup differently, to reward smart strategists with field advantages. In each case the GM will set up the battle map to approximately replicate each BG's direction of arrival. Consequently, deployment zones indicated below are for guidance rather than precisely set in stone:
7.41 Meeting Engagement (ME) - where enemy BGs arrive in the same sector on the same day, both sides can select max.20 units for the battle. Both sides approximately deploy into their edge's 10 rows of a 40x40 map. Where the attacker arrives by air, and is therefore scattered to some degree, the defenders will be given a deployment zone away from the landings, to create a neutral buffer zone between opposing forces. Both sides begin with 1 HQ flag each. There are 3 neutral flags between the opposing forces (5 VP flags on the map).
7.42 Attack vs Fortified Defence (AFD) - where an attacking BG moves into the sector of a defender that has not moved, the attacker can select max.20 units, the defender can select max.25 units. Attacker approximately deploys into the first 5 rows; defender approximately deploys into back 30 rows. Attacker begins with 1 HQ flag. Defender starts with all 4 other flags (5 VP flags on the map). Attacks against Fortified Defenders will not be easy. It will probably take more than one turn, and considerable losses, to dislodge them... Remember that GJS'44 is a 25-turn campaign, so suck it up and earn your victory! :twisted:
7.43 Attack vs Surprised Defence (ASD) - where an attacking BG moves into a sector that a defender is either passing through, or is attempting to depart. The attacker can select max.25 units, the defender can select max.20 units. Attacker approximately deploys into the first 10-20 rows of a 40x40 map, defender approximately deploys into back 10-20 rows. Attacker begins with 1 HQ flag. Defender starts with 3 rearmost flags (if they were caught exiting a previously held sector) and only 1 rearmost flag (if they were intercepted while passing through the sector). The remaining flags begin neutral.
7.44 Beach Landings - Allied beach landings on June 6th are always played as Attack vs Fortified Defence (AFD). Allied beach landings from June 7th onwards, are played as AFD or ASD, depending whether the defending German BG issued a move order or not. For beach landings, all 5 VP flags start in German hands.
7.45 Paradrops - When airborne commandos parachute into territory and encounter an enemy BG, they will fight an Attack vs Surprised Defence (ASD) enjoying 25 units to attack 20 defenders. The GM will scatter the attacking troops around the sector, to simulate an initial lack of cohesion on landing. In GJS'44, 5al/6 and 6al/6 are considered "air landing" brigades rather than truly "airborne", so will suffer less scattering because they arrive by glider.
7.46 Players can never select more units for a battle than the units that remain in the unit pool of that BG (you lose 'em in battle, you lose 'em! :shock: )

7.5 Games will begin showing "23 turns remaining".
7.51 The Allied player always moves first.
7.52 Battles begin with both turns making a deployment phase (thank you Merr)

7.55 Dealing with map errors
7.56 At the force selection stage, it is each player's individual responsibility to verify that they have the correct type and number of units that should be available to them. Any errors must be reported to that day's GM, so that he can correct and republish that scenario. If players intentionally or misadvertently play a game where there was an error in force selection, the player that was disadvantaged will be given the option to choose whether he would like to replay that game.
7.57 Once the game has started, it is each player's individual responsibility to verify that their forces are appropriately deployable and that the VP flags are correctly labelled at the start. Any errors must be reported to that day's GM, so that he can correct and republish that scenario. If players intentionally or misadvertently play a game where there was an error, the player that was disadvantaged will be given the option to choose whether he would like to replay that game.
7.58 After examining the unique circumstances of any map error, the GM may decide that neither side enjoys an unintended advantage, and may simply ask players to finish their game as normal.
7.59 However, in some situations, a fair repair might require the GM to fix errors and ask players to replay that scenario. However, if the GM perceives that an error was reported late, and that ordering a replay may delay the whole campaign, the GM may instead choose to assign results for that scenario, so that the campaign is not inappropriately delayed. The assigned results may or may not be partially based on the actual results achieved by the time that both players agreed to suspend their game.

