3.5 CAMPAIGN GAME

3.5 INITIAL SCENARIO: The special information needed to play the Initial Scenario for CGI, CGII, and CGIII is provided in 3.51, 3.52, and 3.53, respectively. For each Initial Scenario, players begin with RePh step 3.617 (Purchasing Reinforcements) and complete RePh steps 3.617-.623 (these steps are preceded by a "!" in the RePh Sequence; 3.6). In each initial scenario the side moving first is considered the attacker. No attack chit expenditure is necessary for the initial scenario.

3.51 PBr CAMPAIGN GAME I: "Who Are These Devils?"

CG LENGTH: A CG Scenario is played for twelve CG Dates in this CG (July 13 Night, July 14 AM, PM, Night, July 15 AM, PM, and Night, July 16 AM, PM, and Night, July 17 AM and PM).

CG VICTORY CONDITIONS: The British player wins at Game End if there are no unbroken Axis MMC within 5 hexes of any Paved Road hex and the Axis Control ≤ 25 olive grove, vineyard, building, and/or rubble locations.

ATTACK CHIT LIMITS: Axis 3; British 5.

INITIAL-SCENARIO SETUP SEQUENCE: Italians set up first; British move first.

INITIAL AXIS OB:

Elements of the 372nd Coastal Defense Battalion of the 213th Coastal Defense Division of the Italian XVI Corps [ELR: PBr SSR 5] set up on or adjacent to at least one Paved Road Hex in a building or fortification with ≤ 1 MMC per hex [EXC: See SSR I-8]: {SAN:2}

Elements of the Hermann Göring Division [ELR: See PBr SSR 5] enter on turn 5 in Convoy (E11) on hex R1 (See SSR I-7):

INITIAL BRITISH OB:

Elements of the 1st Parachute Battalion, 1st Airborne Division [ELR: See PBr SSR 5] enter by Paratroop Landing (E9.) on Turn 1 (See SSR I-3 and I-5): {SAN:2}

I2 x2

Elements of 1st Airlanding Anti-Tank Battery, 1st Airborne Division [ELR: See PBr SSR 5] enter by Glider (E8.) on Turn 1 (See SSR I-3):

G2 x2

Elements of the 1st and 3rd Parachute Battalion, 1st Airborne Division [ELR: See PBr SSR5] enter at an eligible entry area on or after Turn 1 (See SSR I-4 and I-6):

I2

INITIAL SCENARIO SPECIAL RULES:

The following SSR apply during the Initial Scenario

I-1 See PBr SSR.

I-2 Night Rules are in effect (CG SSR 3).

I-3 For the purposes of the paradrop and glider landing the wind is assumed to be coming from the southeast (although there is no wind).

I-4 At the start of each British Player turn (prior to the Wind Change DR if any) a reinforcement dr is made. On a dr of ::; the current turn the British player may enter reinforcements.

I-5 A paradropped weapon which does not land in a hex with a British MMC may only be recovered on a final dr of 1. Each platoon drops as a wing. Contrary to E9.11 the British player may have more than one Wing consisting of less than 5 sticks. Each wing must be lined up in the direction of the wind. If a wing contains an even number of units the extra is placed on the down-wind side of the drop point. If a Wing fails to land in its pre-designated Drop Point make a Random Location DR (with the white die halved, FRD), measuring from the pre-designated Drop Point. The Randomly Determined Location is the actual Drop Point.

I-6 Non-paradropped/airlanded British Reinforcements may enter using the principles of cloaking.

I-7 The Axis Turn 5 reinforcements must move as a Convoy (E11.) following the paved road and attempt to exit along the South edge from Hex H28. All personnel units/weapons must enter and remain as passengers or in tow. Cloaking is NA. The Convoy may only enter road hexes and must move as far as possible each turn. Once the requirements of E11.251 are met, the Axis player is freed from this requirement and the PRC may (un)load normally. Any unit(s) exiting via hex H28 (whether still in Convoy or not) are removed from play, but do not count as CVP for the British player.

I-8 The Autocarretta must be set up on a paved road. A Pillbox must be placed in Hex N16, M23, O20, and O27. A Trench counter must be placed in hexes P27 and Q26. Mines must be placed in non-road hexes, outside the barbed-wire fence compound, and south of the river(s).

3.52 PBr CAMPAIGN GAME II: "Paying The Devil's Bill"

CG LENGTH: A CG Scenario is played for eight CG Dates in this CG (July 15 AM, PM, and Night, July 16 AM, PM, and Night, July 17 AM and PM).

CG VICTORY CONDITIONS: The British player wins at Game End if there are no unbroken Axis MMC within 5 hexes of any Paved Road hex and the Axis Control ≤ 25 olive grove, vineyard, building, and/or rubble locations.

ATTACK CHIT LIMITS: Axis 1; British 4.

INITIAL-SCENARIO SETUP SEQUENCE: Axis sets up first; British move first.

INITIAL AXIS OB:

Elements of the Fallschirmjäger Pioneer Battalion, 1st Fallschirmjäger Division, with attached support elements of Kampfgruppe Schmalz of the Hermann Göring Division [ELR: See PBr SSR 5] set up in hexes numbered ≤ 27 (See SSR I-2 and I-3): {SAN:4}

Elements of the 9th Durham Light Infantry and 44th Royal Tank Regiment, 50th Northumbrian Division [ELR: See PBr SSR 5] enter on/after Turn 1 at their designated Entry Areas: {SAN:2}

RG V1 x2 RG B1 52 CPP

INITIAL SCENARIO SPECIAL RULES:

The following SSR apply during the Initial Scenario

I-1 I-1 See PBr SSR.

I-2 All Axis Guns must set up north of the river(s). No more than 6 Axis MMC may set up south of the river(s).

I-3 Mines must be placed in non-road hexes, outside the barbed wire fenced compound, and south of the river(s). A Pillbox must be placed in Hex N16, M23, O20, and O27. A Trench counter must be placed in hexes P27 and Q26.

I-4 Place Burnt Out Wrecks in hexes N20, N21, N23, and O19.

3.53 PBr CAMPAIGN GAME III: "When Devils Collide"

CG LENGTH: A CG Scenario is played for three CG Dates in this CG (July 13 Night, and July 14 AM, PM).

CG VICTORY CONDITIONS: The Axis win at game end if they 1) Control all building/rubble and pillbox locations north of the river(s) or 2) Control ≥ 4 building/rubble hexes within 2 hexes of Q16 and 2 Strategic Locations south of the river(s).

ATTACK CHIT LIMITS: Axis 2; British 0.

INITIAL-SCENARIO SETUP SEQUENCE: Italians sets up first; British move first.

INITIAL AXIS OB:

Same as CG I

INITIAL BRITISH OB:

Same as CG I

INITIAL SCENARIO SPECIAL RULES:

Same as CG I