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SEVEN ROADS TO HELL

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Below is a map overview and the Campaign Summary of the 'SEVEN ROADS TO HELL' campaign.

*** Updated periodically to reflect minor rule changes and errata.***

 

 

 

Calendar Entry;

 

 

Relevant MP thread;

 

 

map.thumb.jpg.663accdd9019250cfbd3e758c0ee24c8.jpg

 

--------------------------------------
SEVEN ROADS TO HELL
--------------------------------------


Concept of Campaign;
---------------------------------
---------------------------------
 This campaign is inspired by the German winter offensive of 1944/45 in the Ardennes region, Belgium. It is intended to depict an unexpected breakthrough in very difficult terrain and poor weather, and the dogged resistance in the area around the key road junction town of Bastogne. The forces and unit organisations in this campaign are of a fictional quasi-modern nature (technology such as TIS and APS is present, but the units, formations and equipment do not adhere to any particular era). Players bleating about RPG types being historically inaccurate will be promptly ignored.


Turns & Objectives overview;
----------------------------------------------
----------------------------------------------
 The campaign covers a period of four days, spanning five 'Turns' (scenarios). The first two turns are set on the same day, but are treated as seperate and independant actions/scenarios (Nordwind & Ostwind) so as to keep the forces and action to a manageable size. These two actions each feature an area of the map and its associated road 'CP's' (Control Points) and towns. Beyond these first two limited attacks, all CP objectives and BASTOGNE objective are possible to capture by either side.
 At the end of each turn (between scenarios), the campaign coordinator will set the available HQ areas, deployment and reinforcement regions, front line and other boundaries for the next day according to control of these CP's and towns primarily, but also by the disposition of forces, occupation of key terrain, etc.
 If BLUE becomes encircled (controls no CP's), they will not receive any reinforcements or bonus units unless they are able to break the encirclement, or until the campaign goes to Turn#5 (final turn) , at which time a relief force will arrive. This possible encirclement should factor into each Commander's thinking throughout the campaign!


Turn sequence & associated Objectives;
--------------------------------------------------------------
--------------------------------------------------------------
 Turn #1; "NORDWIND" - CP 30 & CP 834 ONLY
 Turn #1.5 "NORDWINDUP" - AS ABOVE
 Turn #2; "OSTWIND" - CP 874 & CP 84 ONLY
 Turn #3; "CRY HAVOC" - ANY/ALL   **Encirclement and/or direct attack of BASTOGNE is possible from this turn onward**
 Turn #4; "NUTS" - ANY/ALL   **500 points for control of BASTOGNE at the end of this turn**
 Turn #5; "NO QUARTER" - ANY/ALL   **500 points for control of BASTOGNE at the end of this turn**

 See Map Screen and TURN BRIEFING at bottom of page for more info.


Force selection & deployment;
------------------------------------------------
------------------------------------------------
 * Each side has an overall Commander who can select a given number of Main Force and Attachment 'Cards' from a finite unit pool each turn (each card is typically platoon strength, but may be less- such as a single MLRS unit). These forces may only enter the map at one or more of seven key road 'Control Points' that he holds (referred to as "CP's"), and will be able to deploy as far forward as the most advanced 'HQ area'.
The number of 'Cards' remaining and available for each turn is listed on the Map Screen.

 * Additional 'Bonus' units will also become available at the beginning of every turn, at any CP's that are under your control (within the area of operation for the turn). These bonus units will be determined by the campaign coordinator, and will not be larger than a platoon of vehicles per CP.

 * Surviving units from the previous day's battle will be re-organised into deployment regions near the new 'Front' line for the current turn (the front line is primarily determined by control of Towns & CP's, as detailed above in the 'Turns & Objectives' section).

* It is possible that units from either side may be determined as being 'behind enemy lines' at the end of a Turn. These units will start the next Turn 'in place' (no deployment region), and will have radio damage to reflect their situation. The enemy will have "rough" intel on these units type and position, and also map graphics intel on general vicinity, denoted by "!!".

* It is possible that units from either side may be determined as being 'out of position' at the end of a Turn. These units will start the next Turn 'in place' (no deployment region). The enemy will have map graphics intel on these units general vicinity, denoted by "!".


HQ areas (Repair / Revive zones)
----------------------------------------------------
----------------------------------------------------
* HQ units can create HQ areas that act as repair / revive zones, as detailed below in the 'Special Rules for HQ units' section.
Both RED and BLUE will have a HQ unit already on the Map at the beginning of Turn# 1 and Turn# 2. These HQ units do not count against Card limits.

