Guys
I can report the completion of the CMBO Mirror Map Campaign.
The planning for this campaign started in Jan 04, and after extensive playing testing of the rules, Round 1 of the campaign started in Aug that year. The outcome of the last battle of Round 5 was reported on 1 July 06 and brings to a close a very enjoyable campaign.
http://www.667.hab.dsl.pipex.com/Wargami...epage.html
This (fictional) campaign saw the American 1st Infantry Division, know as
'The Big Red One' and the German Grossdeutschland Panzer Grenadier Division lock horns for 5 days (rounds) of intense combat. Supported by a small number of Corps assets both Divisions sought to defeat their opponent and break through to reach nearby important strategic positions. Manoeuvring over the course of the 5 rounds has seen units cut off, out of supply, and one case destroyed. Paradrops in Round 3 introduced a new perspective to the battle and saw the Allied airfield fall to the Axis Paradrop. After 5 days of exhausting combat the overall result is a narrow victory for the Grossdeutschland who defeated the 1st Infantry Division 128 points to 114.
The roll of honour listing players who have played for both sides over the
course of the campaign is as follows:
AXIS
Glider (DIV CO)
Chris Martino (FGM)
Herr Schacht
Hessians
Jimzalabim (FGM)
Panzerjaeger
Bootie (FGM)
Badger
Haksaeng
PUG
Dobie
Kapitan
Lighthorse(FGM)
Kluge68
ALLIED
Monster Company (DIV CO for Turns 3 to 5)
Herroberst
JakeTKE
Kellys Hero
The Warrior
Dadsturf
DevilThomas (FGM)
Speedyninza
Jaboo
Antoni Chmielowski (FGM)
Hollander (Div CO for Turn 1 - 2)
Seydlitz (FGM)
McEvilly
I would like to take this opportunity to thank Jimzalabim, Glider, Hollander
and PUG who assisted me with the play-test and rule development. The
campaign rules although not perfect, in the end (as hoped), delivered a
playable campaign system both at a strategic and tactical level. The
workload at times has been very high, and certainly for anyone out there
thinking of running a campaign, my advise (in no particular order) would be as follows:
a. Playtest the rules you intend to use, so that both you and the COs
understand the system you intend to use.
b. Don't be afraid to make compromieses in the startegic rules between
realism and the need to have a playable system without excessive record keeping. Players would prefer the Umpire to see the campaign through rather then lose interest because of the workload.
c. Keep the games playable, nothing pisses players off like a sequence of
unplayable games where the result is already predetermined.
d. Ensure that each player has a game to fight each round. Nothing turns players off more than not getting regular battles to fight.
e. Have clear victory objectives.
f. Have a timeline for the campaign either in rounds of combat or duration in real time (i.e. year or years). Don't have it open ended, the chances are it will fold before a result can be obtained.
g. Make sure you have deputy COs trained up any strategic rules your using at the start of the campaign. (I screwed up here)
h. Don't hesitate to drop players who can't keep a decent turn rate up.
i. Make sure you have sufficient time to run it.
j. Be prepared for the long haul, campaigns by their very nature take time.
I would like to thank, Monster Company, Hollander and Glider who as
Divisional COs were a pleasure to deal with over the course of the campaign, unfailing prompt in processing their orders.
In terms of performance on the battlefield, the 2 most outstanding
contributions were made by Kellys Hero and Glider who both fought in all 5 rounds, neither of them losing a single battle !
I've been very lucky to have a great bunch of players in the campaign, and have been fortunate to have had very few drop outs over the years this has running. I hope all the players involved have enjoyed the challenges faced by their games, as much as I have enjoyed the challeng of running the campaign.
Strength and honour !
Vulture (FGM)