7.6 The battle is ended once the German player has completed his move showing "3 turns remaining", ie. Games last for 20 turns.
7.61 At the end of the game, the German player should post on this thread which side holds each of the five VP flags, using each flag's label name and showing its VP points value, for example:
June 6th - Juno Beach VPs
German - Road to Tailleville (5 pts)
German - Road to Courseulles (5 pts)
Allied - West Cliff (3 pts)
Neutral - Barracks (3 pts)
Allied - Juno Bunker (1 pt)
German 10 pts v Allied 7 pts
German victory

7.62 The German player must also take a screenshot of the units killed in action (KIAs) screen, showing both sides losses, and post it to this forum thread.
7.63 The Allied player should quote the German's battle report on this thread and add "VP flags and KIAs agreed". If the Allied player does not agree, the German player must post screenshots showing each of the five VP flags, and return the game to the Allied player.
7.64 Negotiated ceasefire. A player may propose a ceasefire to his opponent at any time before "5 turns remaining" shows. The two players may then negotiate a conclusion to their battle, over factors including which BG wins the sector, which BGs withdraw to which adjacent sectors and whether any BG is dissolved. During a negotiated ceasefire, a losing BG may be dissolved, ie. removed from the Strat Map, with or without additional loss penalties applied, if both players agree to this. Once agreement has been reached, the terms of the ceasefire should be communicated to that day's GM, who will confirm whether they are permissible. Battle resumes if agreement cannot be reached or is not permissible.
7.65 Premature surrender. Neither player may surrender a battle until it is concluded and its results, from battle or through negotiation, have been confirmed by both sides. Premature surrender results in automatic dissolution of the surrendering player's BG, unless a negotiated terms can be agreed.

7.7 The victor holds the most VP points at the end of the battle, and takes or holds the sector that was fought over.
7.71 If the loser does not hold any flags (or at least two flags for Allies landing on beaches) at the end, the losing BG is dissolved.
7.72 If both sides hold the same number of VP points, the defender is considered the victor.
7.73 If both sides hold the same number of VP points at the end of an ME battle, both sides must withdraw.
7.74 Withdrawing BGs are moved to an empty neighbouring sector already controlled by their side. The direction of withdrawal is determined randomly by dice throw and will be reported by the GM. The chances are weighted as follows: Withdrawal directly opposite the approach of the attacking unit, 6 chances, Withdrawal diagonally away from the approach of the attacking unit, 2x 2 chances; Withdrawal to the side of the approach of the attacking unit, 2x 1 chance. Units are not permitted to withdraw towards the attacking unit, even diagonally.
7.75 If there are no empty neighbouring sectors already controlled by the loser's side, for that BG to withdraw into, or if the loser's forces are annihilated during the battle (ie. zero units remain), then that BG is dissolved.
7.76 Beach Landings - An Allied BG landing on a defended beach can avoid dissolution by taking and holding at least two VP flags by the end of the battle. Under that condition, the Allied BG may choose to remain on the beach until the following turn, when it can attack again or merge with another BG. If less than two VP flags are held, the Allied BG will be dissolved.
7.77 Beach Landings - An Allied BG electing to remain on a beach after losing its landing battle but holding at least two VP flags, must still defeat the defending German BG during its next turn, before it is permitted to move to a neighbouring sector.
7.78 Axis Reinforcements - A German BG arriving in Vimont or Villers-Bocage can avoid dissolution by taking and holding at least one VP flag by the end of the battle. Under that condition, the German BG may choose to remain in sector until the following turn, when it can attack again or merge with another BG. If less than one VP flag is held, the German BG will be dissolved.
7.79 Axis Reinforcements - A German BG electing to remain in Vimont or Villers-Bocage after losing its arriving battle but holding at least one VP flag, must still defeat any Allied BG remaining in that sector during its next turn, before it is permitted to move to a neighbouring sector.