* An additional coHQ unit is available to bring onto the Map on any turn, but will count against Card limits.

Special Rules for HQ units;
------------------------------------------
* HQ units may set a HQ area that acts as a repair & revive zone. Any HQ unit that ends any Turn inside a friendly or neutral CP or Town, sets that place as a HQ area (repair / revive zone) on the following day. This HQ area will repair all damages and revive any dead units in 10 minutes, if no enemy seen, and relevant HQ unit is alive in HQ area.

* The HQ unit can leave the HQ area at any time, but must be inside the HQ area (flag graphic) for the repair / revive conditions to be met.


Obstacles Fortifications and Minefields;
-------------------------------------------------------------
-------------------------------------------------------------

* Obstacles can be built by AEV units. These include; abbattis', minefields, steel beams and demo charges {detonated by trigger}. BLUE has a number of these obstacles (including minefields) already available for use on Turn# 1 and also Turn# 2.

* Obstacles may be built and removed, as outlined in the 'Special Rules for AEV units' section below.

Special Rules for AEV units;
-------------------------------------------
* AEV units may build and/or remove obstacles between turns (this is done by the campaign coordinator). If an AEV unit is present on any turn (and survives the turn), a deployment region for obstacles will be available on the following day, as follows;

* Each AEV that survives the turn= Deployable obstacles available on the next day, comprising of; 4 x abbatis, 4 x steel beams, 2 x demo charge, 1 x minefield  (~1000m deployment region around unit, if area not under enemy observation).

* Similarly, surviving AEV units may remove any type and number of obstacle (own or enemy) between turns (~1000m region around unit, if area not under enemy observation).


Unit types;
-----------------
-----------------

 BLUE Main Forces are comprised of;
----------------------------------------------------------
Tanks (M60A3), Mechanised Infantry (NZLAV*), Motorised AT Infantry (MRAP trucks*), Reconnaisance (VEC), Tank Destroyer (DF90*).
Other unit types include; Attack & transport helicopters, light tanks, self propelled artillery & mortar carriers, air defence, armoured engineering & other support/logistic and special forces units. Infantry weapons include; UGL, LMG, HMG, AGL. Infantry Anti-Tank weapons include; AT4, GUSTAV, NLAW, TOW2, MILAN3.

 BLUE unit Notes (specific weapon and ammunition info is on the Map Screen);
- Mechanised infantry include LMG teams. The lead vehicle of every platoon fields an AGL team.
- Motorised Infantry are the strongest anti tank troops available. The lead vehicle of every platoon fields an ATGM team.
- Reconnaisance vehicles field elite scout teams equipped with JIMLR.
- Transport helicopters field elite troops. The lead vehicle of every platoon fields an ATGM team.
- Attack helicopters will not be available until Turn# 5 (final turn).
* Indicates that units are equipped with APS.


 RED Main Forces are comprised of;
---------------------------------------------------------
Tanks (Leo1A5), Mechanised Infantry (Marder), Motorised AT Infantry (MRAP trucks*), Reconnaisance (Luchs), Tank Destroyer (Centauro*).
Other unit types include; Attack & transport helicopters, light tanks, self propelled artillery & MLRS, air defense, armoured engineering & other support/logistic and special forces units. Infantry weapons include; UGL, LMG, HMG, AGL. Infantry Anti-Tank weapons include; PG7L, GUSTAV, RPG29, AT14, AT4.

 RED unit notes; (specific weapon and ammunition info is on the Map Screen);
- Mechanised infantry include LMG teams. The lead vehicle of every platoon fields an HMG team.
- Motorised Infantry are the strongest anti tank troops available. The lead vehicle of every platoon fields an ATGM team.
- Reconnaisance vehicles field elite scout teams equipped with JIMLR.
- Transport helicopters; the lead vehicle of every platoon fields an ATGM team.
- Attack helicopters will not be available until Turn# 5 (final turn).
* Indicates that units are equipped with APS.
 
 
Scoring;
------------
------------
 500 points for controlling 'BASTOGNE' at the end of Turn# 4.

 500 points for controlling 'BASTOGNE' at the end of Turn# 5.

Victory=500 points
Major Victory=1000 points

* BASTOGNE and CP region ownership is determined by 'Region Scoring'.
* Town area ownership is determined by 'Greater Forces'.


Campaign Notes;
----------------------------
----------------------------
* There is no offmap artillery available to either side on any turn. If you dont bring it, you dont have it.
 
*Artillery fire missions can ONLY be called by FO units (namely, HQ units or Scout teams equipped with JIMLR viewers).
 

