3. PRIMOSOLE BRIDGE CAMPAIGN GAMES

3.1 INTRODUCTION: The Primosole Bridge (PBr) Campaign Game offers two or more players a series of interrelated scenarios dealing with the fighting that occurred near the Primosole Bridge on the island of Sicily in July of 1943. Using this system a variable number of scenarios are played, each simulating a portion of the actual battle.

3.11 BETWEEN SCENARIOS: Between each of the scenarios, players make use of a special CG phase called the Refit Phase (RePh) wherein each side takes stock of what has happened and prepares for further combat in the next scenario. The British and Axis players may purchase RG using Campaign Purchase Points (CPP).

3.12 CASUALTIES: Casualties suffered in a CG scenario, as well as those suffered in the ensuing RePh through CG-Scenario End (defined in 3.2), should be tallied since amassed Casualty VP (A26.2) totals are used to determine CG Scenario Loss Points (3.6162).

3.13 CG ROSTER AND RG PURCHASE RECORD: The enclosed printed copies of the PBr "CG Roster" and "RG Purchase Record" should be photocopied and used by players to record important CG information.

3.2 DEFINITIONS:

Barbed-Wire-Fence Compound: The area north of the river bounded by the barbed-wire fences from M20-M14-Q12-T14-T21 and the area south of the river bounded by the barbed wire fences from J23-J26-L27-M26-027-P27-Q27-R27-R24,

CG: Campaign Game.

CG Date: Each CG Date consists of the calendar date plus an AM, PM, or Night reference (e.g., "15 AM"). One CG scenario may be played per CG Date-hence up to three CG scenarios may be played per calendar day: one in the morning (AM), one in the afternoon/early-evening (PM), and one at night (N).

CG End: The CG-Scenario End (see definition below) that occurs after the last CG Date of a CG, if one side concedes CG victory, or if one side meets its CG Victory Conditions.

CG Roster: The sheet used to record information for each CG Date. During the RePh, one line is filled out for each CG Date. Players are urged to photocopy the one provided herein,

CG-Scenario End: Occurs when both the CG scenario being played and the ensuing RePh step 3.603 have been completed.

Coy Cmd (Company Command): A CG RG organization type.

Coy (Company): A CG RG organization type.

CPP (Campaign Purchase Points): Used for purchasing RG in RePh step 3.617

Depleted: A RG received at < Full Strength (see definition below).

Eligible: The status of an Entry Area enabling its use by a side for entry (and numerous other) purposes; see SSR CG4 (3.4).

Eliminated: Units/Equipment/FortificationsIRG "Eliminated" in a CG are removed from that side's OB (Le., are not Retained). A vehicle/(Burnt-Out) wreck that is Eliminated while on-map is removed from the map.

Enterable: A hexfLocation that the unit in question could enter (disregarding its occupation by a Fortification/enemy-unit) during a hypothetical MPh/APh. If defined in relation to a Setup/Entry Area (or to a "path" of hexes drawn to/from/between such), the hex Location must be Enterable along that path. A terrain-Blaze hex is not Enterable.

Entry Area: Each map-edge hex that contains a large arrow with a red background color, plus each edge-hex within four hexes of that hex. The Nationality symbol(s) in the arrow indicate(s) if the Entry Area is British/Axis. See SSR CG4 (3.4).

Equipment: Any SW/Gun/Vehicle that can be part of a side's OB. Any counter that can be Portaged, driven, and/or Manhandled about on the map.

Escape: The RePh process by which a unit attempts to exit an Isolated Location, No Man's Land, an enemy Setup Area, or Uncontrolled Territory that it cannot remain in, to a friendly Setup Area or Eligible Entry Area; 3.606.

FPP (Fortification Purchase Points): Used to purchase Fortifications in RePh step 3.619.

Front-Line Hex: A Setup-Area hex that shares ≥ one hexside with ≥ one hex of an enemy Setup-Area/No-Man's-land/Uncontrolled-Territory hex.

Full Strength: A RG received in toto.

Holding Area: The off-map portion of an Entry Area (see 3.2). It is used for holding all units/Equipment that are Retained in (including those that Shift/Escape/Exit to), as well as those that will enter play as reinforcements via, that Entry Area.

Idle Date: A CG Date in which both sides have picked an Idle chit (meaning that no scenario is played); 3.6212.

Initial Scenario: The first scenario of a CG. A CG's Initial Scenario gives each side's setup/entry restrictions, starting OB (possibly including predetermined RG, units, and a pool of CPP/FPP to spend on additional RG/fortifications), and SSR applicable only to that Initial Scenario.

Isolated: A unit/Weapon in a friendly Setup-Area Location from which it cannot trace a path of contiguous, Enterable, Uncontrolled-Territory/friendly-Setup-Area Locations to a friendly Entry Area. See 3.6052, 3.6056, and 3.6221.