7.8 Dissolved BGs suffer heavy penalties.
7.81 In addition to the losses from battle, the remaining force pool of a dissolved BG is subject to a further 10% penalty loss, rounded up for each unit type in the Order Of Battle.
7.82 The dissolved BG is removed from the Strat Map, but will become available for redeployment on the following turn.

7.9 The day's GM will recalculate the unit pool for the two BGs in action and update the Order Of Battle.

8. Supplies

8.1 The last unit passing through a sector gains control over that sector for its team.
8.11 Allied-liberated sectors are marked on the Strat Map with an RAF roundel.
8.12 All sectors are controlled by the German-side until they are liberated by the Allies.
8.13 Sectors retaken by the Germans lose their RAF roundel.
8.14 Sector control for each day is determined before that day's moves are made, ie. it will take one day to retake a sector (and to re-establish supply lines).

8.2 All units must be able to trace a continuous path of controlled sectors to a source of supplies.
8.21 German BGs receive 1 day of supplies from either Villers Bocage or Vimont, plus 1 day of supplies from Caen or Bayeux, provided that the supplying town is held by the Germans. ie. German BGs typically enjoy 2 days of supplies, until Caen and Bayeux are lost, then they receive only 1 day of supplies, until Vimont and Villers-Bocage are also lost, when German BGs will lose their access to new supplies.
8.22 New German BGs arrive in Villers-Bocage or Vimont fully supplied for 2 days.
8.23 Allied BGs receive 1 day of supplies from any of Gold, Juno or Sword beach, provided that the supplying sector is held by the Allies, plus an additional 1 day of supplies if all three of Gold, Juno and Sword beaches are held by the Allies. ie. Allied BGs typically have 1 day of supplies, until they gain control over all three of the main landing beaches, when the massive influx of materiel raises this to 2 days.
8.24 Beach landing Allied BGs, including commandos, arrive on the beach fully supplied for 1 day only.
8.25 Commandos parachuting inland carry sufficient supplies for 3 full days, including their date of arrival. Consequently, the Allies must establish a supply line to airborne commandos by day 4, or those BGs will suffer out of supply penalties.

8.3 Out of supply BGs suffer severe penalties.
8.31 The base morale for all units in an "out of supply" BG is reduced: by 50 for all infantry except volksgrenadiers, by 25 for volksgrenadiers and all other units.

9. Modifications

9.1 GJS'44 employs a number of mods to the core BA game engine to enhance gameplay, and we believe, to improve realism:
9.2 Dual deploy - Both sides of the MP battle are permitted to deploy into wide deployment zones (thanks Merr)
9.3 Smokey mortars - Mortars can choose to fire smoke to temporarily hide positions from the enemy (Enric)
9.4 Swap places - Neighbouring units can swap positions (RF900)
9.41 Walking mortars - Mortars can move one space per turn (Enric, GL88)
9.42 Walking HMGs - HMGs can move two spaces per turn (Enric, GL88)
9.5 Stronger infantry - Infantry, Engineers, Paras, Waffen SS and Volksgrenadiers have 8 men (Granfali)
9.51 Stronger base morale for infantry - Volksgrenadiers begin with 100 base morale, Engineers & Scouts 175, Paras & Waffen SS 200, All Other Infantry 150 (Granfali, GL88)
9.52 Stronger base morale for specials - Tigers and Churchills begin with 125 base morale, All Other Vehicles remain at 100 (GL88)
9.53 Stronger HMGs - Heavy Machine Guns (MG42, Vickers) have 5 men (Granfali)
9.54 Stronger auxiliaries - Scouts, Panzerfaust/Piat and flamethrower teams have 4 men (Granfali)
9.55 More powerful mortars - Mortar teams have 3 men (Granfali, K9mike)
9.6 Realistic M16AA - Armour of M16AA corrected to similar to M3, from which it was derived (GL88 c/o Arminius)
9.61 Realistic firing ranges - Range of Tiger and 88 pushed to 10; Range of Panther, Firefly, 17pdr, 75mmPak40, Marder III, M10 raised to 9; other armour stays at 8 (GL88)
9.62 Recon cars - Puma and M5 have LOS of 7 (versus true scouts LOS of 8 )(GL88)