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Edited by Bond_Villian
Updated Campaign Summary section with minor rule changes etc

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Looks great Zero, thank you for the job. Send me the mission when you can, maybe i can co a side.¿Or are we planning to do dice rolling to pick co's?

Edited by Colebrook

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Posted (edited)

Below is the updated Briefing section for 'Turn# 1.5 NORDWINDUP', and the updated situation on the map.

 

 

SS_19_57_56.thumb.jpg.ba5eeaa3605556b20ff52972c85cdbc2.jpg

 

 

TURN BRIEFING.
---------------------------

Turn# 1.5; "NORDWINDUP"
------------
70 minute time limit.
FMU.
--------------------------------

Situation;
---------------
 RED have launched a massive unexpected armoured offensive against BLUE, and have acheived a breakthrough. Two Kampfgruppen of RED forces approach the town of BASTOGNE, a strategically

important road junction town, from the North (KG NORDWIND) and East (KG OSTWIND). BLUE forces in BASTOGNE are comprised of two Combat Teams (TEAM DESOBRY & TEAM

CHERRY) are threatened with encirclement over the coming days if the main roads (CP's) leading into town are captured by RED forces.

On this Turn;
---------------------
 RED forces (KG NORDWIND) approach from the North, and may attempt to capture CP 30 & CP 834, and also advance their Front line for the next day in this sector by occupying towns and other

key terrain.

 BLUE forces (TEAM DESOBRY) may attempt to hold or delay enemy capture of CP 834, and may contest CP 30. Occupation of Towns and other key terrain will set the next days Front line for BLUE

forces in this sector.

Both Commanders should select the forces and actions for this turn with consideration to the end state of this battle, but also an overall strategy for the campaign!


Intel;
----------
* BLUE bonus units on this turn are M60A3 Tanks.
* RED bonus units on this turn are Leo1A5 Tanks.

Mission;
-------------
BLUE;
1) Prevent or delay the enemy capture of CP 30 and/or CP 834, at Commanders discretion.
2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion.                        

RED;
1) Capture CP 30 and/or CP 834, at Commanders discretion.
2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion.


Forces;
-----------
RED forces consist of no more than 2 companies of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible enemy unit types).

BLUE forces consist of no more than 1 company of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible enemy unit types).

Terrain, weather etc;
-------------------------------
Terrain in this sector is broken, hilly and heavily wooded. Off road mobility is very slow and difficult, road movement should be used primarily. Weather is poor, visibility is low. Deep snow is on the

ground in places, and slippery ice on some roads. Forecast shows weather improving over the days to come.

 

TURN# 1.5 Notes;

* FINISH HIM!

* BLUE has a number of defences and obstacles (including mine fields) already available for use on Turn# 1 and also on Turn# 2. Further obstacles may be built and removed over the course of the

campaign, as detailed above in the 'Special Rules for AEV units' section.

* A deployment zone for bunkers, wire & vehicle scrapes will be available at the beginning of every day, for both BLUE & RED).

* At the end of each turn (between scenarios), the campaign coordinator will set the available HQ areas, deployment & reinforcement regions, front line and other boundaries for the next day according

to control of these CP's and towns primarily, but also by the disposition of forces, occupation of key terrain, etc.

* It is possible that units from either side may be determined as being 'behind enemy lines' at the end of a Turn. These units will start the next Turn 'in place', and will have radio damage to reflect their

situation.

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-------------------------------------------------------------------------------------

 

 

SS_20_20_38.thumb.jpg.4cc6c2d0a9798905e8b89e3f607bdd82.jpg

 

 

 

SS_20_24_53.thumb.jpg.c74404a179ce0d1e8cf692a2e2f27aeb.jpg

 

Edited by Bond_Villian
Eye Candy

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1 hour ago, RedWardancer said:

Looking forward to the AARs and videos!

Heres the AAR from Turn#1 'NORDWIND'. Note that this session did not run its intended length, it will be resumed at the next TGIF meeting.

 

AAR.zip

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The updated situation map and turn briefing for Turn# 2 'OSTWIND'.

 

 

SS_00_37_45.thumb.jpg.ff97a6300e31d888dc2d86806d7e83f0.jpg

 

TURN BRIEFING.
---------------------------

Turn# 2; "OSTWIND"
------------
100 minute time limit.
FMU.
--------------------------------

Situation;
---------------
 RED have launched a massive unexpected armoured offensive against BLUE, and have acheived a breakthrough. Two Kampfgruppen of RED forces approach the town of BASTOGNE, a strategically important road junction town, from the North (KG NORDWIND) and East (KG OSTWIND). BLUE forces in BASTOGNE are comprised of two Combat Teams (TEAM DESOBRY & TEAM CHERRY) are threatened with encirclement over the coming days if the main roads (CP's) leading into town are captured by RED forces.