No-Man's Land: A non-Strategic Location within two hexes of both friendly- and enemy-Controlled Strategic Locations; 3.6051.

OB (Order of Battle): All units, Equipment, Fortifications, and RG of a side eligible to participate in the next CG scenario.

Objective Hex: Each initial-OB-given or purchased Coy size RG allows the owning side to secretly designate an Objective Hex prior to all setup. An Objective Hex remains a potential strategic Location even if not revealed on the CG Date it was designated. As soon as (but never before) such an Objective Hex is controlled (as per A26.11-.12;even if during setup) by Infantry of the designating side, its identity must immediately be revealed to the opponent and it becomes a permanent Strategic Location. Once revealed, use a Control marker of the controlling side to mark the hex. Any non-river hex that contains a terrain feature (EX: road, vineyard, olive grove, etc.) may be designated as an objective hex.

PBr: Of, or pertaining to, the Primosole Bridge Historical ASL Module.

Pltn (Platoon): A CG RG organization type.

RePh (Refit Phase): The series of steps performed after each CG scenario. All Chapter Z rules beginning with 3.6 are PBr CG RePh rules/steps.

Reserve: Axis "I" and "G" type RG may be purchased in reserve by spending 20% less than the CPP cost printed in the Axis purchase chart. If purchased at this cost this RG must be set up in Reserve status (SSR CG6; 3.4) or held off map on the CG Date of purchase.

Retained: All units, Equipment, and RG in a side's OB that are available for setup/entry in the next CG scenario; i.e., all Initial-Scenario OB-given/purchased units/Equipment (or all units/Equipment remaining available from the previous scenario of the CG), all RG purchased, and all reinforcements received since the previous (if any) scenario of the CG. In PBr, such a unit/Equipment is required either to be set up in the Setup Area it was Retained in [EXC: Shift] (3.613)or to enter at an Eligible Entry Area if Retained off-map; e.g., a unit ending a CG scenario in a friendly Setup Area must begin the next CG scenario in that same Setup Area.

RG (Reinforcement Group): Usually a number of units/Equipment purchased, as a group, for use in the CG as additions to a side's OB. Also includes FPP.

RG Purchase Record: The sheet used to record the units-in/information-for each CG RG type (see 3.6179). One line is filled out for each RG purchased. Players are urged to photocopy the one provided herein.

Setup Area: Each Strategic Location Controlled by a side, plus each non-Strategic Location within two hexes of such a Strategic Location but not within two hexes of an enemy-Controlled Strategic Location (i.e., not a No-Man's-Land hex; 3.6051). Each such non-Strategic-Location hex must also be Enterable by Infantry from 2:one Strategic Location of that Setup Area [EXC: Non-bridged river hexes are never part of a setup area and are not considered enterable for the purposes of setup area determination]. Friendly Setup Areas that touch/overlap are treated as a single Setup Area, provided that 2:one of the touching/overlapping hexes is Enterable by Infantry from the other Setup Area. For an Initial Scenario, see also 3.5. See also 3.6179.

Shift: The RePh process by which a Retained unit attempts to exit its current Setup/Entry Area to another friendly Setup Area or Eligible Entry Area; see 3.613.

Strategic Location: Each building/rubble/bridge/British Controlled Axis Entry Hex/Objective Hex/Pillbox/entrenchment and each Location occupied by a non-Abandoned Immobile vehicle with functioning MA, by an unhooked non-malfunctioned Gun, and/or by a glider is a Strategic Location.

Strength: Each "I", "V", or "G" type RG is received at Full or Depleted Strength; see 3.6181.

Troop: A CG RG organization type.

Uncontrolled Territory: All non-No-Man's-Land hexes that are part of no Setup Area; i.e., are > 2 hexes from all Controlled Strategic-Location hexes.

Weapon: Any SW/Gun/Vehicular-armament which uses the IFT/TH tables to cause damage to the opponent.

CAMPAIGN GAMES

3.3 THE CG SCENARIOS: The parameters of the CG Scenarios are given in 3.5-.53. The CG continues until the CG End (3.2). Each side's initial Setup Area(s) for a non-Initial CG scenario is determined by the Strategic Locations Controlled by both sides at the previous CG-Scenario End.

3.31 CG BALANCE PROVISIONS: Should each player wish to play the same side in CG1 or II (A26.5), the following Balance is used throughout each CG:

The Axis receives an additional attack chit and may declare Fanaticism for a second CG Date (SSR CG16).

The British receive an additional attack chit.

Should each player wish to play the same side in CGIII (A26.5), the following Balance is used throughout the CG:

The Axis may declare Fanaticism on one CG Date (SSR CG16).

Depletion is NA for all British RGs, and add two 6-4-8 squads to the British reinforcements entering at an eligible entry area on or after Turn 1.