10. Ethics, Improvements & Fixes

10.1 GJS'44 is just a game. It does not involve personal injury, money, mortgages, starvation, pestilence, hurricanes, earthquakes or tsunamis... Astonishingly, any reference to war is wholly simulated.
10.2 Involvement in the GJS'44 game means you're signing up to have fun as your primary purpose. Rarely, campaigns may occasionally trigger less than the best in grown men. Above everything else, always remember that GJS'44 is a game.
10.3 Respect for fairness matters and is protected by the rules. However, if players notice something is imperfect, but the imperfection is acceptable to both players, they must inform the GM that there may be a problem (so that it can be fixed) but despite this problem, explain that they would still like to complete their game. In most cases this will be approved, and the GM will assign a final result based on the actual result (see 7.58).
10.4 Reports or evidence of flaming or trolling, personal attacks or disrespect against any other player will not be tolerated. If a GM perceives that a player is infringing this rule, they will be sent one warning email, citing the specific reason. A second, subsequent infringement will result in expulsion from the campaign. Expect others to respect you, and be nice to them in return.
10.5 Sadly, we GMs are only human (honest Guv! ;-)). Consequently, we reserve the right to make improvements and fixes as the GJS'44 Campaign progresses. All such changes will be documented in the Rules & Regulations.
10.6 Feedback and proposals to enhance the Campaign are welcome (especially if you suggest nicely :lol: ). They are especially welcome between turns and less so during battle phases, for example because your feedback relates to a decision to charge your four Shermans at a bunker which was discovered to have an 88 in it! :evil:
10.7 GM's decisions are final. :mrgreen:

[Once all of each day's battles are reported, return to Step 3]
Last edited by GottaLove88s on Tue Mar 26, 2013 6:13 pm, edited 90 times in total.
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347

random27
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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by random27 » Sat Nov 03, 2012 9:02 am

i m ok to play this one too.
I just want to be a player not a great commnander or game ruler.
What i want is playing different games that those we play in normal games.
I want to be under a grnd general orders and do my battles with troops that he gives me.
That is the good challenge.

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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by k9mike » Sat Nov 03, 2012 10:39 am

Jon, not sure how the number 6 rule will pan out with all the different move possibilities... this could be very difficult to use/understand.
I am with Random...would like to just be a regular player this time...especially with this one...just assign me my units an let me fight.... lol

GottaLove88s
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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by GottaLove88s » Sat Nov 03, 2012 12:58 pm

k9mike wrote:Jon, not sure how the number 6 rule will pan out with all the different move possibilities... this could be very difficult to use/understand.
I am with Random...would like to just be a regular player this time...especially with this one...just assign me my units an let me fight.... lol
Hey Mike, Run with me on point 6 for a couple of turns... You'll soon see why I've introduced multifront attacks.

You'll find GJS'44 much tougher (more realistic) than GJS. The Allies are going to lose a lot of units to win their breakouts from the D-Day landings...

I'm going to be a non-playing GM at the start, at least until we've got a couple of "deputy GMs" onboard to keep the gameplay going if one of us needs to get busy with real life... so I'll be able to answer questions from both sides without compromising anyone's fun... I'll also report out both sides moves, and explain what's happening and why...

By the time I get to start playing, everyone should understand how it all works inside out...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347

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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by morge4 » Sat Nov 03, 2012 3:24 pm

GottaLove88s wrote:
morge4 wrote:I'm in!

Enric has some nice new effects in his new Fortified Line. Engineers with smoke and armor with smoke...something to consider. :)
Hey Al, Yup you're in. Thanks for joining. :-)

It will be helpful to have some "old hands" to help new lads figure out what the heck is going on.

