Operation RoundupVersion 0.8
This is a playtest version
There is no PO programmed
PBEM Only 1. Theater Options available - 1.) On Turn 2 the German Player will receive a Theater Option that allows the airdrop of the 1st Fallschirmjäger Regiment. The German player will receive the 1st FJ Rgt as re-enforcements and an Air transport value will be given. The German player also achieves a 2-turn air shock to help with the airdrop. There is one house rule attached to this TO. The German player must airdrop the FJ regiment or attempt to for the two turns. This is to prevent the German player from abusing the TO's air shock event.
- 2.) The Allied player can request that the US divisional assets arrive early, all this does is tie up available port hexes and sealift. If not taken the assets will appear later in the game.
- 3.) On turn 15 the German player will be able to choose a Counter attack TO. Once activated German supply will drop 5 points for 2 turns and then rise to 15 points above normal for 3 turns and a 110% force shock has been emplaced for those 3 turns. At the end of 3 turns things will go back to normal. This is a TO so that the German player can choose when to conduct the opening phase of the counter attack.
- 4.) The Allied player will be given a "Resistance" TO in the early game. This TO will cause a guerilla effect and will reduce axis supply for a few turns. There is also a chance of German rail transport being hurt for a few turns. Be warned though, German supply will return stronger then before due to the Resistance being cut in size by the recent operations. This TO will be canceled on turn 14.
2. Important Events - There are two German Supply points on map that represent foward supply stockpiles. They are St. Lo and Caen. They will disapear on turns 5 and 10 respectivly.
- All B-17 units and 2 American Fighter units will be removed on turn 2. These units are going back to strategic duties
- On Turn 3 there is a chance of a German naval sortie. If this happens several Allied ships will be withdrawn from the theater. After 6 turns there is a 90% chance of ships returning victorious. Otherwise the ships stay out theater battling the German Naval forces and providing protection to the landing forces.
- There are two points on the map marked 'AF 1' and 'AF 2'. When the allies capture the surrounding hexes about 12 turns later the exclusion zone will be lifted and allied air units may operate freely from these fields.
- The capturing of ports is very important in this game. There are several ports on map. First and foremost is Cherbourg, a port quite capable of supplying the AEF. Upon capturing Cherbourg the allies will receive an immediate 2-point supply boost, as well as being able to use the supply point. After about 2 weeks the harbor will be repaired completely and an additional 13-point supply bonus will be added. The other three ports of concern are, Isigny, Port en Bessin and Cabourg. The capture of these 3 cities will cause a supply point to appear 1 turn later. After the port has been held for around 4 turns a 1-point supply bonus will be added. Riva Bella does not actually have a port facility but is an idle landing place. When Riva Bella is captured the Allies will begin constructing a makeshift facility to allow supply via landing craft and lighters, this will take around 10 turns. When construction is finished a supply point and a 1-point supply bonus will be given.
3. House Rules - 1.) No B-17 unit may be placed on Interdiction
- 2.) Allied Naval forces may not enter any anchorage hex
- 3.) No Airfield attacks against off map Air units
- 4.) If the German player chooses the 'Airdrop' TO the player must drop these units within 2 turns. This is to keep the player from abusing the Air shock given.
Players can agree beforehand whether or not to use these house rules. Tim Mcbride |