Wednesday, 11 April 2018
OpCompass 1940 - Resource Page
This is a seperate resource page for our on going WW2 Desert Campaign based on the events of Op Compass. It contains links to all the previous games as well as recurring rules.
The games are based on the book Operation Compass by Robert Avery which is sold by the toofatlardies for their "I ain't been shot mum" rules. Although I have changed a few things round to make the scenarios work better for us I highly recommend the book as a great source of information and ideas. You can pick it up HERE for seven of your English Pounds.
Difficult Going - Before moving each vehicle throws 2 d6, on a double, 1 2 or 3 the vehicle bogs down and cannot move that turn. It can perform other actions (such as spot / load etc) so long as they declared that before the roll. On a double 4,5 or 6 the vehicle needs to roll again on the Breakdown table.
Breakdown - when required to do so a vehicle will roll 1d6 and apply the following result,
1 = It was just a misfire, carry on as normal.
2 = A wheel has got stuck but a bit of welly frees it, no movement for 1 turn.
3 = Minor Problem 2d6 > 5 to fix, may take 1 action if successfully fixed
4 = Major Problem 2d6 > 7 to fix, no further actions that turn.
5 = Serious Problem 2d6 > 9 to fix, no further actions that turn.
6 = It's buggered ! Crew abandon vehicle.
At the end of each game points are awarded to each side depending on the result of the game, the total carried forward to the next game to give an overall Campaign standing.
Major Victory - Winner 4 points, Loser 0 points.
Winning Draw - Winner 3 points, Loser 1 point.
Draw - 2 points each.
Objectives in the game are particularly high for the British, this was a very one sided Campaign and sometimes having a couple of men left was a major victory for the Italian Forces.
Italian Brittle Morale
Especially in the early stages of the Campaign Italian Troops, often in a hopeless situation surrendered in large numbers. The poor morale is already reflected in their low game values however in some games this additional rule is used.
Our rules use a system of pinning, to reflect failed morale tests, getting worse with each pin until at pins the unit is removed from the table.
When this rule is in force any Italian unit with 2 pins will roll a d6 and it surrenders on a roll of 1 or 2, for 3 pins it surrenders on a 1,2 or 3.
Dry and Dusty
When this rule is in force add +1 to spotting rolls for every 10" or part there of that the unit being spotted moves.
E.g. An Infantry Section moves forward 6", +1 to spot it. An Armoured Car moves 21", +3 to spot it.
Game 3 - T'Egypt Bound
A rare Italian Attack that didn't go too well for us, an easy British Victory
Our Result British Win 4 pts
Running Total, British 9, Italian 3
Game 2 - Turkey Shoot
Game 2 sees a small mobile armoured British Recon Force locating and trying to destroy an Italian Convoy.
Our Result - A draw, 2 points each.
Running Total - British 5, Italian 3
Game 1 - Tally Ho
A quick one night only game with a group of lightly armoured British Recon units rush to break through a thin layer of Italian defences, watch out for those mines !
Our Result - Winning Draw British, 3 points to the Brits, 1 to the Italians