On this Turn;
---------------------
 RED forces (KG OSTWIND) approach from the East, and may attempt to capture CP 874 & CP 84, and also advance their Front line for the next day in this sector by occupying towns and other key terrain.

 BLUE forces (TEAM CHERRY) may attempt to hold or delay enemy capture of CP 84, and may contest CP 874. Occupation of Towns and other key terrain will set the next days Front line for BLUE forces in this sector.

Both Commanders should select the forces and actions for this turn with consideration to the end state of this battle, but also an overall strategy for the campaign!


Intel;
----------
* BLUE bonus units on this turn are; Elite SF Scout/FO in LMV trucks.
* RED bonus units on this turn are; N/A.

Mission;
-------------
BLUE;
1) Prevent or delay the enemy capture of CP 874 and/or CP 84, at Commanders discretion.
2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion.                        

RED;
1) Capture CP 84 and/or CP 874, at Commanders discretion.
2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion.


Forces;
-----------
RED forces consist of no more than 2 companies of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible enemy unit types).

BLUE forces consist of no more than 1 company of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible enemy unit types).

Terrain, weather etc;
-------------------------------
Terrain in this sector is broken, hilly and heavily wooded. Off road mobility is very slow and difficult, road movement should be used primarily. Weather is poor, visibility is low. Deep snow is on the ground in places, and slippery ice on some roads.

 

TURN# 2 Notes;

* BLUE has a number of defences and obstacles (including mine fields) already available for use on Turn# 1 and also on Turn# 2. Further obstacles may be built and removed over the course of the campaign, as detailed above in the 'Special Rules for AEV units' section.

* At the end of each turn (between scenarios), the campaign coordinator will set the available HQ areas, deployment & reinforcement regions, front line and other boundaries for the next day according to control of these CP's and towns primarily, but also by the disposition of forces, occupation of key terrain, etc.

* It is possible that units from either side may be determined as being 'behind enemy lines' at the end of a Turn. These units will start the next Turn 'in place', and will have radio damage to reflect their situation.

-------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------

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Updated maps and Turn Briefing for 'Turn# 3 CRY HAVOC'

 

In the North;

NORTH.thumb.jpg.761d021e38b90b2ad8e65e24843d403e.jpg

 

In the East;

EAST.thumb.jpg.2d61d79d710a19456d61916e6312da29.jpg

 

Situation map;

OVERVIEW.thumb.jpg.5c8fcc9c7ae525f4fb70221f437d5efc.jpg

 

TURN BRIEFING.
---------------------------

Turn# 3; "CRY HAVOC"
------------
120 minute time limit.
FMU.
--------------------------------

Situation;
---------------
 RED have launched a massive unexpected armoured offensive against BLUE, and have acheived a breakthrough. Two Kampfgruppen of RED forces approach the town of BASTOGNE, a strategically

important road junction town, from the North (KG NORDWIND) and East (KG OSTWIND). BLUE forces in BASTOGNE are comprised of two Combat Teams (TEAM DESOBRY & TEAM

CHERRY) are threatened with encirclement over the coming days if the main roads (CP's) leading into town are captured by RED forces.

On this Turn;
---------------------
 RED forces (KG OSTWIND & KG NORDWIND) approach from the East and North, and may attempt to hold or capture any/all objectives including Bastogne, and also advance their Front line for

the next day in this sector by occupying towns and other key terrain.

 BLUE forces (TEAM CHERRY & TEAM DESOBRY) may attempt to hold or capture any/all objectives including Bastogne. Occupation of Towns and other key terrain will set the next days Front line

for BLUE forces in this sector.

Both Commanders should select the forces and actions for this turn with consideration to the end state of this battle, but also an overall strategy for the campaign!


Intel;
----------
* BLUE bonus units on this turn are; Elite Scout/FO (JIMLR/UAV).
* RED bonus units on this turn are; Tunguska AD & Leo1A5 Tanks.

Mission;
-------------
BLUE;
1) Attempt to hold or capture any/all objectives including Bastogne, at Commanders discretion.
2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion.                        

RED;
1) Attempt to hold or capture any/all objectives including Bastogne, at Commanders discretion.
2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion.


Forces;
-----------
RED forces arriving on this Turn consist of no more than 2 companies of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible

enemy unit types).

BLUE forces arriving on this Turn consist of no more than 1 company of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible

enemy unit types).