Can you explain how the engineer smoke and armour smoke works? Sounds interesting...
Here is the link to his scenario... http://slitherine.com/forum/viewtopic.php?f=105&t=38727

Basics are:
- Smoke (indirect fire) as City River.
- Engineers can place smoke (adjacent tile). Have a limited amount of smoke grenades.
- Engineers can remove tank traps. Different engineers can cooperate to work quickly.
- Some tanks have a smoke discharges (to use defensively). Place in the unit tile and go away. Limited amount of smoke grenades
- Engineers can build a pontoon (the scenario has no water, but they can )

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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by morge4 » Sat Nov 03, 2012 3:31 pm

I am highly considering trying the German side this game...

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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by GottaLove88s » Sat Nov 03, 2012 3:53 pm

morge4 wrote:I am highly considering trying the German side this game...
Lol... Can I persuade you to take on the mantle of German High Commander, Al?
It would be smart to get someone playing GJS to do this, who approximately understands what to expect...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347

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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by morge4 » Sat Nov 03, 2012 7:11 pm

GottaLove88s wrote:
morge4 wrote:I am highly considering trying the German side this game...
Lol... Can I persuade you to take on the mantle of German High Commander, Al?
It would be smart to get someone playing GJS to do this, who approximately understands what to expect...
Let me think on it...I'll give you an answer shortly :?:

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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by k9mike » Sat Nov 03, 2012 7:51 pm

:wink:
GottaLove88s wrote:
k9mike wrote:Jon, not sure how the number 6 rule will pan out with all the different move possibilities... this could be very difficult to use/understand.
I am with Random...would like to just be a regular player this time...especially with this one...just assign me my units an let me fight.... lol
Hey Mike, Run with me on point 6 for a couple of turns... You'll soon see why I've introduced multifront attacks.

You'll find GJS'44 much tougher (more realistic) than GJS. The Allies are going to lose a lot of units to win their breakouts from the D-Day landings...

I'm going to be a non-playing GM at the start, at least until we've got a couple of "deputy GMs" onboard to keep the gameplay going if one of us needs to get busy with real life... so I'll be able to answer questions from both sides without compromising anyone's fun... I'll also report out both sides moves, and explain what's happening and why...

By the time I get to start playing, everyone should understand how it all works inside out...
Jon....this is the part that confuses me...
- 2 or more BGs may concentrate attacks on the same enemy BG from different sectors (attackers will probably need to do this against Fortified Defenders)
- These attacks will play out as multiple MP games
Not sure how you mean this will be played...How can you accurately represent 2 diff BG's attacking same single opposing BG?? When BA is 1vs1 type of interface.
Do you mean that they will have to fight 2 diff scenario against each of the BG's, and then take the combined(or Avg) and find out losses and who won?? Everything else I get...But this. :wink:
Also...I wouldnt mind playing as the Germans this time around also...to get a different view of things and make it abit fresher, newer experience...Since we have played alot as the Allies already. :mrgreen:
Mike

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Re: GJS'44 - NEW Normandy "manyplayer" Campaign - seeks recr

Post by GottaLove88s » Sat Nov 03, 2012 10:16 pm

The Strategic Map for GJS'44 is composed of 49 sectors
- 17 major sectors (with capitalised names)
- 32 minor sectors

For scoring, major sectors are valued at 4 points, minor sectors are worth 1 point each
At the start of the campaign, the Germans hold 100 points (17x4 + 32)

Moves are permitted into any adjacent sector, including diagonally

Towns and villages, roads and rivers, will be approximately replicated in BA battle maps as they are shown in the strategic map, eg. Tilly sur Seulles will have a small river running from east to west, which will force attackers from Rauray to use the single road bridge from the north.

The Orne River, running south to north, from Orne Bridge to Ouistreham, can only be crossed by BGs (or supplies) at Orne Bridge, Caen & Pegasus Bridge. These three sectors are critical choke points to obstruct the enemy, or to blockade his supplies.

Image
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347

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