Terrain, weather etc;
-------------------------------
Early morning, light snow clearing. Visibility is low, increasing to 3000.
Terrain in this sector is broken, hilly and heavily wooded. Off road mobility is very slow and difficult, road movement should be used primarily. Deep snow is on the ground in places, and slippery ice on

some roads.

 

TURN# 3 Notes;

* RED forces may attempt to occupy Bastogne on this turn, but will not score any points for doing so on this turn. See 'Scoring' section for details.

* Obstacles may be built and removed over the course of the campaign, as detailed above in the 'Special Rules for AEV units' section.

* At the end of each turn (between scenarios), the campaign coordinator will set the available HQ areas, deployment & reinforcement regions, front line and other boundaries for the next day according

to control of these CP's and towns primarily, but also by the disposition of forces, occupation of key terrain, etc.

* It is possible that units from either side may be determined as being 'behind enemy lines' at the end of a Turn. These units will start the next Turn 'in place', and will have radio damage to reflect their

situation.

-------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------

 

Edited by Bond_Villian

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Turn# 4 'NUTS'.

 

16336256_nutsmap.thumb.jpg.a51040def38773b1508f4553377f0b1e.jpg

 


TURN BRIEFING.
---------------------------

Turn# 4; "NUTS"
------------
100 minute time limit.
FMU.
--------------------------------

Situation;
---------------
 RED have launched a massive unexpected armoured offensive against BLUE, and have acheived a breakthrough. Two Kampfgruppen of RED forces approach the town of BASTOGNE, a strategically important road junction town, from the North (KG NORDWIND) and East (KG OSTWIND). BLUE forces in BASTOGNE are comprised of two Combat Teams (TEAM DESOBRY & TEAM CHERRY) are threatened with encirclement over the coming days if the main roads (CP's) leading into town are captured by RED forces.

On this Turn;
---------------------
 RED forces (KG OSTWIND & KG NORDWIND) approach from the East and North, and may attempt to hold or capture any/all objectives including Bastogne, and also advance their Front line for the next day in this sector by occupying towns and other key terrain.

 BLUE forces (TEAM CHERRY & TEAM DESOBRY) may attempt to hold or capture any/all objectives including Bastogne. Occupation of Towns and other key terrain will set the next days Front line for BLUE forces in this sector.

Both Commanders should select the forces and actions for this turn with consideration to the end state of this battle, but also an overall strategy for the campaign!


Intel;
----------
* BLUE bonus units on this turn are; M60A3 Tanks.
* RED bonus units on this turn are; Elite Sniper teams with JIMLR.

Mission;
-------------
BLUE;
1) Attempt to hold or capture any/all objectives including Bastogne, at Commanders discretion.
2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion.                        

RED;
1) Attempt to hold or capture any/all objectives including Bastogne, at Commanders discretion.
2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion.


Forces;
-----------
RED forces arriving on this Turn consist of no more than 2 companies of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible enemy unit types).

BLUE forces arriving on this Turn consist of no more than 1 company of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible enemy unit types).

Terrain, weather etc;
-------------------------------
Midday, brief snowstorm forecast, clearing. Visibility is varied, between 2000 to 3000 metres.
Terrain in this sector is broken, hilly and heavily wooded. Off road mobility is very slow and difficult, road movement should be used primarily. Deep snow is on the ground in places, and slippery ice on some roads.

 

TURN# 4 Notes;

* RED forces may attempt to occupy Bastogne on this turn, and will score 500 points for doing so on this turn. See 'Scoring' section for details.

* At the end of each turn (between scenarios), the campaign coordinator will set the available HQ areas, deployment & reinforcement regions, front line and other boundaries for the next day according to control of these CP's and towns primarily, but also by the disposition of forces, occupation of key terrain, etc.

* It is possible that units from either side may be determined as being 'behind enemy lines' at the end of a Turn. These units will start the next Turn 'in place' (no deployment region), and will have radio damage to reflect their situation. The enemy will have "rough" intel on these units type and position, and also map graphics intel on general vicinity, denoted by "!!".

* It is possible that units from either side may be determined as being 'out of position' at the end of a Turn. These units will start the next Turn 'in place' (no deployment region). The enemy will have map graphics intel on these units general vicinity, denoted by "!".

-------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------

 

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Zero,

 

Look at that map.   Look how much area is now red vs blue.  Just look at it.   Are you looking at it?

 

I hope you are proud of yourself.

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After analyzing the situation i think we have no option to break the encirclement. Blue surrenders.

SS-07-51-53.jpg

Good campaign Zero.

Edited by Colebrook

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